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[Patch 4.5] Rune Rework General Discussion

Forum Index > LoL General
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New Article: Interview with Chobra (OGN)
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2014-04-02 22:33:58
April 02 2014 22:25 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Off-topic dicsussion should go in the Off-topic Dicsussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
  • Unjustified game theory

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

There is no new champion this patch.

Patch 4.5: Live on April 2nd, 2014
+ Show Spoiler [Patch Notes] +






Game Lobbies



Minor improvement to invite statuses to better document the history of the lobby.

  • When the creator of a game lobby transfers ownership to another player, their status will now change to "Creator" rather than "Joined".





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Team Builder





  • Captains now see a spinner animation when friends in the group are still determining their spec

  • Captains can now invite friends to their group before determining their own spec

  • Friend invite statuses are now properly updating





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Combat Text






Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.

  • Gold gain text is now indicated by a gold coin, rather than the letter 'g'

  • Critical strike text is now indicated by a bursty icon, rather than the symbol '!'





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Gameplay Updates







Rengar



Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.



Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!



General



Health per level 85 ⇒ 90


Ferocity effect scaling Per ability level ⇒ Per champion level



Passive - Unseen Predator



Stealth Rengar becomes visible mid-leap ⇒ at the beginning of the leap



Q - Savagery



Bugfix Fixed a bug where the bonus damage from Savagery could crit


Cooldown 8/7.5/7/6.5/6 seconds ⇒ 6/5.5/5/4.5/4 seconds


Damage 30/60/90/120/150 (+1.0 attack damage at all ranks) ⇒ 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)


removedAttack Speed buff 30/35/40/45/50% attack speed for 4 seconds


Basic attack buff window 2 seconds ⇒ 3 seconds


removedUtility Usable on structures



Q - Empowered Savagery



Damage 30/60/90/120/150 (+2.0 attack damage) based on skill level ⇒ 20-235 (+1.5 attack damage) based on champion level


Attack Speed buff +60/70/80/90/100% attack speed based on skill level ⇒ +50-101% attack speed based on champion level


Attack Speed buff duration Unchanged (5 seconds)


newAttack Damage buff +10% attack damage for 5 seconds



W - Battle Roar



Cooldown 15/14/13/12/11 seconds ⇒ 12 seconds at all ranks


Damage Unchanged (50/80/110/140/170 (+0.8 ability bower))


Bonus Armor & Magic Resistance +15/22/29/36/43 armor & magic resistance ⇒ +10/15/20/25/30 armor & magic resistance


Bonus Armor & Magic Resistance duration 3 seconds ⇒ 4 seconds


newUtility Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)



W - Empowered Battle Roar



Damage 50/80/110/140/170 (+0.8 ability power) based on skill level ⇒ 40-240 (+0.8 ability power) based on champion level


Minimum heal 20 + (10 x level) ⇒ 12 + (4 x level)


Maximum heal 40 + (20 x level) ⇒ 75 + (25 x level)



E - Bola Strike



newUtility Targeted ability ⇒ Skillshot


Cooldown 12/11/10/9/8 seconds ⇒ 10 seconds at all ranks


Damage 60/105/150/195/240 (+0.7 attack damage) ⇒ 50/100/150/200/250 (+0.7 attack damage)


Range 575 ⇒ 1000


Movement Speed slow -50/55/60/65/70% movement speed ⇒ -60/65/70/75/80% movement speed


Movement Speed slow duration Unchanged (2.5 seconds)



E - Empowered Bola Strike



Damage 60/105/150/195/240 (+0.7 attack damage) based on skill level ⇒ 50-340 (+0.7 attack damage) based on champion level


Root duration 1 second ⇒ 1.75 seconds



R - Thrill of the Hunt



Cooldown 140/105/70 seconds ⇒ 120/95/70 seconds


newUtility Rengar only gains movement speed when moving toward enemy champions


Movement speed bonus +20/25/30% movement speed ⇒ +15% movement speed


newUtility After breaking stealth, Rengar gains +25/45/45% movement speed for 5 seconds


newUtility After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds


newUtility Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.



Bonetooth Necklace



Item type Basic item ⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)


Cost 800 gold ⇒ Free


Trophy gain Unchanged (+1 per kill or assist)


removedDeath penalty -1 stack on death


removedBonus attack damage +5 attack damage (+2 additional Attack Damage per level)


3 trophy bonus +10 armor penetration, +5% cooldown reduction ⇒ +25 movement speed out of combat and in brush


6 trophy bonus +25 movement speed ⇒ +125 Unseen Predator leap range, Tier 2 vision active


removed9 trophy bonus +150 Unseen Predator leap range


new12 trophy bonus +5 seconds to Thrill of the Hunt duration


removed14 trophy bonus +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity


new20 trophy bonus Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)









Gragas



Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?



When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.



General



Magic Resist per level 0 ⇒ 1.25


Movement Speed 340 ⇒ 330



Passive - Happy Hour



Health restore 2% max health over 4 seconds ⇒ 4% max health instantly


newCooldown 8 seconds



Q - Barrel Roll



newMovement Speed slow 30/35/40/45/50% for 2 seconds


Cooldown Unchanged (11/10/9/8/7 seconds)


Mana cost 80/90/100/110/120 mana ⇒ 60/65/70/75/80 mana


Range 950 ⇒ 850


Base Damage 85/135/185/245/285 ⇒ 80/120/160/200/240


Ability Power ratio 0.9 ⇒ 0.6


removedAttack Speed slow -20/25/30/35/40% attack speed for 3 seconds


newUtility Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation



W - Drunken Rage



Cooldown 25 seconds at all ranks ⇒ 8/7.5/7/6.5/6 seconds


Mana cost Unchanged (No cost)


newDamage Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage


Duration 20 seconds ⇒ 3 seconds


Damage reduction Unchanged (10/12/14/16/18%)


newUtility Gragas can now move at 80% movement speed while drinking


removedAttack Damage buff +30/40/50/60/70 attack damage


removedMana restore Restores 30/40/50/60/70 mana



E - Body Slam



Cooldown 12 seconds at all ranks ⇒ 16/15/14/13/12 seconds


Mana cost 75 ⇒ 50


Base Damage 80/120/160/200/240 ⇒ 80/130/180/230/280


Ability Power ratio 0.5 ⇒ 0.6


removedAttack Damage ratio 0.3/0.4/0.5/0.6/0.7


Utility Cooldown reduced by 50% on unit collision ⇒ Cooldown reduced by 3 seconds on unit collision


Crowd Control 35% Movement Speed slow for 2.5 seconds ⇒ 1 second stun & slight knockback



R - Explosive Cask



Cooldown Unchanged (100/90/80 seconds)


Mana cost Unchanged (100)


Base Damage 200/325/450 ⇒ 200/300/400


Ability Power ratio 0.9 ⇒ 0.7


Utility Unchanged (Knocks back all enemies hit and grants vision of the area)





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Champions







Global Stat Changes



Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.


Base Armor All champions have gained +4 base armor









Anivia



Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.



R - Glacial Storm



Utility Now deals a tick of damage when cancelled









Fiddlesticks



Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.



Passive - Dread



Utility No longer affects champions who cannot see Fiddlesticks









Graves



Quickdraw costs less mana to use, Collateral Damage's explosion damage is now the same as the impact damage.



We're emphasizing the collateral part of Collateral Damage.



E - Quickdraw



Mana cost 50 mana ⇒ 40 mana



R - Collateral Damage



Collision Bonus Attack Damage ratio 1.4 ⇒ 1.5


Explosion Damage 140/250/360 (+1.2 bonus attack damage) ⇒ 200/280/360 (+1.2 bonus attack damage)









Heimerdinger



Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.



The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.



Q - H-28G Evolution Turret



Cannon Damage 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)


Beam Damage 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)


Beam Cooldown 12 seconds ⇒ 16 seconds



Q - H-28Q Apex Turret



Cannon Damage 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)


Beam Damage 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)


Beam Charge per cannon attack 2/4/6/8/10% ⇒ 20% at all ranks


removedUtility Spawns with a beam charge









Kha'Zix



Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.



We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.



R - Void Assault



Bugfix Casting Flash no longer breaks Void Assault stealth


newCooldown between casts 1 second



R - Evolved Active Camouflage



removedDamage Reduction Reduces turret damage









Lee Sin



Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.



Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.



W - Safeguard



Cooldown 9 seconds ⇒ 14 seconds


newUtility Cooldown reduced by 50% if cast on Lee Sin or an allied champion


Shield duration 5 seconds ⇒ 4 seconds


removedUtility Lee Sin gains a shield when Safeguard is cast on non-champion units



W - Iron Will



Duration 5 seconds ⇒ 4 seconds









Leona



The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.



General



Base Health Regen/5 sec 9 ⇒ 7



W - Eclipse



Bonus Armor & Magic Resistance 25/35/45/55/65 ⇒ 20/30/40/50/60









Lulu



Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.



When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.



E - Help, Pix!



Enemy follow duration 6 seconds ⇒ 4 seconds


removedMinion cast Minions gain a shield


Base Damage 80/130/180/230/280 ⇒ 80/110/140/170/200









Miss Fortune



Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).



In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.



Passive - Strut



newUtility Bonus movement speed now displayed on buff icon



Q - Double Up



Cooldown 9/8/7/6/5 ⇒ 7/6/5/4/3


Mana cost 70/75/80/85/90 ⇒ 43/46/49/52/55


1st target Base Damage 25/60/95/130/165 ⇒ 20/35/50/65/80


1st target Attack Damage ratio 0.75 ⇒ 0.85


2nd target Base Damage 30/72/114/156/198 ⇒ 40/70/100/130/160


2nd target Attack Damage ratio 0.9 ⇒ 1.0



W - Impure Shots



Mana cost 50 at all ranks ⇒ 30/35/40/45/50


Bonus Damage per stack 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage


Attack Speed buff +30/35/40/45/50% attack speed ⇒ +20/30/40/50/60% attack speed


Grievous Wounds duration 3 seconds ⇒ 2 seconds



E - Make It Rain



Cooldown 15 at all ranks ⇒ 14/13/12/11/10


Movement Speed slow 20/28/36/44/52% ⇒ 25/35/45/55/65%


Vision More closely matches the area of effect



R - Bullet Time



newUtility Passively increases the stack cap of Impure Shots to 6/7/8


Base Damage 65/95/125 per bullet ⇒ 50/75/125 per bullet


Total Base Damage 520/760/1000 ⇒ 400/600/1000


removedBonus Attack Damage ratio 0.35


newUtility Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)









Renekton



Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.



While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.



R - Dominus



Bonus health 300/450/600 health ⇒ 200/400/800 health


Magic Damage per tick 40/70/100 ⇒ 30/60/120









Twisted Fate



We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.



W - Pick A Card



Card selection window 8 seconds ⇒ 6 seconds


Card use window 4 seconds ⇒ 6 seconds









Wukong



Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.



Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).



Q - Crushing Blow



Armor shred 30% at all ranks ⇒ 10/15/20/25/30%



R - Cyclone



Attack Damage ratio 1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)









Ziggs



Ziggs' attack range has been reduced.



Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.



General



Attack range 575 ⇒ 550





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Minor Changes & Bug Fixes







Ahri




Q - Orb of Deception



Bugfix Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis









Blitzcrank




Q - Rocket Grab



Bugfix Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.









Jarvan IV



Cataclysm should now be more reliable for Jarvan IV to land.



R - Cataclysm



Utility The walled area is now centered between Jarvan and his target.









Jinx




R - Super Mega Death Rocket!



newBugfix Now goes on cooldown when Jinx finishes firing, rather than when she begins firing


newBugfix If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown









Malzahar



Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.




Passive - Summon Voidling



newPriority system

  • Attack the target of Nether Grasp.


  • Attack the nearest champion with Malefic Visions.


  • Attack the nearest non-champion with Malefic Visions.


  • Attack the nearest enemy.


  • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.










Nami




General



Recommended Items Recommended Items have been updated









Pantheon




Passive - Aegis Protection



Bugfix Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold









Talon




R - Shadow Assault



newUtility Flash no longer breaks Shadow Assault stealth


Bugfix Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)





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Items







Blue Trinkets



Still in the process of making Blue Trinkets less sad. Maybe it's the color.


Scrying Orb (level 1)



Vision Duration 1 second ⇒ 2 seconds


Range 1500 ⇒ 2500



Scrying Orb (level 9)



Vision Duration 1 second ⇒ 2 seconds


Range 2500 ⇒ 3500



Farsight Orb



Vision Duration 1 second ⇒ 2 seconds


Range 3000 ⇒ 4000










Spirit of the Elder Lizard



We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.


Damage amplification vs. monsters 30% ⇒ 20%









newFeral Flare



It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.


Transform Upgrades from Wriggle's Lantern after killing 25 large monsters


Attack Damage +15 attack damage


Attack Speed +35% attack speed


Unique Passive Maim Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.


Unique Passive +30% gold from monster kills


Unique Active Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)


Utility Ward cast range greatly increased versus normal ward cast range









Support Itemization & Build Paths



We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.



These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.









newAether Wisp



Recipe Amplifying Tome + 515 gold


Total cost 950 gold


Ability Power +30 ability power


Unique Passive +5% movement speed




Lich Bane



Recipe Sheen + Blasting Wand + 940 gold ⇒ Sheen + Aether Wisp + 1000 gold


Total cost Unchanged (3000 gold)




Twin Shadows



Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold ⇒ Aether Wisp + Fiendish Codex + 780 gold


Total cost 2000 gold ⇒ 2400 gold


removedCrystal Scar & Twisted Treeline Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold


Ability Power +50 ability power ⇒ +80 ability power


newCooldown Reduction +10% cooldown reduction


removedMagic Resistance +40 magic resistance


Active Cooldown (Summoner's Rift & Howling Abyss) 120 seconds


Active Cooldown (Crystal Scar & Twisted Treeline) 60 seconds


newUtility If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).









newForbidden Idol



Recipe Faerie Charm + Faerie Charm + 390 gold


Total cost 750 gold


Mana Regen/5 sec 8


Unique Passive +10% cooldown reduction




Morellonomicon



Recipe Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold ⇒ Fiendish Codex + Forbidden Idol + 630 gold


Total cost Unchanged (2200 gold)




Talisman of Ascension



Recipe Nomad's Medallion + Faerie Charm + 955 Gold ⇒ Nomad's Medallion + Forbidden Idol + 585 Gold


Total cost 2000 gold ⇒ 2200 gold


Mana Regen/5 sec 10 ⇒ 15









Frost Queen's Claim



Combine cost 315 gold ⇒ 515 gold


Total cost 2000 gold ⇒ 2200 gold


Ability Power +40 ability power ⇒ +50 ability power









Face of the Mountain



Combine cost 185 gold ⇒ 385 gold


Total cost 2000 gold ⇒ 2200 gold



Health Regen/5 sec 25 ⇒ 20


Health +375 health ⇒ +500 health








Will of the Ancients



Recipe Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold ⇒ Hextech Revolver + Fiendish Codex + 480 gold


Total cost 2000 gold ⇒ 2500 gold


Ability Power +50 ability power ⇒ +80 ability power


removedMana Regen/5 sec 10









Aegis of the Legion



Recipe Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 Gold ⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 hold


Total cost 1950 gold ⇒ 1900 gold


newMagic Resistance +20 magic resistance


removedArmor +20 Armor




Locket of the Iron Solari



Recipe Aegis of the Legion + 600 gold ⇒ Kindlegem + Aegis of the Legion + 50 gold


Total cost 2550 gold ⇒ 2800 gold


Health +300 health ⇒ +400 health


newMagic Resistance +20 magic resistance


removedArmor +20 Armor









Warden's Mail



Recipe Cloth Armor + Cloth Armor + 400 gold ⇒ Chain Vest + 280 gold


Total cost Unchanged (1000 gold)









Glacial Shroud



Recipe Sapphire Crystal + Chain Vest + 230 gold ⇒ Cloth Armor + Sapphire Crystal + 250 gold


Total cost 1350 gold ⇒ 950 gold


Armor +45 Armor ⇒ +20 armor


Mana +300 Mana ⇒ +250 mana




Iceborn Gauntlet



Combine cost 700 gold ⇒ 750 gold


Total cost 3250 gold ⇒ 2900 gold


Armor +70 armor ⇒ +60 armor




Frozen Heart



Combine cost 550 gold ⇒ 650 gold


Total cost 2900 ⇒ 2600


Armor +95 armor ⇒ +100 armor


Mana +500 mana ⇒ +400 mana


Attack Speed reduction aura -20% attack speed ⇒ -15% attack speed









Boot Enchantments



Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!


Enchantment: Alacrity



Movement Speed +15 movement speed ⇒ +20 movement speed


Enchantment: Captain



Cost 750 gold ⇒ 600 gold


Approaching ally Movement Speed +8% movement speed ⇒ +10% movement speed


Enchantment: Distortion



Summoner Spell Cooldown Reduction 25% ⇒ 20%


newUtility Increases Ghost movement speed to 40% from 28%


newUtility Grants +30% movement speed for 1 second after using Flash


newUtility Grants +30% movement speed for 3 seconds after successfully using Teleport


Enchantment: Furor



Cost 650 gold ⇒ 475 gold


Enchantment: Homeguard



Fountain healing Instant full restore ⇒ Restores a portion of missing health and mana per second


Activation delay 8 seconds out of combat ⇒ 6 seconds out of combat





Back to top




Runes






We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.


As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.









Seals




Tier 3


Greater Seal of Armor



Per Seal +1.41 armor ⇒ +1.00 armor


Per 9 Seals +12.69 armor ⇒ +9.00 armor


Supplementary Base armor of all champions increased by 4



Greater Seal of Scaling Armor



Per Seal +2.7 armor at lvl 18 ⇒ +3.00 armor at lvl 18


Per 9 Seals +24.3 armor at lvl 18 ⇒ +27.00 armor at lvl 18



Greater Seal of Health



Per Seal +5.35 health ⇒ +8.00 health


Per 9 Seals +48.15 health ⇒ +72 health



Greater Seal of Scaling Health



Per Seal +19.44 health at lvl 18 ⇒ +24.00 health at lvl 18


Per 9 Seals +174.96 health at lvl 18 ⇒ +216.00 health at lvl 18



Greater Seal of Health Regeneration



Per Seal +0.43 health regen/5 sec ⇒ +0.56 health regen/5 sec


Per 9 Seals +3.87 health regen/5 sec ⇒ +5 health regen/5 sec


Tier 2


Seal of Armor



Per Seal +1.09 armor ⇒ +0.78 armor


Per 9 Seals +9.81 armor ⇒ +7.02 armor


Supplementary Base armor of all champions increased by 4



Seal of Scaling Armor



Per Seal +2.16 armor at lvl 18 ⇒ +2.34 armor at lvl 18


Per 9 Seals +19.44 armor at lvl 18 ⇒ +21.06 armor at lvl 18



Seal of Health



Per Seal +4.16 health ⇒ +6.24 health


Per 9 Seals +37.44 health ⇒ +56.16 health



Seal of Scaling Health



Per Seal +15.12 health at lvl 18 ⇒ +18.72 health at lvl 18


Per 9 Seals +136.08 health at lvl 18 ⇒ +168.48 health at lvl 18



Seal of Health Regeneration



Per Seal +0.34 health regen/5 sec ⇒ +0.43 health regen/5 sec


Per 9 Seals +3.06 health regen/5 sec ⇒ +3.90 health regen/5 sec


Tier 1


Lesser Seal of Armor



Per Seal +0.78 armor ⇒ +0.56 armor


Per 9 Seals +7.02 armor ⇒ +5.04 armor


Supplementary Base armor of all champions increased by 4



Lesser Seal of Scaling Armor



Per Seal +1.44 armor at lvl 18 ⇒ +1.68 armor at lvl 18


Per 9 Seals +12.96 armor at lvl 18 ⇒ +15.12 armor at lvl 18



Lesser Seal of Health



Per Seal +2.97 health ⇒ +4.48 health


Per 9 Seals +26.73 health ⇒ +40.32 health



Lesser Seal of Scaling Health



Per Seal +10.8 health at lvl 18 ⇒ +13.44 health at lvl 18


Per 9 Seals +97.2 health at lvl 18 ⇒ +120.96 health at lvl 18



Lesser Seal of Health Regeneration



Per Seal +0.24 health regen/5 sec ⇒ +0.31 health regen/5 sec


Per 9 Seals +2.16 health regen/5 sec ⇒ +2.80 health regen/5 sec










Glyphs




Tier 3


Greater Glyph of Scaling Cooldown Reduction



Per Glyph +1.11% cooldown reduction at lvl 18 ⇒ +1.67% cooldown reduction at lvl 18


Per 9 Glyphs +9.99% cooldown reduction at lvl 18 ⇒ +15% cooldown reduction at lvl 18



Greater Glyph of Scaling Magic Resist



Per Glyph +2.7 magic resistance at lvl 18 ⇒ +3.00 magic resistance at lvl 18


Per 9 Glyphs +24.3 magic resistance at lvl 18 ⇒ +27.00 magic resistance at lvl 18



Greater Glyph of Mana Regeneration



Per Glyph +0.31 mana regen/5 sec ⇒ +0.33 mana regen/5 sec


Per 9 Glyphs +2.79 mana regen/5 sec ⇒ +3 mana regen/5 sec



Greater Glyph of Scaling Mana Regeneration



Per Glyph +0.99 mana regen/5 sec at lvl 18 ⇒ +1.20 mana regen/5 sec at lvl 18


Per 9 Glyphs +8.91 mana regen/5 sec at lvl 18 ⇒ +10.80 mana regen/5 sec at lvl 18


Tier 2


Glyph of Scaling Cooldown Reduction



Per Glyph +0.9% cooldown reduction at lvl 18 ⇒ +1.30% cooldown reduction at lvl 18


Per 9 Glyphs +8.1% cooldown reduction at lvl 18 ⇒ +11.70% cooldown reduction at lvl 18



Glyph of Scaling Magic Resist



Per Glyph +2.16 magic resistance at lvl 18 ⇒ + 2.34 magic resistance at lvl 18


Per 9 Glyphs +19.44 magic resistance at lvl 18 ⇒ +21.06 magic resistance at lvl 18



Glyph of Mana Regeneration



Per Glyph +0.24 mana regen/5 sec ⇒ +0.26 mana regen/5 sec


Per 9 Glyphs +2.16 mana regen/5 sec ⇒ +2.34 mana regen/5 sec



Glyph of Scaling Mana Regeneration



Per Glyph +0.72 mana regen/5 sec at lvl 18 ⇒ +0.94 mana regen/5 sec at lvl 18


Per 9 Glyphs +6.48 mana regen/5 sec at lvl 18 ⇒ +8.42 mana regen/5 sec at lvl 18


Tier 1


Lesser Glyph of Scaling Cooldown Reduction



Per Glyph +0.72% cooldown reduction at lvl 18 ⇒ +0.93% cooldown reduction at lvl 18


Per 9 Glyphs +6.48% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18



Lesser Glyph of Scaling Magic Resist



Per Glyph +1.44 magic resistance at lvl 18 ⇒ +1.68 magic resistance at lvl 18


Per 9 Glyphs +12.96 magic resistance at lvl 18 ⇒ +15.12 magic resistance at lvl 18



Lesser Glyph of Mana Regeneration



Per Glyph +0.17 mana regen/5 sec ⇒ +0.19 mana regen/5 sec


Per 9 Glyphs +1.53 mana regen/5 sec ⇒ +1.68 mana regen/5 sec



Lesser Glyph of Scaling Mana Regeneration



Per Glyph +0.54 mana regen/5 sec at lvl 18 ⇒ +0.67 mana regen/5 sec at lvl 18


Per 9 Glyphs +4.86 mana regen/5 sec at lvl 18 ⇒ +6.05 mana regen/5 sec at lvl 18










Quintessences




Tier 3


Greater Quintessence of Cooldown Reduction



Per Quintessence +1.67% cooldown reduction ⇒ +2.50% cooldown reduction


Per 3 Quintessences +5.01% cooldown reduction ⇒ +7.50% cooldown reduction



Greater Quintessence of Scaling Cooldown Reduction



Per Quintessence +2.5% cooldown reduction at lvl 18 ⇒ +5.00% cooldown reduction at lvl 18


Per 3 Quintessences +7.5% cooldown reduction at lvl 18 ⇒ +15.00% cooldown reduction at lvl 18



Greater Quintessence of Attack Speed



Per Quintessence +3.4% attack speed ⇒ +4.50% attack speed


Per 3 Quintessences +10.2% attack speed ⇒ +13.50% attack speed



Greater Quintessence of Life Steal



Per Quintessence +2% lifesteal ⇒ +1.5% lifesteal


Per 3 Quintessences +6% lifesteal ⇒ +4.5% lifesteal


Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)


Tier 2


Quintessence of Cooldown Reduction



Per Quintessence +1.33% cooldown reduction ⇒ +1.95% cooldown reduction


Per 3 Quintessences +3.99% cooldown reduction ⇒ +5.85% cooldown reduction



Quintessence of Scaling Cooldown Reduction



Per Quintessence +2% cooldown reduction at lvl 18 ⇒ +3.9% cooldown reduction at lvl 18


Per 3 Quintessences +6% cooldown reduction at lvl 18 ⇒ +11.7% cooldown reduction at lvl 18



Quintessence of Attack Speed



Per Quintessence +2.64% attack speed ⇒ +3.51% attack speed


Per 3 Quintessences +7.92% attack speed ⇒ +10.53% attack speed



Quintessence of Life Steal



Per Quintessence +1.56% lifesteal ⇒ +1.17% lifesteal


Per 3 Quintessences +4.68% lifesteal ⇒ +3.51% lifesteal


Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)


Tier 1


Lesser Quintessence of Cooldown Reduction



Per Quintessence +0.93% cooldown reduction ⇒ +1.40% cooldown reduction


Per 3 Quintessences +2.79% cooldown reduction ⇒ +4.20% cooldown reduction



Lesser Quintessence of Scaling Cooldown Reduction



Per Quintessence +1.44% cooldown reduction at lvl 18 ⇒ +2.80% cooldown reduction at lvl 18


Per 3 Quintessences +4.32% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18



Lesser Quintessence of Attack Speed



Per Quintessence +1.89% attack speed ⇒ +2.52% attack speed


Per 3 Quintessences +5.67% attack speed ⇒ +7.56% attack speed



Lesser Quintessence of Life Steal



Per Quintessence +1.12% lifesteal ⇒ +0.84% lifesteal


Per 3 Quintessences +3.36% lifesteal ⇒ +2.52% lifesteal


Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)






Back to top




Masteries







Feast



Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.


Health on kill 2 ⇒ 3









Scavenger



Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it.


Range 900 ⇒ 1100





Back to top




Summoner Spells







Exhaust



Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.


Attack Speed reduction -50% attack speed ⇒ -30% attack speed


Damage debuff -30% damage ⇒ -50% damage


Range 550 ⇒ 650









Heal



While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.


Cooldown 300 ⇒ 240


Heal 90-345 ⇒ 90-495


newUtility Heals all allies in range ⇒ Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)


newCrazy Removes healing reduction effects on affected champions


newCrazy-Awesome Affected champions gain +30% movement speed for 2 seconds









Ignite



Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.


Vision Now grants vision of the target while ignited - does not reveal stealthed champions.









Barrier



We heard your feedback and have tuned up the uniqueness of the Barrier particle.


Visuals Gold ⇒ Off-white





Back to top




Summoner's Rift







Dragon



Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.



In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).


Attack Damage 145 ⇒ 110


newBonus Armor & Magic Resist +13 armor and +5.85 magic resist per level after level 9


new% Current Health Damage 5% (+0.5% per level after level 9) current health as physical damage per attack


newDamage debuff -20% damage


removedAttack Speed slow -20% attack speed






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ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Kyrie
Profile Joined June 2013
1594 Posts
April 02 2014 22:27 GMT
#2
so many changes, 4.4 hadn't even been fully worked through
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2014-04-02 22:29:34
April 02 2014 22:29 GMT
#3
What, no music on this one?

Also where is glorious leader?
It's your boy Guzma!
Ketara
Profile Blog Joined August 2010
United States15065 Posts
April 02 2014 22:29 GMT
#4
Hooray for Lulu not being able to Glitterlance twice on every E anymore!
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2014-04-02 22:31:09
April 02 2014 22:29 GMT
#5
On April 03 2014 07:14 kongoline wrote:
4.5 patch notes
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-45-notes

lol, I love this quote about Feral Flame
Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power

"Guys, lets make an item that encourages one player on a team to be passive and not very helpful while the enemy on the other team is probably applying pressure and getting his team kills. What could possibly go
On April 03 2014 07:27 Kyrie wrote:
so many changes, 4.4 hadn't even been fully worked through

You act like this is a new trend lol
RIP Ryan Davis / TL or Die / @onlywonderboy
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
April 02 2014 22:31 GMT
#6
Heal is good now. Chrispy predicts heal on all AD, Mid and Top in replace of ignite.
Retvrn to Forvms
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2014-04-02 22:33:11
April 02 2014 22:32 GMT
#7
On April 03 2014 07:29 onlywonderboy wrote:
Show nested quote +
On April 03 2014 07:14 kongoline wrote:
4.5 patch notes
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-45-notes

lol, I love this quote about Feral Flame
Show nested quote +
Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power

"Guys, lets make an item that encourages one player on a team to be passive and not very helpful while the enemy on the other team is probably applying pressure and getting his team kills. What could possibly go

1) Pick Yi
2) Buy Feral Flare
3) Mute team
4) ????
5) yolo
It's your boy Guzma!
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2014-04-02 22:34:50
April 02 2014 22:33 GMT
#8
Yay not losing one's way.

Rengar seems viable again. And Gragas is full-time toplaner now yay
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
April 02 2014 22:36 GMT
#9
On April 02 2014 16:58 chalice wrote:
i wish they would give nautilus' shield an AP ratio(or even armor/mr) so you could get some decent scaling from building enough damage to kill people. his shield scaling with bonus HP is so awkward from an itemization standpoint because of how much you want to build resists to make the shield last longer.


Riot purposely designed it that way. They didn't want him to get defensive bonuses when he built offense.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
April 02 2014 22:37 GMT
#10
On April 03 2014 07:29 onlywonderboy wrote:
Show nested quote +
On April 03 2014 07:14 kongoline wrote:
4.5 patch notes
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-45-notes

lol, I love this quote about Feral Flame
Show nested quote +
Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power

"Guys, lets make an item that encourages one player on a team to be passive and not very helpful while the enemy on the other team is probably applying pressure and getting his team kills. What could possibly go
Show nested quote +
On April 03 2014 07:27 Kyrie wrote:
so many changes, 4.4 hadn't even been fully worked through

You act like this is a new trend lol


Frankly I am not too worried. I feel this isn't a good item for mana junglers. Most manaless junglers can't use it well either.
https://twitter.com/SufficientStats
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
April 02 2014 22:38 GMT
#11
Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage

that seems like a lot of damage
Bronze player stuck in platinum
Eppa!
Profile Joined November 2010
Sweden4641 Posts
Last Edited: 2014-04-02 22:45:20
April 02 2014 22:40 GMT
#12
E changes on Rango will help with his crappy pre 6. Gragas mid was pooped on. Top or jungle maybe?


Gonna spam MF she was ok but the inconsistency of Q was what made me stop playing her.

Wriggles is so bad 25 monsters is waaaaaaaaaay to steep and the buff it gives is tiny for lost potential.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2014-04-02 22:42:02
April 02 2014 22:41 GMT
#13
On April 03 2014 07:37 Sufficiency wrote:
Show nested quote +
On April 03 2014 07:29 onlywonderboy wrote:
On April 03 2014 07:14 kongoline wrote:
4.5 patch notes
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-45-notes

lol, I love this quote about Feral Flame
Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power

"Guys, lets make an item that encourages one player on a team to be passive and not very helpful while the enemy on the other team is probably applying pressure and getting his team kills. What could possibly go
On April 03 2014 07:27 Kyrie wrote:
so many changes, 4.4 hadn't even been fully worked through

You act like this is a new trend lol


Frankly I am not too worried. I feel this isn't a good item for mana junglers. Most manaless junglers can't use it well either.

That's kind of my point. I don't think it's really that great of an item and the goal it's trying to accomplish is pretty bad. We got carry Junglers, they are just bitter it didn't happen to mean the same thing as they intended.
RIP Ryan Davis / TL or Die / @onlywonderboy
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
Last Edited: 2014-04-02 22:47:18
April 02 2014 22:46 GMT
#14
Feral flare could be kind of interesting, but it's just going to take SO long to get it going, especially since by the time you actually have it, your team will probably be farming the jungle pretty often as well. It takes 10 more stacks than spectral wraith just to get feral flare. I could see it being decent on someone like Yi in lower elo games since they tend to take longer to finish, and once you get a bunch of stacks you'll start restoring crazy amounts of health per hit.

Distortion boots look like they'll definitely become the new go to enchantment.

Glad they finally increased the range on scavenger a bit.

Since heal is now effectively twice as strong as ignite, I could see ignite completely disappearing from bot lane. Possibly top and mid as well. Am I going to have to finally start running flash on Eve?!
http://na.op.gg/summoner/userName=FLABREZU
Gahlo
Profile Joined February 2010
United States35144 Posts
April 02 2014 22:49 GMT
#15
On April 03 2014 07:46 GolemMadness wrote:
Feral flare could be kind of interesting, but it's just going to take SO long to get it going, especially since by the time you actually have it, your team will probably be farming the jungle pretty often as well. It takes 10 more stacks than spectral wraith just to get feral flare. I could see it being decent on someone like Yi in lower elo games since they tend to take longer to finish, and once you get a bunch of stacks you'll start restoring crazy amounts of health per hit.

Distortion boots look like they'll definitely become the new go to enchantment.

Glad they finally increased the range on scavenger a bit.

Since heal is now effectively twice as strong as ignite, I could see ignite completely disappearing from bot lane. Possibly top and mid as well. Am I going to have to finally start running flash on Eve?!

It really doesn't take as long as you think. You can get it as fast as, although unrealistic, 11 minutes.
AsnSensation
Profile Joined April 2011
Germany24009 Posts
April 02 2014 22:52 GMT
#16
patches are pretty loaded nowdays, makes it hard to keep up if you're only playing casually 1-2 games a day *_*
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
April 02 2014 22:53 GMT
#17
On April 03 2014 07:49 Gahlo wrote:
Show nested quote +
On April 03 2014 07:46 GolemMadness wrote:
Feral flare could be kind of interesting, but it's just going to take SO long to get it going, especially since by the time you actually have it, your team will probably be farming the jungle pretty often as well. It takes 10 more stacks than spectral wraith just to get feral flare. I could see it being decent on someone like Yi in lower elo games since they tend to take longer to finish, and once you get a bunch of stacks you'll start restoring crazy amounts of health per hit.

Distortion boots look like they'll definitely become the new go to enchantment.

Glad they finally increased the range on scavenger a bit.

Since heal is now effectively twice as strong as ignite, I could see ignite completely disappearing from bot lane. Possibly top and mid as well. Am I going to have to finally start running flash on Eve?!

It really doesn't take as long as you think. You can get it as fast as, although unrealistic, 11 minutes.


I'll need to test it out. Maybe if you have a team like Renekton, Ziggs, Caitlyn and Thresh and they all play super safe.
http://na.op.gg/summoner/userName=FLABREZU
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2014-04-02 22:57:48
April 02 2014 22:57 GMT
#18
feral flare just seems like it's not going to be very useful at higher level games. As a guess, you wouldn't get wriggles>25 big creeps/kills/assists until the 20 minute mark in most games. Past 30 minutes, almost all my jungle farm goes to either the mid, or ADC.

So much of the power of the spirit stone items is in the mana restore. It's hugely beneficial to be able to come out of the jungle with high mana so you can fight extended engagements. Even "cheap" junglers like noct who only use one skill per camp still run oom with a wriggles build.

Porouscloud - NA LoL
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-04-02 22:58:54
April 02 2014 22:58 GMT
#19
No longer affects champions who cannot see Fiddlesticks

So now instead of enemies checking themselves for the Dread debuff to find Fiddle, Fiddle checks the enemy for the Dread debuff to find wards.
Moderator
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
April 02 2014 23:00 GMT
#20
The more I think about it, the dumber this heal change is. It directly counters ignite, can be used on an ally as well, which makes it two times more effective, AND gives movement speed? Why would you ever get ignite now? Or, why would you get barrier? 25 more effective health that only lasts 2 seconds vs 30% movement speed and a heal on an ally as well? This just makes no sense.
http://na.op.gg/summoner/userName=FLABREZU
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