Dijete u tvojim godinama nebi trebalo znat za flame trebalo bi se igrat u pijesku ili zurit u sunce. Bože Petra= Citat =:
Izvorno postao KICO123
Kicooooovantutri kacemo neki premade bacit nadji neki team za 5v5
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Dijete u tvojim godinama nebi trebalo znat za flame trebalo bi se igrat u pijesku ili zurit u sunce. Bože Petra= Citat =:
Izvorno postao KICO123
Kicooooovantutri kacemo neki premade bacit nadji neki team za 5v5
:o= Citat =:
Izvorno postao m0dkayZ
Sto nisi razumio?
Sto vise gubis imas manji ELO(normal ili ranked) sto znaci da te mm spaja sa losijim igracima.= Citat =:
Izvorno postao Wolfwrath
Ako padnes previse biti ces puno bolji i pocet ces carryat cijeli tim, ako odes previsoko umirat ces i gubit ces borbe. sistem nije savrsen, ali to ni ne moze biti.
Isto je i u rankedu ljudi koji se zale da ne mogu dici svoj ELO nakon ~50 borbi vec su cijelo vrijeme na istom u stvari nisu dovoljno dobri za veci rating. Naravno da ti se moze zaredat par poraza, no ako si toliko bolji od ostalih morao bi carryat i pobjedivat. Zalosno je da ponekad full losi igraci pobjede zbog tebe no tako to ide. Na oko 1450 losim igracima pocne padat rating jer nisu dovoljno dobri, a na 1600 bi vec trebali biti svi iznad prosjecni igraci. Uvijek ce se dogodit da neki bolji igrac ima manji ELO od nekog losijeg zbog tima no statisticki gledano ako te mm spaja sa jednakima pobijedit ces 50%, ako si bolji od nih postotak pobjeda raste. Tako da na kraju vecina dode na svoje mjesto.
Tesko je biti carry kada imas kretene kojima nije stalo do pobijede....Ja budem jebeni carry kad idem s tenkom na soloq
E pa to. MM umjesto da upari timove kak treba, odnosno da je u svakom timu po jedan igrač sa jednakim ELO-om kao onaj u suprotnom. Tako npr, u 3v3 bi bilo u timu 1 sa visokim, 1 sa srednjim,i 1 sa niskim, a u protivničkom timu bi bilo isto tako, tako da bi bilo izbalansirano.
No umjesto toga, 90% vremena je sukob tima u kojem svi imaju niski ELO-om protiv tima gdje svi imaju visoki... Dakle, u biti vrlo loš sustav, koji umjesto da balansira radi baš suprotno, stavlja jednake protiv drukčijih. Šta oni misle,da ćemo mi čudesno početi pobjeđivati ako se nađemo u timu sa jednako lošima?...
Ili se meni čini ili je ovaj champ malo više zakon :pray:
on dolazi next week?
Bilo bi kul kad bi napravili nekog kvazi Space Marinca : )
Chainsword + Bolt Pistol
OMFG!!!!!!!!!
Ja pwnao a moj team ... http://img683.imageshack.us/f/sdasu.png/
BRATE MILI !!! :thumbs1: :thumbs1:
nemaš pojma koliko nikoga nije briga
:pray:= Citat =:
Izvorno postao hansi
iiiiiiiii ode malph u pm. Kao da ovako vec nije dovoljno slab early game. Zalim onoga tko ce ga igrati
Lol. Da. Malph. Slab early game. Da. Baš to.
Ako je slab onda ga dobro ne igraš.
Ja sam isto bio jedan od onih koji misli da je Malph previše oslabljen, dok ga nisam vidio na midu sa Ashe. Sa Q skillom mi je otkidao 1/3 healtha svakih par sekundi, a na lvlu 6. više nisam bio u stanju napraviti ništa, combo ulti, E i Q su mu bili insta kill. U side laneu sam se uvijek puno lakše nosio s njim, ali na midu rijetko ko ima sanse protiv njega.
mislim da si fulao topic.= Citat =:
Izvorno postao m0dkayZ
Sta pricas ti haahahah. 1/3? znaci on udara 150 na lvl 1? jel imo ap rune jer je Q oslabljen ko kurac na lvl 1 udari 60-70 ovisno protiv koga i kakav im je pocetni MR. Zakotrljas taj kamen 4 puta i nemas mane .S Malphom imam 40% odigranih meceva sve ukupno nekih 650 sam odigro. Malphite je prije bio jak na midu sad je govno kojeg se neisplati igrat.(i prije ovog nerfa rijetko kada sam ga picko za ranked jer ima jacih i boljih tankova).= Citat =:
Izvorno postao Duke of Earl
I btw kazes 1/3 kolko imas heltha ti na startu 400?
