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MortaleMago

FIora Patch

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New Skins in the Store

  • Royal Guard Fiora
  • Nightraven Fiora
  • Bladecraft Orianna

PVP.net v1.55

  • Ranked Teams
    • Fixed a bug with the background on the Team Invite popup
    • Fixed a bug where Team status would be missing on the Team Profile
    • Fixed a bug where Ranked Team specific notifications would not send properly
    • Fixed several bugs with client side stat calculation and display

League of Legends v1.0.0.135

Fiora, The Grand Duelist

  • Duelist (passive) - Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
  • Lunge - Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.
  • Riposte - Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions.
  • Burst of Speed - Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed.
  • Blade Waltz (ultimate) - Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.

Alistar

  • Triumphant Roar mana cost increased to 28/41/54/67/80 from 20/35/50/65/80
  • Unbreakable Will mana cost reduced to 100 from 150
  • Trample damage increased to 10-27 per second from 10-23

Fizz

  • Base damage increased to 56 from 54
  • Armor per level increased to 3.4 from 3.1
  • Churn the Waters mana cost reduced to 100 from 150

Galio

  • Idol of Durand damage range increased to 600 from 575

Irelia

  • Fixed a particle issue with Transcendent Blades (Hotfixed 2/21)

Jax

  • Fixed a bug where Grandmaster's Might passive attack canceled if the buff ran out during the attack animation

Lee Sin

  • Sonic Wave base damage increased to 50/80/110/140/170 from 45/75/105/135/165 (Hotfixed 2/21 due to an unintended nerf in the Nautilus patch)

Lux

  • Lucent Singularity
    • Now additionally grants vision while in flight to its destination
    • Now starts its cooldown when cast rather than when detonated
    • Cooldown increased to 10 seconds from 9
    • Now displays a buff showing how long Lucent Singularity will last until it automatically detonates

    [*]Finales Funkeln

    • Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards
    • Lux can no longer use Flash while casting Finales Funkeln

Malphite

  • Granite Shield now shows a cooldown timer
  • Unstoppable Force
    • Area of effect radius on impact increased to 325 from 300
    • Malphite can no longer flash while using Unstoppable Force
    • Fixed a bug where Malphite would seem to hit the target but would not cause the effect

Miss Fortune

  • Strut now shows a cooldown timer

Nocturne

  • Umbra Blades now has a passive cooldown timer like Ziggs and Shen

Olaf

  • Axe Throw
    • Damage increased to 80-260 from 50-210
    • Scaling changed to +1.0 bonus AD from +0.5 total AD
    • Base cooldown reduced to 8 seconds from 10
    • Cooldown reduction for picking up the axe reduced to 4.5 seconds from 6

    [*]Ragnarok now provides 30/45/60 Armor and Magic Resist instead of 20/30/40 flat damage reduction

    [*]Movement Speed increased to 325 from 320

Poppy

  • Paragon of Demacia now shows you over its icon how many stacks you have

Shen

  • Fixed a few bugs with ability sounds
  • The following changes were hotfixed out on 2/21:
    • Base armor reduced to 19 from 23
    • Vorpal Blade health scaling lowered to 1.5% from 2%
    • Feint Energy cost increased to 50 from 40 at all levels
    • Base shield value reduced to 70/115/160/205/250 from 70/120/170/220/270

Teemo

  • Health per level increased to 82 from 77
  • Move Quick's passive component now shows a cooldown timer
  • Noxious Trap arm time reduced to 1 seconds from 2

Tristana

  • Explosive Shot cast range increased to 625 from 600

Ziggs

  • Hexplosive Mines
    • Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
    • Slow duration reduced to 1.5 seconds from 2
    • Damage from 2nd and subsequent mines reduced to 40% from 50%

    [*]Fixed a bug where Ziggs' Mad Scientist skin was leaving particles on the map (Hotfixed 2/21)

Items

  • Madred's Bloodrazor attack damage increased to 40 from 30

General

  • Improved minimap visibility of turrets in Colorblind Mode
  • Colorblind announcement colors now reference blue (friendly) and purple (enemy) teams
  • Important items purchased by your team will now be called out in chat (Aura items, Sight and Vision Wards, top tier items, etc)
  • Champion Kill messages are now more specific
  • You can now activate a timestamp for game chat in the options menu
  • When colorblind mode is activated, movement cursor is included with new color scheme (was not before)
  • Announcer callouts no longer reference blue team/purple team, and instead should reference friendly/enemy team (ie. A friendly inhibitor is respawning soon/the enemy inhibitor has respawned)
  • Champions will now attempt to run home immediately when disconnecting, rather than attempting to Recall
  • Small monster camp sigils now restore up to 30 Mana in addition to Health
  • Small Golem camp
    • Movement Speed increased to 300 from 180
    • Medium Golem base damage increased to 59 from 54

    [*]Fixed a bug where whisper messages were the wrong color

Co-Op Versus AI

  • Added Blitzcrank bot to the roster of bots in Co-Op versus AI.
  • Improved bots' ability to last hit and reduced how much they push their lanes.
  • Reduced the amount of gold given to bots on Summoner's Rift Intermediate.
  • Added the ability for bots to call for help from nearby bots.
  • Improved the precision of skill shots and ground targeted AoE abilities.
  • Minor bug fixes with Leona, Lux, and Shyvana bots.

