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League of Legends League of Legends - [Sammelthread] Teil 2

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Für weitere Antworten geschlossen.
Yorick muss Nasus vor seinem ersten tanky item zwingend zonen und/oder (besser) versuchen zu killen. Schafft es Nasus, sein schwaches early zu überleben, wird die Lane eine Farm Lane, bei welcher Nasus m.M.n einen leichten Vorteil hat.

Ashe ist stark, nur ist die momentane Meta voll mit gapclosern. Da bringt ein slow leider nichts, da Ashe kein Repositioning skill wie Ez, Cait, Trist oder sogar Graves hat. Draven hat immerhin einen kleinen MS boost und sein leichtes depositioning durch seinen Axtwurf.
Sie ist stark, nur sehr situationsbedingt.
 
immerhin haben sie ashes passiv etwas umgebaut. vorher war das nutzlos und kam fast nie zum einsatz. jetzt kann man es in der laningphase besser aufladen und bisschen critten.
 
heute morgen versucht mit ez gegen draven zu spielen und zwar standard ez und es ging. wenn man triforce und bt hat ist der dmgaustausch ungeföhr gleichwertig, da man seine skills spammen und dadurch nen schönen dmg boost bekommt
 
Habe demnächst paar Triumphant Ryze Skins.

Wie viel würdet ihr für so ein Skin blechen, sind 50-100€ berechtigt? Und würdet ihr sowas auf eBay stellen?
 
MoS.24 schrieb:
Habe demnächst paar Triumphant Ryze Skins.

Wie viel würdet ihr für so ein Skin blechen, sind 50-100€ berechtigt? Und würdet ihr sowas auf eBay stellen?

Lol, du bist mir vllt n Turnierveranstalter :-P
 
Ich persönlich bleche nicht so viel für einen einzelen Skin, wobei der Ryze skin natürlich sehr edel ist.

Wie bekommst du die nur einfach so, dass du die verkaufen kannst? Ich dacht die werden sonst nur für Turniere rausgegeben?
Bei eBay werden selbst die nicht so seltenen Skins für relativ viel Geld gehandelt. Musst du mal gucken^^

€: Wo wir bie dem Thema sind, gerade mit Ryze die Supportmasteries "ausprobiert", habe vorher immer klassich im offensiven Baum gespielt.
Ich kann nur sagen, Ryze kann sich geschmeidig durch ein gegnerisches Team kämpfen wie durch Butter. Vorallem wenn man einen guten Start, durch einen schönen Gank bekommt und innerhalb 10min sein RoA sein Eigen nennt :)
 
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es gibt n Yorick-Rework? Hat da schon jmd. Infos? N KOllege meinte das gerade, und er meinte auch das die recht weit waren mit den Skills und Stats. Hat da jmd. genauere Infos? Evtl. kann er sie hier posten.

P.S.: Woher zum Teufel hast du den Skin? :D
 
Gestern zum ersten Mal Aatrox in nem Botspiel angetestet und ich muss sagen, dass ich den echt mal klasse finde. Der hat nen guten Schadensoutput und hält dennoch ein bissl was aus. Dazu ist er imho ganz cool designed ;) Der wird jetzt auf jeden Fall in nem normalen Spiel ausprobiert, hoffentlich bestätigt sich der positive Ersteindruck...

Aber da ich nicht so wirklich viel aus der LoL-Community mitbekomme wollte ich hier mal anfragen, wie die Einschätzungen dazu sind, ob der so bleibt wie er derzeit ist oder auch in wenigen Wochen generfted wird (wie bei so vielen anderen neuen Champs ja auch)? Wenn ich schon derart viele IP für nen Champ ausgebe, soll der auch ne zeit lang konkurrenzfähig bleiben :evillol:
 
meine Gedanken zu Aatrox: Er ist gut wie er ist. Was evtl. kommt ist ein kleiner NErv seiner passiven, aber an sich ist er n Champ der gut ist wie er ist. Er kann stark werden wenn man ihn lässt, aber er ist nicht "OP"
 
Crimson_Sabbath schrieb:
es gibt n Yorick-Rework? Hat da schon jmd. Infos?

