League of Legends -- how many [H] regulars?

Fail convinced me to register instead of lurking.

Sucks you got banned Chesty, sounds pretty lame if you ask me. Something to look forward to when I get to 30, yay! (sarcasm)

What do you guys think of Xin? I been thinking about picking him up for a tanky dps. I have Olaf, but he seems a bit lackluster. I just cant seem to get any kills with out my using my Ult late-game, he's so vulnerable to CC when its down. At least with Xin he can use his charge ability to engage, regardless of my Ult. Or I could be completely off. :)
 
Hey Zorris, glad to see you here.

Xin Zhao is a powerhouse, he's definitely a champion you should add to your roster. His charge, knockup, W for faster attack and ultimate are all GREAT moves, especially in team fights.

He's like Master Yi, but with a bit more surviveability.

Anyway, look at this from the Tribunal


http://imgur.com/5EjTd
 
League of Legends v1.0.0.120
Yorick, the Gravedigger

Omen of War: Yorick’s next attack will deal bonus physical damage and summon a Spectral Ghoul that deals additional damage and moves faster than Yorick’s other ghouls. While the Spectral Ghoul is alive, Yorick moves faster as well.
Omen of Pestilence: Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing damage and slowing nearby enemies. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed.
Omen of Famine: Yorick steals life from his target and summons a Ravenous Ghoul that heals Yorick for the damage it deals.
Omen of Death (Ultimate): Yorick conjures a revenant in the image of one of his allies. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them and give them time to enact vengeance.
Unholy Covenant (Passive): Yorick’s attacks deal more damage for each summon that is active. Meanwhile, Yorick’s ghouls deal some percent of Yorick’s Attack Damage and have some percent of his total health.

Annie
Fixed a bug where Molten Shield wouldn't trigger if the damage was shielded

Blitzcrank
When Blitzcrank grabs a champion with Rocket Grab, he will now attempt to attack them as well

Cho'Gath
Feast will now correctly show a particle on an enemy target when they can be killed by it

Evelynn
Hate Spike missile speed increased
Shadow Walk now applies a 3 second 30/35/40/45/50% slow instead of a stun
Malice and Spite
Passive heal reduced to 150/225/300 from 350/500/650
Attack speed bonus reduced to 25/50/75% from 50/75/100%

Fiddlesticks
Drain
Range increased to 475 to 450
Heal is no longer reduced if the damage is shielded
Dark Wind damage increased to 65/90/115/140/165 from 65/85/105/125/145
Crowstorm
Ability power ratio increased to .45 from .4
Channel duration reduced to 1.5 seconds from 2

Galio
Idol of Durand will now correctly increase its damage when the damage taken is shielded

Gangplank
Grog-Soaked Blade
No longer reduces healing and regeneration, but now slows movement speed by 7%
Now stacks up to 5 times, but duration reduced to 3 seconds from 10
Damage changed to 4-21 from 5-19
Parrrley
Fixed a bug where Parrrley could sometimes restore gold to other players
Now applies Grog-Soaked Blade
Raise Morale duration increased to 7 from 6
Cannon Barrage damage increased to 75/120/165 from 65/110/155

Garen
Recuperate
Fixed a bug where Recuperate could sometimes activate immediately after taking damage
Now marks Garen as being in combat even if the damage is shielded
Now shows the particle on Garen even if at 100% health

Heimerdinger
Fixed a bug where his turrets would not assist him if damage from an enemy champion was shielded
H-28G Evolution Turret mana cost reduced to 70/80/90/100/110 from 120/125/130/135/140

Irelia
Transcendent Blades
Now heals Irelia based on the actual damage dealt (instead of a % of the raw damage dealt), but the heal is not reduced if the damage is shielded
Heal versus Champions increased to 25% from 20%

Janna
Tailwind now deactivates while dead

Jarvan IV
Demacian Standard
Armor reduced to 10/13/16/19/22 from 10/14/18/22/26
Attack speed reduced to 10/13/16/19/22% from 10/14/18/22/26%
Martial Cadence damage reduced to 8% from 10%

