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Comprehensive Analysis on the New Edition – S3

 

S3 event is online now: remake of talent system, changes on store system, massive changes on jungle and the addition of tons of new items. Meanwhile, some of the items have been removed during the update. Many players say the update this time changes League of Legends into another game as lots of contents have been revised. Professional players also feel differently. Hope you will have a better understanding about the update from the article.

Comprehensive Analysis on the New Edition – S3

 

 

 

The jungleNew Items & Removed ItemsMasteries & Summoner SpellS3 Mastery ChangesS3 Jungle Nerfed? S2 & S3 Jungle Farm Efficiency ContrastChanges on Store InterfaceTheOddOne Scarra,Xpecial And Chaox Talk about changes in S3Wickd Got Indignant over Ireli’s NerfGuru Elementz: Season 3 and SupportsLeague of Black Cleaver Nerfed

The Preseason changes comes out! To give you a reference for all the new developments coming to items, the jungle, summoner spells, and masteries, we’ve released the Preseason Update. Here you’ll find all information on the changes, together with links to in-depth analyses of each topic and discussion posts where you can share your feedback with the Design team.

 

The jungle

 

Introduction

We’re making changes to the Season Three Jungle to increase jungler diversity, reduce the pressure on early game lanes, and give junglers a greater presence in team fights.

In Season Two, the most desirable junglers had high area-of-effect damage, late game utility, and ganking presence. For Season Three, we want to open up the playing field to allow champions with other strengths to share the spotlight. By redistributing the total hit points in the wolf, golem, and wraith camps to favor the large monster, we’re making it easier for single-target champions to keep up with their AoE counterparts.

Similarly, fast-clearing junglers were able to pour on the pressure early in the game with constant ganking. To combat this clear-and-gank rhythm, jungle monsters now gain health and damage at a more aggressive pace as the game progresses. Similarly, the gold and experience rewards also increase at a faster rate. This forces junglers to make a strategic decision between applying pressure to the lane and spending their time and health farming these more valuable monsters.

These changes should provide a larger roster of viable junglers, along with a greater range of strategic options through all phases of the game.

 

Early Game

 

 

Early on, junglers will have to balance the risk of ganking against the greater gold and experience available to them by farming the new, more powerful jungle camps.

 

Mid Game

 

 

The improved rewards from the neutral monster camps offer junglers the option to farm up and utilize powerful new items to really shine in the mid game.

 

Late Game

 

 

With improved rewards, new items, and rebalanced jungle camps, more junglers will be able to scale effectively into the late game and have a greater impact in team fights.

 

 

New Jungle Itemization

In the preseason, we’re adding new items to the shop, including a few powerful additions to the jungler’s arsenal.

 

Spirit & Soul Stones

These four all-new items are optimized for play in the jungle and all build into potent items that allow for a smooth transition from fast jungling into team fights as the game progresses.

 

Spirit Stone

Cost: 800 (140)

+14 Health Regen per 5 seconds

+7 Mana Regen per 5 seconds

 

UNIQUE Passive - Butcher: Damage dealt to monsters increased by 20%.

UNIQUE Passive - Rend: Basic attacks deal 10 bonus true damage to monsters.


(Unique Passives or Actives with the same name don't stack.)

 

 

Spirit of the Elder Lizard

Cost: 2400 (725)

+50 Attack Damage

+14 Health Regen per 5 seconds

+7 Mana Regen per 5 seconds

 

UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.

UNIQUE Passive - Incinerate: Basic attacks and non-periodic spell damage burn the target for 15-66 (based on level) true damage over 3 seconds.

 

Spirit of the Ancient Golem

Cost: 2400 (600)

+500 Health

+30 Armor

+14 Health Regen per 5 seconds

+7 Mana Regen per 5 seconds

 

UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.

UNIQUE Passive - Tenacity: The durations of stuns, slows, taunts, fears, silences, blinds, and immobilizes are reduced by 35%.

