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Patch 3.01 Notes

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coco577

Junior Member

02-01-2013

Annie upgrade sooo freaking exsited


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Beschwörerbernd

Member

02-01-2013

League System

The League System has arrived for ranked play!
Players and teams will now be placed into a League upon finishing their placement matches
Leagues are assigned to a skill tier and are split into divisions, e.g. Gold IV
Winning and losing matches will now cause you to gain and lose League Points (LP)
Advancing to 100 LP will now start a Division or Promotion Series
Top players and teams can now advance to the Challenger tier, which is visible to all in the client
Champion losses and win ratios will no longer be displayed to other players
Elo ratings have been replaced by matchmaking ratings (MMR) which are no longer displayed
The time penalties for queue dodging have been shortened and an LP penalty has been added


My Questions:

1. Does this LP penalty also include leavers/afklers?
2. Does this LP penalty points proctect me from playing with people who collect them like its their hobby?

If you answer both of this questions with "no", then i must assume that this changes you just did make it easyer for "afklers" and leavers to hide away from the others. I dont have the option to look at the others profile to see if he is a notorius gametrower anymore. I have absolutely no impression of with what kind of people im playing with.
Its cool that you included a dodging penalty, but will the others still be damaged by their "Rank" because of leavers/afklers?

Im sorry to say that, but you definitly know that if you would implement a real "leaverpunishing" system, then you would lose income due to a decrease in playernumbers.
You are going to create a realy cool ladersystem, where you can even climb up into "prozones", but just avoiding to react to this problem of gameruiners.
You even dont go the other way round to give the team with the lesser players a "loss forgiven", and the leaver a penatly so that his elo / LP points sink till hes at 0 and is unable to play "RANKED" games with others.
I promise if dont do anything against it soon, you will lose more customers then that ones that are annoying the honest "summoner code"- players that just want to stay and play a nice and even match.


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Rede3med Riven

Junior Member

02-01-2013

awsome annie upgrade :3 And The season 3 patch
ive been waiting for this


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ANDY EATS OM NOM

Junior Member

02-01-2013

So when is LoL coming back up?


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Kanemyr

Junior Member

02-01-2013

XD no nurf on Darius.... absolutly stupid


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Leaf of the lake

Senior Member

02-01-2013

Triforce 3 gold best change.

I don't think I've found a single person that legitimately likes the anivia "bug fix." It was a nice easter egg.


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LoseToaNoob

Senior Member

02-01-2013

Quote:
Lygarine:
As reds, you probably don't put a lot of effort into reading each one of these, which is understandable. After reading up on the patch notes. I have a few concerns/suggestions to the more controversial ones on the list.

Regarding the Ranked system: It's about time. I've awaited the day where I wouldn't have to wade through 32 million people on a single ladder to achieve greatness, and this new system will give us some things to think about when deciding to be "troll." What people don't realize is that this will break you into a pool of about 250 players. Be a troll for long, and your allies, and your enemies will recognize you as one. This possible notoriety should be a backdraft to the would-be trolls out there. Troll too much in ranked, and be prepared to be trolled the rest of your existence in that division pool.

Elise's mana cost increase: Complaining about it being a nerf just means you're not willing to take the extra time to learn to effectively use it to melt a champ from full to 0 when they step out of position. This spell is meant to punish champions for bad positioning, rather than be used as a "mystic shot" poke tool

While on that subject Ezreal: People don't play ezreal because he was/is OP. Ezreal is one of the only champs in the AD carry department with a built in flash, but at the price of having absolutely no cc abilities. I think this champion should be left as the "high risk, high reward" champion that he is. The nerfs you want to bring to the table shouldn't be to his stats, but to his mechanics. As an ezreal player myself, I would like to see a full damage trueshot barrage until it hits an enemy champion where THEN it falls to 40% of it's initial damage. This will take back that "ult for the penta" tactic that I see a lot in late game, and encourage two strategic things that the spell is useful for: clearing a lane for a push, and pro-sniping champions.

Katarina changes: Really, this is a compromise. You now get heaps more damage for your ult, at the cost of it being more risky to pull off. Again, high risk high reward. Pentakill Katarina might see a comeback <3

Master Yi: That meditate made for the hardest AP mid to counter. But if you look at the changes, the early game Yi didn't take too much of a hit, whereas the late game "0 to full in one spell" Yi took a little bit of a hit (it'll heal up 50-70% as an AP Yi). What people should take notice of is the early rank buff to the level 1. Healing 200 health is a free red pot, and could mean a more viable early game from Yi in the jungle.

Olaf "nerfs": a lot of the health items in the shop now offer this cool feature: Cool down reduction ( yes Black Cleaver too). With this change to the vicious strikes CD. You can still spam axes, and put down the true damage with the swing, but now you have to think about when you want to bust out the attack speed buff (since that buff will easily allow you to tack on max stacks of the cleaver) and add insult to injury by further whittling away their already low armor with a 30 point after% deduction with Ragnarok.

Shaco nerfs: ಠ_ಠ. I think I would be fine here if you did something for his late game: level 3 Shaco ultimate = Shaco, not with +50% damage taken or the damage nerf. It's understood that with the items introduced in s3, Shaco is able to deal a lot of damage when teamed with his ult. But the preseason hit Shaco's attack speed, which greatly reduced his dps potential late game. leveling off the last rank of hallucinate with Shaco's current abilities would not only make him viable late game again, but allow people who play Shaco, to play him like he is meant to be played; as a champion based on deception.
The way he plays currently, you may as well skin his ultimate to look like tibbers, because every time I play against a Shaco, it is incredibly easy to tell which one is which, and that, I think, is what is hurting Shaco's late game so much.

Also, either detonating the clone (conforming to heimer mechanic of death = no turrets) or being able to control the clone after the champion dies, would be a great quality of life upgrade suggestion.

Sightstone nerfs: a gold increase of 250 is really nothing to complain about. If you effectively use this item in game at it's upgraded form, in a 45 minute game, you will have consumed AT LEAST 3375 gold in wards (this minimum is if you only place wards 3 at a time, and refresh them only when they expire). Look at the item again, note that they're giving supports the extra health, at the cost of not being able to rush the item, and carry your team with it. The sight it provides is invaluable.

Bloodthirster: a 3k item that gives a 100AD increase AND lifesteal was a bit much. This should make the Infinity Edge a comparable item now in terms of viability in an early game AD carry.

Black Cleaver: So much rage over the item getting a 50 point reduction in HP (The tooltip on the item before patch was 250HP, not 300.) @ the ragers: ಠ_ಠ

Trinity Force: I think we will all take a HUGE 2 second break @ 30 minutes to wait for the money we need to combine our items. To be honest, the cost should have been 4200 gold, but for the stats it had before the nerf. Trinity force is the most expensive item in the game for a REASON, lets keep it that way<3.

Bots: I wonder if this means that bot's are becoming autonomous, and self aware, and perhaps organizing to plot the demise of players everywhere O.o



i wont lie i read all of it and u pretty much nailed how i feel thanks i just didnt feel like typing all of it


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Dotayy

Senior Member

02-01-2013

Does Riot hate Master Yi? Just curious.


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Lygarine

Junior Member

02-01-2013

Quote:
OtherMaT:

The other thing is that u have a big clue about the banned champs on rankeds: Amumu, blitzcrank, Malphite, Alistar, Shen. Is almost always the same bans all the time. That is a great clue telling u those champs have a too aggresive cc skills. Those champs need to be rebalance searching for less CC duration or efficiency. Maybe reducing by a lot their basic stats like the recent blitz nerf would be better, but i have to take a look on that. The thing is there is a problem around those champs.



Actually, the real reason I ban these champions isn't for their cc, but for how they can get a couple early kills, rush an early 'mogs, and be immortal for the rest of the game. Riot has addressed this indirectly by making the most notorious "HP stack" items more expensive, and reducing the stats of one of their build items: Giant's Belt.

I hope this clears up why a lot of the "big tanky CC tanks" all didn't get a page full of nerfs.


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Zakharia

Junior Member

02-01-2013

First of all, I have never whined about nerfs or a patch before, but I have something to whine about this time. I am not terribly happy with the increased price of the sight stones because of abuse. I main support and support has been drastically altered this season. Some of the mastery changes are ok, but no more heart of gold, nerf on shulrya’s, nerf on kaze’s lucky pick, price increase in the crystalline flask, and now the excessive gold cost to the sight stones make me think Riot just wants to make no one want to play support. I don’t play ranked (too much raging, often even upon champion select) and you realize that support is one of the roles no one ever seems to want to do, right? That and tank, although I see a lot more tank in unranked. I’ve had to make a lot of changes in my builds this season and I could live with it though the addition of the sight stone, but now I am really pissed I will have to spend a ton of IP on changing my runes because I simply can’t keep up with the price increase on everything. I won’t be using sightstone at all anymore if this change goes through and just build the solari first or second and supplement with wards. It is very unfortunate that in order for me to keep up, I will have to actually buy gp10 runes because I have such a money problem this season. Pick pocket only does so much. I don’t just stand back and heal, I poke a lot too, I always have even before pickpocket, and it’s not really enough. All of the mastery changes in utility (which I like) combined aren’t enough. I had no money problem in season 2 at all. I had no gp10 runes because the items provided me with enough gold. Now I have no choice whatsoever and will have to deal with having less health at the start of the game. Kind of though after Sona was nerfed and she became the champion with the least amount of health at level 1.

All champion nerfs this patch I agree with. Keep nerfing Ezreal, people need to try out other champs and stop spamming him. Naruto is the most popular champ according to current statistics and I don’t necessarily think it’s because he’s so OP, but because it’s easy to spam with him and get fed early game…