Jax
Leap Strike attack damage ratio reduced to 0.7 from 1

LeBlanc
Fixed a bug where Leblanc's clone would be permanently disabled if disabled when it spawns

Kassadin
Nether Blade
Passive mana restore increased at earlier ranks to 8/11/14/17/20 from 4/8/12/16/20
Active changed to 20/30/40/50/60 (+0.15 ability power) bonus magic damage dealt on hit instead of 7/15/25/38/50 armor penetration

Malzahar
Null Zone
Damage reduced to 4/5/6/7/8% from 5/6/7/8/9%
Ability power ratio reduced to 1% per 100 ability power from 1% per 80 ability power
Cooldown reduced to 14 seconds from 16
Nether Grasp's ability power ratio reduced to 1.3 from 1.5

Miss Fortune
Damage that is absorbed by a shield now properly removes Strut

Mordekaiser
Iron Man's shield generation is no longer reduced if the damage done is shielded
Fixed a bug where Children of the Grave could steal enemy passive abilities permanently

Morgana
Black Shield magic damage absorbed adjusted to 95/160/225/290/355 from 100/150/200/250/300

Nidalee
Javelin Toss and Bushwhack will no longer target the wrong location when cast immediately after transforming back to human form

Nunu
Consume damage reduced at earlier ranks to 400/525/650/775/900 from 500/600/700/800/900
Ice Blast slow reduced at earlier ranks to 20/30/40/50/60% from 40/45/50/55/60%

Orianna
Clockwork Windup
Fixed a display error on the tooltip.
Fixed a bug which was causing Clockwork Windup to add less damage than intended
Fixed a bug with Command: Protect that was causing the shield particle to not display
Fixed several interactions with clones or unusual movement types

Poppy
When Poppy Heroic charges a champion, she will now attempt to attack the target immediately afterward

Rammus
Fixed a bug where Defensive Ball Curl had an ability power ratio

Renekton
Cull the Meek's heal is no longer reduced if the damage is shielded
Fixed a bug where damage absorbed by a shield wouldn't mark Renekton as in combat

Rumble
The Equalizer
Burning damage reduced to 100/140/180 from 120/160/200
Burning damage ability power ratio reduced to .2 from .25
Cooldown increased to 105/90/75 from 90/75/60

Shaco
Hallucinate clone now correctly benefits from critical strikes
Fixed the dance animation to loop properly

Sion
Cannibalism is no longer reduced if the damage is shielded

Sona
Fixed a bug where shields and Ignite could sometimes cause her spell sounds to get cut off early

Swain
Ravenous Flock now heals Swain for 50% of the actual damage he deals (instead of 50% of the raw damage he deals), but the heal is not reduced if the damage is shielded

Teemo
Move Quick is now removed even if the damage is shielded

Tristana
Fixed a bug where Rocket Jump's cooldown reset could fail if Tristana's damage output was fully absorbed by a shield

Tryndamere
Fixed a bug where Undying Rage improperly showed "Endless Rage!" to represent damage being prevented

Twisted Fate
Blue Card mana restore is no longer reduced if the damage is shielded
Loaded Dice now deactivates while Twisted Fate is dead
Fixed a bug with Gate where activating Zhonya's Hourglass during the channel time would not interrupt it

Udyr
Mana cost of shifting decreased to 55/50/45/40/35 from 75/65/55/45/35
Turtle Stance now heals Udyr based upon the actual damage dealt (instead of the raw damage dealt), but the heal is not reduced if the damage is shielded
Phoenix stance's activation damage increased to 15/25/35/45/55 from 10/18/26/34/42

Urgot
Fixed a bug with Terror Capacitor where when attacking a champion, it was slowing for less than the tooltip stated
Fixed a bug with Terror Capacitor where when using Acid Hunter with Terror Capacitor, it was slowing based upon Acid Hunter's rank rather than Terror Capacitor (but for the correct 20/25/30/35/40%)