 

Spirit of the Spectral Wraith

Cost: 2400 (400)

+40 Ability Power

+10 Mana Regen per 5 seconds

 

UNIQUE Passive: +20% Spell Vamp

UNIQUE Passive: +10% Cooldown Reduction

UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.

 

 

 

Hunter's Machete

The Hunter’s Machete reduces your clear time by offering extra damage to monsters early in your build. You can also upgrade this item to some old jungle standbys: Madred’s Razor and Wriggle’s Lantern.

 

Hunter's Machete

Cost: 300 (300)

UNIQUE Passive - Butcher: Damage dealt to monsters increased by 10%.

UNIQUE Passive - Rend: Basic attacks deal 10 bonus true damage to monsters.

 

(Unique Passives with the same name don't stack.)

 

 

Related hot news:

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Guru Elementz: Season 3 and Supports

We will introduce changes and updates on new items since the start of S3.

 

New Items

To kick off the preseason we're introducing a number of new items aimed at offering more options for customizing your build. This upgraded arsenal includes more items with active abilities and new upgrade options for some of your old favorites.

 

Shard of True Ice  (ACTIVE ITEM)

Cost: 1700 (535)

+45 Ability Power

 

UNIQUE Passive - Lucky Shadow: Gain an additional 4 Gold every 10 seconds.

UNIQUE Aura - Mana Warp: Nearby allied champions gain 6 Mana Regen per 5 seconds.

UNIQUE Active: Surrounds an ally with a blizzard for 4 seconds that slows nearby enemy movement speed by 30% - 60 second cooldown.

 

Liandry's Torment

 

Cost: 2900 (980)

+70 Ability Power

+200 Health

 

UNIQUE Passive - Eyes of Pain: +15 Magic Penetration

UNIQUE Passive: Dealing spell damage burns enemies for 5% of their current Health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect.

(Half duration for multi-target or periodic effects, 300 max vs. monsters.)

 

Mikael's Crucible (ACTIVE ITEM)

Cost: 2200 (920)

+300 Mana

+40 Magic Resist

+9 Mana Regen per 5 seconds

 

UNIQUE Passive - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing.

UNIQUE Active: Removes all stuns, roots, taunts, fears, silences and slows on an ally and heals them for 150 + 15% of their missing health - 180 second cooldown.

 

 

Statikk Shiv

Cost: 2500 (525)

+40% Attack Speed

+20% Critical Strike Chance

+6% Movement Speed

 

UNIQUE Passive: Moving and attacking build Static Charges. At 100 Charges, your next attack expends the Charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.

 

Iceborn Gauntlet

Cost: 3400 (640)

+40 Ability Power

+500 Mana

+60 Armor

+15% Cooldown Reduction 

 

UNIQUE Passive - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base Attack Damage to surrounding enemies and creates a field for 3 seconds that slows enemies inside by 35% - 2 second cooldown.

 

Ravenous Hydra (Melee Only)   (ACTIVE ITEM)

Cost: 3500 (400)

+75 Attack Damage

+15 Health Regen per 5 seconds

+10% Life Steal

 

Passive: Damage dealt by this item works with Life Steal.

UNIQUE Passive - Cleave: Your attacks deal up to 60% of your Attack Damage to units around your target - decaying down to 20% near the edge.

UNIQUE Active - Crescent: Deals up to 100% of your Attack Damage to units around you - decaying down to 60% near the edge - 10 second cooldown.

 

 

Mercurial Scimitar  (ACTIVE ITEM)

Cost: 3810 (600)

+60 Attack Damage

+45 Magic Resist

 

UNIQUE Active - Quicksilver: Removes all debuffs from your champion. If your champion is Melee, this item also grants 50% bonus Movement Speed for 1 second - 90 second cooldown.

