L'entre deux MAJ (#12)

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Citation :
Publié par Keyen
En quoi c'est "en plus" par rapport a maintenant?

Maintenant, c'est 240-280 dégats, post patch, sur 3K hp, ca passe a 360-420, le up est pas non plus ouf...

Le breakdown etant a 1950 hp, ca va pas non plus changer monstrueusement la vie.
"Les dégâts de la compétence baissent, passant de 80/125/170/215/260 à 80/115/150/185/220."

on perd 40 dmg de base pour 360-420 sur les aa.

c bnf
Citation :
Publié par Bover ~ S0wK3r
"Les dégâts de la compétence baissent, passant de 80/125/170/215/260 à 80/115/150/185/220."

on perd 40 dmg de base pour 360-420 sur les aa.

c bnf
C'est toujours pas brut , c'est soumis a la RM.
Faudrait theorysé tout ça comparé a 15% shred armor.
Mais le up est pas ouf ouf (comme dit 10 messages au dessus.)
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Citation :
Publié par Keyen
Tu sais qu'il y avait déja un proc dégats sur les aa avant....



Avant, tu mettais 6-7 autoshot, tu faisais 260 + 39*6-7, maintenant, tu fera 220 + 2% *6-7.
Loin d'etre gagnant dans l'histoire, meme si c'est une progression.
Euh t'es un peu de mauvaise foi la non?

Parce que passer de 15% de ton ap à 2% de la vie max du mec, c'est un up quand même. Parce que 15% de 0, ça fait 0 quoi.
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Publié par Bya
Euh t'es un peu de mauvaise foi la non?

Parce que passer de 15% de ton ap à 2% de la vie max du mec, c'est un up quand même. Parce que 15% de 0, ça fait 0 quoi.
C'est 60% le bonus AP.
Les attaques de base de Shyvana infligent 15% des dégâts de Souffle de Flammes aux cibles touchées , pas de rapport a l'ap la.
Yo, quelqu'un aurait le lien où riot précisait et justifier le prix de tel ou tel skin ? En gros ils disaient "on pense que 10% des skins sortie 2013 seront à 1350RP" et ils expliquaient la différence des skins selon leur prix de vente "520 = seulement changement d'apparence" un truc du genre.

Merci.
Grosse explication de la part de Riot Pwyff sur le patch pbe:

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Publié par Riot Pwyff
Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.

Brand
Pillar of Flame
Mana cost reduced at later ranks from 70/80/90/100/110
Delay normalized from 0.5s ~ 0.75s
Conflagation
Mana cost increased from 60/65/70/75/80
Pyroclasm
Mana cost reduced at later ranks from 100/150/200

Draven
We wanted to lower Draven’s high early game damage output from his passive, as it was not adding much in terms of real 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 more unsatisfying. We instead opted to rework Draven’s passive into something that reinforces his current gameplay and can be appreciated by both him and his opponents. Welcome to the League of Draven.
League of Draven (New Passive)
Draven gains a stack of Adoration when he catches a Spinning Axe or kills a minion or monster. When Draven kills an enemy champion, he cashes in half of his Adoration stacks, gaining gold per stack consumed. Draven loses up to a certain amount of stacks of Adoration upon death.

Elise
Spider Form / Human Form
No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.

Jayce
Transform: Mercury Hammer / Mercury Cannon
No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.

Kennen
We’ve tuned down some of Kennen’s early game lane harass, especially given how much teamfight potential he has.
Base Attack Damage at level 1 reduced from 54.6
Attack Damage gained per level increased from 3.3
Mark of the Storm
Mark duration reduced from 8 seconds

Leblanc
Leblanc's Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes are aimed at improving the patterns and decisions around using Mimic. Our most obvious adjustment is the fact that 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 holding 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 from 70/75/80/85/90
Impact Damage decreased from 70/110/150/190/230
Impact AP Ratio decreased from 0.6
Mark Damage increased from 20/40/60/80/100
Mark AP Ratio increased from 0.3
Silence duration reduced from 2 seconds
Distortion
Cooldown now starts on cast rather than after returning to your Distortion
Ethereal Chains
Slow duration (and time until root) reduced from 2 seconds
Root duration standardized across all ranks from 1/1.3/1.6/1.9/2.2
Cooldown increased at earlier ranks from 10/10/10/10/10
Mimic
Mana Cost decreased at early levels
All mimicked abilities now deal their own base damage instead of amplifying the base spell. In all cases, the mimicked spell will deal higher damage than the base spell (due to higher base damage or higher AP ratios).

Leona
Solar Flare
Delay normalized from 0.5s~0.75s

Nidalee
Aspect of the Cougar
No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.