Vayne
Silver-Tipped Bolts will no longer interact with spell shields
Tumble bonus damage reduced to 40/45/50/55/60% from 55/60/65/70/75%
Final Hour
Movement speed bonus now triples instead of quadruples
Attack damage reduced to 25/40/55 from 35/55/75
Condemn damage reduced to 45/80/115/150/185 from 50/90/130/170/210

Vladimir
Transfusion
Cooldown adjusted to 12/10/8/6/4 from 12/10/8/6/3
Damage adjusted to 90/125/160/195/230 from 70/115/160/205/250

Warwick
Hungering Strike's heal is no longer reduced if the damage is shielded

Xin'Zhao
Crescent Sweep
Percent health damage reduced to 15% from 20%
Bonus armor and magic resist per champion hit reduced to 5/8/11 from 7/10/13

Items
Boots of Mobility will now mark you in combat for receiving/dealing any damage, even if it is shielded
Fixed a bug where Spirit Visage was granting too much bonus regeneration
Philosopher's Stone health regen per 5 reduced to 18 from 22.5 and mana regen per 5 reduced to 8 from 10
Eleisa's Miracle cost increased to 500 from 400
Quicksilver Sash cooldown decreased to 90 from 105
Hextech Revolver spell vamp reduced to 15% from 20%
The gold per 10 component of Philosopher's Stone, Heart of Gold, Kage's Lucky Pick, and Avarice Blade is now unique to itself

General
Fixed a bug where minions were playing their particles multiple times when attacking
Updated tooltips for many Champions
Lifesteal and spell vamp are no longer reduced if the damage done is shielded
Healing reductions now reduce lifesteal and spell vamp
Spirit Visage now increases your lifesteal and spell vamp
Maximum gold for killing a player on a long kill streak reduced to 500 gold from 1000
Minimum gold for killing a player on a long death streak reduced to 15 gold from 90 gold
Gold rewards for kills where the target is on a 3 kill or 3 death streak or less should give comparable amounts or even more gold than before
Experience granted for kills is now determined by the dying champion's level. Killing champions higher level than you will now grant more experience while killing champions lower level than you will now grant less experience. Killing equal level champions is unaffected
Wards and spawned minions that don't attack are no longer targetable/manipulated by spells (except Summoner Teleport). This means, for example, that wards will no longer be able to block Rammus' Powerball, Mushrooms will not block skillshots, and Jax is no longer able to Leapstrike onto a ward
 
Kabob said:
League of Legends v1.0.0.120

Janna
Tailwind now deactivates while dead

Xin'Zhao
Crescent Sweep
Percent health damage reduced to 15% from 20%
Bonus armor and magic resist per champion hit reduced to 5/8/11 from 7/10/13


Vayne
Silver-Tipped Bolts will no longer interact with spell shields
Tumble bonus damage reduced to 40/45/50/55/60% from 55/60/65/70/75%
Final Hour
Movement speed bonus now triples instead of quadruples
Attack damage reduced to 25/40/55 from 35/55/75
Condemn damage reduced to 45/80/115/150/185 from 50/90/130/170/210

Why nerf Janna? Damnit, I just bought Xin yesterday!

Vayne's nerf was needed more than any other I think. She really did have to powerful of an early game.
 
I'm not exactly sure why they killed Evelynn... not much of a reason to ever play her anymore :(

Because she broke the game and everyone but the 4 people that played her religiously hated her? I spend 13xx IP on her a while back and even I don't mind she was nerfed. I was tired to having to completely change how we played the game because of one stupid champ.

