[quote=“Riot Games”]

PVP.net v1.19.14

[ul]
[li]Users who are Level 30 will now be blocked from buying XP boosts from the Store, as they cannot earn further XP[/li][li]Improved the matchmaking algorithm to match more effectively[/li][li]Added a ticker to PVP.net to provide helpful information regarding the current server status[/li][li]Fixed a bug where users could get non-functioning ban buttons for a Practice Game they were not the owner of[/li][li]Fixed a bug where users were not properly notified if they searched for an invalid Summoner Name[/li][li]Fixed a bug where the wrong map images would display in Practice Game lobbies[/li][li]Fixed a bug where renaming Rune Pages would not show up properly in Champion Selection[/li][li]Fixed a bug with the Rune Combiner tooltips[/li][li]Fixed a bug with viewing other users’ Rune Books[/li][li]Fixed a bug where Bots could not be removed if a Practice Game changed ownership[/li][li]Fixed a bug where users in chat rooms were not showing up in the Invite Screen[/li][li]Fixed a bug where the Chat Room button was slightly misaligned[/li][/ul]
League of Legends v1.0.0.101
Sona, the Maven of the Strings

[ul]
[li]Hymn of Valor: Sona plays the Hymn of Valor, granting nearby allied champions bonus Damage and Ability Power. Additionally, casting this ability sends out bolts of sound, dealing magic damage to the nearest two enemy champions or monsters.[/li][li]Aria of Perseverance: Sona plays the Aria of Perseverance, granting nearby allied champions bonus Armor and Magic Resist. Additionally, casting this ability sends out healing melodies, healing Sona and a nearby wounded ally.[/li][li]Song of Celerity: Sona plays the Song of Celerity, granting nearby allied champions bonus Movement Speed. Additionally, casting this ability energizes nearby allies with a burst of speed.[/li][li]Crescendo (Ultimate): Sona plays her ultimate chord, forcing enemy champions to dance, taking magic damage over time.[/li][li]Power Chord (passive): After casting 3 spells, Sona’s next attack deals bonus magic damage. Additionally, Sona’s Auras persist for 3 seconds after deactivating and set off a 2 second global cooldown.[/li][/ul]
Blitzcrank

[ul]
[li]Power Fist now resets the auto-attack timer[/li][/ul]
Fiddlesticks

[ul]
[li]Terrify will now grant assists[/li][/ul]
Garen

[ul]
[li]Courage damage reduction reduced to 30% from 35%[/li][li]Perseverance is no longer removed by combat dehancing effects such as Warwick’s Blood Scent[/li][li]Fixed various bugs that caused Garen’s Demacian Justice to fizzle sometimes[/li][/ul]
Gragas

[ul]
[li]Explosive Cask now interacts properly with spell shields like Banshee’s Veil[/li][/ul]
Jax

[ul]
[li]Counterstrike now has a buff that shows the duration of the effect[/li][/ul]
Karthus

[ul]
[li]Death Defied (passive) has been remade to fix some of the bugs and usability issues[/li][li]Death Defied now also grants 20% death timer reduction to compensate for the 8 seconds Karthus is active after dying[/li][/ul]
Kennen

[ul]
[li]Lightning Rush is no longer castable while disabled[/li][/ul]
Kassadin

[ul]
[li]Netherblade mana cost reduced to 25 from 30/40/50/60/70[/li][li]Riftwalk no longer shows cast particles over fog of war[/li][li]Riftwalk now leaves a buff showing the duration of the increased cost and damage of subsequent casts[/li][/ul]
Katarina

[ul]
[li]Shunpo no longer ignores enemy spell shields like Banshee’s Veil[/li][li]Killer Instinct no longer reduces true damage when used with Shunpo[/li][/ul]
Kog’Maw

[ul]
[li]Fixed a bug where Caustic Spittle was giving multiplicative attack speed rather than base[/li][/ul]
Rammus

[ul]
[li]Defensive Ball Curl can now be cancelled[/li][/ul]
Shaco

[ul]
[li]Fixed a bug where Jack in the Box fearing enemies didn’t grant an assist[/li][/ul]
Singed

[ul]
[li]Fling now deals damage at the start of the spell rather than when the target hits the ground[/li][/ul]
Taric

[ul]
[li]Radiance now has a brief cooldown when activated with the goal of preventing quick cancellation after initiation[/li][/ul]
Twitch

[ul]
[li]The first attack after breaking stealth will now benefit from the bonus attack speed of Ambush[/li][li]Ambush will now provide its attack speed bonus if you break stealth by casting a spell[/li][/ul]
Vladimir

