Champion and Skin Sale – 11.08 – 11.11

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Champions:

Syndra – 487 RP.   Awesome mid-lane champion, would recommend if you want to expand your champion pool.

Leona – 440 RP.  Great support, very aggressive and can snowball an ADC very quickly if played correctly.  (Can also snowball the opposing ADC if played incorrectly)

Cho’Gath – 292 RP.  Good all around champion, does not see much play currently but maybe Season 4 will change that.


Skins:

Jailbreak Graves – 487 RP.  Actually a pretty cool skin, but my favorite is Pool Party Graves so I won’t be purchasing this.

Veigar Greybeard – 375 RP.  Hilarious skin.  YOU SHALL NOT PASS!

Ruthless Pantheon – 260 RP.  It’s Pantheon with “Ruthless” in front of his name. 

Happy Purchasing, friends!

 

Patch 3.13 Aftermath – Statistics of the Nerfs and Buffs

This is an incredible post taken from jngldrm over at Reddit. Each month he takes the time to look through LoLKing.com statistics on the champions who were recently changed, and he complies them in a list of data.  The data consists of what was changed, the pick rate of the champion before and after the change, and the win rate of the champion before and after the change.

Enjoy!

The Data covers the last 7 days. So it is the last 7 days before the Patch and then the 7 days after the Patch. It is ranked Solo Queue only.

Champions:

Aatrox:

Passive Attack Speed lowered for early levels. Blades of Torment (E) damage reduced.

Pick Rate: 13.07% –>10.09% -2.98

Win Rate: 52.4% –>48.87% -3.53

Ahri:

Essence Theft (passive) is no longer spell vamp but heals calculated by some formula with ap scaling. Fox-Fire (W) mana cost and damage reduced. Charm (E) mana cost is now flat 85 at all levels and amplifies damage by 20% for the next 6s. Spirit Rush (R) damage reduced.

Pick Rate: 13.88% –>11.26% -2.62

Win Rate: 51.12% –>49.09 -2.03

Corki:

Base attack speed reduced. Missile Barrage (R) damage reduced and cooldown between attacks increased.

Pick Rate: 17.03% –>8.83% -8.2

Win Rate: 52.41% –>46.51% -5.9

Fizz:

Seastone Trident (W) active ability power ratio reduced significantly.

Pick Rate: 9.82% –>8.08% -1.74

Win Rate: 49.23% –>48.24% -0.99

Heimerdinger:

Heimerdinger’s kit has been significantly reworked this patch. Check patch log.

Pick Rate: 0.89% –>7.85% +6.96

Win Rate: 48.41% –>49.55% +1.14

Jinx:

Switcheroo! – Minigun (Q) attack speed bonus reduced at early levels. Zap! (W) base damage reduced, mana cost increased and no longer reveals stealthed units.

Pick Rate: 25.94% –>20.79% -5.15

Win Rate: 52.87% –>50.48% -2.39

Kassadin:

Magic Resist per level reduced to 0. Null Sphere (Q) damage reduced, silence duration changed (longer at lvl1), mana cost reduced. Riftwalk (R) damage increased, stack damage reduced but ap ratio added. Now refunds 50% mana cost if it damages a Champion.

Pick Rate: 6.65% –>5.47 -1.18

Win Rate: 52.62% –>49.91% -2.71

Morgana:

Attack range and speed increased. Tormented Soil (W) damage changed, now deals up to 50% increased damage based on enemy hp missing. Now deals damage every 0.5s instead of 1s. No longer reduced magic resist.

Pick Rate: 5.68% –>7.52% +1.84

Win Rate: 49.08% –>52.18% +3.1

Olaf:

Undertow (Q) slow duration increased, mana cost changed (lower for higher levels). Vicious Strikes (W) attack speed increased. Reckless Swing (E) self damage reduced.

Pick Rate: 1.81% –>2.95% +1.14

Win Rate: 41.84% –>46.72% +4.88

Sivir:

Pretty big changes to her playstyle. Check patch log.