 

Ohmwrecker  (ACTIVE ITEM)

Cost: 2850 (930)

+350 Health

+300 Mana

+55 Armor

 

UNIQUE Active: Prevents the closest enemy tower from attacking for 2.5 seconds - 120 second cooldown. This effect cannot be used against the same tower more than once every 7.5 seconds.

 

Twin Shadows  (ACTIVE ITEM)

Cost: 1900 (735)

+50 Ability Power

+30 Magic Resistance

+5% Movement Speed

 

UNIQUE Active - Hunt: Summons up to 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow his Movement Speed by 40% and reveal him for 2.5 seconds - 120 second cooldown.

 

 

Muramana  (ACTIVE ITEM)

Cost: Special

+1000 Mana

+20 Attack Damage

+7 Mana Regen per 5 seconds

 

UNIQUE Passive - Awe: Gain Attack Damage equal to 2% of your maximum Mana.

Toggle: Your single target spells and attacks consume 3% of your current mana to deal twice the amount as magic damage.

 

Runaan's Hurricane (Ranged Only)

Cost: 2750 (1000)

+70% Attack Speed

 

UNIQUE Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 + 50% of your Attack Damage. These apply on-hit effects.

 

 

Zephyr

Cost: 2850 (1200)

+20 Attack Damage

+50% Attack Speed

+10% Movement Speed

+10% Cooldown Reduction

 

UNIQUE Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.

(Unique Passives with the same name do not stack.)

 

Runic Bulwark

Cost: 3200 (650)

+400 Health

+20 Armor

+30 Magic Resist

 

UNIQUE Aura - Legion: Nearby allies gain 10 Armor, 30 Magic Resist and 10 Health Regen per 5.

(Unique Auras with the same name don't stack.)

 

Sightstone  (ACTIVE ITEM)

Cost: 700 (700)

+100 Health

 

UNIQUE Passive - Ward Refresh: Starts with 4 charges and refills each time you visit your shop.

UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 2 wards placed from this item at once.

 

Ruby Sightstone  (ACTIVE ITEM)

Cost: 1300 (125)

+300 Health

 

UNIQUE Passive - Ward Refresh: Starts with 5 charges and refills each time you visit your shop.

UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once.

 

Crystalline Flask  (ACTIVE ITEM)

Cost: 225 (225)

UNIQUE Active: Consumes a charge to restore 100 health and 40 mana over 10 seconds.

UNIQUE Passive: Starts with 3 charges and refills each time you stop by your shop.

 

Banner of Command  (ACTIVE ITEM)

Cost: 2400 (890)

+50 Ability Power

+30 Armor

 

UNIQUE Aura - Valor: Nearby allies gain 10 Health Regen per 5 seconds and nearby allied minions deal 15% increased damage.

UNIQUE Active - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns - 180 second cooldown.

 

Seraph's Embrace  (ACTIVE ITEM)

Cost: Special

+1000 Mana

+60 Ability Power

+10 Mana Regen per 5 seconds

 

UNIQUE Passive - Insight: Gain Ability Power equal to 3% of your Maximum Mana.

UNIQUE Active - Mana Shield: Drains 25% of your current mana to shield yourself for an equal amount for 3 seconds -120 second cooldown.

 

 

Remade Items

We're remaking a few classic items in order to provide a broader appeal for previously niche buys, and upgrading some others so that they're more relevant at every stage of the game. We're also reevaluating the cost of every item relative to the utility it provides for its phase of the game.

 

 

Removed Items

We've pruned the item shop to remove certain items that no longer fit into the current framework of the game. Many of these items were either less powerful than alternatives, too powerful to be elegantly balanced, or purchased only as part of a later game upgrade. Instead of drastically changing these old standbys, we opted to remove them to open alternative builds.

 

Heart of Gold

Soul Shroud

Force of Nature

Moonflair Spellblade

Cloak and Dagger

Leviathan

Elixir of Agility

Meki Pendant

Regrowth Pendant

Ionic Spark

 

 

Related hot news:

IPL5 Grand Finals: WE vs Fnatic Videos Review

Guru Elementz: Season 3 and Supports

We will introduce changes on Masteries and Summoner Spell to you since the start of Season 3.