Xelnath hat mal ein paar Kits zusammengeworden, im Prinzip macht er ein Rapid Prototyping und hört mal in die Community rein, welche Richtung bevorzugt wird. Surrenderat20 hat eine Aufsammlung der kits.

Die ersten Entwürfe gefallen mir schon mal!




p1n0va schrieb:
Einschätzung Aatrox

Geringe Basestats, relativ leicht zu kontern, benötigt Farm um relevant zu sein und muss pushen um Sustain zu haben. Er leidet unter den gleichen Problemen, wie andere Melee Carries wie Fiora, AD Yi und tlw. auch Tryndamere (wobei der viel wett machen kann durch Splitpushen).

Meiner Meinung nach passt er in nur sehr wenige Team comps hinein, was auch nicht gerade förderlich ist.
 
Scheint so als ob der nächste neue champ Lucian wird :) bin gespannt wie der so ist^^
 
die Story hört sich top an. Es ist schon interessant was Riot für n schönes Feeling um das ganze Drumherum verbreitet durch die ganzen Storys, die ZUsammenhänge,...

Und Aatrox, meinst du echt er ist so schwach. Wo ich dir Recht gebe: Er hat n schweres Early, aber wenn er etwas farm bekommt geht er ab. Was (bei den paar Mal wo ich ihn gesehen habe) echt n Riesenvorteil für das Gesamte Team ist: Der eingebaute GA. Aatrox stürzt auf den ADC / APC wird vom gesamten Team gefocused, geht down und dann beginnt der Gewissenskonflikt: Kämpft man gegen die anderen Champs und riskiert das Aatrox dann auf den ADC herumprügeln kann oder focusiert man wieder Aatrox.
kurz gesagt (nach dem Verwirrtem): Man muss ihn 2x focusen und 2x Skills auf ihn ballern. zudem stirbt er das erste mal in Mitten der Gegner und ziemlich nahe am ADC. Das Repositioning welches der ADC vornehmen sollte kostet wertvolle DPS Zeit oder er muss sich nach dem Wiederbeleben auf Aatrox fokusieren.

Oder habt ihr das noch nicht als so nervig empfunden?
 
Von Zenon designt. Das kann ja was werden...
 
In der jetzigen Meta hat er es schwer. Für mich ist er ein Fighter, kein Bruiser. Er sollte niemals initiaten, sondern eher 1v1s forcieren, das ist seine Stärke. Gerade wenn jemand off guard gecatched wird (Entschuldigt meine übertriebene Verwendung von Anglizismen) zeigen sich seine Stärken. Burst ist sein Feind und wenn er ohne vollen "Lebenspool" (weiß gerade nicht, wie seine Ressource heißt) später im Spiel in einen Teamfight hinein geht, verliert er viel Präsenz (da er ja den vollen Pool für die Erhöhung des Attackspeed benötigt).

Aatrox muss sicherstellen, dass wenn er den gegnerischen Carry dived, dieser sterben muss.
 
Hallo!

Wir veranstalten am 13.7.2013 um 18 Uhr ein inoffizielles LoL Bravery Fun Turnier.


Sofern sich das ganze etabliert, gibt es für die späteren Turniere, die einmal monatlich stattfinden werden, Gewinne in Form von Riot Points.


Für die ersten 1-2 Turniere gibt es gesicherte Stammplätze auf unserem Community TeamSpeak Server mit speziellen Rechten/Titeln und einem Wanderpokal.


Voraussetzungen, Regeln etc. findet ihr hier alles beschrieben :


http://www.lolspot.de/lolspot-de-bravery-turnier-jetzt-anmelden-und-dabei-sein/


Über zahlreiche Teilnahme würden wir uns sehr freuen!


LG
 
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aatrox ist so ein bisschen wie ein yi. wenn er gefeedet ist und nicht genug cc vorhanden ist, um den zu stoppen, dann hackt er sich einfach durch die feindlichen linien und haut den adc mit drei schlägen um. aber bei ausgeglicheneren teams ist es etwas schwerer, zumal man ihn vor allem auf dmg ausrichten muss und dann fehlt etwas tankiges. ich hab ihn mal in einem coop angetestet. scheint ganz ok zu sein, aber sein heal ist vllt einen tick zu stark. dass er unter 50% noch mehr leben kriegt muss nicht unbedingt sein.
 
