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Preseason 2016 Changes

Forum Index > LoL General
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Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-29 04:09:24
October 28 2015 17:43 GMT
#1
I thought this was big enough for a separate thread to the PBE/general.

[image loading]

Preseason 2016 crests the horizon!

By Pwyff

Welcome to Preseason 2016. We’re trying to keep the conversation low-key for now with the Worlds final right around the corner but, with a pile of changes hitting the PBE soon, we wanted to get ahead with our gameplay goals for this preseason. After Worlds, you’ll hear more from other teams at Riot - with more than just gameplay! - but we’ll keep this focused on what changes will be hitting the PBE for this preseason and the upcoming 2016 season.

Let’s talk seasonal goals!

You may have already seen our early work with the ability power itemization changes in patch 5.13 to the juggernaut update in 5.16, but our goal for 2016 is to make each game of League of Legends feel unique. From the different champion strengths you bring, to the items you take to battle, all the way to the masteries you choose - we want your decisions to matter and have a clear impact on how each game plays out.

That said, this preseason we’re focusing on...

Updating Marksmen

Through the years, marksmen have lacked meaningful differences, with their identities typically centered on the same thing: do lots of damage from range. In cases like these, if you’re being judged on only one competition (damage), you get a pretty obvious power ranking with no real roster depth.

Our goal is similar to our work with juggernauts, where we targeted a group of champions (in this case six marksmen - Corki, Miss Fortune, Graves, Caitlyn, Kog’Maw, and Quinn) who occupied similar strategic spaces, and gave them a little more ‘uniqueness.’ We’re doing this in two ways: how the marksman plays, and how the team plays with them. For the first, since marksmen are so concerned with their basic attacks we want to make sure each feels different. Should you have brought that shotgun to a javelin battle? Maybe! For the second approach, we want to really push the breadth of what a marksman offers. Much like how you pick Ashe for global stuns, or Sivir for when you gotta go fast, or Miss Fortune when you need some wombo for your combo, we want teams to think different based on who’s joining the fray.

[image loading]

Marksmen Itemization

Hand-in-hand with the updates for marksmen, we’re bringing some deep changes to marksmen items like we did with ability power purchases and juggernaut gear.

When we first tackled AP items, we wanted to accommodate the mages who blow up squishies while also offering equal opportunities for those who control the battlefield. When it comes to attack damage items, however, marksmen will always be focused on what lets them deal the most damage at any given point in time. Knowing this, we're offering more options when it comes to who (or what) you want to fight, and how you contribute to your team through that choice. So whether you want to be a lone gunman, dueling on the edge of the fight, or the nimble spellcaster, or the siege machine and tower crusher, we’re providing you with the right items to buy so you can take out the right targets.

[image loading]

Keystone Masteries

We’re updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each mastery tree will have three tiers. Each successive tier you invest in, you’ll be able to pick up some stats and a choice of one of three potential masteries (you can only choose one!). Tier 1 masteries will be nice to have (but not game-changing), tier 2s will have a decent amount of strength, but tier 3s - we’re calling them “Keystone masteries” - will be the ones that really augment your playstyle. We’re still experimenting in this space, but an example would be a keystone mastery that lets your damaging abilities also bleed enemy champions for a portion of your bonus AD and AP over time. Or one that grants a movement speed boost the moment you deal a large chunk of damage to an enemy champion.

By condensing power into clear decision points, the masteries you take from game to game should have an impact on your playstyle, and we want to offer multiple mastery paths for most champions in League.

[image loading]

Vision & Support Items

Two seasons ago we did a major revamp of the vision system by introducing sightstones, trinkets, and ward limits. This season, we’re adding more options for those about to ward up (also: we salute you). Our goal with vision is two-fold: first, we want to keep pushing the vision game as a team effort and, second, we want to make vision more dynamic than days past.

For that first goal, we’re doing things like free trinket upgrades for all, along with the option for tier 2 support items to upgrade into either powerful tier 3 active items or slot-efficient sightstone upgrades.

