Thứ Bảy, 28 tháng 6, 2014

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Reddit thread: http://www.reddit.com/r/leagueoflegen...

The God Tier list for Patch 4.10 is out!
Kayle, Braum, Kassadin, Caitlyn, Thresh, Skarner, Lucian, Nidalee, Rengar, Gragas, and Jax


Thứ Ba, 24 tháng 6, 2014

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About me (YaSloom): I have been Rank 1 in 3v3 in Season 3 with a lot of challenger teams on EUW and I have formed a new team to achieve this rank again this season. I have a wide experience in 3v3 due to playing with and against a lot of Challenger teams.
This tier list is just my opinion from my experiences on Twisted Treeline and you don’t have to follow it. The champions in each tier are not organized in any order; champions in the same tier can be stronger than others in it, depending on your team composition and the enemy team composition.
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Tier list:
God Tier: Cassiopeia, Braum, Jarvan IV, Jax, Lee Sin, Syndra, Ziggs, Pantheon, Renekton, Yasuo, Orianna, Lulu,Morgana
Tier 1: Karma, Lissandra, Wukong, Kayle, Udyr, Leona, Rengar, Leblanc, Shyvana, Evelynn, Trundle, Darius, Riven, Thresh, Skarner, Tryndamere, Xin Zhao, Aatrox
Tier 2: Fizz, Elise, Nunu , Alistar, Annie, Ryze, Quinn, Zyra, Vayne, Sion, Zed , Nocturne, Veigar, Brand, Vladimir, Gragas, Kassadin, Lucian, Kha'Zix, MaokaiGallio, Soraka, Vi
Tier 3: Ahri, , Anivia, Corki, Fiora, Garen, Irelia, Janna, Malphite, Nasus, Nidalee, Poppy, Rumble, Singed, Vel'Koz, Malzahar, Volibear, Olaf , Jayce, Cho'Gath, Ezreal, Dianna, Twitch, Swain, FiddleSticks, Xerath, Zac, Kennen
Tier 4: Dr.Mundo, Hecarim, Heimerdinger, Katarina, Lux, Mordekaisar, Nami, Nautilus, Rammus, Teemo, Twisted Fate, Yorick, Akali, Draven, Viktor, Gangplank, Master Yi, Shaco, Sejuani, Amumu
Tier 5: Jinx, Shen, Blitzcrank, Caitlyn, Graves, Miss Fortune, Sivir, Talon, Taric, Tristana, Urgot, Varus, , Warwick, Zilean, Ashe, Karthus, Kog,Maw, Sona
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Explanation of Tiers:
God Tier: These champions are the best and they outclass all other champions in their roles. I recommend either picking or banning those champions.
Tier 1: Champions in this tier are very strong as well and you will see them picked and banned from time to time but they have small flaws that I felt like they needed to have their own tier and not be placed in God Tier.
Tier 2: These champions are viable but mostly situational and dependant on the enemy team picks and bans.
Tier 3 & 4: Champions in these tiers are rarely picked and almost never banned. Personally I think champions in higher tiers can do their jobs better.
Tier 5: This tier is very rarely picked and they are considered below average and I wouldn't recommend picking them in Twisted Treeline.
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Patch 4.10 Highlights:
Morgana She is a very safe pick and counters high cc teams which is really popular on 3v3 and also counters double ap comps. Also late game if you hit a binding on a squishy target they are pretty much dead because it's a 3 second snare. Her ult is extremly strong in teamfights and shielding the right person in teamfights and negating a cc on your carry can mean the difference between winning and losing a teamfight.
Skarner I think Skarner is really good now and it became really risky to get close to him because he has a lot of sticking potential. He excels very good at the jungle and his ult is quite strong. I moved him to tier 1 and I consider him now to be one of the top junglers on 3v3 specially with Elder Lizard.
Maokai: I think he is a really good support and he works exceptionally well with Yasuo who is considered one of the top picks on 3v3. You can get a knock up pretty easily with his Q. He is also really good with champs who are strong level 2 such as aatrox or pantheon making a really powerful kill lane.
Nidalee : She is a bit better now because she has her ult earlier which makes her harder to gank but she still has no presence in teamfights because she is more of a poke champion than an all in one. You can build her with Iceborn and go a bit tanky but that takes a lot of gold and she lacks the early game still so she is still placed in the same tier as she was.
Gallio: His magic resist buff was good but the main problem with him is that most of the popular champions on 3v3 can interrupt his ult quite easily which makes his teamfighting a lot weaker. But he is still a good pick against double ap comps .
Alistar I think he is actually a really good support but the main problem I found with him is his mana costs. He has extremly strong ganks when rotating bot and if the bot laner wasn't next to his tower when you are ganking them they are pretty much dead.If you manage his mana costs really carefully using doran's ring early with blue pots mid to late game he can be a very strong cow. I think he is better suited in tier 2.
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Thứ Hai, 23 tháng 6, 2014