Was ist eig. mit Cartmeme los? Den hört man hier gar nicht mehr :-P

Wie wäre es eig. mal mit ner Banfunktion für ARAM? Klar, es soll random bleiben, aber: Gerade Yi. Jedes Mal wenn ein AP-Yi dabei ist:
Entweder er snowballed am Anfang so hart das er das Spiel nach kurzer Zeit entschieden hat, oder er snowballed erst ein paar Minuten später da er nur die Assist bekommt das er nachher anfängt zu snowballen.
Aber kurzum: Yi hat sicher ne Gewinnquote von über 80% in ARAM.

Champs wie Nida, Lux,... sind auch stark, aber die kann man immer noch irgendwie klein halten oder nachher einfach down bekommen.

P.S.: Hat schon jmd. die aktuellen Patchnotizen? :P
 
aram ist, wie in aram schon drin steckt, random. deshalb soll es so bleiben und allzu hoch ist ja die wahrscheinlichkeit nicht, dass es immer einen yi gibt. flames, lern den champ zu spielen (kommen vor, aber selten) sind da für mich auch fehl am platz. bloss der zufall in aram ist etwas komisch, ich hab das gefühl, gewisse champs häufiger zu haben und gewisse gar nie.
das yi rework, wenn der schon erwähnt wird, sieht grafisch auch ganz hübsch aus, von den fähigkeiten her wird ad yi vllt wieder mehr in sein als ap yi.

hier noch die patchnotes, falls mal wieder einer auf arbeit nicht auf die seite kommt, weil er ja sonst unproduktiv wäre. :D
Champions

Brand

Pillar of Flame

Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110

Conflagration

Mana cost increased to 70/75/80/85/90 from 60/65/70/75/80

Pyroclasm

Mana cost reduced to 100/100/100 from 100/150/200

Corki

A common Corki complaint is that he feels extremely mana constrained by the cost of Phosphorus Bomb. However, after looking at his abilities, Phosphorus Bomb needs to be expensive to balance out its lack of counterplay. So we instead reduced the cost on some of his other spells to make mana less of a constraint overall.

Valkyrie

Mana cost reduced to 50 from 100

Missile Barrage

Mana cost reduced to 20 from 30/35/40

Draven

We lowered the early game damage output Draven got from his passive since it wasn't adding much in terms of satisfying gameplay. Unfortunately, to get the numbers right, we realized we would need to reduce his passive damage to a point where it would be even less satisfying. We instead opted to rework Draven's passive altogether into something that reinforces his current gameplay, something so… Draven… even his opponents will feel begrudged to applaud: Welcome… to the League of Draven.

League of Draven (New Passive)

When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death.

Evelynn

Agony's Embrace

Fixed a bug where the Sated buff and visual effect appeared when Evelynn hit only spell-shielded targets (visual change only)

Hecarim

Rampage

Mana cost increased to 24/28/32/36/40 from 25

Janna

Monsoon

Fixed a bug where the buff icon countdown didn't properly match the 4-second channeling time

Jayce

By increasing the cooldown on Jayce's Acceleration Gate, we can keep his Shock Blast + Acceleration Gate combo impactful while toning down his poke and disengage potential. In addition, since later in the game not every Shock Blast will be accelerated, we've increased the base speed of the ability to make it better as a standalone skillshot.

Shock Blast

Basic missile speed increased to 1450 from 1350 (Accelerated Shock Blast missile speed remains the same)

Acceleration Gate

Cooldown increased to 16 seconds from 14/13/12/11/10

Kayle

Righteous Fury

AoE effect no longer affects towers

Kennen

Yordle-made shurikens seemed a little too sharp and pointy, so we've tuned down some of Kennen's early game lane harass given how much teamfight potential he has.

Base Attack Damage at level 1 reduced to 50.5 from 54.6

Mark of the Storm

Mark duration reduced to 6 seconds from 8

LeBlanc

LeBlanc's Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes aim to make Mimic equally interesting with other skills. For one, Mimicked abilities will now deal their own base damage instead of amplifying the base spell. This means players will be able to use Mimic in more creative ways at level 6, rather than saving it for Sigil of Silence. Additionally, Sigil of Silence will now deal less damage up front but more damage on detonation in order to better promote LeBlanc's multi-skill interaction.