 

Introduction (Masteries)

This preseason we’re making changes to masteries that are aimed at providing you with more options at each tier. Overall, we think these changes will allow you to customize your champion to suit your playstyle. Roll over any of the icons below to see a detailed tooltip explaining the bonuses they provide and check out some of the abilities we’ve highlighted below.

 

Offensive Masteries

While the Offense tree has changed the least, there are a few new additions to check out.

 

 

Frenzy

Frenzy grants your champion some bonus attack speed for a short duration after scoring a critical strike.

 

Spellsword

By stacking AP, this new mastery adds more punch to each basic attack.

 

 

Defensive Masteries

We’ve refocused the Defense tree to lower the overall stat bonuses, while providing more specialized alternatives.

 

 

Reinforced Armor

Reinforced Armor will help you stay in the fight by mitigating the damage of incoming critical strikes.

 

 

Safeguard

Safeguard reduces the damage you take from turrets, helping early aggression even near enemy towers.

 

 

Utility Masteries

We retooled the Utility tree to make it more impactful for champion in all roles, including supports.

 

 

Artificer

This reduces your Item cooldowns by as much as 15%, synergizing with the new active items you’ll find in the shop.

 

Pickpocket

Now you can earn gold per attack versus enemy champions, giving more incentive to harass opponents in lane to a wider range of champions.

 

 

Summoner Spell Changes

We’re looking to open up new combinations of summoner spells on the Fields of Justice. The revisions to the existing roster will allow you to better customize your spells.

 

Revised Summoner Spells

Seven spells have seen changes in order to allow for new combinations that we think will add strategic depth and more options for players to choose from.

 

 Exhaust    Clairvoyance  Clarity  Heal

Flash       Ignite        Revive

 

 

Removed Summoner Spells

We removed these two summoner spells from Summoner’s Rift, and an effect similar to Promote is now available as an Item.

 

 Promote     Surge

 

Barrier

A potent and popular spell from the Proving Grounds, Barrier has been rebalanced for use on Summoner’s Rift.

S3 Mastery Changes. Lots of new stuff here, especially in the utility tree. Now let’s have a look together.

 

 

Offensive Tree

18 total

 

 

  • Summoner's Wrath: Exhaust lowers targets MR/Armor by 10, Ignite gives +5 AD / AP when on CD, Ghost speed increased to 35%, Allied Garrisoned turrets deal 50% splash damage.
  • Fury: + 1/2/3/4% attack speed
  • Sorcery: + 1/2/3/4% CDR
  • Butcher: + 2/4 damage to minions.
  • Deadliness: + 3/6/9/12 AD at level 18 ( .17 AD per rank per level )
  • Blast: + 4.5/9/13.5/18 AP at level 18 ( .25 AP per rank per level )
  • Destruction: Increase damage to turrets by 2.5/5%
  • Havoc: Increase damage by 0.67/1.33/2%
  • Weapon Expertise: 8% Armor Pen
  • Arcane Knowledge: 8% Magic Pen
  • Lethality: + 2.5/5% Critical Strike Damage (5%/10% for melee champs)
  • Brute Force: + 1.5/3 AD
  • Mental Force: + 1.5/3/4.5/6 AP
  • Spellsword: deals 5% of your AP as magic damage in each autoattack
  • Frenzy: Grants 10% attack speed for 2 seconds after landing a crit hit.
  • Sunder: +2/4/6 Armor Pen
  • Archmage: +1.25/2.5/3.75/5% bonus AP
  • Executioner: Increase damage by 5% to targets below 50% health

 

Defensive Tree

19 Total

 

 

