pacov's League of Legends general discussion thread - strategies, etc #3

By on June 6, 2014 4:53:00 PM from Demigod Forums Demigod Forums

pacov

Join Date 02/2008
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Update 5/5/2016 -Stream is back!

 

Well, I started a thread back in Dec 2011 that’s seen a lot of activity (some 922,000 views over the course of a few years apparently...).  That thread had a good deal of tips/strategies/discussions about League of Legends from new and old players alike.  You can find the previous thread (now archived) here:  http://forums.joeuser.com/413863.  I think its time to start fresh with a new thread.

What’s this thread all about?
For those that followed the previous thread, the type of content you see here will be fairly consistent to what you are used to.  Please consider this a place to discuss LoL related content as you like.  I'll do the same and treat the thread as a blog as well where I talk about what’s going on with me in LoL.  Feel free to jump in and join the discussion if you like.

Quick background on me
I played a lot of Demigod as pacov/cheesuscrust. Back in August 2011, I started getting heavily involved in League of Legends, and folks from the community were kind enough to help me figure things out.  I play LoL most nights, stream, make videos and it’s my main gaming interest.

Some links 

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October 8, 2014 4:51:49 PM from Stardock Forums Stardock Forums

Quoting pacov,

At any rate, I think the only time I was really able to pull off picking up on a trend before it took full effect was with nunu. 

Except there was never even a statistical case for Nunu that I'm aware of.  His winrate was never that high (he has always been right around 50% as far as I'm aware), and its not like there was ever a major trend toward Nunu play.  Sure he got a slight uptick in play when some pros started playing him, but he was never a big thing - we are talking about from 2% play to like 4% play.  And he was never a ban target.

So what was ever the statistical case for identifying him as a trend, or for him being OP to the point where having "secret" knowledge that he was OP was an advantage?

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October 8, 2014 8:15:52 PM from Demigod Forums Demigod Forums

It was a couple weeks before nunu hit that should be banned status.  Think I had a like a 2 week window where I could get him consistently in ranked.  If I remember right, he had some sort of change and ended up seeing like a 2-3% increase in win rate and I dug in from there (it didn't sky rocket him, I just saw a decent sized power increase and I was curious why).  Kudos if you have the inclination or the stats available to find that window - but its just prior to that block where nunu was banned a bunch. 

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October 8, 2014 8:38:32 PM from Stardock Forums Stardock Forums

Quoting pacov,

It was a couple weeks before nunu hit that should be banned status.  Think I had a like a 2 week window where I could get him consistently in ranked.  If I remember right, he had some sort of change and ended up seeing like a 2-3% increase in win rate and I dug in from there (it didn't sky rocket him, I just saw a decent sized power increase and I was curious why).  Kudos if you have the inclination or the stats available to find that window - but its just prior to that block where nunu was banned a bunch. 

Nunu has had exactly one change this season - he got 4 additional armor.  This happened in April.

There is no window in the last few months where he had a statistically significant increase in win percentage.  He is remarkably consistent at 50% or just under.  His popularity is also remarkably consistent.  There was never a "Nunu should be banned" state in ranked - he hasn't received changes in forever, and he is never banned now and almost never picked.  So I don't see why there would be a magical time when he was a must ban champion for like a week.

I think that you probably overinterpreted some noise and got a bit excited.  But the Nunu movement just wasn't a big thing - he got a tiny surge when he was kind of popular during NA LCS playoffs IIRC.  So the Nunu surge should be in early September, but there is just nothing there in the stats in hindsight.  People went the other way and instead of playing support junglers, they went with damage junglers (Kha, FF WW, etc).

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October 9, 2014 12:06:50 AM from Demigod Forums Demigod Forums

PROVE IT

I'm not motivated or inclined, but I described in detail what happened.  Prove me wrong if you can/want.  If you just disagree, then that's fine. Not a big deal to me.

You can condense my thoughts re: stats pretty easily though.  I think its worth paying attention to changes in win/pick/ban rate.  If you don't have an answer for why those increases/decreases are occurring, then find out.  If you don't know why kass had a huge ban rate, find out.  If you happen to be fortunate enough to be skilled with a champ when they see a win rate increase, then work it. 

Thinking about things this much occurs because I like analyzing data and am a bit of nerd/fan of lol.  I like putting thought into these things. I don't claim to come up with the right conclusion all the time, but I do explain my thoughts as best I can. 