Art

  • Fixed animation bugs on the following skins:
    • Toy Soldier Gangplank
    • Jade Dragon Wukong
    • Superb Villain Veigar
    • Headhunter Master Yi

Thoughts??

I don't really understand the fizz buff. He seemed strong already. My favorite parts of this patch are the timestamp option in chat and the notification when a member of your team buys wards and other significant items.

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Fizz needed something for his laning phase, otherwise he was too easy to harass out of the rest of the game. I'm pretty stoked to give Olaf a try again... my Brolaf skin has been collecting dust ;)

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Fizz needed something for his laning phase, otherwise he was too easy to harass out of the rest of the game. I'm pretty stoked to give Olaf a try again... my Brolaf skin has been collecting dust ;)

I think the Fizz buff and the Olaf buff were totally unnecessary. Good Fizzes don't play aggressively early game, because they are weaker at that point in time. Besides, his playful/trickster is too good, he can dodge most mages' shots and then harass them. Plus, when he hits 6, he becomes a very strong champ and a good ganker. He just isn't played right by a lot of people.

Also, Olaf... No explanation really needed. Olaf has been one of the strongest top champs for a while now, but with this buff, he's going to be straight up banned. He will dominate top lane regardless of who that top is. Olaf is the counter to most counters at top, and he beats down champions that are traditionally solo top. I really don't know why riot thought he needed a buff. I think they are trying to buff champions that don't get played much, so people will play them more. However, they're buffing people who don't need it. For example, warwick buff, really? Warwick is so strong and has been since he came out. He is a jack of all trades champ, and he is very forgiving to tower dives and things that would normally be considered derp. Now that his ult does like 500 damage, and it's a stun that comes up every minute or less with cdr, he can constantly gank lanes from the jungle, or win his own lane if he's lanewick. Plus, his bloodscent makes for easy escapes and strong chases.

But, while riot's at it, I hope they go ahead and buff trundle lol

Edited by IzualsTorment

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The deal where it mentions important items in the messager is a pretty good idea, but instead it should just display it above the text box for a few moments. Because now it just spams the text box, and it takes a while to scroll through it to find the timers you set on jungle camps like drag and baron...

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Also, Olaf... No explanation really needed. Olaf has been one of the strongest top champs for a while now, but with this buff, he's going to be straight up banned. He will dominate top lane regardless of who that top is. Olaf is the counter to most counters at top, and he beats down champions that are traditionally solo top. I really don't know why riot thought he needed a buff. I think they are trying to buff champions that don't get played much, so people will play them more. However, they're buffing people who don't need it. For example, warwick buff, really? Warwick is so strong and has been since he came out. He is a jack of all trades champ, and he is very forgiving to tower dives and things that would normally be considered derp. Now that his ult does like 500 damage, and it's a stun that comes up every minute or less with cdr, he can constantly gank lanes from the jungle, or win his own lane if he's lanewick. Plus, his bloodscent makes for easy escapes and strong chases.

I totally agree that Olaf was one of the best top champs. I have no idea why they buffed him because he was a champ that was played a ton. Almost every game for the past two weeks I have seen him, and he dominated.

His true damage plus a 1.0 AD scaling on his axe and life steal with bonus damage is going to be the counter to riven now haha.

Edited by Ockiral

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Olaf was simply weak because he's easily countered by champions who can kite him (the same pitfall of Udyr). Pick Janna against either of these and watch them flail helplessly around as they get slowed, knocked up, and knocked back away from the people they're supposed to do damage to. (they have no instant gap closers)

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Olaf was simply weak because he's easily countered by champions who can kite him (the same pitfall of Udyr). Pick Janna against either of these and watch them flail helplessly around as they get slowed, knocked up, and knocked back away from the people they're supposed to do damage to. (they have no instant gap closers)

Interesting. It's true that a good Janna can stop them from doing much in the team fights, but not much can be done in the lane up until that time. If the Olaf can get fed top, then as long as bot lane stands strong, team fights will still go well regardless of the Janna

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Interesting. It's true that a good Janna can stop them from doing much in the team fights, but not much can be done in the lane up until that time. If the Olaf can get fed top, then as long as bot lane stands strong, team fights will still go well regardless of the Janna

Not exactly. I had an olaf go 5-0 in lane, but when it got down to the late game, he couldn't reach their AD carry to do damage. I guess things may have fared differently had he simply joined us in pounding their bruisers. One of the things i've noticed when playing against Janna is you sometimes have to let their AD carry just pummel you, and just try to nuke their meat before she does too much damage (let your tankiest person be closest to her), because going for them is a suicide mission and you won't get anything done.

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Hmm. So, would you say that against janna it would be a good idea to go for champs that can close the distance to the ad carry quickly, or would you just recommend against going after the ad carry when there's a janna present, period?

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I've seen no consistent Fiora build yet... A lot of ppl have been screaming that she's OP, but I have yet to see a good one- not to mention shes banned a lot.

I was not personally able to use her effectively, but I've only tried a few games with her. Guardsman bob on the other hand seemed to have a pretty good build for her.

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I've seen no consistent Fiora build yet..

+1+1+1+1

The only thing I like about using Fiora is waiting for them to tower dive and ulting while they take tower hits LOL.

Other than that she doesnt exactly seem OP.. Her damage can be outclassed but I'll admit her mobility is outrageous. ;x

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