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Thứ Năm, 19 tháng 6, 2014

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Thứ Ba, 17 tháng 6, 2014

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blakinolaA quick rundown of the newest info cause we all know we don't have time for reading

Thứ Hai, 16 tháng 6, 2014

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Thứ Sáu, 13 tháng 6, 2014

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Thứ Tư, 11 tháng 6, 2014

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Riot Games have just announced to start an alpha-test with new match history in Brazil. Players shall now have more of their games visible and not just the last ten. The end-of-game information will be expanded with graphs and heat maps. Read on to find out more details. 

In a game that emphasizes strategy and competition as much as League of Legends, information can be incredibly powerful. We've been itching to provide more data on how you play the game, and we're ready to introduce the evolution of your match history. After taking into account the size of each region, the available architecture and hardware, and the current player experience, we're kicking off alpha-testing in Brazil. We'll be testing server load along with how players use the new match history as we refine the online experience. Our wider beta release will follow in other regions, using the info we get from the alpha-test.
- Riot MattEnth

Riot Games want to deliver robust, intricate details about the players' previous matches in an accessible, intuitive interface that allows the players to share game histories with their friends. They are making more of the community's games visible, not just your last 10. The end-of-game information will be expanded with graphs and heat maps which will display dragon kills, gold-per-minute, death locations and more. Players will be able to share links to their match history across all of their favourite social channels. 

Related to sharing, there is one aspect of the new match history we want to dive into deeper. We believe ranked play is the highest sphere of competition. Players opt in to ranked play to measure their skill in an amped-up competitive environment, and the focus is much more on winning. In order to maintain that legitimacy, we believe that ranked game stats should be open knowledge, so unlike match histories for normal queue games, ranked games will be publically available.
- Riot MattEnth

Riot MattEnth pointed out that the evolved match history is in an early state, so they will continue to refine the online experience.

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Thứ Năm, 5 tháng 6, 2014

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blakinolaA quick rundown of the newest info cause we all know we don't have time for reading

Patch Notes: http://na.leagueoflegends.com/en/news...
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Systems Team Forecast