Pick Rate: 1.75% –>17.89% +16.14

Win Rate: 49.36% –>56.18% +6.82

Zed:

Living Shadow (W) travel speed reduced significantly. Death Mark (R) now spawns the shadow at Zed’s starting position. All shadows will stay around longer and Zed can switch places with his shadows at a longer range.

Pick Rate: 13.77% –>9.41% -4.36

Win Rate: 47.67% –>44.42% -3.25

Ziggs:

Short Fuse (passive) damage slightly increased. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge (W) radius increased. Hexplosive Minefield (E) damage radius increased and no longer deals reduced damage on multiple hits to minions. Mega Inferno Bomb (R) now deals double damage to minions.

Pick Rate: 1.79% –>3.21% +1.42

Win Rate: 49.57% –>54.21% +4.62

Zyra:

Deadly Bloom (Q) range reduced. Damage changed to lower base damage but better ap scaling. Rampart Growth (W) base damage reduced at lower levels, but increased later on. Cooldown reduction reduced. Stranglethorn (R) stun no longer persists after the knockup ends.

Pick Rate: 13.18% –>13.03% -0.15

Win Rate: 53.01% –>48.72% -4.29

Minor Changes:

Jarvan IV:

Dragon Strike / Demacian Standard (Q/E) knockup collision radius reduced.

Pick Rate: 23.74% –>20.51% -3.23

Win Rate: 52.7% –>52.12% -0.58

Master Yi:

Master Yi will no longer be hit by targeted spells during Alpha Strike (Q). Meditate (W) mana cost reduced.

Pick Rate: 8.21% –>8.12% -0.09

Win Rate: 48.78% –>50.37% +1.59

Rengar:

Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth

Pick Rate: 4.65% –>4.29% -0.36

Win Rate: 47.17% –>47.52% +0.35

Shen:

Shadow Dash (E) collision radius has been reduced at the start and end points of the dash.

Pick Rate: 13.66% –>11.27% -2.39

Win Rate: 46.85% –>45.23% -1.62

Swain:

Carrion Renewal (passive) now additionally restores 9% of maximum Mana on champion kill/assist.

Pick Rate: 3.3% –>3.42% +0.12

Win Rate: 51.36% –>53.29% +1.93

Syndra:

Scatter the Weak (E) range increased and Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak. Unleashed Power (R) now has a counter for Dark Spheres.

Pick Rate: 2.68% –>3.4% +0.72

Win Rate: 45.04% –>50.82% +5.78

Thresh:

Attack speed per level increased. Basic attack wind up reduced.

Pick Rate: 26.09% –>25.06% -1.03

Win Rate: 48.55% –>49.52% +0.97

Tryndamere:

Spinning Slash (E) cooldown refund reduced for minions and monsters.

Pick Rate: 10.04% –>10.08% +0.04

Win Rate: 52.58% –>52.75% +0.17

Mana Cost Reductions on Ultimates

Ashe:

Pick Rate: 8.96% –>8.79%

Win Rate: 48.81% –>49.85%

Leona:

Pick Rate: 28.53% –>27.53%

Win Rate: 51.1% –>50.87%

Soraka:

Pick Rate: 5.33% –>5.64%

Win Rate: 49.22% –>49.67%

Varus:

Pick Rate: 13.02% –>12.32%

Win Rate: 49.65% –>50.44%

Viktor:

Pick Rate: 1.62% –>1.51%

Win Rate: 49.91% –>49.75%

My Favorite Champion

Everyone has a favorite League of Legends Champion, right?  Whether it be because of looks, their kit, their voice, their laugh, or just how good you are with them, everyone has one.

My favorite champion is Elise.  I love how with just two items (Sorcerer’s Shoes and Haunting Guise) she can burst down opponents mid-game like they are nothing.  I prefer to jungle her, but I will play her top from time to time.

The Death Blossom skin is a necessity when playing Elise.

The Death Blossom skin is a necessity when playing Elise.

