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Posted

M-am apucat de lol cat de curand, am level 14, dar sunt anumiti termeni pe care nu ii cunosc. Cine se pricepe si are putin timp, imi poate spune si mie ce inseamna termenii gen harass  s.a.m.d. Multumesc.

Posted

Harras = poke .. Adica sa tot dai speluri (daca esti ap de exemplu Ziggs) in inamnici inaintea team fightului. Nu stiu daca ai inteles. @N3oh

Posted

Ba eu joc lol si am lvl 30 bronze 1 hehehe e prea tare jocu

Nu o sa treci de Bronze I, asa am fost si eu, e prea tare jocul, pana au venit polonezii si in ranked.

Posted

From our own understanding (and your feedback), we see Lee Sin as a risky, high-skill champion who makes really cool plays in the early game and gets rewarded for that playstyle (especially in the early game where small-scale skirmishes take place). The problem was that he had very low risk because of his raw strength in stats and abilities that even if he made a misplay, he could always recover. We are absolutely fine with early game Lee being strong and late game Lee being weaker than most, but we wanted to create real risk for Lee in the early game and, if he succeeds, give him a path forward to play in the late game. This is more true (but not absolutely driven by) competitive play, which is more focused on early power champions. Speaking of competitive, early game Lee Sin (for teams that can play him) is so strong that he often crowds out any alternative choice (because there’s very little he can’t do for the demands of competitive junglers).


 Late game Lee Sin is the opposite – the most frustrating part was that he lost a lot of relevancy late game no matter how well he did early game (this is important!). Late game Lee has no prolonged threat to give him a presence except his initiation (which can be very unreliable), so he has to pull off an extremely mechanically difficult play to be considered “successful,” and then he’s almost completed his job. If Lee can’t pull off that kind of play, he gets punished for “misplaying.” Even if Lee makes a lot of successful ganks and goes into the late game with a lot of kills, he often loses because he has no strong way to take advantage of it (unless he’s really, really far ahead). We wanted to give Lee Sin some options while staying true to his perceived power curve of being strong early and weaker late.


 A summary here would be that we like champions who are strong early or are strong late, but at least part of those strengths should come from player skill and not all the champion being picked. I know Lee Sin ‘feels’ very balanced because all of his abilities are skill shots, but he keeps a lot of his power even when he fails, which isn’t true of a lot of champions.


 


• Nobody appreciates the attack speed buffs on Flurry.


 I made a mistake in communicating this the first time, so I’ll say this: this isn’t a buff to how Lee Sin is played right now, but it’s a buff to how he can be played when he has a real late game presence. I wish I could show you how much smoother Lee Sin feels to play with these changes because it lets him get his energy back from Flurry so he can use more spells. He’s also a lot ‘stickier’ in following opponents because he can get a few attacks out in between his abilities (and much faster).


 In late game team fights Lee Sin is very weak so he could only use his spells for damage. The attack speed buff to Flurry means he can finally deal sustained damage at all points in the game so he’s not trapped in only finding the ideal initiation window (insec play).


 


• Ward Hopping was too punishing.


 Once again, we like the play pattern and think it’s cool, but it was giving Lee tons of frustrating mobility without real offensive / defensive tradeoffs. We’re very firm on that belief! But from your feedback, it was clear that energy cost increases on Safeguard would make Lee no longer able to perform his best combo, so we’ve reverted it. We still need to make some kind of tradeoff here, so he’ll be giving up the safety of the self-shield if he jumps to minions / wards.


 We also think it’s important to reduce a little bit of Lee’s frustrating mobility moments so we’re also sticking with the increased base cooldown that gets reduced when you cast it on an allied champion. This also rewards / incentivizes Lee to cooperate with his team instead of being a self-sufficient monk.


 


• The change to Dragon’s Rage was too different from what Lee currently has.


 Agree. With so many changes in this retune it could be easy to see this change as just a damage nerf. In the early to mid game, Dragon’s Rage is mostly used as a high damage execute and in the late game, Dragon’s Rage is mostly used as a positioning / ‘insec’ play to isolate a target. We made this change to add more consistency in the choice while also reducing some of Dragon’s Rage’s really high early game power. So you would choose to either isolate a target from his/her team, or you would choose to kick someone into the enemy team for massive damage. This would be a choice you could always take throughout the game rather than one you’re forced you take because your power fell off.


 Still, it’s a lot of change so we’re going to keep it like it is on live (but we’ll still need to reduce the damage on it because it deals really high base damage, especially when Lee is ahead). I still think it’s important that there be a tradeoff between isolating a target or dealing maximum damage, but we’ll think of that in the future.


 Now that I’ve written so much… you can have the changes! I really hope you take the time to read through the above so you can understand the changes below. I also noticed some misunderstanding behind total attack damage versus bonus attack damage. While it does seem like some values are much lower than their current live values, the scaling with total attack damage means Lee Sin will scale better into late game but will snowball less when he gets a bunch of AD items in the early game.