For the second goal, we’re removing Stealth Wards from the shop so teams will need to rely more heavily on their pink (and blue trinket!) wards to get the vision control they need. In tandem with this change, however, we’re also adding a new feature in ward ‘debris’ when a ward passes on. By giving you the ability to see the dead bodies of wards who’ve moved on with their lives, you’ll be able to learn more about your opponent’s vision habits as well as your own.

[image loading]

Starting Items

In-hand with our goal to offer a diverse preseason, we decided to take a gander at starting items. When there are standard starting item builds for every game of League, the end result is these builds tend to benefit (very slightly) certain champions over others. We’re taking a different approach this preseason by offering more clear opening ‘paths’ so that players can refine their playstyles with real choices, rather than just opting for a generally powerful start. You’ll see these changes reflected in two sets of items: starting power items, and sustain.

For items you’re bringing to lane, we’re using the Doran’s set (blade, ring, and shield) as a baseline “generalist” group that provide all the broad stats you want. From there, we expanded your options to provide a few more ‘specialized’ approaches, like Cull - a light skirmishing AD starting item that provides less defensive stats than Doran’s Blade, but gives bonus gold for killing a set number of minions.

As for sustain items: we first started with health and mana potions. Health pots are going up in price to better position them as a purchase for those who just need some sustain to get them past the early game. Any form of long-term sustain we folded into the refillable potions (and their subsequent upgrades) to really solidify their identity (because before, it was… flask and potions to be a ‘sustain’ build). Mana potions, on the other hand, are being removed. Our decision to remove mana pots goes along the same philosophy as starting items. 100 mana tends to benefit certain types of champions over others (with mana costs being balanced against individual champion kits) and can wildly shift from being a mediocre purchase to a very cost-efficient one. By removing mana pots, we can better balance champion ability costs with the mana regeneration stat while also streamlining the ‘sustain game’ of League.

http://news.cdn.leagueoflegends.com/public/images/articles/2015/october_2015/PSCH/DuoingHerald_640.webm

The Rift Herald

It’s no secret that players who depart for the top lane can end up feeling isolated without a dragon to contest. Rather than just flipping the map on its head, we’re exploring ways to bring some relevancy to the north so top laners can feel like they're interacting with their team before the 15 minute mark.

Details are still being sussed out, but expect to meet something new on Summoner’s Rift in the early phases of the game. Defeat it, and gain single target buff focused on early game power and pushing down the lane.

Wrapping Up...

We’ve got a few more changes on the way, but the above are some of our big gameplay plans for this preseason! That said, we’re not going to stop the conversation here. We’ll keep you updated on our progress while also sharing more of our long-term vision, so stay tuned after the World Finals for more on the preseason and 2016 season!

http://na.leagueoflegends.com/en/news/game-updates/features/preseason-2016-crests-horizon



Pwyff added some context on Reddit for ward changes.
You'll see a few changes to support this rather than a raw "strip wards out." Pink wards, for example, are getting cheaper, trinkets automatically upgrade, and sweeper has some new functionality. We'll have more details next week!

[edit] Big one: Yellow trinket starts with 2 wards automatically.



Update: More information on Marksmen update
Hi all,

By now, you probably know we're giving small gameplay updates to Quinn, Kog'Maw, Miss Fortune, Corki, Graves, and Caitlyn. That said, we're also doing small changes to quite a few other marksmen that aim to establish/sharpen their identities. For these characters, please do leave your PBE feedback here. There's a lot of marksmen change going on here, and we're interested in your thoughts, so if you have an opinion, don't hesitate to voice it!
Changes:

Ashe

Change Goals
Allow Ashe to interact with chance-based crit events in a way that doesn't compromise her recently-new passive's steady damage output.
Follow up the changes made to Ranger's Focus (Q) earlier this year to make the spell a more interesting, engaging part of her pattern.
P - Frost Shot
Base slow reduced 5/11/17/23/29/35% >>> 5/9/13/17/21/25%
Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
Ashe’s Critical Strikes (which once again happen only by chance per all other characters) deal only 1.0 Total AD (as opposed to 2.0 standard), but they apply Frost Shot’s slow at double effectiveness (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow
Q - Ranger's Focus
Slow amplification removed
Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running
Passive no longer stacks with Volley and Enchanted Crystal Arrow
Cooldown removed