I think its a good habit for folks like us to pay attention to these trends.  Always good imo to figure out why someone is op.  If I say, yeah, trist is op - its good to know why.  It's even better to know why before she's banned.  And if you happen to know why before she's banned and you know how to play her, well - play her and profit.  You don't get free elo, but you likely obtain an advantage. Take it all with a grain of salt, but take a look and then I'd argue to broaden your skill level with additional champs.

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October 9, 2014 3:38:05 AM from PoliticalMachine Forums PoliticalMachine Forums

I like arguing too. Everybody is op all the time. Love plat swan.

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October 9, 2014 3:39:25 AM from PoliticalMachine Forums PoliticalMachine Forums

Especially nunu.

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October 9, 2014 10:19:22 AM from JoeUser Forums JoeUser Forums

The adults are talking about perceived advantages based deviations and the value of analyzing those things.  Only poppy is OP all the time though. 

Also, SION TODAY - I suspect he will be OP.  Karl, you should absolutely try sion jungle.  Really fun to use... also when he starts charging, everyone on the map hears it.  Delightful.

 

Grats on PLAT!

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October 9, 2014 11:38:03 AM from PoliticalMachine Forums PoliticalMachine Forums

Ty bud.  Hopefully can get some games in with you guys soon and that legendary poppy+nunu duo lane

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October 9, 2014 12:19:16 PM from JoeUser Forums JoeUser Forums

OOOOoooooooooooooooooooo plat swan!

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October 9, 2014 1:19:13 PM from Stardock Forums Stardock Forums

Re: Plat Swan

CONGRATS!!!

 

Re: Picking What You Love vs Trying To Pick Secret OP

Let's be fair, Pacov's Ranked record with Nunu speaks for itself and the champ is one of a kind in a jungle that's had almost nothing but DPS all season.  Dah Meta can shift which makes champs get better or worse without any changes.

But...

Nunu is a champ Pacov used to play and one that's not too mechanically difficult to pick back up again.  I don't see a 7-1 record with Lee Sin that was taken advantage of before he was nerfed, y'know what I mean?  Also, Pacov was Plat last season so seeing what got him back there after he got "fugged" in placements and put into Silver isn't much use to me. As someone who is pretty much stuck where I was last season, I'd be much more interested to see what champion pick strats he uses to get to Diamond.

In other words... how did you do it Swan?  Help me improve my ranking... I am ready for your wisdom.

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October 9, 2014 1:28:12 PM from Demigod Forums Demigod Forums

Prove It

Usually the burden of proof is on the person who is making the conjecture, not the person who disagrees with it. Changing your platform to a bunch of generally-truisms wasn't what you were originally arguing before. Everyone is going to agree that PBW champs are typically stronger than normal, and it's always good to get on top of the bandwagon a few weeks before everyone else does. That's just common sense. We were contesting your actual, specific examples.

If you really want to be "nerdy" about it, you need to do something other than opening up LoLKing and sorting by Win Rate. You should be taking notes in your own spreadsheet. For champs that you don't play often, you should be taking note of why you won/lost. When you play Nunu do you just happen to get consistently lucky with matchmaking and your team just autowins every lane every time? Or was Nunu's unique strengths and powercurve exactly what you needed in order to win that game?

 

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October 9, 2014 1:47:35 PM from PoliticalMachine Forums PoliticalMachine Forums

a.  I didn't duo

b. when i play solo i don't talk to my teammates... 'cause people tend to be overemotional about this game

c.  don't support ever. 

d. don't pick lee sin because apparently gold players don't know that he'd much rather w back to you than die

e. overall don't rely on any of your teammates ever, just carry as hard as you can and pray

EDIT: Also drink Soda Shaq... the only drink for champions.

 

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October 9, 2014 2:14:56 PM from Stardock Forums Stardock Forums

Quoting awuffleablehedgie,

Usually the burden of proof is on the person who is making the conjecture, not the person who disagrees with it.

Its actually a bit stronger than this.