  • Summoner's Resolve: Increases the duration of Cleanses disable reduction by 1 sec,  Heal grants +5 champion HP per level, +10 gold on smite use, increases Barrier amount by 20
  • Perseverance: up to 2/4/6 health regen per 5 based on missing health
  • Durability: + 27/54/81/108 health at level 18 ( 1.5 hp per rank per level )
  • Tough Skin: reduce damage taken from monsters by 1/2
  • Hardiness: + 2/4/6 armor
  • Resistance: + 2/4/6 MR
  • Bladed Armor: Deals 6 damage to any enemy monster that attacks you
  • Unyielding: Reduce damage taken by champions by 1/2
  • Relentless: Reduce effectiveness of slows by 7.5/15%
  • Veteran's Scars: +30 health
  • Safeguard: Reduce damage taken from turrets by 5%
  • Block: Reduce damage taken from champion basic attacks by 3
  • Tenacious: Reduces the duration of crowd control effects by 5/10/15%
  • Juggernaut: Increase your max health by 1.5/2.75/4%
  • Defender: + 1 armor and MR per nearby enemy champion
  • Legendary Armor: + 1.25/2.5/3.75/5% armor and MR
  • Good Hands: Reduce time spent dead by 10%
  • Reinforced Armor: Reduce damage taken from critical strikes by 5/10%
  • Honor Guard: Reduce damage taken from all sources by 3%

 

Utility Tree

19 Total

 

 

  • Summoner's Insight: Grants bonus health on Revive for 2 min, reduces teleport cast time by .5 sec, reduces cooldown of flash by 15 seconds, increases Clarity's mana restore by 25%, Grants additional vision of enemy units revealed.
  • Wanderer: + 0.66/1.33/2% MS when out of combat
  • Meditation: +1/2/3 mana per 5
  • Improved Recall: Reduces cast time of recall by 1 sec and improved Recall by .5
  • Scout: Wards gain 25% increased vision for the first 3 seconds
  • Mastermind: Reduces the cooldown of Summoner Spells by 4/7/10%
  • Expanded Mind: + 72/126/180 mana at level 18 ( +4 per rank per level )
  • Artifacer: Cooldown of activated items are reduced by 7.5/15%
  • Greed: +0.5/1/1.5/2 GP10
  • Runic Affinity: +20% buff duration
  • Strength of Spirit: + up to 1/2/3 HP per 5 for each 400 points of mana you posses
  • Biscuiteer: Start the game with a regenerative biscuit that restores 80 health and 50 mana over 10 seconds
  • Wealth: Increase starting gold by 25/50
  • Awareness: increase experience earned by 1.25/2.5/3.75/5%
  • Vampirism: +1/2/3% lifesteal and spellvamp
  • Explorer: On Summoner's Rift, grants a ward at the start of the game that can be placed to reveal the surrounding area for 60 seconds. On all other maps, +25 starting gold
  • Pickpocket: +3 gold ( ranged)/+5 gold melee for each basic attack against an enemy champion has a 5 second cooldown 
  • Intelligence: +2/4/6% CDR
    Nimble: +3% MS

 

 

Relative news:

League of Legends New Champion: Nami

League of Legends: Item Shop and Game HUD Updates

Since Riot adjusted the jungle in S3 of League of Legends, we decide to make a contrast between S2 and S3 jungle gaining. We choose Dr. Mundo and normal items. In S2 jungle, you get Heart of Gold, but it’s not included in S3 jungle. Now let’s see the specific data together.

 

S3, League of Legends

 

Data for 20 minutes’ farming:

S2 event:

Gold: 5258

Last Hit: 155

Level: 12

XP: 790/1490

Monster loot (average): 33.92 gold

 

S3 event:

Gold: 4859

Last hit: 144

Level: 12

Monster loot (average): 32.72 gold

XP: A little higher than in s2

 

After 20 minutes’ farming, you get 399 less gold in S3 than in S2 and the gaining efficiency is lower. Previously, I tried some champions that are of higher efficiency and Kayle is the most efficient:

Gold: 4941

Last hit: 151

Level: 12

XP: 1350/1490

Monster loot (average): 32.72 gold

 

With the number increase of last hit, average monster loot begins to decrease. However, the number of last hit dealt by Kayle in S3 jungle is similar to that of Dr. Mundo in S2 jungle. We can clearly see the efficiency of jungle in these two editions.

