Thứ Năm, 26 tháng 9, 2013

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The next character to join the League of Legends will most certainly be called Jinx. Knowing that she had trashed Vi's page on the official game website, we aren't doubting that the two ladies don't get on too well. Jinx is the sworn enemy of our professional slugger and she seems to be a fiery character. She might remind some of you of the character Harley Quinn with the wide grin she is wearing, but she also seems to be into punk. This was the character who appeared on the Pool Party picture that showed the game's summer skins and where we could see her blue-tattooed arm. While Vi's colour is pink, Jinx's colour is obviously blue.



Difficult to to say what role the new character will play, but if we are to believe the images she will mainly use firearms to battle. Having said that it seems quite unlikely that she will play on the botlane since the last champion to have joined the league was no other than Lucian, a bot AD carry. Nothing stops Riot Games from releasing two AD carries, but we are going with the principal that they are trying to diversify at least one character in two in the release order. Some sketches make us think of heavy arms like grenade launchers or bazookas, something that is difficult to imagine on a bot character (with the exception of Tristana) who is likely to opt for a slight look with light arms. 

 

According to the information we can take from the images and lore, the young lady looks like a real troublemaker, and she obviously has plenty to say for herself. No information about her official release date, but we can guess that the sneak peek is a sign that we don't have much longer to wait.

Source: http://www.eclypsia.com

Thứ Tư, 25 tháng 9, 2013

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Thứ Hai, 23 tháng 9, 2013

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The number one question that I get asked when I am streaming is usually something along the lines of, “how do I get better at jungling?” Sometimes people ask which champions are the best for solo queue, which lanes are the best to gank, or they just ask for general jungle tips. I thought this would be a good place to address some of these questions and do my best to give some solo queue jungling tips, along with some champion suggestions which I believe to be strong in solo queue.

Jungling can be intimidating for newer players but hopefully with some of these jungling tips, it can be less stressful. While there are multiple ways to jungle, the overall goal while jungling is to control objectives. The best ways to do this are to create pressure, time objectives, and initiate fights.

Creating pressure can be done in a lot of ways, the most obvious of which is ganking.  As the jungler, most of the time the other team won’t know where you are so you have a lot of opportunities to gank.  When I’m jungling and I look for a gank, there are a lot of questions that run through my mind. Examples of these are “are there any wards on the way to the lane?”, “what cooldowns (especially flash) does the laner have?”, “is it likely that the other jungler shows up to counter-gank?”, and many others. Ganking is one of the jungler’s most powerful tools and when used correctly, can really snowball a lane matchup and control the pace of a game.

While ganking is useful, it’s not the most reliable form of pressure because most players are aware of where the jungler might be and don’t always let you just walk up the river and kill them. Other forms of pressure involve fighting the other jungler in the jungle, which when done correctly, can pull the opposing laners away from their lane to help their jungler.  Pushing lanes is another way of creating pressure because it can let your laner get a free recall while their laners have to sit under their tower trying to last hit so they don’t miss exp or gold.

All of these are effective ways to create pressure and although I wish there was a way to always know what the correct method is, there really isn’t. A lot of the judgement calls come from experience and the only way to get this experience is to play the game.

Aside from creating pressure, knowing timers is a really important part of jungling as well. Knowing that blue and red buff spawn five minutes after the camp is cleared and remembering that number can lead to successfully securing your own buffs or stealing enemy buffs.  Blue, red, and inhibitors respawn in 5 minutes, dragon respawns in 6 minutes, and baron respawns in 7 minutes.  By typing out the respawn timer of these objectives, it informs your team for when they should be ready to contest an objective and it hopefully avoids situations where your mid laner has 3,000 gold, half hp, and no mana right as dragon spawns. Knowing the cooldowns of certain ultimates and summoner spells are very important as well because it can let you know if a gank will work or not.  Flash has a 5:00 base cooldown and it can be lowered to 4:15 with at least 7 points in utility.

Once you’ve gotten the hang of creating pressure and timing objectives, I’d say the most important thing for a jungler is to be an initiator.  Most of the popular junglers have great kits for starting a fight and you shouldn’t be afraid to get into the middle of the other team to disrupt them and soak up a lot of damage for your team. The most effective way to be an initiator is to build tank items so that you don’t die immediately upon jumping in. Spirit of the Ancient Golem is a really good item for junglers because it allows them to have increased jungle speeds while still building defensively.

Granted, being a tank isn’t the only way to play jungle in solo queue and in certain situations, building dps can be more effective. Like I said in the beginning, this is just a guideline for newer junglers who are looking to understand more about the role. I’ll conclude this blog with a list of champions that I feel are strong in solo queue. But remember, champions can be interchangeable and (almost) anything works in solo queue.


