Patch Preview: Fizz

First Riot Post
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ki1ler7

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Junior Member

11-13-2011

I dont know about the new masteries, I dont see improve exhaust and improve smite in there


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FlySkyHigh777

Senior Member

11-13-2011

Quote:
Originally Posted by ki1ler7 View Post
I dont know about the new masteries, I dont see improve exhaust and improve smite in there
Trust me, they're there.


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HideyoshiX

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Senior Member

11-13-2011

Quote:
Originally Posted by FateAvrnicus View Post
Urghh.. didnt see a reason behind Sion nerfs, is he another victim of Akali qq?

-Please nerf Akali, better nerf Sion
Sion is being nerfed because his low cooldown stun, ridiculous shield scaling (good base numbers AND a 1:1 ratio? Give me a break) and all this combined with his tankiness and innate damage from Enrage, his ability to gain 100% life steal, as well as pretty good health gain from Enrage as well?

AP Sion is a fairly unstoppable force if you place him mid. That's not a good thing to have in the game. If that doesn't scream overpowered, I laugh at what you think is.

They're aimed, as far as I can tell, entirely at AP Sion- Therefore AD Sion is unscathed, and that's how it should be.


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GrandFactor

Junior Member

11-13-2011

cant wait for the new champion. When will the patch be out anyone know?


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Baclavaman

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Junior Member

11-13-2011

Come on re balance Mordekaiser, he was my main for a while and now his only the shadow of what he used to be, dont put it like he was before just a more fair balancing!


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Dimingo

Junior Member

11-13-2011

Probably somewhere in the 51 pages of replies, but the indomitable mastery looks quite abit OP. It says it reduces incoming damage by 1/2 (meaning 50%) making this, easily, the most useful mastery ever, ever. Whether this is a typo, or I read it completely wrong (also very possible) it could use some clarification (which I assume would be apparent when the changes go live). But for those of us determining what we want before this happens, it wouldn't hurt to address.


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GChris

Senior Member

11-13-2011

Quote:
Originally Posted by Dimingo View Post
Probably somewhere in the 51 pages of replies, but the indomitable mastery looks quite abit OP. It says it reduces incoming damage by 1/2 (meaning 50%) making this, easily, the most useful mastery ever, ever. Whether this is a typo, or I read it completely wrong (also very possible) it could use some clarification (which I assume would be apparent when the changes go live). But for those of us determining what we want before this happens, it wouldn't hurt to address.
Don't be stupid, it's reduce damage by 1 at rank 1 and by 2 at rank 2.
Not by half...


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Kasper

Member

11-13-2011

for all of you who whine about xp bonus % so long down in utility tree read this: http://leaguecraft.com/news/clarification-on-new-masteries-statikk-43.xhtml
-----------------------------------------------------------------------------------------

Statikk - QA Analyst

I simply wanted to make a thread that clarified several of the new masteries, since I see a lot of the same questions and concerns coming up.

Defense


Tough Skin - reduces the damage taken from minions/monsters by 1 at rank 1, and 2 at rank 2 (not by 50% for 1 point)

Indomitable - reduces damage taken from all sources except true damage by 1 at rank 1, and 2 at rank 2 (not by 50% for 1 point)

Siege Commander - only affects enemy towers

Juggernaut - stacks multiplicatively with other disable duration reductions -- for example, Irelia with Merc Treads (35%), Juggernaut (10%), and 3+ enemy champions nearby (40%) will grant her a grand total of (1 - 0.35) * (1 - 0.1) * (1 - 0.4) = 0.351 ---> 1 - 0.351 = 0.649 ~ 65% disable duration reduction. Better nerf Irelia.

Utility

Expanded Mind - the bonus to Energy users does not scale with champion level, it is a flat +4/7/10 bonus at level 1

Improved Recall - reduces the cast time of your Recall by 1 second and Enhanced Recall (Dominion) by 0.5 seconds (1 point)

Scout - increases the vision range of your wards by 5% -- this affects Sight Wards, Vision Wards, and Wriggle's Lantern (1 point)

Runic Affinity - increases the duration of shrine, relic, quest, and neutral monster buffs by 20% (1 point)

Awareness - we intend for this mastery to no longer be a necessity especially for junglers, thus in the next patch we increased the experience gained from various jungle monsters in order to maintain current jungling paths

Sage - gain 40 bonus experience on champion kills/assists (50% reduced effect on the Crystal Scar)

Yes, many masteries have been nerfed/removed and many others have been buffed/created. I would encourage people to think less about how these compare to old mastery builds and rather be open to the new possibilities. After all, power especially in the case of masteries is completely relative.

Each mastery point is not meant to change the course of an entire League of Legends game, rather it is the sum of all of your choices that are meant to impact the way you play the game.

Lastly, this is very much an aspect of the game we will actively be iterating on especially in the short term. We will treat masteries as if they were champions and make changes as necessary, so feel free to voice your feedback once you've gotten your hands on them for a while.


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TheTrueGMon

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Member

11-14-2011

Good choice to make the mastery trees allow for more variety. I like the kat change, shunpo to behind them, exhaust, and death lotus for the win.

Someone tell Mobafire to delete their entire league of legends database...

Edit: To anyone who complains about the flash nerf... when every single game 7-9 people all use the same summoner spell it clearly shows that it is better than the other ones. It's not supposed to be better, this is my favorite change because it just means that flash isnt REQUIRED for 80% of the characters. I play about 10 different champions and there's only 1 that I don't take flash with.


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SmurfX213

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Senior Member

11-14-2011

Sona buffs and skins plz ty.