He is claiming the existence of specific statistical trends in Nunu.  I claim that they don't exist.  He is then asking me to prove the non-existence of such things.  In general, proving the non-existence of things is logically impossible:

http://www.logicallyfallacious.com/index.php/logical-fallacies/146-proving-non-existence

Anyway, the main point is that a lot is being made about changes of 2-3% in win rates.  But, the day to day fluctuations in a champion's win rates tend to be about 2-3%.  Now, this doesn't mean that you can't distinguish a real, systematic change of 2-3% from noise, but if you are trying to do such a thing on short time scales, you should know a bit of statistics.

I'm kind of a crappy statistician, but if I were writing a program to do this, I would take data from the last n days, compare it to some baseline data (say the last n+m days) via some kind of location test.  Maybe a Kruskal-Wallis test, but I'm not sure if thats the right location test to use here.  But that should tell you if the last n days are statistically different than the baseline.  If you had access to the data and a reasonable language like R or a program like Mathematica, you could probably write the program in about 5-10 minutes.  Then you'd be finding things as quickly as possible and people like me wouldn't be telling you that you were imagining things.

EDIT - Mathematica seems to automatically like Student's t-test more than Kruskal-Wallis here.  Whatever.

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October 9, 2014 3:37:09 PM from JoeUser Forums JoeUser Forums

Quoting awuffleablehedgie,

Usually the burden of proof is on...

yo mamma. 

Quoting Krazikarl,

Kruskal-Wallis test,

heh. Sweet nerd crackers, batman.  I'm fine with imagining things.  I know I'm being a little bit of a putz here, but I don't really care to research the timing of my outlandish claims or develop mathmatical jabloney (I made up that word).  It's ok - totally fine with you not believing me. Don't really care.  Just talkin.

 

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October 9, 2014 5:01:22 PM from Stardock Forums Stardock Forums

Quoting pacov,
 Don't really care.  Just talkin.

 

When you're talking about researching trends and win % as something that's fun for you, that's great and more power to you.  We all have our different ways of having fun in that way.  Some people like to specialize or "main" one champ and play that champ every chance they get, some people specialize in a role and try and learn every champ they might need in every possible situation, some like to be prepared to fill in best they can, some like to play only their pet champs that they like to play, so on and so on.

The thing is though, when you're the type of person who has strong feelings about what champs other people should or should not be playing... well, when you bring up your thought process between how the optimal way to choose what champions to play is, the logic behind your thinking is going to be discussed more than easygoing people who don't care what their allies play.

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October 9, 2014 5:30:29 PM from Stardock Forums Stardock Forums

@ Swan

I've been doing it all wrong.  Like... all of it.

- I've played Support a lot this season.  And most of the time I've played LoL, I've been a Support main.

- I've Duo'd quite a bit.  My current Duo partner likes to play Tankmo Top.  (sigh)

- Lee Sin used to be one of my main Junglers.

- I get sucked into arguments with trolls easily.

- I have no access to Shaq Soda. 

I'm going to be forever Gold...

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October 9, 2014 5:44:24 PM from Demigod Forums Demigod Forums

Here you go thunder:  http://www.drinkarizona.com/productcart/pc/viewPrd.asp?idproduct=794

Also this:

 
I've heard about this drink before, and I was wondering where to buy it. I live in CT and I went to a few 7/11s, to no avail. Does anyone who lives in the area know where to buy it? Like a specific 7/11 or something?
 
 
Best Answer
  • Dana answered 7 months ago
I always see them at 7/11, CVS, other gas stations, walgreens, corner stores like that. Maybe they're just really popular and always sold out. Good luck!

Also, if you're super desperate you can find them online.
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October 9, 2014 5:58:52 PM from Stardock Forums Stardock Forums

Thanks Pacov, but the shipping charges for $3 worth of soda is apparently $50.

My strawberry cream flavored dreams of getting to Plat are as good as dead... even Shaq can't help me.

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October 9, 2014 11:06:45 PM from PoliticalMachine Forums PoliticalMachine Forums

Pm me an address and I will guarantee you will never lose another game due to beverage choice.

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October 10, 2014 12:29:40 AM from Demigod Forums Demigod Forums

Quoting Thundercles,

Thanks Pacov, but the shipping charges for $3 worth of soda is apparently $50.

I'm embarrassed you are even considering not paying $50 for shipping.  Not all that serious about the game apparently. 

Idea - Buy about 400 cans.  Hit challenger.  Open a store that sells ONLY shaq soda advertising that you are the challenger player Thundercleese and this is how you hit challenger.  Make 3 million dollars.  Retire from league.  Pay teenagers to run your store.  Become friends with Shaq.  Retire. 