Things I don't like:
Vlad: Why give him a stronger early game? Dear god.
Orianna: Really needed a buff, she's a weak support (horrible shield, no heal) with very poor damage scaling. I like her because of the awesome harass game, but she needed to do more damage, not get tooltips fixed.
Nunu: Well now he sucks. The slow and self-heal were all he was good for really, since his ult is one of the easiest to interrupt in the game. Bullshit.
Gangplank: After getting destroyed by him in a few games recently the last thing I wanted to see was a buff. Some will whine about the change in grog soaked blade... but since parrley procs it and he can build CDR and crazy damage on it.... there is now no escape. None. Cannon barrage hurts more? Damn you Riot. Damn you.
Malzahar: Why nerf? Why? He's so squishy it's like his job to die. Without the damage output there is no reason to play him. Ever.
Morgana: I hate black shield. Now I hate it more. (I play mostly casters)
Iralia: Why. Why why why.
All the item changes are stupid. Especially dropping spell vamp on revolvers.

Things I do like:
Blitz: rocket grab fixed, yay! That was the most annoying thing, having to click on people after you pull and do powerfist, and sometimes it would spaz and totally fail to hit them while they were stunned. Hopefully it'll work right now.
Fiddlesticks: Buff. Yay. Not that I will ever play him cause I just die all the time, but still.
Vayne: Needed the nerf. Now sadly there is no AD DPS overpowered enough for me to play them, but that's cause I suck at AD DPS, not Riot's fault.
Jax: Yes, good Riot. Kill it. Kill it with fire.
 
Last edited:
I'm not exactly sure why they killed Evelynn... not much of a reason to ever play her anymore :(

She took a bigger hit than necessary, I'd say, but I doubt she'll be completely useless. A decent Eve gets oracle's early enough to make the pink ward counter pretty ineffective and very costly. To me the stealth was more of a problem than the stun in most cases.

I think it would've been better if they had adjusted the mechanic to be that her stun would only work if she was undetected, and the slow would apply instead of the stun if she had been spotted prior. This would've still provided some reward for players who actually buy pink wards and oracles without taking away Eve's ability to destroy teams that make no effort to counter her. By making the change like this they just make people rely on flash even more while relegating Eve to a situational counterpick to low damage teams.
 
Once vlad hits that mid game, it's on, that still hasn't changed, and btw, spirit visage on him just got more and more valuable.
 
Iralia: Why. Why why why.
All the item changes are stupid. Especially dropping spell vamp on revolvers.

The only explanation is that a dev really enjoys playing Irelia ^_^

and /agree on the stupid spell vamp nerf... might as well just remove the mechanic from the game at this point.
 
The GP changes suck.

I'm not super sad about the 50% health regen loss, except that now Tryn, Yi, and Xin, or any life steal spamming champ can just beat the shit out of me even more late game. That's always something to be excited about.

Cannon Barrage nerf, yes it's a nerf, and is just a slap in the face. Lets make it do even less damage early game when it actually has a damage % that isn't a joke. Thanks a lot. I guess the first nerf wasn't enough.

Then lets get rid of stacking gold per 5 items by making it unique. One of the things that makes GP fun is his great gold farming abilities and synergy with the gp5 items. Slapped down.

And then there's the thing that everyone bitches about... his insane Parrrley damage late game. Well, lets buff that. Wait, what? Lets add Grog soaked blade effect to it and make it slow also. WTF? So what they're saying is they want GP to just be a Parrley bitch and never melee? If this change is supposed to make me use it on champs vs minions early game due to the extra damage, well, that's just stupid because it gives a lot of extra gold for killing minions with it and with the gp5 loss I'll need even more minion kills.

GP isn't worth a shit late game without items... it's even worse than Ashe. I like to sacrifice my early game for the gp5 items so I can dominate late game when the team really needs me. Now I'll have to reevaluate my build order and try to compensate somehow.

But yeah, these changes to GP will just make him even more annoying to go up against due to Parrrley damage being boosted with the DoT effect.
 
Might as well throw the rest of my thoughts on the patch out there since I still can't actually log in...