 


   Flurry.jpgFlurry [ Passive ]


  • Attack Speed bonus increased  from 40% at all levels to 40/60/80/100% (at levels 1/6/11/16)

 


Sonic_Wave.jpgSonic Wave [ Q ]


  • Damage changed from 50/80/110/140/170 (+0.9 Bonus AD) to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD)

 


Resonating_Strike.jpgResonating Strike [ Reactivate Q ]


  • Damage changed from 50/80/110/140/170 (+0.9 Bonus AD) to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD)
  • Now deals up to 50% bonus damage (150% total damage) based on the target’s missing Health, changed from 8% of the target’s missing Health

 


Safeguard.jpgSafeguard [ W ]


  • No longer grant shield on himself if dashes towards non-champion unit
  • Cooldown increased from 9 seconds to 14
  • Cooldown is now reduced by 50% if cast on an allied champion (excluding self)

 


Tempest.jpgTempest [ E ]


  • Damage changed from 60/95/130/165/200 (+1.0 Bonus AD) to 20/40/60/80/100 (+0.6 total AD)
  • Now deals physical damage instead of magic

 


Cripple.jpgCripple [ Reactivate E ]


  • Slow decay now updates more quickly (every 0.25 seconds instead of every 1 second)
  • Slow decay now correctly takes into account disable reducing effects such as Tenacity (if the slow duration is being reduced, the slow will now decay more quickly)

 


Dragons_Rage.jpgDragon’s Rage [ R ]


Damage changed from 200/400/600 (+2.0 Bonus AD) to 150/300/450 (+2.0 Bonus AD)


 

 

 

RIP Lee!

Posted

ks... e joc de echipă frate, nu ştiu de unde vă vine ideea de ks. Bronze?

Ks, daca teemo e mort si inamicul are low hp(teemo n-a dat in el, a fost facut low  de altcineva), apoi intra intr-o ciuperca si moare, iar teemo face killul, asta ce mai e? Teamwork?

Posted

Ks, daca teemo e mort si inamicul are low hp(teemo n-a dat in el, a fost facut low  de altcineva), apoi intra intr-o ciuperca si moare, iar teemo face killul, asta ce mai e? Teamwork?

Teemo e maxim de KS-er. Inainte cand eram lv mai mic si jucam cu prieteni faceam maxim KS cu Teemo. De imi ziceau " BA nu mai juca cu ala ca ma enervezi" ... oricum Teemo e un campion usor, dar e pentru n00bi

Posted

Teemo e maxim de KS-er. Inainte cand eram lv mai mic si jucam cu prieteni faceam maxim KS cu Teemo. De imi ziceau " BA nu mai juca cu ala ca ma enervezi" ... oricum Teemo e un campion usor, dar e pentru n00bi

Da , da daca stii sa joci cu el te distrezi pe top de te c*aci pe tine :)) 

Posted

Da , da daca stii sa joci cu el te distrezi pe top de te c*aci pe tine :)) 

Mai ales daca esti low hp, iti dai flash intre tufisuri(cand esti vizibil), in tufisul dinspre baza lui, el se duce in tufisul din baza ta, tu pui o ciupera, te faci invzibil, loveste ciupera, q(blind) si il iei la o serie de hituri si pac, mort.

Posted

Cand are teemo lvl 6 jungleru nu prea mai are ce sa faca.Am jucat 5 premade aveam un teemo in echipa era plantatie pe top,pacat ca n-am facut poza.

Apropo,pe Udyr ce e mai bine sa maximizez,Q sau R?

Posted (edited)

q, apoi w, apoi e, apoi r il lasi pe 3 pct(eu asa fac). 

 

Cand are teemo lvl 6 jungleru nu prea mai are ce sa faca.Am jucat 5 premade aveam un teemo in echipa era plantatie pe top,pacat ca n-am facut poza.

Apropo,pe Udyr ce e mai bine sa maximizez,Q sau R?

Edited by hammy.
Posted

Rasa matii, fututi gatu matii de retardat, yasuo ala ma acuza ca fur eu tot, dar eu am fost solo bot, erau 3 top vs 2 top, 1vs1 mid &bot.

 

Uitati-va si voi, spuneti ca nu va taie cheful(asta a fost la normale, nu ranked): http://i.imgur.com/bGpy6i4.jpg

Ce's cu itemele alea? :| Nici nu ma mir ca ai pierdut.

Posted

Ce's cu itemele alea? :| Nici nu ma mir ca ai pierdut.

Dau bine cu itemele alea :), din ala de 860 + spell blade faceam lichbane, apoi din aia de 1600 faceam zhonya.

 

4 vs 5 ( a fost 4vs4 din min 25-26 cand a iesit morgana), la noi a fost voli afk din primul minut.. si rezultatul : http://i.imgur.com/rYzsC4J.jpg

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