Draven

Change Goals
Make axe-catching gameplay flow smoother, especially later in the game.
Base Stats
Attack frame improved by 30%
Attack Speed per level reduced to 1.5 from 2.7
Basic attack missile speed reduced to 1600 from 1700

Ezreal

Change Goals
Build upon Ezreal's affinity for CDR-centric spellcasting item builds.
Q - Mystic Shot
Cooldown reducing effect increased 1.0 >>> 1.5 seconds
Cooldown increased 6.0/5.5/5.0/4.5/4.0 >>> 6.5/6.0/5.5/5.0/4.5
E - Arcane Shift
Cooldown increased at later ranks 19/17/15/13/11 >>> 19.0/17.5/16.0/14.5/13.0

Jinx

Change Goals
Playing up what it means to Get Excited! as a path to success through a teamfight.
Slowing down Rockets' Attack Speed so there's some tradeoff she incurs more of a tradeoff with that weapon.
P - Get Excited!
Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
Duration increased 4 >>> 6
Q - Switcheroo!
Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket Launcher

Kalista

Change Goals
Increasing Kalista's affinity for Attack Speed.
Experimental dash scaling changes that help attack flow and reduce overall power from jumping.
Base Stats
Base AS increased 0.658 -> 0.694
AS per level reduced 3.3% -> 2.8%
P - Martial Poise
Jump distance scales with boot tier (as live), jump speed now only scales with AS/Slows (is slower early game but scales up).

Lucian

Change Goals
Open up non Attack Speed based item builds, and make The Culling's damage output feel more consistently meaningful throughout the game.
R - The Culling
No longer scales with Attack Speed
Now fires 20/25/30 bullets based on rank

Sivir

Change Goals
Increasing Sivir’s affinity for CDR, bringing us back closer to the late game dream of “Ricochet all the time”.
Base Stats
Base Attack Speed reduced 0.66 >>> 0.625
W - Ricochet
Cooldown now begins on spell cast rather than when the attack buff expires
Cooldown increased 9/8/7/6/5 seconds >>> 12/10.5/9/7.5/6
Attack buff duration reduced 6 >>> 4

Tristana

Change Goals
Begin to shift Trist away from late game clean-up hyper carry to more of an all-in AD caster.
Empower mid game all-in strength while stripping some power from late game sustained dps.
Clean up of minor cooldown returning mechanics in favor of more impactful Rocket Jump resets.
Q - Rapid Fire
No longer reduces [E] CD on hit while active
Attacking [E] Target no longer reduces [Q] CD on hit.
CD 20s -> 20 / 19 / 18 / 17 / 16s
W - Rocket Jump
Dmg Rescaled 80 / 105 / 130 / 155 / 180 -> 60 / 110 / 160 / 210 / 260
No longer deals increased damage per [E] stack
Now also resets on Max stack [E] Detonation on Champions
E - Explosive Charge
Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this.
Tristana’s abilities also add [E] stacks.
Missile Speed 1800 -> 2400

Twitch

Change Goals
Pushing Twitch a bit farther in the direction of the “marksman assassin” by adding an out to his assassination attempts via Ambush reset.
Q - Ambush
Added: Cooldown resets when an enemy champion affected by Deadly Venom dies
Quality of Life Buff: Entering stealth now cancels Twitch's current auto attack order
R - Rat-Ta-Tat-Tat
Buff Duration reduced 7 >>> 5
Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q's stealth no longer cancels stealth
Cost 100/125/150 >>> 100 all ranks

Urgot

Change Goals
Restore Urgot R's defensive steroid function later in the game so that he doesn't get wrecked so hard by all the percent penetration floating around out there.
R - Hyper-Kinetic Position Reverser
No longer adds 60/90/120 Armor/MR
Now adds 30/40/50% Damage Reduction

Varus

Change Goals
Make R zoning more obvious and powerful.
Shift R damage from initial hit to Blight procs.
R - Chain of Corruption
Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion.
Rooted targets gain 3 stacks of [W] Blight over the duration of the root.
Damage 150 / 250 / 350 -> 100 / 175 / 250

Vayne

Change Goals
Silver Bolts is about expected time to kill on all targets (not squishy bursting), and Vayne's path to success needs to come through Silver Bolts.
Base Stats
AD/lvl reduced 2.66 >>> 1.66
W - Silver Bolts
Flat Damage removed
Percent Health Damage increased 4/5/6/7/8% >>> 6/7.5/9/10.5/12%
Minimum damage introduced at 40/60/80/100/120 flat damage

This is probably a lot to process. Feel free to give feedback on as much or as little as you like. Focusing specifically on "Is this a good direction?" would be great. We're pretty open to change on the above stuff.

