Release Notes v1.0.0.110

First Riot Post
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LuciferDuck

Senior Member

02-04-2011

this patch is the worst shiet i ever seen, now every reneketon which i faced mades a penta kill, also with morder, vlad, in temmo´s case...oh well i still got temmos with 1/17/5


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RhynoD

Senior Member

02-04-2011

Quote:
Originally Posted by MagusGothica View Post
I don't have issues with the actual patch as much as I do with the community response. I just started playing the game recently and felt like I had just learned what was going on. I learned how to rune properly, how to lane, etc. I felt I had a good grasp on what was going on early game, what was going on late game. I feel as though this patch is going to change a few of the game dynamics I thought I was used to.

I'm really disappointed with the LoL community. What I was hoping for is a constructive, intelligent response from people who have actually played games post-patch, and how it affects gameplay. Instead I get mindless capslock'd responses about generally useless things like individual champions, certain runes, post ratings, and Guinsoo's beard.

What I want to see:

1. How does the loss of early game health affect game play? Is it easier to snag kills early game?
If you can buy a Doran's Shield and a potion, it means you can stay in the lane slightly longer, since you can pop your potion before needing to return to base. This affects gameplay because it means you can afford to be less cautious. "Sure, I'll venture out into the lane to eat minions. Sure, I know I'm laning against Renekton and Yi, both high DPS champs, but with my potion, if they jump me I'll probably survive it." Now, instead, "Shyte, I'm laning against two high DPS champs. I'm going to sit the **** next to this turret because if I go anywhere near my creeps, I'm going to die and give them first blood."

So, where the idea may have been to make early game more dynamic, instead players are (rightly) being far more paranoid and won't give opponents the chance to gank them. As a result, the game for one side stagnates because now they can't get near the minions, so they can't get gold and they can't get experience. The opponents are now at a clear advantage without being better, they just have higher DPS champs. This is especially frustrating for tanks, who should be able to stand there, and support champs, because they're too squishy to be able to stay in range of the person they're supposed to be supporting. Yes, with all the health quitessences, a doran's shield, and a potion, the tank is hard as balls to kill. That's how it should be. Instead, go try to kill the other guy and let the tank do his job as a tank.

Quote:
2. Apparently mana regen runes are useless now, according to hundreds of OMG THIS BLOWS REFUND MY IP responses. Can anyone confirm this? Does higher base mana regen mean you really don't run out of mana? If you no longer need them, what do you suggest runing instead? Should I build with a Meki Pendant, or no?
The problem here is that by decreasing the gap between having them and not having them, they made them less valuable. That is, whereas before certain champ builds required getting the runes and building your masteries the right way, now you can do without them. So why buy them? Given the option, many of those same players wouldn't waste the IP (or money) on the runes that are no longer necessary. But most of those players don't have that option because they already bought the runes.

Also, many players are upset that the gap between veteran players and new players has been reduced so much. Whether or not it's because we were good enough to get to 30 or because we just played that much, we did put a lot of time and effort into the game. Before the patch, veteran players were rewarded for their dedication to the game or skill in the game, but now they feel that those rewards were made worthless because new players are given the same advantage for nothing.

Quote:
3. How do the changes to individual champions actually play out in-game? Is Teemo really impossible to kill? How hard does Renekton hit?
Teemo is just obnoxious to kill. He's already fast, and the usual build that most people do includes Phantom Dancers, which make him faster, and he can go invisible if he gets away long enough. The patch made him more so. Brokenly so? Perhaps. I don't play Teemo and I haven't fought one since the patch. Either way, I never thought Teemo was particularly broken or weak before. His change just seems unnecessary to me.

I completely agree with the change to Renekton's armor reduction to a percentage. That's a good change. He also needed a little more survivability, because he was a bit too squishy. But he didn't need more damage. He does a lot of damage. Renekton is the melee version of Veigar: really high damage, balanced by having low health. Renekton had very little health. Consequently, he hit like a mac truck 1v1. Late game he trailed off, but the change to his armor reduction should fix that. Giving him a bit more health and armor is fine, but giving him more damage only makes it over the top. He already has damage, he doesn't need more.

Quote:
These are the things I need to know. Because this thread is just ******ed. I really wish somebody would go about making guides to how patches ACTUALLY affect gameplay. I haven't gotten a single relevant piece of information in this thread. You should be ashamed of yourselves.
And there you have it. A calm, rational explanation of why the patch is upsetting people. It accomplished little and affected gameplay greatly in a negative way. It nerfed champions that didn't need to be nerfed (like Soraka, who's a support champ, and pretty useless except as a support champ, but then they nerfed her ability to support). They buffed champs that didn't need to be buffed (like Teemo, who was hard to kill if you couldn't catch him, which meant you had to gank him when he wasn't looking. Now, even that's hard to do since you can't knock him out of his speed buff).

