Showing posts with label volibear patch. Show all posts
Showing posts with label volibear patch. Show all posts

Monday, December 5, 2011

Volibear patch - Hyena Warwick in game screenshot.

+1
Well, that's what it looks like in game. Well, on my computer anyway. With lowest possible settings. Although, there are a few really cool features to this skin.

-Whenever you Q, he giggles.
-His laugh is a new laugh. It's very Hyena-esq.

I told you it would be an instant buy for me. I love it.

To see the art/model click here: Volibear patch - New Warwick skin! (Hyena Warwick)
To read my personal build for topwick, click here: Warwick - Lanewick build/guide!

Sunday, December 4, 2011

Volibear patch - New jungle (redux)

Originally Posted by Morello:
Summoners,

Based on your feedback, we have made some changes to the jungle [to clarify, these changes are LIVE on North America]. See below for the release notes:
  • Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.
  • Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.
  • Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.
  • Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.
  • Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling. Stealing big monsters will be more impactful.
  • Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better. 

Happy ganking!
 Very interesting changes, indeed. They look like they'll be better than live, and still be able to accomplish the original goals of the new jungle. I haven't had a chance to play it yet, but I'm looking forward to it, for sure. Expect a review once I can get a decent amount of games in in the redux jungle.

Tuesday, November 29, 2011

Skin Models - Volibear Patch

To see the art, check this post: http://fotmop.blogspot.com/2011/11/new-skins-in-volibear-patch_29.html

Here are the models of the new skins!


I really like that Warwick and that Akali. The Lux model looks better than the art.

New skins in the Volibear patch!

Sup Dudes. It's patch day shortly, and you know what that means! New skins! I really dig this Akali skin. Which is your favorite?

I love this Akali
Not sure if this is a New skin, or just updated art.
JANNA :D
Not sure how I feel about this Lux.
Megaman trist?
Looks like Warwick?!
Again, this might just be updated art.
VOLIBEAR!
VOLIBEAR!
VOLIBEAR!
To see the models, view this post: http://fotmop.blogspot.com/2011/11/skin-models-volibear-patch.html

Volibear patch, and more, today!



Alright, so we've got the new champion (Volibear of course). He's a tanky DPS Melee AP champion. He's got a fling similar to Singed. I'm curious to see if atmogs will be good on him, though I doubt it considering he scales with HP and AP, not HP and AD.

Some slight Fizz buffs. His Q can no longer be dodged, and the targeted was corrected to hit sooner.

Some slight Jarvan IV changes. His passive was changed from physical to magic (slight nerf) but now scales with level. It will hit for a little less early, but a little more late (6/8/10% from flat 8%). Combined with the physical to magic switch, it will likely hit for near the same late game.

Karthus is seeing a small nerf to his Wall. The duration of the slow is now only 5 seconds, and it will no longer reapply.

Finally Kassadin will no longer force pulse backwards!

Katarina's changes from last patch have been reverted. You can no longer select if you want to go in front or behind the target.

Sivir has been remade. Most notably, her Q is now physical damage with no AP ratio, and her W is now an on-next-hit ability.

Taric's AP ratios have gone up!

Health pots nerfed. Mana pots buffed. Madred's razor nerfed. Wriggles nerfed.

Jungle changes! Many of them

+Small camps now respawn faster, but have reduced rewards
+Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
+Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
+Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
+Ancient Golem camp experience increased slightly and gold reduced slightly
+Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
+Lizard Elder camp experience increased and gold reduced slightly
+Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
+Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
+Baron Nashor will now push wards away if you try to place one too close
+Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro