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04-26-2011   #1 (permalink)
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Default Release Notes v1.0.0.116

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League of Legends v1.0.0.116
Rumble, The Mechanized Menace
Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a missile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble's abilities generate heat. When Rumble is above 50 heat, he is in the "Danger Zone," causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.

Alistar
General

Base movement speed increased to 305 from 300
Base health reduced to 552 from 582
Health per level reduced to 110 from 114
Damage per level increased to 3.62 from 3.375
Base damage reduced to 58.65 from 62.9
Base mana increased to 253 from 225
Mana per level increased to 38 from 33
Trample (new Passive)
Whenever Alistar casts a spell, he gains Trample for 3 seconds ignoring unit collision and dealing 10-23 (+10% ability power) area damage per second (double damage to minions and monsters)
Added new animations and particles for Trample
Pulverize
Damage reduced to 60/105/150/195/240 from 80/125/170/220/270
Ability power ratio reduced to 0.8 from 1.0
Cooldown changed to 17/16/15/14/13 from 15
Range increased to 365 from 330
Stun duration reduced to 0.5 seconds from 1 second (1 second knockup unchanged)
Headbutt
Improved Headbutt's targeting/direction against moving targets
Headbutt can now target minions
Damage reduced to 85/135/185/235/285 from 90/140/190/245/300
Cooldown changed to 14/13/12/11/10 from 12

Brand
Fixed a bug where Pyroclasm could sometimes fizzle if there was an enemy stealthed nearby
For consistency with other chain missiles, Pyroclasm no longer is consumed by spell shields

Caitlyn
Yordle Snap Trap
Activation range increased to 150 from 125
Mana cost reduced to 50 from 60
90 Caliber Net mana cost reduced to 75 from 90
Ace In The Hole
Mana cost reduced to 100 from 150.
Range increased at early levels to 1900/2050/2200 from 1600/1900/2200

Ezreal
Mystic Shot now has an additive 0.2 ability power ratio
Trueshot Barrage now scales additively with both attack damage and ability power

Fiddlesticks
General

Base armor increased to 14.5 from 8.25
Armor per level increased to 3.5 from 3
Movement speed increased to 310 from 300
Fear
Range increased to 575 from 525
Mana cost decreased to 65/75/85/95/105
Drain
Ability power ratio increased to .5 from .48
Life Steal amount reduced to 60/65/70/75/80% from 100%
Leash Range decreased to 650 from 700
Dark Wind
Damage adjusted to 65/85/105/125/145 from 100
Ability power ratio increased to .45 from .35
Dark Wind now bounces 5 times at all levels
Cooldown adjusted to 15/14/13/12/11 from 14
Projectile speed decreased to 1100 from 1200
Crowstorm
Damage decreased to 125/225/325 from 150/250/350
Cooldown adjusted to 150/140/130 from 150
Ability power ratio increased to .4 from .35

Gangplank
General

Movement Speed increased to 320 from 315
Base mana increased to 255 from 239
Mana per level increased to 40 from 34
Raise Morale (remake)
No longer targets a unit (Gangplank can no longer kill allied minions)
Passive changed to 3/4/5/6/7% movement speed from 2/4/6/8/10% and 8/10/12/14/16 attack damage from 8/12/16/20/24
Activating Raise Morale grants Gangplank 14/18/22/26/30% movement speed and 20/28/36/44/52 attack damage
The activation also grants nearby allies 7/9/11/13/15% movement speed and 10/14/18/22/26 attack damage
Duration reduced to 6 seconds from 10
Mana cost changed to 50/55/60/65/70 from 60
Cannon Barrage
Reduced the size of the area affected by Cannon Barrage
Now slows all enemies in the AoE for the duration, but slow reduced to 15/20/25% from 35/45/55%
Reduced damage to 65/110/155 from 100/140/180
Updated the random algorithm to not favor one quadrant over others
Fixed a bug where the tooltip said it lasted for 8 seconds, but it actually lasted 7
Parrrley
Base damage reduced to 20/45/70/95/120 from 20/55/90/120/150
Extra gold gain reduced to 4/6/8/10/12 from 4/7/10/13/16
Cooldown reduced to 5 seconds from 6
Mana cost reduced to 40/45/50/55/60 from 50/55/60/65/70
Remove Scurvy base heal changed to 80/150/220/290/360 from 70/125/195/280/380
Grog-Soaked Blade
Damage increased to 6-23 per second from 5-18
Fixed a bug where it applied 9 damage ticks instead of 10

