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

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Komme auch nicht rein, 1&1.
Mein Bruder kann sich dagegen einloggen (Telekom).

Naja, dafür hab ich dann halt die Zeit die LCS Semifinals zu schauen.
Die ersten beiden Spiele waren ja schon nicht schlecht, aber im dritten Spiel gabs ein paar der besten Moves die ich je gesehen habe.
Außerdem hat Fnatic das gewonnen^^
 
das mit dem einloggen liegt wohl tatsächlich an den prvidern, ich (o2) komme ebenfalls net rein. die o2 facebookseite wird schon seit stunden zugespammt :D die armen mitarbeiter.

wenigstens, wie arfirst sagt, kann man die world championships schauen.

gogo fnatic ausgleichen!
 
Bei mir ist's auch 1&1. Wobei ich die Problematik an sich nicht verstehe, alles andere läuft super (bspw. WoT). Naja...

Wie bzw. wo kann man die Finals denn schauen? Ich suche immer erst nach einiger Zeit bei YouTube...
 
ich kann mich mit o2 wieder einloggen. ein schelm, wer böses dabei denkt, dass es komischerweise nach dem halbfinale wieder geht :D
 
Am Wochenende hat mich jemand zu einem 5vs5 eingeladen, der hatte um die 400-500 gewonnene Spiele und ich dacht mir ich werd neben ihn alt aussehen.

Unser Team bestand aus Nasus top (ich), Renekton Jungle, Teemo mid, Nidalee & Ezreal bot

vs

Diana Top, Ammumu Jungle, Fizz mid, Lucian & irgend ein Supp bot

Early hatte ich zwar nicht wirklich schwierigkeiten gegen Diana aber ein Kill wäre erst nach 10-15 min drin gewesen durch meinen Jungler hatte ich dann aber doch nich 2 Kills bekommen und konnte richtig gut mein Q Farmen, sekbst bei Ganks ging Ammumu und Diana drauf da ich einfach schon zu Tanky war. Nach ca 25 Minuten war mein Q auch ca 520 Zusatz. Der Typ der mich eingeladen hatte Ez, hat seine Lane total verloren, Teemo hat sich grecht gut gehalten und konnte dann in Teamfights paar Kills abstauben.

Was mir nicht aufging, es fehlte jedem, sogar im gegnerischen Team, an Farm. Keiner kam über 100 außer mir. Vermutlich auch ein Grund warum ich am Ende 17/1/9 hatte, ich war sogar so gefeedet das ich 3 vs 1 lebend raus kaum :D
 
Ja schon aber man hätte doch etwas mehr erwarten dürfen, ihr habt ihn nicht spielen sehen xD

Falls es Leute gibt die noch keine Ranked gespielt haben aber schon Level 30 sind dürfen mich gerne mal adden und evtl versucht man es dann mal zusammen. :) DaPfanner einfach adden, gilt auch für Leute die einfach mal so zwischen durch ein normales 5v5 spielen und nicht alt zu große Erwartungen haben ^^
 
Die Anzahl der Wins hat aber auch nichts mit skill zu tuen. Habe schon mit Leuten gespielt, die über 1500 wins hatten und Sehr schwach gespielt haben.
Andererseits gibt es auch gute Spieler, mit 200 oder 300 wins . Manche bekommen das Spiel eben schnell gebacken, andere brauchen länger.

Bestes Beispiel von vor 5min.... Der Sion hatte >1600 wins. Karthus hat auch nix gebacken bekommen in der Mitte und der Lee klaut auch noch mein Farm.
Nicht wundern, nach dem Blackout von gestern ist das Spiel bei mir komischerweise deutsch.



Hat jemand von euch auch Probleme mit dem Launcher? Hab des öfteren mit Abstürzen im Ladebalken und im Zuschauermodus zu kämpfen. Aktuellster Treiber drauf und das game wurde auch schon neu installiert.
 
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Ich hab einen kumpel der hat weit über 1000 gewonnene Spiele - aber er muss das fünfache an verlorenen Spielen haben, denn er ist ohne Witz der schlechteste Spieler auf dieser Erde. Nicht, weil er das Meta nicht kennt oder die Skills seiner Gegner oder seines Picks - nein, er spielt einfach schlecht. Er hat Reaktionen wie ein wachsender Baum und er fällt auf jeden Trick / bait rein.
 