[ul]
[li]Fixed a bug where Transfusion was not restoring enough health from Spell Vamp (not how much the spell heals normally)[/li][li]Fixed a bug where Transfusion’s tooltip showed it restoring less health than it did[/li][li]Crimson Pact (passive) no longer heals Vladimir when his Ability Power increases[/li][/ul]
Zilean

[ul]
[li]Chronoshift duration reduced to 13 seconds from 15[/li][li]Chronoshift cooldown increased to 180 seconds at all levels from 180/160/140 seconds[/li][/ul]
Summoner Spells

[ul]
[li]Ghost movement speed increase reduced to 27% from 32%[/li][li]Haste utility mastery movement speed increase reduced to 6% from 8%[/li][/ul]
Items

[ul]
[li]Sheen proc damage raised to 100% from 80%[/li][li]Trinity Force proc damage raised to 150% from 130%[/li][li]Manamune[/li][LIST]
[li]Combine cost increased to 700. Total cost is now 2110.[/li][li]Unique passive conversion percent dropped to 1.5% from 2%[/li][li]Unique passive changed to: Each time you attack, you gain one maximum mana (3 second cooldown.) Each time you use an ability, you gain four maximum mana (3 second cooldown.) Bonus caps at 1000.[/li][/ul]

[li]Innervating Locket (remake)[/li][ul]
[li]Combine cost reduced to 450 from 850. New total cost is 2250.[/li][li]+430 Health[/li][li]+450 Mana[/li][li]Unique Aura: Nearby allies gain 20 hp/5 and 9 mp/5.[/li][li]Unique Passive: Reduces ability cooldowns by 10%[/li][li]Unique Passive: When you cast a spell, you regenerate 50 health and 20 mana over 2 seconds. This effect has a 3 second cooldown and no longer affects allies.[/li][/ul]

[li]New Item: Kindlegem[/li][ul]
[li]Recipe consists of Ruby Crystal + 425 gold[/li][li]+200 Health[/li][li]UNIQUE Passive: Reduces ability cooldowns by 10%[/li][/ul]

[li]New Item: Shurelya’s Reverie[/li][ul]
[li]Recipe consists of Kindlegem + Philosopher’s Stone + 500 gold[/li][li]+330 Health[/li][li]+25 Health Regen per 5 sec[/li][li]+12 Mana Regen per 5 sec[/li][li]UNIQUE Passive: Reduces ability cooldowns by 15%[/li][li]UNIQUE Active: Nearby champions gain 40% movement speed for 2 seconds (60 second cooldown)[/li][/ul]

[li]Rejuvenation Bead no longer lists as building into Spirit Visage[/li][li]Vision Wards and Sight Wards now show their remaining duration (in seconds) in their mana bar. Both teams can see the remaining duration.[/li][li]Sunfire Cape no longer deals damage when held by a clone.[/li][li]Boots of Mobility’s effect is no longer removed by combat dehancers such as Warwick’s Blood Scent[/li][/LIST]
General

[ul]
[li]Fixed a bug where some knock up and knock away spells failed to interrupt enemy channeled spells[/li][li]Fixed a bug where Summoner Teleport refreshed your W slot’s cooldown when used[/li][li]Fixed a bug where the aggro outline was not appearing[/li][li]Disconnected players will now run home if their Blue Pill is interrupted[/li][li]Disconnected players now gain 1000 Magic Resist after 1 minute of continuous disconnection[/li][li]The Dragon on Twisted Treeline no longer grants his buff to dead allied champions[/li][li]The Dragon buff on Twisted Treeline now has a proper cooldown timer[/li][li]Decreased loading time by up to 30% depending on the hardware[/li][li]Fixed several client crashes[/li][/quote]

[/ul]
Big changes are the ones outlined by l0l above, which I love, the new item(s) and the changes to Locket. Champion-wise the Zil nerf and Kog fix are most notable, with some interest in the Garen nerfs.

I found out what idrisz was talking about. The servers are down because some strange thing happened and summoners were having their level reset to one. I don’t know if people lost champions, skins and runes. They lost all their levels but kept their stats.

Bah, your way behind. Found that out hours ago, wish it had happened me ;)

Also, love you Kirian.

-edit- I knew Manamune would be nerfed, it was way to powerful for the cost. Called it after my first game with it.

Thanks for the offer, Kirian, but I suspect timezones and my fairly slight available playing time will prevent and gaming. You are all welcome to sign me up tho - am playing as TinyPirate, or maybe Calistas. I forget.

Carry Teemo is still viable at lower Elo where people are stupid/you get a lot of bad team comps. If the other team is all auto attack champs and you 1 to 2 decent CC characters he can wreak havoc. There aren’t a lot of intelligent reasons to pick him over another ranged melee carry but his blind at least brings some utility to a team fight.

