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Grand Old Thread: League of Legends!

Hylian

Not even death can save you from me
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My team actually lost to Rauleens team and then didn't make it out of the swiss to the top 4 bracket(even though we were 3rd best team there probably lol just played the other best two) But then someone on rauleens team had to leave(Rauleens team was made up of random people that didn't have a team) so I subbed in for that guy and we won an insanely close grand finals against the other team who hadn't lost to anyone and were all like 1600-1900 elo lol.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
No Nimbleness seems like the biggest change, along with the Summoner Spells ones.

MASTERY THAT GIVES BASE STARTING GOLD
I TOTALLY MADE A THREAD ABOUT THAT FOR CHANGING GREED
AND EVERYONE HATED IT
**** YOU EVERYONE
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
These mastery trees

SPELL VAMP AND LIFESTEAL IN THE TREES

HOW COULD THIS GO WRONG

EDIT: Wow at the defensive tree jungling synergy, holy ****. I guess they REALLY want more characters in the jungle

inc metagame shift?
 

Z'zgashi

Smash Legend
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My internet apparently doesnt like the league of legends site right now, cuz its not working, so I cant see the new mastery trees lol.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
The lifesteal one seems fine to me, but I think the spell vamp one should be toned down to 0.5% or .75% per point.
 

Z'zgashi

Smash Legend
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Is there by chance an image of these new Mastery Trees that someone could post here via tags?

Or if not, possibly copy pasta some text?

If so, I would be very grateful.[/S]

Nevermind, internet fixed itself right after I said that.[/COLOR]
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
A screenshot doesn't really help since there's no text. Also, just noticed that there's no dodge at all.


<strong><font color=#983200>Summoner's Wrath</font></strong>
Improves the following Summoner Spells:<br /><br />
<font color=#fecb00>Exhaust:</font> Reduces target's Magic Resist and Armor by 10<br />
<font color=#fecb00>Ignite:</font> Increases Ability Power and Attack Damage by 5 while on cooldown<br />
<font color=#fecb00>Surge:</font> Increases Ability Power and Attack Speed gained by 10%<br />
<font color=#fecb00>Ghost:</font> Increases Movement Speed bonus to 35%<br />

<strong><font color=#983200>Brute Force</font></strong>
+1/2/3 Attack Damage

<strong><font color=#983200>Mental Force</font></strong>
+1/2/3/4 Ability Power

<strong><font color=#983200>Butcher</font></strong>
Basic attacks deal 2/4 bonus damage to minions and monsters

<strong><font color=#983200>Alacrity</font></strong>
+1.5/3/4.5/6% Attack Speed

<strong><font color=#983200>Sorcery</font></strong>
+1/2/3/4% Cooldown Reduction

<strong><font color=#983200>Demolitionist</font></strong>
Basic attacks deal 10 bonus damage to towers

<strong><font color=#983200>Deadliness</font></strong>
+1/2/3/4% Critical Strike Chance

<strong><font color=#983200>Weapon Expertise</font></strong>
+10% Armor Penetraton

<strong><font color=#983200>Arcane Knowledge</font></strong>
+10% Magic Penetration

<strong><font color=#983200>Havoc</font></strong>
Increases damage dealt by 0.5/1/1.5%

<strong><font color=#983200>Lethality</font></strong>
10% Critical Strike Damage

<strong><font color=#983200>Vampirism</font></strong>
1/2/3% Life Steal

<strong><font color=#983200>Blast</font></strong>
+0.25/0.5/0.75/1 Ability Power per level <br />(4.5/9/13.5/18 Ability Power at champion level 18)

<strong><font color=#983200>Sunder</font></strong>
+2/4/6 Armor Penetration

<strong><font color=#983200>Archmage</font></strong>
Increases your Ability Power 1.25/2.5/3.75/5%

<strong><font color=#983200>Executioner</font></strong>
Increases damage dealt by 6% to targets below 40% Health