 

Likewise, junglers need to plan their route to improve their jungle efficiency. So which area champions farm most? Absolutely the area of four spirits in mid lane, but the gold loot is nerfed sharply.

 

In fact, Riot cancelled Heart of Gold in S3, nerfed Philosopher's Stone and decreased gold loot of four spirits. The conclusion is that farm efficiency is lower in S3 than in S2.

 

Summary: In S3, the respawn time is shorter and you will get more gold. But your farm efficiency in S3 still can’t compare to that in S2. Even you determine to farm endlessly, you are unable to gain the gold you earned in S2 jungle and you fail to help others on lane.

Item Shop purchase and incorporation will be convenient in the new patch, the interface will also change and the Game HUD also has a few upgrades.

 

 

In the upcoming patch we’ve added some new features to the HUD and item shop, all wrapped up in a slick new look for the League of Legends user interface. While it might take a little getting used to, we think you’ll find that these UI updates help you quickly absorb in-game information, and purchase even faster when you head back to buy. This is particularly helpful in light of all the new items we’re adding this preseason. Here’s a rundown of what you’ll see when the new items come out.

 

 

Item Shop Updates

 

In addition to a sleeker-looking interface, the shop now offers more options for quickly and efficiently locating items. This includes search functionality, better sorting options, multiple layouts and more.

 

Here are the major store updates coming this patch:

  1. Item categories are all now accessible with just one click. You can also select more than one filter to help locate those highly-specialized buys.
  2. Selecting an item will display its components, their costs, and every higher-tier item it can build into.
  3. There’s now a search function to help you quickly locate and buy a particular item. It even recognizes popular slang terms such as “BT” for The Bloodthirster and “triforce” for Trinity Force.
  4. There are options to view items in both grid and list layouts. You can now view items as icons so you can browse more items at the same time.
  5. There are new recommended items for every champion that incorporate all the preseason additions to the arsenal. Recommended items have also been expanded to offer additional, categorized suggestions (starting items, durability items, offensive items, etc.) to help you tailor your build to your current situation.

 

 

 

 

HUD Updates

 

Along with its new aesthetic, the game HUD also has a few upgrades to increase your field of view and make relevant information readily visible. Here’s what you can expect:

 

 

  1. The current level of each of your active abilities is now displayed below the icon, and the hotkey assigned to each is now displayed on the button.
  2. Item slots are now marked by a clear hotkey indicator for to easily see which items are usable and what key activates them.
  3. The scoreboard in the upper right has been streamlined and sharpened to maintain clarity.

 

 

Related news:

League of Legends: End of Season 2 Patch Notes

Riot Ban 240,000 User Accounts

As to the changes of Season 3, TheOddOne, Chaox, Scarra and Xpecial all shared their views and let’s watch it together.

 

A lot of professional players have been adapted to the new version since the launch of Season 3 patch. But some players are not happy. World’s No.1 Irelia - CLGEU.Wickd twittered that how he can play Irelia after Season 3.

 

Season 3, Season, Irelia,CLG.EU

 

Wickd said, “Season 3 was all about nerfing Irelia. Attack speed nerf. Ninja tabi nerf. Tank items nerfed. AD buffed. AP unchanged.” Wickd was angry and frustrated. But we can understand him for his remarks. After all, no one will be happy about their favorite champions being nerfed.

 

Season 3, Season, Irelia,CLG.EU

 

Now we will analyze it rationally and see whether or not his words make sense.