@ Boz usporedi bilo kojeg drugog tenka snjim u early game svi su bolji od njega cak i "nerfani" morde
Uzmimo Jaxona na primjer skoci skine ti stit i jos te udari 70-100
90% timova koji pickaju Malpha za mt su ili predali ili klasicno izgubili. Bilo koji malo bolji igrac ce ga konstantno harrast bilo range bilo melee kao mali teemo ubode i ode
Ne na lvlu 1., nego tamo oko 6.-7., (a s obzirom da se radi o midu, do tog levela dodemo za par minuta) kad mu taj skill može bit na 4 lvl-u, znači radi 220 dmg svakih 8 sekundi, Ashe na lvlu. 7 ima oko 900 HPa i 30 MR što znači da mi otkida oko 1/4 healtha (pogotovo ako ima 15 % MP iz offense treea, i MP rune). A uz mana regen rune, meki pendant i meditation u utility treeu nikad nećeš ostat bez mane za harassanje. Kombo ulti, slam i shard skida 650 HPa instant, 2-3 autoattacka (koje je lagano izvest zbog stuna i MS stealanja s Q) i rijetko koji champ to preživi.
a vi shvacate da se i njega moze dosta izharrasati? pogotov sa rangeom
a vi shvaćate da možete mijenjate govore annoncera u igri.
Možete staviti od Dote, Hona, Unreal Torment, Quake 3 i ostale :D
Evo i kako:
http://www.leagueoflegends.com/board/sh ... p?t=492609
Npr, stavite ovaj voice:
Radije bih si žlicu nabio kroz jedno uho do drugog nego slušao HoNove fail announcere. GENOCIDEe!2!!1eleven!"
Sebi sam stavio iz Unreala, predobro nešto :pray:
Lakse je napisati da je op.= Citat =:
Izvorno postao Lord Ragnarok
Krasno, idu nerfat heroja kojeg ja igram i za kojeg sam preko 9k na rune potrosio :s
+ mislim da je on jedan od heroja koji zapravo i jest izbalansiran.
Jel još ko pročitao ovo kao pičkaju umjesto pikaju? :D= Citat =:
Izvorno postao m0dkayZ
Enivejs, ne znam odakle ti to, al malph na midu apsolutno razara. I ne znam o kojim ti tenkovima govoriš, zato što malph bez jebemti može raditi poprilično više dmg-a sa full tank buildom nego drugi "najbolji" tenkovi poput shena i alistara. Da ne govorim o tenkanju, pošto sa punim buildom možeš prošetat pravo do njihove baze bez osvrtanja.
A fala bogu da ga se može harrasat, ta ipak je melee lik, i to mana-heavy. Iskusan igrač može harasat i jebenog chuck norrisa,kad bi ga bilo u igri... A i običan početnik sa ranged likom zna pomalo harasat lika poput malpha... Problem je jedino što ti početnici nisu oprezni poput iskusnih,pa to harasanje često zna završit smrću harasitelja.
@Looky- slažem se u potpunosti.
Kupio sam prije sat vremena Urgota i sada vidim da je free :shock: :shock: :shock: :shock:
ŠOK!
Always representing
http://riot-web-static.s3.amazonaws....20Malphite.JPG
zasto ima kurac na celu?
:pray:= Citat =:
Izvorno postao Lord Ragnarok
Zato što su napravili prozor od njega sa slijedećim pečem :P
:pray:= Citat =:
Izvorno postao Wolfwrath
Ahahahaha xD
jebao prozor ovaj forum vise...
kada taj heroj izlazi?
Još jedan u nizu anti-tanky-DPS failpatcheva.
Release Notes v1.0.0.113 Posted by Phreak on Mon, 2011-03-14 21:10
League of Legends and PVP.net will be updated during scheduled maintenance from 1:30AM until 12PM on March 15th.
New Skins in the Store
Frozen Terror Nocturne
Void Nocturne
Leprechaun Veigar
Battle Regalia Poppy
PVP.net v1.31.27
Made several usability improvements to the Join Custom Game screen
Private games are now hidden by default. There's a new checkbox to show them
Made improvements to the Login Queue UI
Login Music checkbox now saves correctly between sessions
The player list in the end of game screen will now correctly always show all of your teammates
The "View Profile" button in personal messages now works correctly
Fixed several bugs with viewing runepages when a match is found that was causing bad behavior
League of Legends v1.0.0.113
Nocturne, the Eternal Nightmare
Duskbringer: Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
Shroud of Darkness: Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
Paranoia (Ultimate): Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
Umbra Blades (Passive): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.
Akali
Adjusted Twin Disciplines to trigger at 9.5 AD and 19.5 AP to account for rounding
Anivia
Glacial Storm mana cost reduced to 75 at all ranks from 75/125/175
Updated all of Anivia's animations to be less frigid
Caitlyn
Headshot now requires 8/7/6 attacks to trigger at level 1/7/13 respectively from 8 attacks at all levels
Cho'Gath
Feral Scream damage reduced to 75/125/175/225/275 from 80/130/180/240/300
Vorpal Spikes
Damage increased to 20/35/50/65/80 from 20/30/40/50/60
Ability power ratio increased to .3 from .2
Feast
Damage reduced to 300/475/650 from 300/550/800.