Ein Kollege von mir auch so 900 gewonnene und 1300 verlorene. Und wenn man selbst gut spielt, kann man ohne weiteres 20-30% mehr Wins als Looses haben. Trotz Trolls, Leavern und AFKlern ;)
 
im einzelfall wäre es ja auch möglich, dass nach hunderten von spielen sich mal einen neuen champ gönnt und diese runde kassiert, weil er mit dem noch nicht ganz vertraut war und dabei einen konter gekriegt hat (ausgerechnet dann) und/oder ihm nicht lag. beim extrembeispiel sion kommt wohl noch hinzu, dass er ein mieser spieler ist. wurde sogar reported.^^
 
Oha eine Kata-Buff oO, dachte mir sie ist eh schon ziemlich stark und jetzt noch das ? ^^ Auch wenn ihr Ulti leicht zu beenden ist war es alles andere als schwach.



We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
We've also revamped ranged minion attack particles. The new particles have trails that show the direction they're traveling in, giving players more information when quickly looking for minion aggro indicators

Skillshots

Context: Skillshot missiles fired from brush or the fog of war sometimes don't register on the receiving player's screen until they've landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they're being attacked.

Skillshots fired from fog of war should appear on the enemy's screen sooner if their champion is in the path of the missile

Champions

Jinx

Jinx, the Loose Cannon, is in this build but will be turned on at a later date.

Cassiopeia

Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.

Petrifying Gaze

Mana cost reduced to 100 (from 120/160/200)

Garen

General

Garen has received a visual upgrade! Check out the full details here.

Katarina

Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.

Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.

Death Lotus

No longer has a cast time delay before channeling (previously had a 0.25 second delay)
Total damage increased to 400/575/750 (+2.5 ability power)(+3.75 bonus attack damage) (from 400/500/600 (+2.0 ability power)(+3.0 bonus attack damage))
Channel time increased to 2.5 seconds (from 2)
Cooldown reduced to 60/52.5/45 seconds (from 60/55/50)

Lucian

Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.

Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.

Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.

General

Updated Lucian's recommended items
Base mana regeneration increased to 7 (from 6)
Mana regeneration gained per level increased to 0.7 (from 0.65)

Lightslinger

When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target

Piercing Light

Laser hit box width reduced to 100 units (from 120)
Piercing Light now leads its target by 80 units when cast on an enemy champion

Olaf

Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.

Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.

General

Base mana reduced to 235 (from 270)

Undertow

Base damage reduced to 70/115/160/205/250 (from 80/125/170/215/260)
Slow percent increased to 35/40/45/50/55% (from 24/28/32/36/40%)
Slow duration reduced to 1-2 seconds based on distance traveled (from 2.5 seconds flat)
Slow no longer decays
Minimum distance added (400)
Axes now stick in walls and structures only if they would land in impassible terrain
Axes now make jungle monsters ignore unit collision (to better enable Olaf's axe pickup play in the jungle)

Vicious Strikes

Mana cost reduced to 30 (from 40/45/50/55/60)
Now grants 20/35/50/65/80% attack speed
Now provides 1% extra healing for every 2.5% health that Olaf is missing
Attack damage removed
Spellvamp removed
Lifesteal retained

Reckless Swing

Cooldown increased to 12/11/10/9/8 seconds (from 9/8/7/6/5)
Damage reduced to 70/115/160/205/250 (from 100/160/220/280/340)
0.4 total attack damage ratio added
Health cost is equal to 40% of total damage dealt (unchanged ratio)
Health cost is now refunded if it kills the target
Basic attacks lower the cooldown of Reckless Swing by 1 second

Ragnarok

Cooldown changed to 120/100/80 (from 100)
Mana cost removed
Now provides 10/20/30 armor and magic resist passively
Active reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
Olaf now turns red when Ragnarok is active
Crowd control immunity retained

Ryze

Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.

Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.

General

Adjusted recommended items to incorporate Spirit Visage instead of Banshee's Veil
Base movement speed increased to 340 (from 335)
Improved basic attack to be more responsive

Desperate Power

Movement speed increased to 80 (from 60/70/80)

Shen

Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.

Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.

Shadow Dash

Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)

Thresh

Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.

Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.

Death Sentence

Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)
Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy

Flay

Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes


Minor Changes and Bug Fixes

Heimerdinger

H-28G Evolution Turret

Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions

Karthus

Requiem

Warning buff on enemy champions now has a duration that matches the impact delay

Nidalee


Takedown

Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.

Teemo


General

Noxious Traps are now worth 10 gold (from 0)

Yorick

General

Ghouls are now worth 5 gold (from 0)


Items

Phage

Combine cost increased to 475 gold (from 375)
Total cost increased to 1350 gold (from 1250)
UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions

Trinity Force

Total cost increased to 3728 gold (from 3628)
UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions

Spirit of the Elder Lizard

Fixed a bug causing the item to deal less damage than intended


Maps & Game Modes

Summoner's Rift

Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.

Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.