  

Firstly, he said that Irelia’s attack speed got nerfed. It’s true. According to the official patch notes, price of items that increase attack speed are now 20% higher. Namely, you will purchase these items later. As for Ninja Tabi, the cost is increased to 1,000 from 850. With regard to the stats, it changes form “Reduces the damage taken from non-turret basic attacks by 10%” to “Blocks 10% of the damage from champion basic attacks”. That is to say, though Ninja Tabi is more expensive than before, it can’t reduce the damage dealt by creeps and field monsters. This is surely a great nerf. For tank items nerf, I think what Wickd means is Guardian Angel. In the new stats, armor is reduced to 50 from 68, magic resistance reduced to 30 from 38, health and mana gained upon reviving is changed from 40% to 30% of maximum health and mana. How could Wickd bare it? Let’s talk about Irelia’s favorite item - Trinity Force. In S3, its cost is increased to 4,200 from 4,070; the critical strike chance is reduced to 10% from 15%; movement speed is reduced to 8% from 12%; slow is reduced to 30% from 35% for melee attacks. And Heart of Gold that most top solo champions like to equip is also removed. It seems that Wickd’s gagging is somewhat reasonable.  

 

Our next featured streamer is Curse Gaming’s bot laner and longtime support guru Elementz. He is a famous player in competitive League of Legends since Beta, a decorated veteran of numerous Challenger Circuit events and one of the founders of prominent fansite Reign of Gaming.  He’s also popular for his helpful stream commentary and has even been featured as a guest caster at many competitive events.

 

 

As Elementz said:

 

Season 3 and Supports; Yes, People play Supports! 

The pre-season patch is coming soon, with a massive amount of changes to every role.  Stonewall will cover the jungle, Hashshinshin will cover top lane and bruisers, but who covers supports?  Elementz doesn't post blogs and covers tier lists for all champs, plus he is a busy guy.  Which is why I am here.  I am no pro player, but during season 2, I played a lot of support.  It isn't my favorite role, nor is it the one I strive to get every game.  But when someone claims they cannot (or will not) play support, I do it.  I have done this for two main reasons.  First, few people actually understand what a support does or does it well.  Bad supports will lose lanes and games, I have seen it happen all the time and I will not let my AD suffer the horrible fate of a straight up incompetent support.  Second, I have been told by much higher level players than me that I do it well, so I practice it.  While I am not Elementz, I have played enough support to have some kind of thoughts on them.

 

Note: I had originally planned to discuss the future of season 3 with what we know, then the patch on the PBE hit.  I am not going to go too deep in specifics, as those can rapidly change.  But I will look over the general changes to masteries, ambient gold gain and some of the new items that have me most excited.    

 

 

The Changes!

Vast change to League of Legends is upon us.  And one of the most affected will be supports, but that is a good thing!  I am going to give certain items their own section for the ones that I look forward too.

 

1. Ambient Gold Generation              

Riot has stated that one change they have made is to increase natural gold generation across the board.  Lane minions do not give as much gold, but lanes are planned to get as much gold as they used too from killing creeps.  Since Supports do not get any gold from creeps, this is a net gain on gold for supports.  How much is likely to be tweaked, but we are going to have more gold just because the map gives us more.

 

2. Movement Speed Boost     

Riot has given every champion in the game an additional 25 movement speed to offset the boot reduction.  This is huge, if you did not have boots before, everyone would catch you.  I felt like I absolutely MUST get boots as soon as possible or I would get run down all day.  Now, it is not quite so bad.  You could postpone boots some if you choose and that will save you money.  Boots in general will not be quite so mandatory.  Still a must-have, but not as much.  

 

3. Masteries    

Pickpocket will give supports a small amount of extra gold.  Every AA gives a small amount of gold to the support.  That is rather fun and makes AA harass for supports that much more important.  Not that I needed a reason to attack the enemy team, but knowing I get some gold for it is great!  Then there is a free potion in Bisketeer, a free ward in explorer and free movement in the final mastery.  Utility looks a lot more promising now and that is a direct buff to supports.  While other champions can surely enjoy the tree too, I imagine that supports will find it the most useful.  