Best Solo Queue Junglers: 

Evelynn- Right now, I feel that eve is the strongest jungler in solo queue because she fulfills the role of a carry and an initiator, while also being an amazing ganker with fast jungle clear times. Eve puts a lot of pressure on lanes because she can walk by sight wards without being seen and she deals very high damage. Eve can itemize offensively while still being hard to kill due to the shield from her ultimate and she can build zhonyas very easily.

Nocturne- Nocturne is the go-to champion that I tell people to play when they are trying to climb elo and learn how to jungle. He has a very straightforward kit and he is good at almost everything a jungler needs to be able to do.  He does a lot of damage, clears his jungle quickly, and can initiate fights with his ultimate. He can be built offensively or defensively depending on the situation.

Jarvan IV- Jarvan is one of the strongest early game junglers because of his high damage and mobility in the early game. He puts a ton of pressure on lanes and can beat almost any other jungler in a duel if played correctly. He’s really strong against champions without a natural gap closer because as long as they don’t have flash, they can’t escape his ultimate.

Anyway, thanks for reading and I hope these tips can help you improve as a jungler. Above all though, the most important thing is to keep a positive attitude, have fun, and always keep learning.

Source: http://blog.ibuypower.com

Thứ Hai, 16 tháng 9, 2013

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UPDATE: Riot have changed this in patch 3.11. The theory is still the same, however you now need 2 other friends (3 people in total) and the game needs to last at least 7 minutes. Apart from that it's all still the same. ENJOY!

Thứ Tư, 11 tháng 9, 2013

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Thứ Bảy, 7 tháng 9, 2013

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Hey, what's up GG (guys and girls)? CouilleBleu's back today to play AP Pantheon (or Spelltheon) and I'll show you how to literally stomp on people like no one!


Thứ Tư, 4 tháng 9, 2013

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From what I understand OGN put together the original LoL summer lesson series and Riot KR obtained the rights to translate allowing the rest of us to enjoy the "lessons" featuring some of the top Korean professional players. If you enjoy these videos like it on youtube to show Riot KR their efforts are appreciated!.

The series has now been finished with a total of 7 episodes, the initial 5 videos focus on individual roles while the last two are focused on shot calling/leadership and overall strategy.

Individual links to each video.

While individual lessons have probably been referenced and posted already I thought it would be useful to post the complete set as they are very informative and a useful resource for the majority of players. Also if you are unsure of whom the players are and want more information I linked their Leaguepedia page as well.

By: 590292009
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Draven
Summary: Draven’s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Draven’s passive will grant at least 50 bonus gold per kill.
Context: Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. We’re looking at ways of making his Adoration mechanic more rewarding - both functionally and visually – during late game and multikills.
League of Draven
  • Now grants a base 50 Gold bonus upon killing an enemy champion (from 0)
  • Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only consuming half)
  • Gold per Adoration stack consumed reduced to 2 (from 3)
  • Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks

Fiora
Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.
Blade Waltz
  • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal

Galio
Summary: We’re reducing Idol of Durand's cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.
Context: Galio's ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel it’s currently too constrained overall. By reducing his ult’s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.
Idol of Durand
  • Cooldown reduced to 150/135/120 (from 170/150/130)
  • Mana cost reduced to 100 (from 100/150/200)

Mordekaiser
Iron Man
  • Now displays shield amount in segments, similar to health segments

Singed
Fling
  • Fixed a bug where Fling was dealing more damage than the tooltip values indicated

Thresh
Death Sentence
  • If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap

Udyr
Phoenix Stance
  • Phoenix Stance's buff now displays a timer for Udyr's next Phoenix Breath attack

Zac
Summary: Zac's chunk drops are now more contestable by opponents.
Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.
Cell Division
  • Adjusted passive chunk drops to be more contestable by enemies
    • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
    • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
    • Slightly increased the distance contestable chunks travel from Zac
    • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
    • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
    • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
    • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce
Elastic Slingshot
  • Fixed a bug where the landing point visual effect was not appearing for enemies

Items
Guinsoo's Rageblade
  • Fixed a bug where the visual effects included the generic "increased Movement Speed" visual

Maps
Crystal Scar and Twisted Treeline
The following changes are for Crystal Scar and Twisted Treeline only
Sanguine Blade
Context: Similar to the removal of Needlessly Large Rod in 3.10, we’re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.
  • Recipe Changed: Pickaxe + Vampiric Scepter + 500 Gold = 2175 Total Gold (previously: B.F. Sword + Vampiric Scepter + 500g = 2850 Total Gold)

Nidalee
Context: Nidalee’s Bushwack traps grant too much vision and zone control on wardless maps. We’ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
  • Bushwhack reveal and Armor and Magic Resist shred duration reduced to 6 seconds (from 12)
  • Bushwhack trap duration reduced to 2 minutes (from 4)