When jungling Elise, my favorite build is as follows:

  • Spirit of the Ancient Golem
  • Sorcerer’s Shoes
  • Haunting Guise (Later turned into Liandry’s Torment)
  • Rylai’s Crystal Scepter
  • Frozen Heart
  • Guardian Angel

Top is the same build, with another defense item instead of the Ancient Golem.

Who is your favorite champion and why?  Leave a comment!

Sincerely,

Afraid of spiders (seriously, spiders make me shiver.  I hate those things)

Thoughts About Jax Changes from LoL Fans

I asked what people thought about the recent announcement to Jax changes earlier today on Twitter.  Here are a few of my favorite responses, in which I will reply to here with my thoughts.

@muskratpeters: I am happy for the nerf. One less insane late game top lane. Guess everyone will stick with Renekton

 

I am also happy for this change.  I am tired of having Jax in every game and being forced as a jungler to shut him down or else face a near sure loss late game.  With the buff to Trinity force, Jax has been an unstoppable force (no pun intended) in both Solo Queue and competitive play.  Renekton is still very good, and will probably see even more play than he already does.  I wouldn’t be surprised to see him nerfed next, honestly.

@DeenageTirtbag: I don’t think this will nerf him at all. Base damages aren’t what makes his god-mode late game.

@Hectormentolado: need lower damage on ult or change it to ad damage

I am going to answer these two together.  I somewhat agree with this, however they are nerfing his HP a bit late game.  This will either make him easier to focus, or at the very least change his item build a bit in order to stay as unstoppable as he is currently.  If his ult damage gets nerfed in the future, I wouldn’t be surprised if we don’t see him for a while.  AD damage may also be a good way to balance him without hurting his actual numbers.

@SirWomby: ridiculous, imo more of a buff then a nerf, his level 1 potential was already scary. now he’s just going to shit all over lane.

As this may be a problem, I do think that he is definitely a champion who can be shutdown top lane if countered or played against correctly.  As long as the opponent doesn’t give up an early kill, they should be able to make it to 6 without too much trouble.  If they do let him snowball, however, his midgame will be unstoppable.

@LoLXxSkullzxX: I think Riot is still struggling to balance Jax in a way.

I would say that they are just testing this out right now, because with the new masteries coming out a lot of champions may become unbalanced very quickly.  I wouldn’t be surprised to see a few changes to Jax in the coming months, as well as a few of the other dominant top laners (Renekton, Riven).

 

If you have any more thoughts about this, comment below!

Incoming Jax Nerfs

Jax_0

Jax has been Flavor of the Month ever since his domination at this year’s Worlds Tournament.  He is now seeing a few changes, which I will outline here.

Health: 199 less HP at level 18

Base Health of 550 (Instead of 561) with +87 Per Level (Previous +98)

Empower (W): Mana Cost Changed to 20/25/30/35/40 (Previous All 30)

Damage: 60/80/100/120/140 (Previous 40/75/110/145/180)

These changes will boost Jax’s early game, while still spiking his midgame with Trinity Force.  The real nerf is to his late game, which was one of the best late games in the League before this update. I am excited to see how well he does with these new numbers, and also to see how much he is played.

Sorry Jax mains!

Amazing LoLReplay Camera Tool!

This is an awesome program created by “Zarw”.  This program allows you to manipulate the camera while watching replays, thus making for some amazing angles for your favorite plays.

To use, simply download the program here:  https://github.com/PawGG/LoLCam/raw/master/Program/LoLCam.exe

Simply use 2, 4, 6, and 8 on your NumPad to move the camera around.

Make sure to start the replay before you open this program!

I have been using this tool for the past week and absolutely love it, so I hope you do as well!

League of Legends Classified like an Addictive Drug in Korea?!

A very interesting story has risen to the top of Reddit today.  A Korean high school student going by the alias of “KoreaUser” (seems legit) has created a post describing a new law Korea is attempting to pass.

The new law would classify video games as addictive substances, just like drugs, alcohol, and smoking products.  With this new found classification, video game companies would be forced to pay 6% of total sales as a tax for “medical purposes”.