Leblanc
Fixed a bug where Mimic: Distortion would not properly show allies if it was ready to cast or not

Lee Sin
Fixed a bug where Resonating Strike could follow the target over indefinite distance

Nocturne
Fixed a bug where Paranoia would follow targets over variable amounts of distance depending on spell rank

Ryze
Overload mana ratio reduced to 8% from 10%
Desperate Power spell vamp now scales to 15/20/25% from 15%

Sona
Power Chord

Diminuendo duration increased to 4 from 3
Tempo slow amount increased to 40% from 25%
Hymn of Valor's attack damage and ability power aura increased to 8/11/14/17/20 from 6/8/10/12/14

Trundle
Fixed a bug where Rabid Bite could be dodged

Twisted Fate
Pick a Card Blue Card mana restore increased to 65% from 50%

Udyr
Tiger Stance's hit particle no longer plays on turrets
Udyr's hands will now always display hand particles when his next attack will shred the target

Xin Zhao
General
Base Attack Damage increased to 59.1 from 52.3
Attack Damage per level decreased to 3.1 from 3.3
Fixed a bug where Three Talon Strike could be activated while it was still active
Battle Cry
Passive Attack Speed is no longer removed while the ability is on cooldown
Attack Speed increased to 20/25/30/35/40% from 15/20/25/30/35%
Crescent Sweep
Armor and Magic Resist reduced to 25
Now scales and gives 7/10/13 Armor and Magic Resist for each champion hit

Zilean
Revised Zilean's idle animation loop
Fixed a bug where Zilean's Chronoshift would sometimes not report to allies whether it was castable

Items
Randuin's Omen
Cloth Armor added to the recipe
Armor increased to 75 from 55
Total gold cost increased to 3075 from 2775
Blasting Wand now shows an upgrade path into Void Staff instead of Archangel's Staff

General
Revised tooltips for Anivia, Dr. Mundo, and Tryndamere
Updated numerous character bios
Updated the following 'move-to-unit' spells so they will fail less often: Aegis of Zeonia, Audacious Charge, Bandage Toss, Bladesurge, Cataclysm, Demacian Standard + Dragon Strike, Headbutt, Heroic Charge, Leap Strike, Paranoia, Resonating Strike, Safeguard, and Twisted Advance
Fixed a bug where Fear spells were slowing the target additively rather than multiplicatively
Fixed a bug where Summoner Exhaust was slowing the target additively rather than multiplicatively
Fixed a bug where Evelynn's new attack animations were playing too quickly
Fixed a bug with Mordekaiser's Taunt animation
Fixed a display issue with Kayle's Battleborn skin
Changed the general frost slow particle (ie: Ashe's Frost Shot, Rylai's Crystal Scepter) to significantly reduce frame lag
Improved the following spell particles: Trundle's Agony, Nunu's Absolute Zero
Fixed a bug with the Sword of the Divine active particle
http://www.leagueoflegends.com/board...d.php?t=692602
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04-26-2011   #2 (permalink)
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I love how Alistar can actually not go ghost/flash and not fail at life anymore. 8D. Or his passive.
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04-26-2011   #3 (permalink)
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was the ezreal buff really necessary?
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04-27-2011   #4 (permalink)
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anyone feel that Rumble is another Lee Sin/Karma? ._.
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04-27-2011   #5 (permalink)
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im gonna miss the tiger claws on turrets...
why did they remove them....
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04-27-2011   #6 (permalink)
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Quote:
Originally Posted by Kenzor
anyone feel that Rumble is another Lee Sin/Karma? ._.
Nah, I feel he's somewhat better than them both, not amazing, but better than Karma and Lee Sin. I definitely think Lee is significantly worse than Karma, mostly because the fact that they gave him Energy made him soooo bad end-game. Karma just doesn't support hard enough imo.
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04-27-2011   #7 (permalink)
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lee sin is awesome... but nobody else than me actually uses him somehow

his ability to jump in and out of fights is just so mean

double Q into a carry, flash behind , ulti, w into your team just works out way too good

so sometimes it ends up on the carry jumping and flashing away


(i think jungle sin > lane so... you can denie almost everyone)
 
