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Patch notes


Ivan~

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  • 1 month later...

~Season 3 Begins Today~

Patch 3.01

Stigao je patch 3.01 i s njim dosta novih promena.

Novi sistem za ranked play:

**Igrači i timovi će od sada biti stavljeni u tzv. Lige nakon odigranih 10 ranked gejmova

**Lige se nalaze u određenom Tier-u, u zavisnosti od toga koliki vam je trenutni Elo i

Top Elo bio nakon dolaska Sezone 3 (npr. Silver IV).

**Kada pobedite ili izgubite meč dobijaćete / gubićete poene - League Points

**Kada pobedite više gejmova za redom i osvojite 100 LP (League Points) ućićete

u tzv. Division i Promotion Serije.

**Division i Promotion Series vam omogućavaju da napredujete u naredni Tier

**Ukoliko imate 0 LP i izgubite nekoliko partija, nećete se spustiti u niži Tier,

postoji tzv. Forgive sistem

**Najbolji igrači i Timovi sada mogu napredovati u Chalenger Tier koji je ubačen,

i ide posle Diamond Tier'a

**Win i Lose statsi Championa sa kojima ste igrali više neće biti vidljivi drugima

**Elo je zamenjen matchmaking poenima koji više neće biti prikazani

**Vremenska zabrana nakon livanja Queue-a je smanjena i dodat je penalty na LP

**Ukoliko livate više Queue-a za naredni gejm koji igrate nećete dobiti LP

ali možete da ih izgubite

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  • 9 months later...

kao dedicated jungler mogu da kazem da mi je poprilicno muka...

solo q...

nemam pojma gde su wardovi u 95% slucajeva (ranije sam mogao da vidim ko ima ward i da pratim kada ga je postavio...) ... svaki fail i gubljenje vremena na gank koji nece rezultirati killom je sranje... ako lik flashuje meni je i dalje sranje (sigurno se necu uzdati da ce moj random napraviti od toga nesto specijalno)... za to vreme mogao sam da okripujem kartusa i trcim na prvi respawn...

counter jungle je poprilicno ugasen... razni fiddlovi i mumije mogu da drkaju jednom rukom dok ce drugom da stiskaju magije misem i niko im nista ne moze... imace ward od top lanera, ward od mid lanera i sopstveni ward za svaki slucaj da bleji u zbunu na samom buffu... naravno da ce moci da se provuce, ali nije vredno rizika... ako nisi uzeo buff, nego npr velikog golema... mumija ce da smajtuje malog i da ode na kartusa (smite dmg/cd smanjen) ... nece biti primoran da trosi vreme na gank, a ti ne mozes da mu cistis kampove sa obe strane...

supportovi imaju otprilike isto golda i isti level kao i jungler na kraju partije... a imaju 100% jebeni lane presence... dok ja igram protiv botova...

imamo jedan jedini normalan izbor za jungling item kome je nerfovan hp, ali mu je dodato da daje gold... dok se ne nafarmuje 2k golda bolje da zaboravis na sve ostalo... posto maceta ne daje bonus gold...

glupo mi je da wotujem vise... da probam rekapitulaciju...

 

1. mnogo zajebanije da se gankuje early game (top laneri obicno nisu kretali sa wardom i tu je bilo zanimljivo odigrati neki 2v2)... cak i da ostavi ward znam kada ce ostati bez njega i znam da nece moci da postavi sledeci dok ne ode u bazu (da makar glupi trinket ima punjenje kao sightstone)... znam da je cd veci od trajanja warda... znam da je moguce, ali je mnogo manja sansa za uspeh, a cekaju te 4 kampa sa free goldom...

 

2. neki prezajebani heroji koje si morao da gasis early game ce biti jos jaci... nunu npr. sa smanjenim smite-om i cinjenicom da sa double buffom nije lvl 3 moze komotno da ode na bot lane posto je u sumi sranje...

 

3. ancient golem jedini razuman izbor...