<strong><font color=#46a3ee>Summoner's Resolve</font></strong>
Improves the following Summoner Spells:<br /><br />
<font color=#fecb00>Revive:</font> Grants a massive Movement Speed boost for a short duration upon reviving<br />
<font color=#fecb00>Cleanse:</font> Increases duration of disable reduction by 1 second<br />
<font color=#fecb00>Heal:</font> Increases Health restored by 15%<br />

<font color=#fecb00>Smite:</font> Grants 10 bonus gold on use<br />
<font color=#fecb00>Garrison:</font> Allied Garrisoned turrets deal 50% splash damage<br />

<strong><font color=#46a3ee>Resistance</font></strong>
+2/4/6 Magic Resist

<strong><font color=#46a3ee>Hardiness</font></strong>
+2/4/6 Armor

<strong><font color=#46a3ee>Tough Skin</font></strong>
Reduces damage taken from minions and monsters by 1/2

<strong><font color=#46a3ee>Durability</font></strong>
+1.5/3/4.5/6 Health per level <br />(+27/54/81/108 Health at champion level 18)

<strong><font color=#46a3ee>Vigor</font></strong>
+1/2/3 Health Regen per 5 seconds

<strong><font color=#46a3ee>Indomitable</font></strong>
Reduces incoming damage by 1/2

<strong><font color=#46a3ee>Veteran's Scars</font></strong>
+30 Health

<strong><font color=#46a3ee>Evasion</font></strong>
Reduces the damage taken from area effect abilities by 1/2/3%

<strong><font color=#46a3ee>Bladed Armor</font></strong>
Returns 6 damage against minion and monster attacks

<strong><font color=#46a3ee>Siege Commander</font></strong>
Reduces the Armor of nearby towers by 10 (does not stack)

<strong><font color=#46a3ee>Initiator</font></strong>
Increases Movement Speed by 1/2/3% when above 70% Health

<strong><font color=#46a3ee>Enlightenment</font></strong>
+0.15/0.3/0.45 Cooldown Reduction per level <br /> (+2.7/5.4/8.1% Cooldown Reduction at champion level 18)

<strong><font color=#46a3ee>Honor Guard</font></strong>
Reduces damage taken by 0.5/1/1.5%

<strong><font color=#46a3ee>Mercenary</font></strong>
Gain 8/16/24 bonus gold on champion kills and assists <br />(50% reduced effect on the Crystal Scar).

<strong><font color=#46a3ee>Juggernaut</font></strong>
Increases your maximum Health by 3% and reduces the duration of incoming disables by 10%.


<strong><font color=##329832>Summoner's Insight</font></strong>
Improves the following Summoner Spells:<br /><br />
<font color=#fecb00>Teleport:</font> Reduces cast time by 1 second<br />
<font color=#fecb00>Promote:</font> Increases promoted minion's bonus defensive stats by 15%<br />
<font color=#fecb00>Flash:</font> Reduces cooldown by 15 seconds<br />
<font color=#fecb00>Clarity:</font> Increases Mana restored by 20%<br />
<font color=#fecb00>Clairvoyance:</font> Increases duration by 2 seconds

<strong><font color=##329832>Good Hands</font></strong>
Reduces time spent dead by 4/7/10%

<strong><font color=##329832>Expanded Mind</font></strong>
+4/8/12 Mana per level <br />(+72/144/216 Mana at champion level 18)<br /> or +4/7/10 Energy

<strong><font color=##329832>Improved Recall</font></strong>
Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds.