$50 dollars for shipping seems really high now, doesn't it?

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October 10, 2014 12:33:22 AM from Demigod Forums Demigod Forums

also - pbe getting patched already or tomorrow with preseason changes.  Here's a copy/paste super long list of stuff. Going to read tomorrow.

General

Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I'm going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.

These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I'd love to hear your suggestions for what cool Dragon bonuses could be - and I know we're still heavily iterating on the Jungle.

I'm going really light on context in this post because this isn't an official patch notes - I just wanted to get a good list of details out there so you guys have some inkling of what's going on when the stuff gets deployed to PBE.

As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.

Fountain Regeneration
Improving feel of regeneration in fountain

  1. Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.

Stat Growth Per Level
Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages

  1. Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
  2. Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.

Bounty Changes
With Stats Growth Per Level changes, early advantages are somewhat diminished - thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth

  1. Kill gold is no longer reduced before 4 minutes.
  2. Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.

Death Timers
Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage

  1. Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.

Towers
Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower

Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets

  1. Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
  2. Tower Armor and Magic Resistance have been normalized to 100.
  3. Tower HP has been set to the following:
    Outer: 2000 Health
    Inner: 2000 Health
    Inhibitor: 2500 Health
    Nexus: 2000 Health
  4. Inner Towers have a new mechanic - Shielding:
    Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
    While the shield holds, nearby champions gain a moderate shield as well.
  5. Inhibitor Towers have a new mechanic - Beam:
    Inhibitor Towers attack their target continuously, up to 4 times a second.
    Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
    Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
    Ramp is reset when Inhibitor Towers change targets.
  6. Base Tower regeneration reduced to 5 hp/5 from 15 hp/5

Minions
Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power

  1. Minions no longer gain Armor and Magic Resistance
  2. Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.

Homefield Advantage
Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics

  1. While a character is in their own base, they receive a movement speed and minor resistance bonus.

Inhibitor Respawn
Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially

  1. Inhibitors respawn timers increased to 300 seconds from 240.

Blue Buff
Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios

  1. Blue Buff duration reduced to 120 seconds from 150.

Red Buff
Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages - we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege

  1. Grants you 1% of your maximum Health every 5 seconds.
  2. Duration reduced to 120 seconds from 150.
  3. Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
  4. Burn damage rescaled to 5-56 damage per second from 10-44 damage
  5. Burn damage now applies to Towers

New Powerup: Still Waters
Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power

  1. In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
  2. This buff confers:
    +50 out of combat movement speed.
    Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.

Elixirs
Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game

  1. Elixir of Fortitude and Brilliance have been removed.
  2. You may only benefit from one elixir at a time.
  3. Elixirs may only be bought when your champion is level 9 or above.
  4. Elixir price increased to 400 gold.
  5. New Elixirs added:
    Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
    Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
    Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
    Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.

Baron Nashor
Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out

  1. Health and Regeneration removed (AD and AP boost remain the same)
  2. Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds.
    This also massively heals you and grants you an 8 second movement speed buff once it finishes.
  3. Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type:
    Melee Minions: Gain 80% damage reduction from almost all damage types
    Ranged Minions: Gain increased damage and a minor increase in range.
    Siege Minions: Gain massive increases to range - such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
    Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.

Dragon
Dragon bonuses adjusted to be more 'back-loaded' so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

  1. Slaying Dragon now grants you a stack of 'Dragonslayer' which grants different permanent bonuses depending on how many Dragons you've slain.
    Stack 1: Increased Regeneration
    Stack 2: Increased AD / AP
    Stack 3: Increased Movement Speed
    Stack 4: Increased Health
    Stack 5: Triples all other bonuses
  2. Dragon gives 50% reduced XP, compared to live.
  3. Dragon no longer grants global gold.
  4. Dragon deals 20% increased damage to units for every Dragon their team has slain.
  5. Dragon takes 7% reduced damage from units for every Dragon their team has slain.

Itemization Updates

Enchantment: Captain's
Removing overlapping mechanics from Elixir of Ruin and Baron Buff - and most people didn't use Captain's for this purpose anyway

  1. Minion MS amplification removed.

Armor and Magic Resistance
Resistances are inherently reactive buys - and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be

  1. All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
  2. Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
  3. In effect, there is now no meaningful difference between 'Chain Vest/Negatron Cloak' items vs. 'Cloth Armor/Null Magic Mantle' items as they will all build from the same root.