Teemo
Context: Like Nidalee, Teemo's Noxious Traps grant too much vision and control on wardless maps. We've reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
  • Noxious Trap duration reduced to 3 minutes (from 10)

Crystal Scar
The following changes are for Crystal Scar only
Kassadin
Context: Kassadin is in a much better place after his initial changes, but he's still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.
  • Null Sphere silence duration reduced to 1/1.25/1.5/1.75/2 seconds (from 1/1.4/1.8/2.2/2.6)

Kha'Zix
Context: Kha'Zix's isolation mechanic is too accessible on Dominion. With these changes, he’ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.
  • Taste Their Fear isolation damage reduced to 35% bonus (from 45%)
  • Evolved Enlarged Claws additional missing Health damage reduced to 6% (from 8%)

Lulu
Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.
  • Wild Growth cooldown increased to 120/110/100 (from 110/95/80)

Wukong
Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We've increased the cooldown on Cyclone to help remedy the situation.
  • Stone Skin changed to 2/4/6 Armor and Magic Resist per rank (from 4/6/8)
  • Cyclone cooldown changed to 120/110/100 (from 120/105/90)

Yorick
Context: Solo lane Yorick has some strong opponents, but if you don’t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.
  • Omen of Famine cast range changed to 500 (from 550)
  • Omen of Famine cooldown changed to 8 (from 10/9/8/7/6)

Game Interface
Undo Button in the Item Shop
Context: Accidentally bought a B.F. Sword on Swain? We’ve added an undo button to the item shop, giving Runeterra’s most mis-clickiest of players the chance to undo their recent purchases. Purchases can’t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).
  • Players can now undo recent transactions within the in game item shop
    • Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell
    • Items will remove benefits they granted you when undone, such as gold gained from gold over time items
    • Certain items cannot be undone such as Homeguard or Captain's Boot enchantments

HUD
  • Mousing over a champion's passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka's Consecration)

Spectator Mode
Team Fight UI
Context: We’ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that it’s easier to focus on the action during team fights. With this change we’ve optimized the display of battle information in team fights, including who’s involved in the fight, who’s winning, and how many people have died on either team.
  • While spectating, press 'A' to toggle the Team Fight UI
  • Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts
  • Team health bars communicate the momentum of the fight and impact of AoE damage
  • Crowd control indicators visualize the power of crowd control abilities
  • Pentakill counter tracks progress towards double, triple, quadra and pentakills

Automatic Dragon and Baron Timers
  • Timers will display in the upper left corner of Spectator Mode with a countdown showing Dragon and Baron spawn times

League System
Loading Screen Reward Borders
Loading screen borders will now show a border from your highest rank achieved in the previous season in any tier (previously displayed your Season 2 rank for the specific game type you’re loading)

General
  • Fixed the minimap bug showing champions at incorrect locations when emerging from the fog of war
  • Cancelled Auto Attacks will no longer fire a damage-less missile at the target
    • The damage-less missile will no longer consume buffs or passives
    • You may still hear a sound effect without the missile. We are still investigating a fix for this
  • Minions will now disappear from the map sooner after their death
  • Cursors will be set to the center of their window by default, preventing the camera from panning to the far left or right corners of the map at game start
  • Cursors will also be set to the center of their window for a short period of time after player switches full-screen focus (alt-tab)
  • Removed the default key bind for "Show/Hide Summoner Names" (previously, Shift-K). The function can still be bound in the Key Bindings menu if you wish to use it
  • Reduced the amount of time you can spend AFK before being kicked from the game
  • Tower health is now updated even if you've never had the tower out of the fog of war
  • The Champions tab in the Summoner Profile has been updated with a new layout
    • The Champion grid has been widened, allowing more Champions to be seen at once
    • The primary role selector has been changed from a button group to a dropdown in the upper right

Friends List
  • Parts of the friend list view have been rewritten in order to increase stability and performance
    • Fixed a bug causing the friend list to be corrupted with duplicate and missing entries when scrolling
    • Friend Notes are now visible in friend tooltips without needing to hover over the note icon

Custom Games
  • AFK detection reduced to 3 minutes (from 8)
    • The game now kicks you at 5 minutes (previously 12 minutes)
  • The minimum time custom games need to last to be eligible for IP/XP rewards has been increased to 7 minutes (previously 5 minutes)
  • A minimum number of human players must now participate in a custom game to receive IP/XP rewards.  The current thresholds are:
    • 5 players minimum for Summoner’s Rift, Crystal Scar, and Howling Abyss
    • 3  players minimum for Twisted Treeline
    • A notification has been added in the end of game results screen to explain why players did not receive IP/XP

Thứ Hai, 2 tháng 9, 2013

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