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 more tanky fighters. We’ve also increased Shyvana’s Fury gain at higher levels of Dragon’s Descent to help her engage in team fights more consistently at late game. Lastly, we’ve moved Shyvana’s old passive effects to the actual ability tooltips to help centralize information.
Fury of the Dragonborn
Remade. All Fury of the Dragonborn effects are now located on the ability tooltip rather than the passive.
*NEW PASSIVE*: Dragonborn
Gains bonus Armor and Magic resistance. This bonus is increased per level. 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 from 4 seconds
Damage decreased at higher levels from 80/125/170/215/260
On-hit magic damage to debuffed targets changed to a % of the target's Maximum Health from 15% of Flame Breath's damage.
Dragon's Descent
Passive Armor/Magic Resistance component removed
Fury Gain per hit increased at later ranks from 2/2/2
Passive Fury Gain increased at later ranks from 1/1/1 per 1.5 seconds

Swain
Nevermove
Delay normalized from 0.75s~1s

Veigar
Dark Matter
Delay normalized from 1.2s~1.5s

Ziggs
We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether he’s detonating it immediately or leaving it down on the battlefield to zone. We also wanted to make Satchel Charge noticeably easier to use for players with a moderate or higher amount of latency.
Satchel Charge
Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing
Missile speed increased from 1600
Increased knockback distance from 350
Cooldown now starts when spell is cast, not when Satchel Charge detonates

Items
Wards
We’ve changed the reward structure for killing wards to alleviate the gold pressure that can accumulate on supports as they push for vision dominance around key locations. With Oracle’s Elixir already on a timed duration, no longer making it expire on death means players can be more aggressive with oracles, rather than passively clearing warded areas they know to be safe. We want the focus of Oracle’s Elixir to be more of an opportunity cost rather than a safety liability for the Oracle user.
Vision and Sight Ward are now worth slightly more gold, up from 25
Wriggle's Lantern Ward is now worth slightly more gold, up from 15
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 Elixir or allied champions that have placed Vision Wards nearby split 50% of the ward's base gold value

Oracle’s Elixir
No longer expires on death
Sightstone and Ruby Sightstone now display the number of placed Ghost Wards in their inventory tooltips

Tear of the Goddess
We feel like players were able to build tear items up too quickly, especially in the case of Manamune with its fairly cheap cost.
Mana gain per spell cast or Mana expenditure reduced to 3 from 4

Manamune
Mana gain per basic attack, spell cast, or Mana expenditure reduced to 3 from 4

Black Cleaver
Previously, characters like Jarvan who applied multiple physical damage sources on a single attack could apply multiple stacks of Black Cleaver's shred. We're cleaning up the item to make it more understandable. Character's like Shyvana or Renekton that apply more than one basic attack at the same time will still stack up multiple shreds as normal.
Can no longer apply more than one stack of Armor Shred per basic attack.

Maw of Malmortius
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 their peak power.
Now grants 60 Attack Damage up from 55
Now grants 40 Magic Resistance up from 36
Passive now grants 1 Attack Damage for every 2% Health you are missing, up from 2.5%
Passive now capped at 35 Attack Damage, down from 40
http://na.leagueoflegends.com/board/...4#post38750894

Et de Xypherous sur le nouveau mécanisme de partage de gold sur les wards:

Citation :
Publié par Xypherous
Just updated the Oracle elixir stuff with the secondary set of changes

Oracle Elixir
* Now persists through death
* Reveal Radius reduced to 600 from 750
* Duration reduced to 4 minutes from 5 minutes
* Now has a particle denoting the radius of effect

We are aware that making Oracle's elixir persist through death decreases the risk involved in the item and reduces the overall skill in using Oracle's.

The question is whether or not the skill involved in using Oracle's is the right skill we want to encourage for the game - the answer right now seems to be no: It promotes camping the Oracle's wielder and oracle users not participating in team fights. It also funnels the responsibility of Oracles only in champions that either cannot die or do not fight.

We also wanted to stop the snowball factor from influencing Oracle's as much because frequently Oracle's is only an option for champions who were not at risk of dying - something that is much more likely for the winning team than the losing team. While the counterplay to the current Oracle's is clear - it is not actually doable in most settings when Oracle Elixir is in play - we want the decision points around Oracle to be 'How do I use this effectively? When do I use this?' rather than 'Man - How can I avoid participating in anything that might murder me for the next 4 minutes?'

Note: I just put in these changes now, so they won't be reflected on the PBE build that is there currently but will happen with the next PBE build.
http://na.leagueoflegends.com/board/...9#post38752809

En marge de tout ça, on a une grosse vague de ban pour les mmr boosters:


Citation :
Publié par WookieeCookie
Hello Dudes and Dudettes!

Let’s talk about something serious for a bit. MMR Boosting… also referred to as “Elo Boosting”.

We’ve seen many in the community discuss their concerns about this practice. We haven’t commented too much about it because like a lot of things, we don’t want to speak before we’ve gotten all the necessary information.


So here’s what’s up for Season 3 and the future:


MMR Boosting is an action where a player (The Booster) logs into another player’s account (The Boostee) with the specific purpose of improving the boostee account’s MMR.


Well… that doesn’t sound too bad, right? Why punish boosting at all? MMR boosting may sound like a victimless crime, but it can have numerous negative effects on our game and our players.