Ability power ratio increased to .7 from .5
Carnivore mana received on kill has been reduced by 50%
Base health reduced to 520 from 550
Base armor reduced to 19 from 21
Evelynn
Fixed a bug where Hate Spike's tooltip showed the damage incorrectly at earlier ranks
Galio
Righteous Gust mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
Gragas
Barrel Roll damage reduced to 85/135/185/235/285 from 100/150/200/250/300
Drunken Rage mana restored while channeling reduced to 30/45/60/75/90 from 40/55/70/85/100
Irelia
Equilibrium Strike
Damage reduced to 80/130/180/230/280 from 80/135/190/245/300
Cooldown reduced to 8 seconds from 9
Ability ratio reduced to .5 from 1
Transcendent Blades damage reduced to 85/135/185 from 90/140/190
Base health reduced to 515 from 575
Movement speed reduced to 320 from 330
Jarvan IV
Golden Aegis' PVP.net description no longer states it triggers automatically
Kassadin
Force Pulse
Damage reduced to 60/115/170/225/280 from 60/120/180/240/300
Cooldown increased to 6 seconds from 5
Ability power ratio reduced to .7 from .8
Riftwalk ability power ratio increased to .5 from .4
Void Stone damage reduction reduced to 10% from 15%
Lux
Prismatic Barrier shield increased to 60/85/110/135/160 from 50/75/100/125/150
Finales Funkeln ability power ratio reduced to .75 from .85
Malphite
Granite Shield Increased the re-use time of your shield reactivating upon taking damage to 12 seconds from 8.
Ground Slam bonus damage based on armor decreased to 50% from 70%
Maokai
Arcane Smash damage increased to 70/115/160/205/250 from 50/95/140/185/230
Twisted Advance damage increased to 80/115/150/185/220 from 80/110/140/170/200
Sapling Toss lifetime increased to 35 from 25 seconds.
Vengeful Maelstrom
Casting delay reduced by 50%
Initial mana cost changed to a static 75 from 75/125/175
Continual mana cost changed to a static 30 from 30/35/40 per second
Mordekaiser
Fixed a bug where Mordekaiser's per-level health, armor, attack speed, damage, and magic resist were lower than intended
Singed
Armor per level decreased to 3.5 from 4.2
Sion
Death's Caress damage and shield reduced to 100/150/200/250/300 from 110/160/210/260/310
Base health reduced to 507 from 577
Base health regeneration decreased to 1.58 per 5 seconds from 1.62
Health regeneration per level reduced to 0.19 from .2
Sivir
Fixed a bug where Fleet of Foot had stopped working
Sona
Power Chord now deals 14 damage + 9 x lvl (from 24 + 12x bonus magic damage) in bonus magic and a bonus effect depending on Sona's last song played.
Hymn of Valor
Base damage reduced to 50/100/150/200/250 from 60/110/160/210/260
Ability power ratio increased to .7 from .5
Mana cost changed to 75 from 65/70/75/80/85
Power Chord - Stacatto: Deals double power chord damage
Aria of Perseverance
Base heal increased to 35/70/105/140/175 from 30/55/80/105/130
Ability power ratio reduced to .35 from .5
Mana cost normalized to 75 from 65/70/75/80/85
Power Chord - Diminuendo: Debuffs the target to deal 20% less damage for 3 seconds
Song of Celerity
Mana cost changed to 75 from 65/70/75/80/85
Power Chord - Tempo: Slows the target by 25% for 2 seconds
Crescendo
Cooldown decreased to 140/120/100 from 170/150/130
Ability power ratio increased to .8 from .7
Veigar
Added a funky new dance for Veigar - rock on!
Zilean
Time Bomb
Mana cost increased to 70/85/100/115/130 from 60/75/90/105/120
Base damage reduced to 90/145/200/260/320 from 100/155/210/270/330
Chrono Shift
Base revive increased to 600/850/1100 from 500/750/1000
Ability power ratio reduced to 2 from 3
Buff duration reduced to 7 from 10
Items
Banshee's Veil refresh time increased to 45 seconds from 30 seconds.
Doran's Blade
Fixed a bug where Doran's Blade was providing an unintended effect
Damage increased to 10 from 9
General
Experience
When more than 1 champion is sharing experience, 10% extra experience is split among all targets
Two champions each gain 55%, up from 50%
Three champions each gain 36.7%, up from 33.3%
Four champions each gain 27.5%, up from 25%
Five champions each gain 22%, up from 20%
Death timers increased slightly for levels 4-17
Minions
Cannon and super minion turret resistance returned to 50% from 65%
Minions now deal 50% damage to turrets from 60%
Cannon minions now start spawning every other wave after every 35 minutes, increased from 20
Effects that prevent you from dying will now always occur in a set order
Undying Rage
Chronoshift
Guardian Angel
Rebirth
koliko nepotrebnih nerfova :(