<strong><font color=##329832>Swiftness</font></strong>
+0.5/1/1.5/2% Movement Speed

<strong><font color=##329832>Meditation</font></strong>
+1/2/3 Mana Regen per 5 seconds

<strong><font color=##329832>Scout</font></strong>
Increase vision range of wards by 5%

<strong><font color=##329832>Greed</font></strong>
Gain an additional 0.5/1/1.5/2 gold every 10 seconds

<strong><font color=##329832>Transmutation</font></strong>
+1/2/3% Spell Vamp

<strong><font color=##329832>Runic Affinity</font></strong>
Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%

<strong><font color=##329832>Wealth</font></strong>
Increases starting gold by 20/40

<strong><font color=##329832>Awareness</font></strong>
Increases experience gained by 1.25/2.5/3.75/5%

<strong><font color=##329832>Sage</font></strong>
Gain 40 bonus experience on champion kills and assists <br /> (50% reduced effect on the Crystal Scar)

<strong><font color=##329832>Perseverance</font></strong>
Increases Health and Mana Regen by 3/6/9%

<strong><font color=##329832>Intelligence</font></strong>
+2/4/6% Cooldown Reduction

<strong><font color=##329832>Mastermind</font></strong>
Reduces the cooldown of your Summoner Spells by 15%.
 

PhantomX

WarioMan
BRoomer
Joined
Apr 16, 2008
Messages
10,683
Location
Round Rock, Texas
My team actually lost to Rauleens team and then didn't make it out of the swiss to the top 4 bracket(even though we were 3rd best team there probably lol just played the other best two) But then someone on rauleens team had to leave(Rauleens team was made up of random people that didn't have a team) so I subbed in for that guy and we won an insanely close grand finals against the other team who hadn't lost to anyone and were all like 1600-1900 elo lol.
That sounds like Dominion to me!
 

PhantomX

WarioMan
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Messages
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Round Rock, Texas
Well... the placement of Awareness on these new mastery trees might make jungling impossible for any champs that don't put a handful of points into utility...
 

DanGR

BRoomer
BRoomer
Joined
Apr 10, 2008
Messages
6,860
"This is a tournament patch. We tend to be a little bit more conservative with changes on the tournament patch because we don't want to blindsight competitive players"... sooo... we're gonna re-do the mastery tree, introduce some new summoner spells, nerf some of them, and buff others.




lol****ingwut
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
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Location
Rochester, NY
Wooow summoner changes so excite.
This reaaaally changes the game. Great job on Riot's part on this one.
It's like what Blizzard says they want to do with talents every patch but never do :teemo:
 

PhantomX

WarioMan
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Messages
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I just sad that Lee Singer and Riven jungle is getting messed with. Smite being in defense means you can't go 21-0-9 and still have the optimized jungle, will have to sacrifice either Executioner (which is great on both), or buff duration and just go defense tree. It's even better to take Improved Smite now that it gives 5 more gold per use as well.

Also... 0-21-9 Singed is going to be a "shoot me now" kind of thing.
 

DanGR

BRoomer
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^

"We very slightly increased the experience gained from various jungle monsters in the next patch in order to remove the necessity of having the Awareness mastery. Junglers will not be pigeonholed into going Utility just to be viable."
-Statikk




I'm pretty pissed about the support change regarding CV. Nerfing CV won't change the need for preventing early-*** ganks. I'll probably stat doing the old-school-shaco-counter start (even more-so because of today's-shaco's popularity nowadays) and only buy mass wards and health pots in the beginning. I predict Soraka/Taric being the new best supports- Soraka for being more able to start with mass wards and no faerie charm than the other supports. Taric because of the Tristana/Corki/MF buffs (all burst champs. burst ranged AD+taric is going to get stronger because of this), and the CV nerfs, which lets jungle ganks be stronger, which Taric is very good at assisting from lane.

On the other hand, +40g from masteries will let supports run faerie charm, 4 wards, 1 hp pot, so maybe I'm blowing this out of proportion. o.o

Either way, I think they should do the CV/masteries changes in a separate patch which also weakens early ganks from champs like Lee Sin/Noc/GP for soloqueue in return for buffing other stuff to keep them viable in competitive play. (Well, not Nocturne for the latter. >_>) They seriously need to lessen the effect super early kills have on the game before doing this. The jungle role is gonna have an even bigger impact on the game now. :[
 

DanGR

BRoomer
BRoomer
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Messages
6,860
Also, ****in **** @ them removing the dodge masteries and not buffing Jax in return. :(
 

N64

Smash Champion
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Yeah I tilted my head at the "tournament patch, we don't want to change much" 2 minutes pass "so we're completely redoing the mastery trees, introducing new summoner spells, and severely changing others." too.