1) Our Leagues system has been carefully tuned so that players are placed in the proper tier with others who are within a similar skill level. If a player’s MMR is boosted unnaturally they will most definitely falter when they begin to play ranked at that tier. If a player is unable to keep up with the other higher MMR players in their match they will most certainly degrade the game experience for everyone involved.

2) It takes hard work, commitment and buckets of blood, sweat and tears for players to earn a high ranking in League of Legends. MMR Boosting devalues the commitment that many of our players make to earn their rightful place among the world’s best League of Legends players.

3) MMR Boosting endangers account security. One should never share their log-in information with another player, no exceptions. Many players have shared their information with a potential booster hoping to get a higher MMR only to find their account has now stolen and sold or traded to another player.


So what are we going to do about it? If an account is caught participating in MMR boosting (either as a Booster, or a Boostee) then the following punishments will be assigned:

1) A two week account suspension in League of Legends.

2) Removal of any prior Season’s Ranked Rewards (ie: Skins, Icons, Badges, etc)

3) Disqualification from receiving the current season’s Ranked Rewards (ie: Skins, Icons, Badges, etc)

4) Second time offenders' accounts will be permanently banned from League of Legends.


Over the last few weeks we have already begun processing punishments and we will continue to do so moving forward. We’re not going to make big announcements every time it happens, we won’t be listing those participating for everyone to see and there will not be any warnings preceding our judgments.

If anyone has any additional questions or concerns I’ll keep an eye on this thread. Please keep in mind and be respectful of our no “Name and Shame” policy. If you believe someone is participating in boosting, this is not the place to report them.

However, I’m always happy to answer any other questions you might have about this effort.
http://na.leagueoflegends.com/board/...5#post38749905
Le souci c'est que ça accompagne dans son nerf des champions qui n'avaient pas à l'être, comme Urgot (vu que je joue celui-ci avec tear, mais il y en a d'autres) au lieu de s'attaquer directement à ceux qui posent problème. Et c'est vraiment un nerf violent pour le coup, ça va être beaucoup plus long.
C'est ça le fameux red post dont on nous parlait hier. Notre Nunu jungle disait à toast qu'il allait se faire ban car l'elo boosting est interdit et que donc il avait pas le droit de smurf
Sa interdit juste de prendre le compte d'une personne pour augmenter son elo si j'ai bien compris ? Ou alors il y aussi le fait de jouer avec une personne avec un elo bien supérieur à nous pour augmenter ?
Citation :
Publié par Kardarr
Sa interdit juste de prendre le compte d'une personne pour augmenter son elo si j'ai bien compris ? Ou alors il y aussi le fait de jouer avec une personne avec un elo bien supérieur à nous pour augmenter ?
Juste la première.

Pour la deuxième, m'est avis que ça viendra en son temps (mais la ce sera plus simple sans doute).
La seconde ne pourra jamais être empêché. Ils pourront mettre une limite sur la différence de niveau (tu ne peux pas duo Q avec un mec qui a 5 divisions de moins que toi par exemple), mais ce sera contournable en passant par un autre compte du même niveau (et ce n'est plus rare de voir des joueurs avec 2/3 comptes disponibles).
Citation :
Publié par Silver Squeez
La seconde ne pourra jamais être empêché. Ils pourront mettre une limite sur la différence de niveau (tu ne peux pas duo Q avec un mec qui a 5 divisions de moins que toi par exemple), mais ce sera contournable en passant par un autre compte du même niveau (et ce n'est plus rare de voir des joueurs avec 2/3 comptes disponibles).
Bah après ils cherchent des moyens de répondre aux problèmes des smurfs.

Ce que tu pourrais faire c'est que dès qu'un smurf est détecté, lui et son duoq ne gagne plus de lps par exemple.

Mais c'est une problématique autre que le boosting de toute façon.

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Publié par WookieeCookie
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Isn't queing with a Diamond tier player also Classified Elo Boosting, say if you're a silver or bronze player?
We don't encourage duo queuing with another player with a much significantly higher MMR then you. However, we do not consider this to be MMR Boosting.
http://na.leagueoflegends.com/board/...6#post38750506

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Publié par WookieeCookie
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I went through a few pages and never found the answer I wanted, so I'm going to post: Why are smurfs not banned for pubstomping lower tiers? I know most people claim to be a diamond smurf in bronze, but generally they are not. Occasionally, you'll have someone playing something like Fizz whose duo queue partner is all "FREELO MAI FRIEND IS DIAMOND!?!?" and the dude ends up going like 20-0 and shredding everyone. This is obviously awesome when they are on your team, but it's all around not fair to either side.
Smurf and alternate accounts are something we are looking into separately. They pose special problems and challenges to conquer.
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Publié par WookieeCookie
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if I want to play ranked with my friend but don't wanna risk my rating
can I go on ower rated 2nd account and duo him?

would this count as "ELO boosting"?
No, duo queuing is not considered MMR boosting. However, we don't advise you do this if there is a significant difference between MMR and rank tier.
http://na.leagueoflegends.com/board/...0#post38754330

En tout cas, ils n'ont pas l'air super satisfait du "duoq boosting" pour l'instant.
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