Mirror Image

The Mirror Image will now attempt to run instead of standing still

Sigil of Silence

Mana cost reduced to 50/60/70/80/90 from 70/75/80/85/90
Damage changed to 55/80/105/130/155 (+0.4 Ability Power) for both initial impact damage and mark detonation damage
Impact damage was 70/110/150/190/230 (+0.6 Ability Power)
Mark damage was 20/40/60/80/100 (+0.3 Ability Power)
Silence duration reduced to 1.5 seconds from 2

Distortion

Cooldown now starts on cast rather than after returning to your Distortion
Mana cost increased to 80/90/100/110/120 from 80
Fixed a bug where Distortion was visible in the fog of war

Ethereal Chains

Slow duration (and time until root) reduced to 1.5 seconds from 2
Root duration changed to 1.5 seconds from 1/1.3/1.6/1.9/2.2
Cooldown increased to 14/13/12/11/10 seconds from 10

Mimic

Mana cost reduced to 0 from 100/50/0
All mimicked abilities now deal their own base damage instead of amplifying the base spell's damage

Mimic: Sigil of Silence

Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the mark is detonated

Mimic: Distortion

Cooldown now starts on cast rather than after returning to your Distortion
Now deals 150/300/450 (+0.975 Ability Power) damage on impact

Mimic: Ethereal Chains

Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the target is rooted

Malzahar

Call of the Void

Now correctly grants vision on the entire line path
Damaged targets will now always become visible

Malefic Visions

Will now jump when active on a zombified champion (i.e. Karthus, Kog'Maw, Zyra, etc.)

Master Yi

Double Strike

Fixed a bug where Guinsoo's Rageblade wasn't properly giving 2 stacks

Morgana

Dark Binding

Fixed a bug where Dark Binding wasn't properly snaring stealthed Champions

Nasus

Siphoning Strike

Bonus damage now displayed as a buff on Nasus

Nautilus

Dredge Line

No longer travels through some walls

Nunu

We've reduced the overall damage of Consume to prevent it from outsmiting Smite at rank one.

Health per level reduced to 96 from 108

Consume

Damage reduced to 500/625/750/875/1000 from 600/700/800/900/1000

Orianna

Command: Protect

Orianna now gains a passive range indicator that shows the range at which The Ball will return to her when attached to an allied Champion.

Pantheon

Spear Shot

Fixed a bug where Spear Shot was not scaling with bonus Critical Strike damage when hitting an enemy below 15% Health

Riven

Broken Wings

Fixed a bug that made it possible to chain more than 3 strikes

Shen

Ki Strike

Fixed a bug where the visual effect wasn't properly appearing at the start of the game

Shyvana

We're repositioning Flame Breath as a core tool for objective control and faster jungle clear, while also emphasizing its use as a “burn down” ability to be followed up with auto attacks against tankier fighters. We've also fixed a long-standing bug with Shyvana's Burnout where it wasn't scaling with attack damage while in Dragon form. This fix - along with her increased fury gains and reduced fury decay – will help her in late game teamfights. Lastly, we've moved the descriptions of her previous passive effects to their new ability tooltips to help centralize information.

Fury of the Dragonborn - Remade. All Fury of the Dragonborn effects have been moved to their respective abilities.

Dragonborn - Gains 5/10/15/20 Armor and Magic Resist. These bonuses are doubled in Dragon Form.

Flame Breath

No longer reduces Armor by 15%
Now passes through all units hit instead of stopping at the first
Debuff duration increased to 5 seconds from 4
Damage reduced to 80/115/150/185/220 from 80/125/170/215/260
On-hit magic damage to debuffed targets changed to 2% of the target's maximum Health from 15% of Flame Breath's damage (12/18.75/25.5/32.25/39 + 0.09 Ability Power).

Burnout

Fixed a bug where Burnout wasn't scaling with attack damage when Shyvana was in Dragon form

Dragon's Descent

Passive Armor/Magic Resistance component removed
Passive Fury Gain increased to 1/2/3 per 1.5 seconds from 1/1/1
Fury decay while in Dragon Form reduced to 5 per second from 6 per second

Thresh

After initially using Death Sentence the tooltip will now describe his Death Leap ability

Twitch

Ambush

Fixed a bug where Twitch could revive in stealth when Guardian Angel or Chrono Shift was active on him

Vayne

Final Hour

Stealth from Final Hour will now properly be broken upon launching a basic attack

Zac

Elastic Slingshot

Fixed a bug where aiming could preemptively break the targets' spell shields

Ziggs

We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.