For the record, the complaints about Rammus are due to the fact that Rammus got nerfed in completely the wrong way. And no, his taunt is not he right way. His slow may have been ridiculous, but he needs it to catch people. As I posted before, when people can get out of the range before he taunts them, after he rolls into them to slow them something may be wrong. The better thing to do is reduce the duration even more (2 seconds is all you need) but keep the percent slowed high. His passive could be reduced and I don't think anyone would mind, though.

Quote:
Also, WTB moar Caitlyn skins. The available ones suck.
Custom skins. No one can see them but you in game, but they can still make you happy when you're playing.


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Selestine

Senior Member

02-04-2011

i luv this patch


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Frostsaber King

Junior Member

02-04-2011

Please Revert This Patch


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Blitzgrieg

Junior Member

02-04-2011

Quote:
Originally Posted by Udyr View Post
For more information about the rune changes, please read http://www.leagueoflegends.com/board...d.php?t=480979

League of Legends will be updated during scheduled maintenance on 2/1/2010 from 1:30AM until 2PM PST.

New Skins in the Store
  • Sun Goddess Karma
  • Sakura Karma
  • Lion Dance Kog’Maw
  • Djinn Malzahar

League of Legends v1.0.0.110
Karma, the Enlightened One
  • Heavenly Wave: Karma sends forth hidden blades from her fans, dealing magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone based on a % of their missing life.
  • Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Allied anchors have increased movement speed and enemy anchors have reduced movement speed. Enemy units that come in contact with the beam take magic damage. Karma strengthens the bond to double the effect of the movement speed modifier.
  • Soul Shield: Karma summons a protective shield that absorbs incoming damage. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing damage to enemy units around Karma's target.
  • Mantra: Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
  • Inner Flame (passive): Karma gains increased Ability Power corresponding to her % of missing Health.

Akali
  • Twin Disciplines no longer deals bonus damage to towers

Cassiopeia
  • Twin Fang range increased to 700 from 675

Ezreal
  • Rising Spell Force now has a particle to indicate the amount of stacks
  • Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
  • Fixed a bug where some of Ezreal's spells were displaying incorrect text on cast

Galio
  • Resolute Smite's area of effect size and projectile speed have been increased slightly

Gragas
  • Fixed a bug where Barrel Roll was not properly drawing aggro from towers and monsters

Jax
  • Fixed a bug where Jax would lose health while leveling in some instances

Katarina
  • Death Lotus
    • Base Damage per dagger increased to 50/65/80 from 40/50/60
    • Ability power ratio reduced to .25 from .3
    • Attack damage ratio reduced to .5 from .55

Miss Fortune
  • Fixed a bug where Strut sometimes wouldn't show a particle while active
  • Fixed a bug with Bullet Time where it would occasionally scale off of ability power instead of attack damage even though attack damage provided slightly more overall damage

Mordekaiser
  • Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
  • Shield generation increased to 25/27.5/30% from 20/25/30%

Olaf
  • Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit

Rammus
  • Powerball slow duration reduced to 3 seconds from 4
  • Powerball slow percent reduced to 20/25/30/35/40 from 28/36/44/52/60

Renekton
  • Cull the Meek
    • Cooldown changed to 8 seconds from 12/11/10/9/8
    • Base damage increased to 60/90/120/150/180 from 40/70/100/130/160
    • Attack Damage ratio increased to 0.8 from 0.6
    • Healing reduced to 7.5% from 15% (Fury-enhanced heal unaffected)
    • Champion healing increased to 4x from 3x
  • Ruthless Predator cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
  • Slice and Dice armor reduction changed to 15/17.5/20/22.5/25% from 10/15/20/25/30
  • General
    • Health per level increased to 87 from 82
    • Base health increased to 513 from 508
    • Armor per level increased to 3.8 from 3.2
    • Base armor increased to 19 from 17.2
  • Fixed a bug where Renekton was gaining bonus attack damage while wounded

Shaco
  • Fixed a bug where Deceive could be dodged

Soraka
  • Astral Blessing
    • Base heal changed to 60/120/180/240/300 from 80/130/180/230/280
    • Ability power ratio reduced to 0.9 from 1
    • Buff duration reduced to 4 from 9
    • Armor buff increased to 20/35/50/65/80 from 15/20/25/30/35
  • Removed Innervating Locket from her tips

Teemo
  • Move Quick - Ability Rework
    • Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
    • Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit

Vladimir
  • Sanguine Pool
    • Slow percentage reduced to 40% from 50%
    • Slow duration reduced to 1 second from 1.5 seconds
  • Tides of Blood health cost reduced to 30/40/50/60/70 from 30/45/60/75/90
  • Fixed a bug where Vladimir would lose health when leveling in some instances

Items
  • Boots of Speed now shows Ionian Boots of Lucidity as a build option instead of Ninja Tabi
  • Doran's Shield
    • Cost increased to 475 from 435
    • Armor increased to 9 from 8
    • Health regen per 5 seconds increased to 10 from 8
  • Doran's Blade
    • Cost increased to 475 from 435
    • Damage increased to 9 from 8
  • Doran's Ring
    • Cost increased to 475 from 435
    • Mana regen per 5 seconds increased to 5 from 4
  • Last Whisper cost increased to 2290 from 2090
  • Fixed a bug with Lich Bane where the cost was inadvertently increased and the mana gain lowered
  • Rabadon's Deathcap cost increased to 3600 from 3400

Summoner Spells
  • Rally
    • Fixed a bug where Rally provided ability power whether or not you had the mastery
    • Fixed a bug where Rally was granting less ability power and attack damage than it stated
    • Each unit now gains ability power and attack damage based on the caster's level, rather than each individual unit's level

Masteries
  • Strength of Spirit mana to health regeneration converted reduced by about 33% and clarified the tooltip to show that it was regeneration per 5 seconds
  • Meditation mana regeneration reduced by 40%
  • Veteran's Scars health reduced to 12/24/36/48 from 15/30/45/60

Runes
  • Clarity Runes reduced in effectiveness by about 33%
  • Quintessences of Fortitude reduced in effectiveness by about 20%

General
  • Fixed several spells that did not preload properly, causing a delay the first time used in game
  • Adjusted many champions' PVP.net attack, defense, spell, and difficulty ratings
  • Removed many PVP.net tags (like heal, stun, and pet) and made the remaining tags more accurate
  • Updated many Champion's recommended item lists
  • All Champions with mana had their base mana regeneration increased by 2.5 mana per 5 seconds and mana regeneration per 5 seconds per level increased by 0.2
  • Dragon is now immune to disables
hey, that was a lame patch, you sorta changed the meta. FAILURE


oh and by the way riot, you're all newbs

yours truly,
Blitzgrieg

p.s. if I were riot's manager, this would be a fun game.
p.p.s. lets grab a beer sometime and think about what you've done


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eterpay

Senior Member

02-04-2011

Normally I don't buy Dorans but now that it has changed, I actually think I'm gonna start buying more. I suggest you should make another Dorans item that uses the ring, blade and shield as the ingredients.


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NoTrigger

Senior Member

02-04-2011

mana regen per level runes need a buff
health regen needs a buff
dorans item prices need a nerf

not just in 2 weeks.

NOW riot, NOW!!!



and i really dont understand why you cant just listen to the community. 9000 downvotes. everyone said the patch will suck. you didnt listen. why?

now we have to play a half broken game until you realise how bad this patch is.


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Snorgdarf

Junior Member

02-04-2011

I can't wait until DoTA 2 comes out, this game is going to s***.

This patch is just full of failure: Ram POWERBALL nerf (because that was the problem) BoL now in the BoS build path, but they take out NT? lol
Vlad pool SLOW nerf, unnecessary rune/mastery nerfs, 475 doran's items. 10k upvotes because you know everyone is going to hate it (lol it's already under 9k again)

I've had the feeling for awhile, but this patch has made it apparent that Riot has NO idea what they're doing. I'm just glad I haven't put any money into this game, or I'd be pissed. ffs blizzard is better at balancing then you guys.

Well it was a fun run Riot, I'll continue to play this game without paying to put pressure on your crappy servers/have a little fun. When DoTA 2 comes out I'm switching to that and never looking back (maybe a little just to see how badly this game suffers, It'll probably kill it)


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Clockworkz

Senior Member

02-04-2011

Quote:
Originally Posted by NoTrigger View Post
mana regen per level runes need a buff
health regen needs a buff
dorans item prices need a nerf

not just in 2 weeks.

NOW riot, NOW!!!



and i really dont understand why you cant just listen to the community. 9000 downvotes. everyone said the patch will suck. you didnt listen. why?

now we have to play a half broken game until you realise how bad this patch is.
Except that it ISNT bad. Have you even played the game since the patch or is whining on the forums all you do?


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calicfer

Senior Member

02-04-2011

In the next release, can you add the tear of the goddess mana-bonus to one of those popup windows. Thanks. would help judge its usefulness tremendously.