Note: As this is a forecast, this won't have many specifics in it. I'll have my usual style of post with the specifics of item changes on Friday when we try to coordinate a PBE push.
Attack Damage - B.F. Sword normalization
Items Affected:    
We're going to be normalizing everything that builds out of B.F. Sword to have 80 Attack Damage with minimal price increases to compensate - as well as shifting B.F. Sword to have 50 Attack Damage at the 1600 Gold price point, instead of 45 Attack Damage at the 1550 Gold price point.
On the whole, we like what this does to the overall decision making when purchasing a B.F. Sword - you know it will eventually morph into an 80 Attack Damage item - the only question being what sorts of side utility you want out of the whole deal.
There's a slight caveat here in that this puts an unfortunate damper on Bloodthirster - whose presence is too dominant and skews the power between Ratio driven carries and more traditional basic attack oriented carries.
Essentially, BT goes down in power - everything else goes up in power - including the midgame where you build up to BT.
Attack Speed Itemization - Dagger Retuning
Items Affected:   
Attack Speed isn't a particularly attractive statistic to overcommit to at the moment given the natural Attack Speed growth of carries. We're making some slight buffs to Dagger to help mitigate some of the mid-game power issues that carries are facing at the moment where Attack Speed only feels good at the final completed item rather than during the build-up, where it matters.
Basically, you usually do get enough Attack Speed by the end of the game with your build. It's just that the entire way to the end item, you don't have nearly enough. You can expect these items to have slightly more attack speed with a minimal price increase.
For example: Berzerker's Greaves giving 5% more Attack Speed and costing 50 more Gold.
Lifesteal
Going to start with a quick item preview as a framing piece:
 Doran's Blade
80 Health --> 70 Health
8 Attack Damage --> 7 Attack Damage
3/5 Life on Hit --> 3% Life Steal
For a long time, we were trying to phase out early life steal as a statistic and replacing it with other mechanisms such as life on hit. However, with the rise of non-sustain supports - this avenue no longer makes sense. With non-sustain based supports being the norm rather an exception - Life Steal needs to be easily accessible from a variety of sources in order for the ADC to not be locked into a single early build path - the one that includes Life Steal.
With this in mind, it makes more sense for Life Steal to be more expensive overall but easier to 'stack' from a wider variety of sources rather than have Life Steal be a single specific path.
Hence, we're going to lower the life steal amounts of all items - but introduce it back into Doran's Blade in order for carries to have a wider range of possible % Life Steal values - this allows carries to basically build the 'right' amount of life steal for their carry type, their support and the power of their lane opponents - rather than having one single overpowered choice that tries to cover every situation in which you might need sustain.
On the whole, you can expect there to be less life steal on each of the life steal items but more available % life steal options. What we expect to see is a slightly wider range of potential first order buys - especially since this version of Doran's Blade has more mid game potential.
   
 
 
   --> ?
 Bloodthirster
70 Attack Damage --> 80 Attack Damage
12% Life Steal --> 15% Life Steal
Unique Stacking Passive --> Removed
New Passive --> Your life steal effects can overheal you, granting you a shield equal to the excess up to X (based on character level). This shield decays if you haven't dealt or taken damage in 15 seconds
Bloodthirster becomes a problem when its too commonplace as it creates a situation where it basically comes down to who acquires it first. This is both due to the power and build path of the item as well as the stacking mechanic on it. Additionally, it favors Attack Damage ratio-driven carries who traditionally have weaker end-games to begin with. We're retuning Bloodthirster to be a more consistent choice and to give other damage options a more favorable comparison point.
We know that this will leave certain ranged characters that rely on Bloodthirster Stacking in a bit of a bind at the moment - Certain heavy AD Varus and Miss Fortune builds will be in a bit of a pinch without a stackable Attack Damage source. However, given how Bloodthirster both supports these characters and suppresses them by being more favorable to other characters - it's not really contributing to a healthier ecosystem.
Melee will generally come out favorably as they have a very offensive life steal item (Hydra) and a more defensive one (Bloodthirster).
 Mikael's Crucible
Lastly, I want to talk about Crucible - this item is too commonplace and negates a lot of decision making in the end game. Crucible does odd things where it devalues long cooldown initiation patterns in exchange for repeated pick patterns.
This heavily suppresses utility centric carries like Ashe or Varus who rely on these patterns to be strategically interesting.
We do like that Crucible is an option in the game but it is currently too broad of a pick and appearing too frequently on a much wider array of supports than intended. Mikael's is just as good as a buy on offensive tanky supports as defensive ones - which skews the balance of power even farther away from initiation based carries as their unique niche both gets countered and replaced by the same character.
We're going to both raise the cost of this item and adjust the statline to favor more Mana intensive supports to shifts Mikael into favoring more mage-centric supports rather than Tank supports. We'll be adding another support item in Mikael's price point in order to grant a wider breadth of items - the details of which will be on the PBE post on Friday.

Thứ Hai, 2 tháng 6, 2014

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GonGoonIn this lesson I explain my thought process when deciding if I should leave or stay in lane. Sometimes leaving is the better choice and sometimes staying is the better choice

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