04-27-2011   #8 (permalink)
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Quote:
Originally Posted by Kenzor
anyone feel that Rumble is another Lee Sin/Karma? ._.
You mean a champ that no one really needs but think they do? Yerp.

Lee sin and karma both look really good but they arent really good.
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04-27-2011   #9 (permalink)
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i dont quite think lee sin is worthy of 6.300, just personal opinion
 
04-27-2011   #10 (permalink)
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The EZ buff is a bit too overpowered in a bit, I was playin hybrid build against an AD EZ, and I end up scoring 11-0-8 for the whole game, ( 261 ad, 561 ap ) The ult damage / scaling is a bit kinda too high tbh. 350/500/650 + .9 AP + 1 AD per 1 AD item you have in magic damage. I can even start off with a doran's ring and still get 3-4 dmg on Q ( .2 ap ratio ) slightly too strong. As for Xin, he got a bit op during mid game ( 80% atk spd for 5 secs is wdfspeed ) I'm not sure if his ult is bugged or something, it seems to deal ALOT more damage than before ( I smacked a kass that was 2 levels ahead of me like 60% hp bar at lv 11 ). Other than that, I'm ok with the patch ( GP's ult range is so crappy...-__-).
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04-27-2011   #11 (permalink)
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Rumble feels like a stupid character. I've never had a fondness for non-mana based casters, since they all end up being button mashing spam fests rather than the feeling that you actually have to conserve your resource/cooldowns.

I haven't actually been affected by the changes yet, so not much to say right now.
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04-28-2011   #12 (permalink)
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every game i've played against a rumble, i've won so far
but that might be cuz he's new
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04-28-2011   #13 (permalink)
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Rumble doesn't really fill any roles well. He's sort of like a jack of all trades but has an average grade of C+/B at everything.... That being said, a team with rumble needs the other 4 to play heroes that are really good at what they do and fill jungle/tank/carry and maybe support well. IF harpoon stunned after hitting twice, it may help out alot.

Lee Sin is sorta overshadowed as well by many other heroes. Who really needs someone who can jump in and kick someone back when you can jump in MUCH farther and kill the target with a CC as well as blocking one. If you go tanky DPS, why not go Renekton since you have a double jump, super aoe tankyness, super aoe lifesteal, and a stun?

Theres really alot of heroes that get overshadowed by others and in the end, just hardly ever played.

Although TreeEskimo has been doing really well with him ._. ....
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Last edited by Seim; 04-28-2011 at 02:10 AM.
 
04-28-2011   #14 (permalink)
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Because Renekton can be kited hard.
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04-28-2011   #15 (permalink)
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Rumble should be built tanky at first, such as

Sunfire/FoN/Rylai/WotA. He is quite good... Better version of garen

That buff to xin zhao actually improved his jungling a LOT


Also, GP is now the worst character in the game....
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04-28-2011   #16 (permalink)
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Quote:
Originally Posted by Eternal
Rumble should be built tanky at first, such as

Sunfire/FoN/Rylai/WotA. He is quite good... Better version of garen

That buff to xin zhao actually improved his jungling a LOT


Also, GP is now the worst character in the game....
rumble can be built glasscannon ap aswell if you can set up his ulti proberly...
0.5ratio /sec on Q is kinda heavy aswell, when they are trying to get out of there

xin needed that buff for jungling, but his laning is now even easier and he dominates like every lane easily at lvl 3+ for sure

stop building manamune on gp and just stack up av blades to IE and max e after q... shooting stuff down like np
 
04-28-2011   #17 (permalink)
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Rumble's Q does way too much damage early game. I mainly play melee champs and if he just gets close to you with that Q, say bye-bye to your hp.
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