Satchel Charge

Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing
Missile speed increased to 1750 from 1600
Increased knockback distance to 400 from 350
Cooldown now starts when Satchel Charge is cast, not when it detonates

General Champion Notes

By constantly shifting between forms as they move about the map, certain champions have been artificially accelerating their access to fully stacked Tear items (Muramana and Seraph's Embrace) without using their mana.

The following abilities no longer count as a spellcast for the sake of items like Tear of the Goddess, Sheen, etc.

Elise's Spider Form / Human Form
Nidalee's Aspect of the Cougar
Jayce's Transform: Mercury Hammer / Mercury Cannon

We've normalized the hit delay on a few spells that had slight discrepancies between when the spell was cast and when it would take effect.

The following abilities have had their hit delay normalized:

Brand's Pillar of Flame hit delay normalized to 0.625 secondsLeona's Solar Flare hit delay normalized to 0.625 seconds
Swain's Nevermove hit delay normalized to 0.875 seconds
Veigar's Dark Matter hit delay normalized to 1.25 seconds

Exhaust

When used on a CC immune champion, it will only display "Can't be slowed"

Disconnection

Summoners that disconnect while CCed will now properly run back to base

Items

In order to alleviate some of the gold pressure on supports as they push for vision dominance, we've made some changes to how the Oracle's buff works as well reworked the rewards for killing wards. First off, Oracle's Elixir no longer expires upon death, meaning players can be more aggressive with Oracle's, rather than just passively clear warded areas they know to be safe. Secondly, the gold from destroying a ward is now distributed between both the player who kills the ward AND the player who, whether through Oracle's or placing Vision wards, granted vision on that ward.

Wards

Vision and Sight Ward are now worth 30 gold, up from 25
Wriggle's Lantern Ward is now worth 20 gold, up from 15
The reward structure for killing wards has been changed to the following:
The killer of the ward gains 50% of the ward's base gold value
Nearby allied champions with Oracle's Elixir, or allied champions that placed Vision Wards nearby, split 50% of the ward's base gold value
Sightstone and Ruby Sightstone now display the number of placed Ghost Wards in their inventory tooltips

Oracle's Elixir

No longer expires on death
Duration reduced to 4 minutes from 5
Invisibility detection radius reduced to 600 from 750
Now displays the radius of the detection effect to the buffed player

Oracle's Extract

Invisibility detection radius reduced to 600 from 750
Now displays the radius of the detection effect to the buffed player

Tear of the Goddess and Manamune were stacking up far too quickly given their low cost, so we've increased the cooldown per charge. On the other hand, Archangel's Staff is a top tier item and requires a higher gold investment, so we wanted to reward players who choose to invest in charging their Archangel's Staff faster.

Tear of the Goddess

UNIQUE Passive - Mana Charge
Cooldown per charge increased to 4 seconds from 3
Updated the tooltip to clarify its actual functionality

Manamune

UNIQUE Passive - Mana Charge
Cooldown per charge increased to 4 seconds from 3
Updated the tooltip to clarify its actual functionality

Archangel's Staff

UNIQUE Passive - Mana Charge
Mana gained increased to 8 from 6
Cooldown per charge increased to 4 seconds from 3
Updated the tooltip to clarify its actual functionality

Previously, champions whose attacks applied a secondary source of physical damage (we're looking at you Jarvan), could unintentionally gain additional stacks of Black Cleaver's shred with one hit. Characters like Shyvana or Renekton that can apply multiple basic attacks at the same time will still stack up shreds as normal.

Black Cleaver

Can no longer apply more than one stack of Armor Shred in a single basic attack

We've made Maw of Malmortius' passive bonus easier to understand at a glance. Now Maw will grant its maximum AD when the shield procs, so players will know exactly when they're at peak power.

