Mid-July Patch Notes

First Riot Post
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RiotWarty

Senior Member

07-19-2012

Amazing patch.


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yami889

Senior Member

07-19-2012

WTF, did anyone else see the new turret ranges, FML, this is gonna mean turret diving is gonne be even fukin harder...


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Zehph

Junior Member

07-19-2012

And the downtime was almost half what they said it was gonna be!! Awesome Riot is Awesome!!! xD


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BCMYKRMCXYZiggs

Member

07-19-2012

Fixed several issues that occur when reconnecting, including ghost minions, invisible champions, untargetable towers, and strange store behavior

Thank you for this patch update. Really hated this aspect of disconnection/reconnecting.

Satchel Charge
Cooldown reduced at earlier ranks to 26/24/22/20/18 seconds from 30/27/24/21/18

FINALLY, Ziggs gets the very needed Satchel cd buff. Thank you RIOT


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shadowdragonzz

Junior Member

07-19-2012

Servers are finally up where i am


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Khmera

Senior Member

07-19-2012

Quote:
Originally Posted by xThe Fuhrerx View Post
i was going 16/4/20 as teemo and then the servers went off.... -_-
You were warned. -.-


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Khmera

Senior Member

07-19-2012

Quote:
Originally Posted by ajdt29 View Post
Servers are finally up where i am
And where is that?


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Great Sephiroth

Senior Member

07-19-2012

Quote:
Originally Posted by yami889 View Post
WTF, did anyone else see the new turret ranges, FML, this is gonna mean turret diving is gonne be even fukin harder...



its not the attack range its the vision range


Summoner's Rift

Outer turret vision range increased to 1095 from 800


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Darkorta

Junior Member

07-19-2012

What it will be totally cool, is that you change the Champ icon in game for the skin icon, that means that is no longer showing the classic skin icon and it will be displayed the skin icon, if the player is using a skin ^^


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Jaystander

Senior Member

07-19-2012

Quote:
Originally Posted by Nasdrovia499 View Post
Graves is still the easiest and most "solid" pick. Early burst + tanky passive wins most trades (+dash makes him harder to kill than a no-escape carry), his midgame is a direct consequence of his easy early, and his late benefits from one of the best steroids, only weakened by his meh range.

As for the Crab, take an even closer look.
Acid hunter was NERFED. Base damage increased, yes, but he now has a BONUS AD RATIO instead of TOTAL AD RATIO. Early, you have 0 bonus AD (maybe a tiny bit if runes count, I don't remember that) which means your "1.2 ratio" is pretty much non-existent (while before, the 0.85 ratio applied to base AD). It only becomes useful once you have 100+ bonus AD, aka a full BT or equivalent.

Basically, his early (most powerful part about him) was nerfed, even his Q deals the same as before (if not a bit lower ?), and his late is barely better (and only if he stacks lots of AD, which nullifies the advantage of a tanky build).

(edited because maths).

Level one Crab has 50 dmg base. Assuming that he should be built for early game damage, which is the claim here, a perfectly legitimate rune set up would allow for flat ad reds and quints. This would give him, with the 4 from masteries, is about 19 bonus AD or 69 starting total AD. Assuming no items and level one acid hunter. The original damage would be 10 + 69(.85) or 68.75, the new dmg will be 50 + 19(1.2) which is 72.8. Which is an increase of 4 damage over the previous if you are building high bonus ad from runes and masteries. Should you want to start with a Doran's that would increase the old damage to 81.5 and the new damage to 90.8.

This is an early game buff to his damage assuming you aren't building 0 AD at start game. You don't even need an item to beat the old damage, just runes and masteries.

Edit: Not saying the overall change isn't a nerf but the dmg aspect of Acid Hunter has been buffed.