I still think cleanse is going to become the new op when it makes ignite/exhaust useless. Didn't they do this exact cleanse change a while back and then realized "oh ****, everyone's just running flash cleanse now, maybe we need to dial that back a bit"?

Hyped about new mastery trees. Might need tweaking, but the current ones have had a lot of awkward spots and a revamp has been well overdue.

Also grats hylian!
 

john!

Smash Hero
Joined
Nov 19, 2006
Messages
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The Garden of Earthly Delights
i have been wanting them to remove dodge for a long time. this is really awesome.

and they NERFED the greed mastery! everyone else thought it was a terrible mastery, but riot proved them wrong! hahahahahaha :awesome:

edit: and they are buffing my favorite ranged carry... trist gonna be FOTM if they go too far :c
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
I fail to see how Jax will magically be bad now.

Yes, no more innate dodge, but some of the other changes work out pretty well for him, like innate mpen/arpen if you go offensive.

I actually see ways for a lot of champs to do some interesting things with the new masteries. Hrm.
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
Annie might be a viable jungler with her e + that defensive ****?

imagine the ganks

RYZE JUNGLE
 

Turazrok

Smash Master
Joined
Aug 10, 2009
Messages
4,133
Location
LA
I fail to see how Jax will magically be bad now.

Yes, no more innate dodge, but some of the other changes work out pretty well for him, like innate mpen/arpen if you go offensive.

I actually see ways for a lot of champs to do some interesting things with the new masteries. Hrm.
The loss gain ratio on that is way too tilted to even be close with no more dodge for jax.

He's gotta have something.
 

DMG

Smash Legend
Joined
Feb 12, 2006
Messages
18,958
Location
Waco
Slippi.gg
DMG#931
Sion now with spell vamp during laning. I find this amusing.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
They've been trying to phase out dodge for a while now.


Which basically translates to removing Jax from the game.
 

DarkDragoon

Smash Champion
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Dec 19, 2007
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30-0-0 akali builds now.
I was toying with this idea.
:[ It is going to suck losing the EXP boost though...but I do gain a LOT of spaces in my Rune pages by bumping up all my stats like that, so I can probably run an EXP quint.

Oh gosh I can't wait to play around with the changes.
-DD
 

Zero_Gamer

Smash Master
Joined
May 13, 2008
Messages
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Reidsville, NC (Not anywhere)
For a long time I thought it would be really cool to have a life steal/spell vamp mastery, but I also thought it would be ********.

These mastery changes are really cool/********.

Dang it, I don't care what people say, these drastic changes are what I've always wanted. There have been constant, little changes, and the meta is still the same thing. Something has to be done to get players out of their comfort zone and explore possibilities.
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
Guys

Losing 2% dodge is not going to cripple Jax.

Jax is still very very very powerful. The other, numerous buffs in the various trees more than counterbalance losing a small amount of dodge.

Dodge is a ****ty mechanic, a really ****ty mechanic, as is crit, and neither really has a good place in LoL the way they're currently designed.
 

DarkDragoon

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I also like the tower damage mastery.
That seems useful for those pushy-types.
-DD
 

DanGR

BRoomer
BRoomer
Joined
Apr 10, 2008
Messages
6,860
Guys

Losing 2% dodge is not going to cripple Jax.

Jax is still very very very powerful. The other, numerous buffs in the various trees more than counterbalance losing a small amount of dodge.

Dodge is a ****ty mechanic, a really ****ty mechanic, as is crit, and neither really has a good place in LoL the way they're currently designed.
I don't give a **** about dodge as a mechanic. I want it removed. RNG sucks. But they gotta buff the characters that removing it hurts most. Nimbleness was a big part of Jax.
 
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