Maw of Malmortius

Attack Damage increased to 60 from 55
Magic Resist increased to 40 from 36
Passive now grants 1 Attack Damage for every 2% of missing Health, up from 2.5%
Passive now capped at 35 Attack Damage, down from 40
Fixed a bug where the cooldown was not properly resetting when upgrading from a Hexdrinker on cooldown

Wooglet's Witchcap

Fixed several unintended interactions with champion abilities and the Stasis active

Zhonya's Hourglass

Fixed several unintended interactions with champion abilities and the Stasis active

Maps

Summoner's Rift

We've made some changes to death streaks in order to address strategies where repeatedly dying to lower your kill bounty could be used to gain an advantage. We know this may affect games where people are not intentionally dying, and we'll continue to monitor this.

Death Streak gold values have been reworked to be in line with pre-Season 3 values.
Examples:
A player killed three times in a row without resetting is now worth 220 gold (previously 182 gold)
A player killed six times in a row without resetting is now worth 112 gold (previously 62 gold)
Minimum kill value of a champion increased to 50 gold (previously 15 gold)

With Patch 3.9, we are setting a new precedent by making separate, map-specific balance changes to certain champions. The intent is not to reach a balancing cadence similar to Summoner's Rift, but to address some egregious balance outliers to improve the overall player experience. In this patch we're toning down Kassadin on Crystal Scar and Singed on Twisted Treeline. If this approach proves successful we'll follow suit with additional tweaks where necessary.

Twisted Treeline

Singed
Armor per level reduced to 2 from 3.5 on Twisted Treeline
Insanity Potion cooldown increased to 120 seconds from 100 on Twisted Treeline

Crystal Scar

Kassadin
Riftwalk cooldown increased to 9/8/7 seconds from 7/6/5 on Crystal Scar
Riftwalk range reduced to 600 from 700 on Crystal Scar

Howling Abyss

Added new item: Orb of Winter
Recipe: Rejuvenation Bead + Rejuvenation Bead + Negatron Cloak
Total Gold Cost: 2080 (combine cost: 1180)
+70 Magic Resist
+20 Health Regen per 5 seconds
Unique Passive: Grants a shield that absorbs damage. The shield will refresh after a short period without taking damage.

Game Interface

Fixed a long-standing bug where Attack-Move and Move commands could trigger while typing in chat
Fixed a keybinding issue where some modifier keys could not be used with certain keys and mouse buttons
Significantly improved performance when purchasing item upgrades

League System

Added the ability to spectate players and teams in challenger tier via an option in the leagues menu
When viewing teams in the Leagues tab, clicking on a team will now show a list of the team's top players

General

We worked with the Player Behavior team on a smaller change to remove all latency (ping) displays except your own. After looking closely at the data, it seems that showing pings during loading can add toxicity to games before they even begin. Ultimately we came to the conclusion that removing the ping display on champion load screens would lead to a healthier community overall, so we acted on it.

The load screen now includes Summoner Icons
The progress bar has been removed due to space constraints
The ping of other Summoners has been removed


The rune page has been significantly reworked to provide a more responsive experience:
Filtering out all runes of a given type (such as Marks or Seals) will cause it to turn grey, indicating that it's empty
Reverting the changes in the runebook no longer changes which is being edited
It's now possible to open more than one rune type at a time in the rune inventory
Right clicking or double clicking to rapidly add runes doesn't require waiting for the animation to complete
Shifted the rune slots slightly to reduce certain gaps
The scrollbars have been made more responsive and easier to click
The dividers between effects in the stats pane now scale down when the scrollbar appears
Dragging a rune into place no longer highlights slots near the drop target
Rune combiner animations are simpler and less CPU intensive
Rune combiner filters are now more consistent with rune page filters


When Smart Cast Range Indicators are enabled, the keybinding for Self Cast Spell (ALT by default) will activate the ability immediately on key press, rather than on key release. This matches the behavior of abilities which are innately self-cast, such as Sivir’s Spell Shield.
Added tooltips and visual indicators in the client to more clearly convey which game modes, maps, and types are locked for new and low level players
PVP.net will now automatically scale itself down to 1150x720 or 1024x640, whichever is most appropriate. The most common desktop resolutions that will see their experience impacted are:
1366x768
1280x768
1280x700
1182x864
Logitech hardware support can now be disabled by adding "LogitechSupport=0" to the "General" section in your game.cfg
 
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