Nerfed Kog’Maw still wrecks. I played him 4 or 5 times last night and did rather well. I think like Ez he’s not a good ranged melee carry and not a god tier one. He won’t completely destroy another team by himself anymore, but he will dominate with help.

Can’t play ranked til level 20, lolz. That’s, what, 100 games of Random?

If ranking is anything like HoN, I’ll never escape the atmosphere of ±100 starter rating/ELO/whatever. It’s safe to assume that, at ±100, I have a 50% Win/Loss. You can break into the skilled level, where you win or lose based on merit and less on how bad the rest of your team is, the game gets less frustrating.

Yup. I have a little over 150 ranked matches played so far and I’m currently just below a 50% W/L ratio. I nearly topped 1300 (about 10 wins over .500) and since then plummeted to as low as 1100. I’m now back to winning about 50% of the time which means I can’t even climb back to where I was before.

It pretty much comes down to ELO not mattering because escaping the new-to-ranked solo bracket is next to impossible without a huge win streak.

Really, in these games ELO needs to be rated based on how YOU fare in individual matches. If your K/D/A is godawful but you win 50% of your games, you need to be in the 1000-1100 range. If your K/D/A is great but you win 50% of your games, you need to be in the 1300+ range.

The problem with this is that people will then stick to only playing carries. I put up good ratios at times with a tank but its hard to put up a consistently positive K/D/A ratio when playing tank/support. If you base Elo on this solely then you remove the incentive to play team oriented, all anyone will do is play for their individual stats.

Also, you get those terrible games where your team is outkilling them almost 2-1 but can’t push and eventually loses by tower attrition. Nice work getting those kills, carries, but next time pick off a tower or two. If you can’t learn that, you shouldn’t be in high-ELO no matter how uber a killer you are.

All this talk of ELO makes me want to play ranked games tonight. Hit me up on mumble around 9:00pm GMT+0. See you then!

Wow. I’m a little surprised at how angry I am at a leaver we just had. I can feel the physiological reaction, and it’s…well, it beats the ennui I often feel after a crushing loss, but it’s not exactly pleasant.

Also, I soloed for the first time ever today. Two leavers. Yeah, not doing that again.

It seems a lot of teams just don’t know how or when to push. Last night we had a game where we had only managed to take down the outer tower in each lane, meanwhile we had lost all but our final two towers and had lost the inhibs at various points and yet we won that game. We just said fuck it lets race them, saw Baron come up, grabbed it and ran right down the center all the way to the base.

Looking for tips. I am finding it hard to kill anyone with Vlad. I can often get people fairly hurt with a life suck and some bloody spray but even with pool of blood I can get them dead. Can’t burst enough.

On the other hand I was fighting khaz-somethingorother (he teleports) and this guy could burst good.

I have also found myself getting chewed up by Miss Fortune. Two games on the trot I got nailed by her multiple-pew-pews (wish mine were as deadly) and generally ganked.

While I am not an awesome player I am thinking I am either missing something as Vlad or there are better options out there.

Also, why does no one go get some easy experience in the woods early? This is jungling, yes? Never seen it so far.

Vladimir isn’t really a burst champion. He’s an incredible harasser who should dominate most 1v1 matchups, but not necessarily be able to finish them off. His ultimate is one of the better group fight skills in the game. He can solo kill in the right situations, or after he gets fed enough, but his job is more to gradually wear you down.

Jungling is a lot more common at higher skill levels. More often than not at one person on at least one of the teams will be killing creeps in the jungle full time. The only hard part is that you need a way to recover life since you don’t have friendly creeps to suck it up. Warwick and Udyr are especially good for that.

Why is jungling good? And thanks for the tips.
edit I mean - for much of the game

free up one lane so 2 of your group member can level up faster than the other side.

also jungler level faster than double lane players, can help gank as well.

Oh yeah Sona is so good!!!

Jungling seems to be about the same speed as having two people in a lane - maybe a tiny bit faster. But you have easier access to getting the buffs and dragon and it’s easier to gank the other team since you’re running around all over the place. The reason it’s tougher in lower skill levels is you need someone to go 2v1 (unless the other team has a jungler) and that can be tough if you don’t really know what you’re doing (or have the wrong character).

a good jungler will be about 1 level ahead of double lane, but only if no one score kills on the lanes.

Ganks are a huge part of jungling. If the jungler times their entrance properly it should always result in their target retreating back to base to heal, if not a kill.

Hmm ok. I haven’t seen anyone really jungle yet. I guess because I am newb.

Oh, if I was to chuck the devs five or ten bucks (I like to support devs of games I play) then what should I probably spend my points on? A hero I like, I guess. Now to work out which one that is!