Currently, there is a law called “Shutdown” active in Korea, which outlaws teenagers playing video games between 12 AM and 6 AM.

I think that video games can indeed be addicting, but so can anything. People claim that working out is addicting, and I agree with them.  However, are we going to put a sign on every gym that says “WARNING: WORKING OUT MAY BE ADDICTING!”?  Probably not.  Do you think that not playing League of Legends for a week is going to cause withdrawal symptoms like that of alcohol addiction?  I can almost guarantee it will not.  There is also a fine line between addiction and passion, which many people do not understand.  While I may play a video game for 3 hours or more a day, I can almost guarantee that the majority of people also do something they enjoy for that amount of time.  Whether it be watching television, reading a book, blogging, researching, or playing a sport.  Life is about doing things you enjoy, and if you enjoy playing video games, by all means do it.  If they start interfering with your daily life, then yeah, cut back a bit.

I sincerely hope that this law does not pass, as it would be a huge infringement on gaming companies and their fans.

Original Source:  http://www.reddit.com/r/leagueoflegends/comments/1q0k7o/in_korea_gamedrugs_alcohols_smoking/

New League System Coming Next Week

Direct Quote from RiotSocrates:

“Hey all,

We’re making some changes to the League system. While we received a lot of positive feedback regarding leagues, there are a few key areas we felt could use improvement.

  • Clarity surrounding LP gains (why am I getting so little LP per win?)
  • Players having less motivation to win games when they hit division V and becoming more toxic (due to immunity from ever falling from a tier)
  • Challenger currently represents too small of a group of players in solo duo.

These changes are hitting the PBE now and will be live next week after the end of Season 3:

  • Clarity of progression is a major point of feedback we wanted to act on, so we’re removing clamping completely for anyone below Diamond I

Players should no longer see tiny LP gains except in extreme edge cases or at the top of Diamond I. The small LP gains are necessary in Diamond I to ensure Challenger represents only the very best players and is highly accurate.

  • Tier demotion & shielding have been added

When we investigated player performance over the season we found that a small but not insubstantial group of players would reach division V of a tier and then consistently become more toxic and start to lose more frequently. Though tier immunity was originally intended to combat ladder anxiety we feel that complete immunity creates poor incentives and leads to abuse of the system. This makes ranked play a worse experience for everyone and isn’t what a division V placement should represent. When you enter division V you’ll have a set number of games where you are invulnerable to dropping a tier, currently this is 10 but it is subject to change. After this if you fall more than a full tier below your placement in terms of MMR, a warning will appear in your profile. So for example, a Gold V player playing at a Silver V skill level would see this warning. Continuing to lose games at 0 LP would result in their demotion to division I of the next lowest tier, or Silver I in this case.

  • Challenger tier size increased to 200 in solo / duo

The skill gap between players at 0 LP and 100 LP in Diamond I is simply too wide and there is a logjam of extremely skilled players vying for Challenger at the top of Diamond 1. We want to ease some of that pressure recognize more players by increasing the number of spots in that tier.

Let us know what you think!

Riot Socrates”

Tl;dr version:

  1. LP gains should be larger for all divisions except Diamond 1, or those who have a very low MMR.
  2. Players can drop out of Division V’s after at least 10 games played, and only if their MMR is low enough.  A warning will appear before this happens to tell players to step it up.
  3. Challenger will now be the Top 200 Players.

I am excited for this new system, and think that it is a great improvement to the old one.  The amount of people stuck in Division V’s and trolling because of it is far too large in the current system.

Best of luck on the climb, Summoners!

Replays Fully-Functional on the PBE!

Replays are officially working in the Public Beta Environment!  Hopefully this means that we will see Replays being added to the Live Client for Season 4.  I personally do not have any issues with LoL Replay, but many do and this would be a great fix for that.  Cross your fingers, friends!

Two screenshots I took to show this:

Replay

In-Game Replay

In-Game Replay