 

4. jungler ce mnogo vise sluziti ako bukvalno dodje na lane i rusi kulu npr... ali onda se postavlja pitanje zasto ne probati duo top (ili triple lane :tf: , posto vidim ubacili su dust, ogranicavaju wardove, smanjuju zbunove... sve me to podseca na jednu drugu igricu... :DDD )

 

ne znam kako su mogli da kazu da je jungle bufovan... da su radili cost/benefit analizu... ah da, onda ne bi ni bili zaposleni u riotu... :P

 

i jos nesto mi nije jasno... hteli su da smanje snowball... zasto onda koji kurac ima talenat da kada ubijes nekoga vraca ti se 5% hp... koliko puta ostanes kratak samo 100g zbog ignite-a... a ovako em ces biti kratak 400g em taj lik ostaje na lane-u da skuplja xp i gold dok si ti mrtav... koji kurac... (mada 5% mozda ne bude dovoljno, ali opet u dosta slucajeva ce biti)

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znas sta... samo neka kradu od ostalih igrica... kada izbace i revive i omoguce da se kupis kao u doti, onda nece imati problem sa full build likovima u 30min koji nemaju kako da potrose lovu... (a svesni su da od jednog fighta zavisi cela partija, pa se setaju levo desno po 15 min) :D

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  • 3 months later...

Patch 4.4

 

Kassadin

Old Kassadin's combination of high mobility, strong disables and high burst damage left his victims with very few to no options against him (other than banning him in every single ranked game), especially when he snowballed ahead. Our focus here is to introduce more counterplay to Kassadin's kit, something we couldn't do with number tweaks alone. For example, lowering Kass's damage doesn't make for an interesting gameplay interaction (it just means you can turn around and smash him in the face if you survive the burst), while increasing his cooldowns means he just needs to wait longer before blowing somebody up.

In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. It's worth stressing: these changes are to make Kassadin less of a "blow someone up when you can" champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe. Obviously, this is a significant change, so we'll be watching his performance very closely.

We've increased Kassadin's attack range and changed his passive so it no longer grants attack speed but avoids unit collision. We reduced Null Sphere's damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadin's missing mana. No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. We've reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs.

General
VISUALSKassadin's particles have been updated!
ATTACK RANGE125  150
Voidwalker_Netherburn.pngPassive - Void Stone
NEWUTILITYKassadin now additionally ignores unit collision
ATTACK SPEED BONUSBonus attack speed per magic damage reduced  No longer grants attack speed
NullLance.pngQ - Null Sphere
NEWUTILITYNow additionally grants Kassadin a shield for 1.5 seconds that absorbs 40/70/100/130/160 (+0.3 Ability Power) magic damage
NEWUTILITYSilences the target  No longer silences, instead it interrupts channel spells
DAMAGE80/110/140/170/200 (+0.7 ability power)  80/105/130/155/180 (+0.7 ability power)
NetherBlade.pngNEWW - Nether Blade
PASSIVEKassadin's basic attacks draw energy from the void, dealing 20 (+0.1 ability power) bonus magic damage.
ACTIVEKassadin charges his Nether Blade, causing his next basic attack to deal 40/65/90/115/140 (+0.6 ability power) bonus magic damage and restore 4/5/6/7/8% of his missing mana (increases to 20/25/30/35/40% against champions).
COOLDOWN6 seconds
MANA COSTNo cost
UTILITYResets Kassadin's basic attack timer on activation
ForcePulse.pngE - Force Pulse
DAMAGE80/120/160/200/240 (+0.7 ability power)  80/105/130/155/180 (+0.7 ability power)
RiftWalk.pngR - Riftwalk
NEWDAMAGE80/100/120 (+0.8 ability power)  80/100/120 (+2% maximum mana)
NEWSTACKING DAMAGE50/55/60 (+0.1 ability power) per stack  40/50/60 (+1% maximum mana) per stack
NEWRIFTWALK STACKSCosts +100 mana per stack  Now doubles its mana cost per stack
NEWUTILITYRefunds mana on hitting enemy champions  No longer refunds mana on hitting enemy champions
COOLDOWN7/6/5 seconds  7/5/3 seconds
MANA COST100  75
MAXIMUM STACKS10  4
STACK DURATION8 seconds  12 seconds

Ima jos dosta promena u patch-u, izdvojio sam ovu jer je kassadin tokom svih ovih sezona bio uvek isti (silence, ulti, slow) no sada je potpuno drugaciji i nema vise sajlens, iskren da budem nisam ga probao niti ga je iko igrao na LoL-u u mojih 15 partija od novog patch-a, ali ocigledno je da ide u legendu i po meni vise nece biti igran toliko (i onako je bio banovan u 95% partija)
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  • 10 months later...
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