Twisted Treeline and Crystal Scar

The following changes are for Twisted Treeline and Crystal Scar only

Moonflair Spellblade

Total cost increased to 2600 gold (from 2300)
Tenacity effect is no longer ranged only

Kayle

Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.

Intervention cooldown increased to 100/90/80 seconds (from 90/75/60)

Twisted Treeline

The following changes are for Twisted Treeline only

Cassiopeia

Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.

Noxious Blast movement speed boost reduced to 16/17/18/19/20% (from 15/17.5/20/22.5/25%)
Twin Fang ability power ratio reduced to 45% (from 55%)

Lulu

Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too.

Wild Growth cooldown increased to120/110/100 (from 110/95/80 seconds)

Tryndamere

Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.

Spinning Slash cooldown increased to 15/14/13/12/11 seconds (from 13/12/11/10/9)
Undying Rage cooldown increased to 120/110/100 seconds (from 110/100/90)

Wukong

Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.

Stoneskin armor and magic resist boost reduced to 2/4/6 (from 4/6/8)
Cyclone cooldown increased to 120/110/100 seconds (from 120/105/90)

Co-op vs. AI

Zyra

Zyra Bot is now available in the Co-op vs. AI rotation

Basic Tutorial

Fixed a target bar bug that was showing incorrect minion health and damage


Game Menus

When playing in windowed mode, players can now interact with the game even while the options menu is open
While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications


League System

Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they're below the threshold


Revamped Trade System

Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.

Simultaneous trade actions will be resolved automatically without breaking your trades
Clearer Messaging:
<Player 1> is busy trading. Try again when their trade is complete.
<Player 1> has declined your trade request.
<Player 1> has canceled the trade.
<Player 1> no longer has the champion you wanted. Try trading again.
You will no longer be able to request a trade with a player who doesn't own your champion

Bug Fixes

The following bugs with the trade system have been fixed:

Friends list not updating friend's current champion after a trade
Players rerolling during a trade and then giving one player a different champion than they expect
Trade icon not appearing after refusal of trade request
Client denying a trade request
Trade system displaying the wrong champion
Simultaneous trade requests causing trades to lock and become unavailable
Trade window would not time out for either player, leaving those two players unable to trade with anyone else

In-Game Options Menu

Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).

Reorganized the menus for clearer navigation
Changes are preserved across pages until you hit OK
Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
You can now scroll through the menu with your mouse wheel

Hotkeys

"Smart Cast" has been renamed "Quick Cast"
It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.

Interface

Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
An option to disable camera movement on revive has been added to the Game section
The "More Options" section has been removed and its contents have been re-organized into other, more appropriate sections

Video

A new slider has been added to adjust all video and graphical settings to an overall quality level
The time required to switch resolutions or window modes has been drastically reduced.


Skins

Spirit Guard Udyr

Added extra VO lines triggered by interactions with specific champions
 
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auf den unteren stufen macht sie das noch viel stärker, weil sie dort niemand daran hindert, ihr ulti zu casten.

zu lucian: "Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature."
it's not a bug, it's a feature. :D
 
Gestern Olaf mal angetestet, finde ihn ja recht gut , muss ihn noch ein paar mal testen bevor ich sagen kann ob er nun besser oder schlechter ist als vorher, wobei ich ihn etwas tankier finde als vorher was vermutlich auch durch sein passies von seinem ulti kommt.


Achja seit wann hat denn Xerath ein neues Anzeigebild, also bei der Championauswahl?
 
Das ist im Grunde sein rework. Er hat n neues Logo bekommen (oder wie man die dinger nennt in champ select das Bild eben).
Wenn er Ult zündet leuchtet er jetzt rot.

Skills wurden alle überarbeitet und marginal verändert.

Summasummarum ist die Jury still out. Nach Lesen der Patchnotes kam es mir wie eine Nullnummer oder wenn überhaupt ein weiterer nerf vor. Die CDR auf sein E durch Auto Attacks scheint aber huge zu sein und der Fakt, dass sein E jetzt nur noch HP kostet und kein Mana mehr.

Mal gucken....

Aber Olaf war nie scheisse. Er war nur ziemlich hart generft weil er vorher zu stark war und kein Counterplay erlaubte, außer Jarvan Ult und das war auch egal, weil du ihn nicht killen konntest bevor der Ult vorbei war.
 
Meteora RR nettes build :D

Und wenn du schon ein Build rein haust dann mach ich es mal auch :3



Auch etwas Motivation für andere mal sich an Support zu wagen :D

Wenn ich schon den Sup anspreche, kommt es bei euch im Ranked auch vor das immer der lastpick als Sup verdonnert wird?

Ich wähle nämlich manchmal freiwillig sup...
 
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