I am very happy they made the changes to Blitz and (especially) Poppy so they now attempt to attack the correct target following their skills. I don't know how many kills I've lost on Poppy after charging because she prioritized her Q on a minion or I missed out on the double Sheen proc because she started running after another target.

I don't like that they took away the ability to block Rocket Grab or Powerball with wards/shrooms. If someone had the reflexes to slap a ward in the way (and have it destroyed) I figure they've earned the right to dodge that skill for 75/125 gold. Teemo was more annoying, but it still required reasonable awareness/reflexes so I was ok with it. I am glad they took Jax's escape to them out... I assume this also applies to Kat's Shunpo?

As for the other changes of interest to me:

Fiddle: The reduced channel is huge, and the range increase on drain will make him a tiny bit safer in the jungle. I'd expect to see a lot of him in the next couple days.

Galio: Not sure what this actually will do, as they adjusted his ult to scale on the number of hits taken instead of the damage taken. Either they worded it poorly and are describing an interaction with those taking damage from Galio, or this is a little fishy.

Gangplank: I think the buffs to his skills and passive are overshadowing the indirect nerf he received through the items changes. Most of the ones I've seen (granted, not many I would consider particularly good) stack Avarice Blades early, so with that being made unique building him will take longer. With the change to his passive (and triggering on his ult?!) I could see him becoming a very strong support, though. Instead of focusing on huge crits with Parrley for pure damage I think we might more build AS (maybe like the AS/On-hit builds for Teemo) so he can permaslow entire teams during 5v5 engagements.

Global Passives: I didn't think it was a huge problem, but logically it makes enough sense to deactivate them on death so I won't argue. I did enjoy having Morde steal those permanently, too, so the troll in me is a little sad.

Nunu: I think he'll still be the fastest/safest of the junglers at present even with the changes. Permaslows in general are a bit ridiculous, so easing back on the percentage doesn't bother me at all. Still hurts and lets Nunu close the gap, so his ganks should be fine.

QSS: I've always felt this was a superior item to Banshees in most cases anyway, and the reduced cooldown makes it all the better. I'll take the targeted removal over the denial of a random effect any day.

General: For the most part I like the gold per 10 being unique, but I think it'll actually hurt support characters who need it for their farms at least as much as the tanky DPSers that abused it to this point. Those suicidal carries will actually have to think a little to compensate, or let the support actually take some creeps. (Doubt it)

The gold reductions for kills were kind of surprising... looks like they want games to snowball out of control earlier rather than later. They also apparently did not change the first blood bonus, so relatively speaking this becomes more valuable. With the old bonuses teams that were way behind could defend and catch up, but now this will take longer. Hopefully the death streak reductions counteract this a bit, as I don't like games where half the team starts talking surrender at 4 minutes.
 
On another note, I might actually start playing Poppy again since they finally fixed that issue. I lost track of how many times I'd charge and slam a champ into the wall only to have my devistating blow fire off on a nearby minion.
 
Gangplank: I think the buffs to his skills and passive are overshadowing the indirect nerf he received through the items changes. Most of the ones I've seen (granted, not many I would consider particularly good) stack Avarice Blades early, so with that being made unique building him will take longer. With the change to his passive (and triggering on his ult?!) I could see him becoming a very strong support, though. Instead of focusing on huge crits with Parrley for pure damage I think we might more build AS (maybe like the AS/On-hit builds for Teemo) so he can permaslow entire teams during 5v5 engagements.
I play GP a lot and see this as the opposite. I think it will actually encourage focusing on Parrley because it does even more damage now, whereas going in for the melee is still very risky for GP due to him being focused down easily. Going up against another melee AD DPS will normally result in a loss unless you get a huge Parrrley crit in first... When I play GP I only melee when I know they're going to run, which is where the slow debuff will come in handy now and the stacking DoT will punish them for running. If they stay to fight, it's still a losing proposition.
 
I really like Morgana's new artwork. Her original artwork looked kinda bland.

