: Werid unlockable content - Hextech crafting
Championship stuff is fine, as this is also availible through mystery gifts. It would be problematic if you would've found a ranked icon or victorious content
: They should just remove the two different types of essences so you can disenchat champion shards so they still matter. The worse problem is that when you combine to unlock a champion permenant it can get champions you already own, AKA burning all 3 shards for nothing.
now you will get an error if you try to combine 3 champion shards and you have nothing. The easiest approach would be to be able to combine 3 champion shards into a skin if you have all champions. If you use this you could decide whether to save ip for that new champ and get a skin or to unlock the champ immediately.
: Purchasing multiple Hextech Chests and Keys
It should in general, also on live be, be possible to purchase multiple of both chests and boxes. Just imagine a player who has 100 keys because he plays with friends the whole day for months and he wants to spend 20 bucks for boxes. Now this customer is hindered doing so because it feels very bad to purchase multiple boxes ._.
: > I really like the whole machete line (even if the individual upgrades still need tweaking). Has the team looked into doing similar item lines for other summoner spells? Teleport at the very least looks like it might benefit from such an item to alter how the spell is used. We are highly interested in seeing how the Smite changes play out. Ideally, it works, and we have a lot of interesting design space to explore. Ignite your allies to give them a pbaoe burning aura?! Charge based Flash? Revive to...revive? OMG~! Out of curiosity, what type of Teleport alterations would interest you?
Ally/enemy interaction: Since Teleport can either be used to def your lane and help your allies it would be cool to have benefits for one side: Teleporting on a minion/ward near an allied champion grants them a small shield/movement buff/heal or something like this or if you teleport somewhere that allies can run to that point faster(thinking about dragon and steals but also bot lane stealth ganks) Teleporting on a minion/ward near an enemy slightly slowing/damaging them or give them a debuff Tower interaction: Teleporting on a tower granting a shield to the tower (maybe based on percentage hp to make tanks able to def towers) Teleporting on a tower granting reduced cooldown(we already have that maybe as an upgrade even lower since later in the game towers are closer to the base) Teleporting on a tower granting the tower and all allies around a little shield/buff etc. Teleporting on a minion attacked by an enemy tower granting them prolonged invulnerability or making them attack while the teleport with an attackboost or or or^^ Anywhere: Movement speed buff(like on the distortion shoes now) Getting a shield while teleporting (escaping or helping) Getting health while teleporting(escaping or helping) My thoughts about possible teleport stuff
: The buffs were changed completely anyways. Early slow from red is non existent now, its more for sustain than for ganking. Take the Utility tree if you want a faster smite. If you get a hard leash, you can smite first camp just fine and it wont slow down taking your buff. All the buffs give on smite is mana/HP while the other camps give actual buffs to increase clear time. There is absolutely no issue with this current jungle if you use the proper runes and masteries. Ive probably tested 100+ times now with at least 2 dozen different champions and managed to clear the entire jungle and be level 6+ by 6 minutes with everyone. Lanes cant take golems or Gromp with the amount of HP they have and damage they deal for the marginal HP/XP you get from it. Gromp deals close to 90 per ranged auto at level 1, while the golems do close to 70 and 20 respectively with massive HP pools. you end up missing at least 1/2 - 2/3rds of your wave if you do the jungle camp which actually puts you farther behind. Riot wants the early back to make you choose how you're playing your jungle role ASAP. they want you to pick your enchantment and use it instead of ganking&farming for 3+ minutes while you have doublebuffs and then buying generic jungle item X while still doing it all.
