* Three Talon Strike
o Fixed a bug where Three Talon Strike could be activated while it was still active.
* General
o Base attack damage increased to 59.1 from 52.3
o Attack damage per level decreased to 3.1 from 3.3
* Battle Cry
o Passive Attack Speed is no longer removed while the ability is on cooldown
o Attack Speed increased to 20/25/30/35/40% from 15/20/25/30/35%
* Crescent Sweep
o Armor and Magic resist reduced to 25 at all levels.
o Now scales and gives 7/10/13 Armor and Magic Resist for each champion
Hey all,
Since these previews have (generally) spurred good discussion, I wanted to talk about a Fiddlesticks mini-rework we have in the pipe.
Dark Wind: Bounces changed to 5 at all ranks. Silence duration 1.5 at all ranks. Leveling the skill increases base damage. Large increase to AP ratio.
Drain: Now heals for a % of damage as health. Begins at 50% and scales up with AP ratio (and can go over 100% with enough AP). Range slightly reduced. (Might increase CD if we have to).
Crowstorm: Base damage lowered, AP ratio increased.
Base Stats: Pretty sizable increase. His base armor was abysmal to make up for drain - with these fixes, he can have more normal base stats.
* Why change Fiddlesticks?
The changes were really easy to do, and Fiddlesticks is not in a good spot right now (he's bad in serious games, but still can pubstomp well). These changes are to fix how feast-or-famine Fiddlesticks is right now (he either snowballs heavily or is worthless) while giving him more late-game damage scaling.
* What about junglesticks?
We're running some heavy jungle testing today to see if this is still possible. We expect speedier jungling with the Dark Wind changes, it's really level 1 golem we're going to look at. We'd like him to be a good jungler.
* Why not let drain stay 1:1 on the health gain?
Fiddles sustain from this is exceptionally high early, but letting this scale throughout the game lets us both make him less crazy sustain early (which is an important counter-balance to lane presence with the Dark Wind changes) and lets him actually drain much more effectively late game, where stuns are flying around a lot more and the move is riskier.
@up what lol? wickd and hsgg and bigfatjiji has proven millions of times that there is no such thing as ELO HELL. They have gotten out of elo hell with 400 elo characters and 900 elo characters taking them all up to 1.5k.
What do you think Rumble is going to be?
I think Q with rockets, W with LEgs, E with punch and ulti with all those 3 before together. LoL.
thats old and a lame way to troll
Yes it's out, he puts easter eggs instead of mushrooms, Rofl.
Hey I've found the way to earn ELO.
I just played 3 games with YI and they had our nexus but then I always do the same, backdoor and then they go to their base and then we win.
If you want to earn ELO just backdoor their towers with YI ultimate and spectral sword. ^^''''''
Abilities:
Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble's abilities generate heat. When Rumble is above 50 heat, he is in the "Danger Zone," causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
Maybe new champ will have 3bars 1 hp 1 mana 1 heat ^^ Or only heat bar and spells cost nothing but CD ^^ looks like ripoff from chipper @ HoN tho but its still
Yes that's true... There can be a feeder in your team with 30 deaths and your team it's supposed to be 4 vs 5 because a feeder and the team with the feeder win, how is that possible? They manage good and play as a good team work.
Hey
Will he have mana? Heats? Danger zone? Woot!