Also, LOL @ Yorick's ult bug:
attachment.php
 
I read about Yorick's bug, apparently when he dies, he can be killed over and over, and over, and over.

Riot didn't even test the character before pushing him out.

That along with this Tribunal nonsense is making me want to quit the game. Seeing a good guy like Chesty get banned along with myself is pretty much pushing me to the brink of quitting and just waiting for DotA 2, plus I do have a big backlog of games to play thru anyway.
 
Seriously? This one bug is what will push you over the edge?

Take a few days off or something but quitting is kinda extreme if you ask me.

As for the Tribunal, yes, it's a messed up system but it's the only way they have a prayer of policing the servers with as many games being played as there is.
 
You do realize that you can be reported by anybody for ANYTHING, and you don't even have to have done anything wrong? All someone has to do is be logged into the Tribunal while playing, when they are on their death timer, they tab out to the Tribunal, click Punish, then tab back in, right?

Riot says they review all bans, but I do not believe that, and the evidence I have for that is the generic email myself and others got for our bans, they do not tell you EXACTLY what you were banned for, only that you were banned.

Why should I bother putting money in and playing a game that has a system like this? All they will end up doing is banning their paying customers and making people NOT want to spend money since the Tribunal system is so ripe for abuse.
 
You do realize that you can be reported by anybody for ANYTHING, and you don't even have to have done anything wrong? All someone has to do is be logged into the Tribunal while playing, when they are on their death timer, they tab out to the Tribunal, click Punish, then tab back in, right?

Riot says they review all bans, but I do not believe that, and the evidence I have for that is the generic email myself and others got for our bans, they do not tell you EXACTLY what you were banned for, only that you were banned.

Why should I bother putting money in and playing a game that has a system like this? All they will end up doing is banning their paying customers and making people NOT want to spend money since the Tribunal system is so ripe for abuse.

I think you're wrong about that. I recently reviewed 10 cases. I felt they were all deserving of punishment, some more than others, but I felt there were a couple that were borderline.

I got an email from Riot later stating that my verdict had been upheld on 8 of 10 cases. 2 were pardoned... probably the ones I felt deserved a slap on the wrist. That means that people actually are reading them, so I can't agree with you there.

You have to remember in ranked that it's higher stakes, especially when you team queue. Therefore, the punishment's are going to be higher. I'd imagine that the numbers of people playing ranked games is much lower than the people playing regular and perhaps Riot can afford to review complaints personally without need of a Tribunal. It's not your fault you left the game, but to the rest of the people, a leave is a leave.

Also, I got a leave recently because my client crashed while loading. When I tried to reconnect I couldn't because they brought the login servers down in preparation for some unplanned emergency maintenance. I got a leave for it and filed a ticket with Riot. Couple days later it was answered, and not by a bot. I explained my situation further and although they would not remove my leave from my record, they forwarded my complaint, which was valid, to their development team to try and avoid this kind of situation in the future. (At least they said they did, I have no way of knowing). I received a 4 win IP boost as compensation. Not exactly what I wanted (removal of the leave) but at least it proves they respond and listen.
 
Last edited:
I think they don't need a Tribunal, the only thing they need to worry about is afkers, leavers, and feeders, that is it.

Anything else doesn't deserve a ban.

I don't care if someone is racist or whatnot, because that's what the /ignore feature is for.
 
So don't trash talk if you don't want a ban. Not that hard, rageless.

That still won't stop the rubber stamps, I've been reading threads on the Tribunal which just confirms that.

The problem is people believe that if that you've been reported, then you must have done something wrong, even if you didn't. That's why a lot of them simply click Punish and are done with it.

If this kind of "justice system" was the way things worked in the real world, everybody would be in prison.

Riot seriously is just shooting themselves in the foot over this with the Tribunal.

I do not and will not believe that it's a good idea, and I refuse to spend money anymore on this game because I've seen firsthand how bad it is.

It's stupid to ban people for trash talking when an /ignore feature exists. It's stupid to ban people for profanity (yeah people have been banned for that) when a chat filter AND /ignore exists.

The only acceptable bans are for leaving/feeding and AFKing, any other reason for banning is stupid, pure and simple.

Having someone like Chesty get banned for something out of his control is just icing on the cake.

In HoN don't get banned for leaving, but instead, when you reach a certain percentage of leaves, you end up being unable to get into no leaver games untill your percentage of leaves goes down under 5 percent.

THAT is the system that should be put in place in LoL, along with a Pause feature.

But yeah seriously, if I get banned again, I'm gonna just quit, and Riot will not get any more money out of me. I probably won't even miss this game, since DotA 2 is coming out soon enough anyway, end of year.
 
So I decide to check this game out. Download it, get it updated, register an account, and am immediately hit with a log in queue, which says my position in line is "Over 9000."

Thanks guys. :rolleyes:
 
So I decide to check this game out. Download it, get it updated, register an account, and am immediately hit with a log in queue, which says my position in line is "Over 9000."

Thanks guys. :rolleyes:

Today is patch day, and they had a bug in their patch for one of the newly released champions, I think they may have had to restart the servers to fix it.

Doesn't help that LulzSec DDoS'd them lately.
 
Today is patch day, and they had a bug in their patch for one of the newly released champions, I think they may have had to restart the servers to fix it.

Doesn't help that LulzSec DDoS'd them lately.

I was just referencing the "over 9000" meme. Seeing that when people are nerd raging about login queues is probably a bad thing.

It has dropped pretty quick. Down to 1 min left. I wish I could play with the bots without logging in, as that is all I am going to try at this point.
 
Two of my friends just got into this game and they suck really bad haha. I never realized how much of a learning curve there was to this game, I use to play dota all the time so I kind of knew what I was doing coming in.

I played LeBlanc a few times today, she is badass after you get a few items.
 
Two of my friends just got into this game and they suck really bad haha. I never realized how much of a learning curve there was to this game, I use to play dota all the time so I kind of knew what I was doing coming in.

I played LeBlanc a few times today, she is badass after you get a few items.

Actually her early game is where you shine. Damage output is stupid. If you get it rolling, you just destroy people start to finish...but that's hard to master. I'm not a very good leblanc, but I'm getting it.
 
Yeah I get the soulstealer first and if I can get a few kills/assist early I start owning. Her burst is insane.
 
I kinda didn't even feel like playing much tonight, I hopped on my friends account, did one bot game with silent-circuit, which we lost, and then I logged off for the night.
 
I thought it was free?

It is, but you can accelerate unlocking stuff with cash. You CAN earn the points to buy everything but skins playing the game. It will just take a long time to unlock everything. Otherwise, you can buy a different kind of points with cash money to unlock stuff.
 
I've always done your typical Critplank, might have to hop on this FOTM Jungleplank and test it out tonight.
 
Is there a good website for character/build/item analysis? I am a total noob at LoL, but I know how to play DOTA.
 
I started with playing DOTA too, but I found this game more interesting and more ganking oriented, so I have played this game for about a months now. Plus, the game community is not that bad. Trust me. Unless if you've played with higher level gamers then it gets more intense!
 
Leaguecraft
Mobafire
Solomid (More higher-level competitive stuff that isn't really valid for most levels of gameplay though)
 
How do you guys lose bot games? :eek:

As usual (at least regarding bot games, I am not about to say I'm pro or anything) it was the tards on our team, not us. We had an Ashe that just stood there 9/10ths of the time. If you went in on a champ that was low she'd stand behind friendly creep and watch you die, not even auto-attack. If the bots pushed a tower she'd back up and watch them take it. I don't know if she was trolling or just an idiot, but either way it sucked. I can't remember if there was an afker, too? It was either 2 horrible players, one of them being that Ashe, or that Ashe and an afker. I've blocked it from my mind.

Astral and I were cleaning up, we just couldn't be everywhere at once.
 
Back
Top