I guess you don't take my drift and take a jungler for granted. A jungler wasn't always there and if it is more benificial to have none u will see none. It was already tried with the actual jungle by good teams to take a smite on midlane and jungler for more control and i guess if the jungle develops like this then there will be no jungler at all but a second top laner with roaming ability or the ability so assist stomping in lane or both. You were maybe successful with jungling and taking creeps but the way you talk that seemed to be custom games which do not represent real games where you get counterjungled etc. which is much more benificial now since the jungler is a lot of the time very unhealthy especially at the first buff(imagine a shaco clearing first camp with help and a buff with boxes and smite and coming to you full health) or a lee sin which just takes his first camp and then comes thats no fun but he has it as hard in his jungle as in yours so there is no real disadvantage for him. Lastly you forget the power of exp and gold at little cost with the golems. For a leona it takes 2 pots and if she startet green sup item she will prob have 3. The gold and exp is pretty good(while especially the exp is important which is roughly 4,5 minions). Even if the enemies try to freeze they will push because they lasthit and if they push you will have a lane advantage. Pls write me the champs which which you fared best in our new jungle and i will try them out again seeing if i made a mistake. Which route do you take? Which runes do you run typically? Which masteries? I go 21/9 for assassin like junglers and 9/21 for tanky ones and both didn't go too well. I went for flat armor and ad or armor and attackspeed. I tried golems, wraiths/birds red(because of heal with smite), then mostly wolves and back in most cases because the jungle owned me. For the start i guess there is no way around the birds and they deal ridiculous dmg how do you deal with them?
: The jungle change is supposed to work that way. They want you to do an early back to get the modified smite. Baronbuff is exactly what it should be now. The whole issue with trying to punch into the enemy base lategame is that you have xerath, lucian, corki etc who can all wave clear entire creepwaves with one ability leaving you to need the baron regen in order to break into the base. The removal of the regen from baron buff means that if you catch their team, they wont be pushing until they go b, they cant just stand near your base healing to full.
I do not think that it is supposed to be the way it is now. With this early back the jungler is weaker than the support and the buffs aren't long enough to carry over that so you have to choose one buff which runs out before you have any chance to gank because u were too low. Also it is hard to jungle with a 60 second smite in the early game since you won't have it up for the buff if u used it at the first camp which is crap. Back in season 1 camps spawned at 1:40 which gave the lanes an unfair advantage etc. but it put the jungler in a not too thight spot with the buffs spawning at 1:55 or 1:50(do not remember correectly) though they also had to go b. Not the camps spawn at 1:55 and the buffs at 2:30 and nobody can help you with something maybe with the starting camp you can get help but thats it. Also we have the same problem with golems: If the bot lane is strong enough they can take them on blue side(for example leona with 3 pots can make this) which leads to an unfair advantage of exp and gold again. If they wanna make it so that the buffs cannot be taken early(which leads to less invades) they can make wolves and wraits spawn first at 1:50 then the buff at 2:05 to make it impossible for lanes to profit
: Rough Notes [PBE - 10/09/2014]
HI i played jungle with the new changes and i hate it here why: Nobody can go through the jungle without more than 2 pots apart from fiddle so the hunter machete is a crappy lvl 1 start -> cloth and back lvl 3 latest The smite boni doesn't work with quicksmite Spawn time of buffs is crap since you have to make 2 camps before them and then you are too low and no lane will help you. Spawn time of camps are no longer so that you can go through the jungle and then repeat which forces you to gank at lvl 5( if you backed lvl 3) which is not good for a lot of junglers Edit: in the late game baron buff seems extremely overwhelming to me. Teams with the ability to splitpush get almost unkillable melee minions to tank the tower and a cannon minion with extremely huge dmg and range so it is almost impossible to def 1 v 1 even with a good waveclearer(just my opinion didn't see it in the game) TLDR: Early game jungling seems like season 1 but the jungler got nerfed, buff spawns too late and camps have too long cooldown for a smooth jungle experience
: Preseason 2015 Experimental Jungle Changes
my experience is that tankier junglers usually have a pretty weak very early jungling and late game jungling. On most of them the standart is 9/21/0 or 0/21/9 (lots of defense +jungle mastery) while the other junglers(assassin offtank) run most often 21/9 for better ganking and clearing. May we get something deep into the defense tree that makes jungling easier since almost only tanks will take it and it could be hp scaling so dps offtanks like xin won't run 9/21 just to get this mastery? ^^ I know this is pretty specific but one thing i thought which would help. Furthermore i think another early jungling item would be good(i quite liked the old machete and it was better on quite a few champs than the new one is now especially on spell relying champs or generally tanky champs like ammumu, fiddle, maokai, etc.) Also as mentioned somewhere else we need a Tutorial for jungling(we need more for the game in general but jungle is completely left out) I am looking forward to the changes and to testing them Thx for updating my most played section of the game riot


Level 30 (PBE)
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