 

4. Sightstone

When they removed Heart of Gold, the biggest sadness for me was not the loss of a GP/10.  It was the loss of a good item to give me health.  Supports are very common targets and building a Philo Stone before HoG could very often be a death sentence.  Now, we have an item that Supports really want and gives us health.  That is all on top of the fact it gives us wards!  I always had to plan to spend at least 150 on wards when I went back to buy.  Now, I do not have to plan to get at least two wards.  That is almost 150 gold a trip saved unless I really want more wards.  The number of savings so far looks to be pretty high, but what to spend this new gold on?  

 

5. Kage's Last Breath

One of the biggest issues I see in random games is initiation.  The question I always ask myself about our team is "Who and how do we start teamfights?"  Now, I have the ability to basically make anyone an initiator.  This can help with weak team comps and that makes me very happy.  Especially since it keeps the GP/10 component.

 

6. Wraith Collar

Another fun new item for our team vision granting mission.  Having a way to scout around a dark map when the enemy team is not there is going to be really, really useful.  How often have you or a teammate gone to ward and die?  Now I can explore safely for my team.  

 

7. Mikeal's Crucible 

This item scares me a little with how good it is.  Essentially, you can give someone three (!) cleanses with this, QSS and Cleanse.  That is a lot of CC removal for any champion.  Imagine a Support Morgana with this item and suddenly melee AD can do some serious work without fear of being CC'd as much.  It requires teamwork, but it is a strong option.  Did I mention it gives a quick heal based on missing health?  That is nice too.

 

Round-Up

There is a lot to be excited for in Season 3.  If you are a Support player, then you may already have high hopes for season 3.  If not, then you can see now why they would be excited.  This will surely help change some of the perception of Supports in games.  If I get ahead as a support (like getting a miraculous 3 kills for example) then I can really impact the game quickly.  Imagine having the ability to come back to lane with a very early Zeke's herald and still have the mandatory role of supports filled with a sightstone.  In that case, I get ahead, my team gets ahead and I can have a more visual impact on the game while being more fun to play.

 

 

Related news:

League of Legends New Champion: Nami

League of Legends: Item Shop and Game HUD Updates

 

No matter what kind of AD you are, just choose The Black Cleaver. Cheap, perfect stats, super high physical penetration and cost performance make it the most OP item in LOL recently. What’s more, you can stack the passive effect of The Black Cleaver!

 

League of Black Cleaver Nerfed

 

Actually the power of this item has affected the traditional tactics system. Such champions as Talon and Pantheon can now act as APs who solo mid. After AD champions stack several times of its passive effect, they can be unconquerable, even if you stack armor. And they can kill the tank in a sec.

 

 

League of Black Cleaver

 

 

The Black Cleaver stats (new version)

The Black Cleaver

Cost: 3000 (1188)

+250 Health

+50 Attack Damage

+10% Cooldown Reduction

+15 Armor Penetration

 

Passive: Dealing physical damage to an enemy champion reduces their Armor by 7.5% for 4 seconds. This effect stacks up to 4 times.

 

12/7 PBE UPDATE: The Black Cleaver nerfs

Armor Penetration reduced to 10 from 15

Armor Penetration changed to Unique.

Passive effect now reduces armor by 6.25% per stack down from 7.5%. 

The jungleNew Items & Removed ItemsMasteries & Summoner SpellS3 Mastery ChangesS3 Jungle Nerfed? S2 & S3 Jungle Farm Efficiency ContrastChanges on Store InterfaceTheOddOne Scarra,Xpecial And Chaox Talk about changes in S3Wickd Got Indignant over Ireli’s NerfGuru Elementz: Season 3 and SupportsLeague of Black Cleaver Nerfed

Tag : lol, Season 3

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    Feb 6. 2013

New Champions

  • Lissandra
  • Zac
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