Health and Mana Regeneration
We're swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently - as well as allowing these items to more naturally scale as the game goes on.

  1. Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
  2. % Base Health / Mana Regeneration take into account your champion's Health and Mana regeneration and any Health and Mana regeneration they gain per level.
  3. This does not take into account: skills, masteries, runes and other sources other than your champion statistic.

Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.

New Items

Band of Remorse
Recipe: Rejuvenation Bead + Ruby Crystal

  1. Grants Health and Regeneration.

Righteous Glory
Recipe: Catalyst + Band of Remorse

  1. Grants Health, Mana and Regeneration
  2. Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

Warmog's Armor

  1. Health reduced to 800 from 100.
  2. Regeneration triples when out of combat.
  3. Cost slightly reduced.

Raptor's Cloak
Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead

  1. Grants bonus movement speed when near turrets or Zzrot Gates.

Zzrot's Gate
Recipe: Raptor Cloak + Negatron Cloak

  1. Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.

Ohmwrecker
Recipe: Raptor Cloak + Kindlegem

  1. Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
  2. Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)

Jungle
Jungle is different now. For reasons!

Reasons that are outlined in the previous PBE post. Don't look at me like that.

General
1. Jungle Difficulty and Rewards have been increased
2. Red and Blue buff timers moved to 2:30

New Jungle Camp: Scuttle crab
This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game

  1. Spawns in top and bottom river and patrols the river it is in.
  2. Is not hostile - tries to run away from enemy champions.
  3. Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.

Smite
Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it - this ensures that the Jungler always potentially benefits more from the Jungle than other roles

Brambleback (Elder Lizard)
1. Restores a large amount of Health.

Blue Guardian (Ancient Golem)
1. Restore a large amount of Mana.

Krugs (Ancient Golem)
1. Grants Gift of Heavy Hands - adding Execute Damage to your attacks.

Gromp (Large Wraith)
1. Grants Gift of the Toadstool - grants Toadstool Armor, poisoning enemies that attack you.

Raptors (Wraith Camp)
1. Grants Gift of the Eagle Eye - grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward.

Murkwolf (Wolf Camp)
1. Grants Wolf Sentry - A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it'll run at them and alert you to his position.

Jungle Itemization
Jungle itemization has been overhauled - all existing jungle items have been removed.

Hunter's Machete
1. Hunter's Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters.
2. Hunter's Machete can only be bought if you have Smite as a Summoner Spell.

Upgrades
Hunter's Machete now upgrades into 4 items that amplify or change your Smite ability - depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle

Stalker's Blade
1. After killing 3 monsters, you can smite Teemo enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.

Poacher's Knife
1. Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown - has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.

Skirmisher's Saber
1. Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion - doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.

Ranger's Trailblazer
1. Upgrades Smite to Desolating Smite - which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.

MOAR UPGRADES
The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to

Enchantment: Warrior
* Grants AD and Life Steal

Enchantment: Magus
* Grants AP and CDR

Enchantment: Juggernaut
* Grants Health, CDR and Movement Speed

Enchantment: Slayer
* Grants AS, CDR and a stacking AS buff

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October 10, 2014 12:51:04 AM from PoliticalMachine Forums PoliticalMachine Forums

Inhibitors towers op

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October 10, 2014 11:19:34 AM from Demigod Forums Demigod Forums

just logged into pbe... holy crap.  So many new items... ridiculous amt of jungle items as well. 

 

A jungle item that as of this second gives a 50% cdr?  I have no idea... did they change max cdr?  Anyway, lots of crazy crazy things

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October 10, 2014 4:02:27 PM from Demigod Forums Demigod Forums

Another thing some of you might enjoy - so I've been using a program called LoL Summoner Information (LSI) for a pretty decent amount of time.  It provides an in game overlay showing your team + enemy team's stats and saves replays.  It also has some cool stat features.  Not sure if it only grabs stats from games you've played with it running (I think so, though).  Anyway, here's a screenshot. I really dig the program.

 

Oh and that mod that enables you to use the new SR map is currently broken (apparently it breaks every time its patched.. woo). 

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October 10, 2014 10:45:10 PM from Demigod Forums Demigod Forums

did a short vid on the new jungle items on pbe, etc

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