Cheers,
Repertoir


This Vayne buff though.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
October 28 2015 17:45 GMT
#2
Thanks for posting this. I saw the Stealth Ward change on twitter and was gonna seriously wtf

Seems like this should actually improve soloq since most people 1) don't buy wards 2) don't upgrade their trinket.

But for competitive maybe it's another handicap to help EU teams win eh :V
Administrator@TL_Zess
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Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-28 18:22:32
October 28 2015 17:48 GMT
#3
I'm quite excited to see how the game plays out with less vision, I'm not sure how well it's going to work for League but it could make things much more exciting since teams will be playing with less information. Although it kind of sounds like they don't want less vision they just want to make it free and gotten in gimmicky ways.

That being said I'm pretty sure there are stats that back up things like Korean teams warding more so

I'll give the pre season a try but if it's going in the same direction as Season 5 I'm not that excited for it.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2015-10-28 17:49:50
October 28 2015 17:49 GMT
#4
They keep taking vision into a weirder and weirder place each season instead of just creating a simple elegant system. Wish they'd just add stuff like smoke of deceit but I guess their shop interface/philosophy will never allow that.

Excited to see what more they going to change. Having only really came back this season after s2 I felt this wasn't as fun as S2/S3 were.
Faeny
Profile Joined January 2015
647 Posts
October 28 2015 17:54 GMT
#5
Whoa, can't buy stealth wards? So punishing players who knew how to make the most of the 75g tradeoff while rewarding the idiots who never buy wards?

Do yellow trinkets still grant stealth wards? Sightstones? Will vision be relegated mostly to supports again (and junglers in competitive)?
SKT hwaiting! RIP TL, TiP
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
October 28 2015 18:05 GMT
#6
I'm excited for that change though it means nothing without seeing what the trinket changes are going to be. I suspect Riot has had enough with professional (read, Korean) teams taking gold advantages and turning them into heaps of wards instead of actual items.
What fun is it being cool if you can’t wear a sombrero?
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-28 18:07:01
October 28 2015 18:06 GMT
#7
Pwyff added some context on Reddit for ward changes.
You'll see a few changes to support this rather than a raw "strip wards out." Pink wards, for example, are getting cheaper, trinkets automatically upgrade, and sweeper has some new functionality. We'll have more details next week!

I thought this ended with season 2?
On October 29 2015 03:05 GrandInquisitor wrote:
I'm excited for that change though it means nothing without seeing what the trinket changes are going to be. I suspect Riot has had enough with professional (read, Korean) teams taking gold advantages and turning them into heaps of wards instead of actual items.

'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
October 28 2015 18:09 GMT
#8
Even if they add different ways of getting wards on the map, trinkets have CDs, and being able to buy wards on demand to drop for TPs or scouting is pretty important. The idea is to reduce snowballing, and it sounds good on paper ("can't turn gold lead into vision lead to completely choke out opponent") but I don't think seeing S4 and S5 that it actually works.
Administrator@TL_Zess
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AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
October 28 2015 18:11 GMT
#9
If they make Quinn viable, I'll consider S6 a success.

I wonder, could Quinn be our next Marksman jungler?
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Faeny
Profile Joined January 2015
647 Posts
October 28 2015 18:14 GMT
#10
I'm almost staring to wonder if utility laners will start buying sightstones with the changes - since sweepers still exist, stealth wards still exist too. And if you can't buy stealth wards to go with your sweeper like you can now - if you want to clear vision and have secret vision, you need sightstone + sweeper. And even cheaper pink wards?

I wonder if the ward limit per player will change.
SKT hwaiting! RIP TL, TiP
739
Profile Blog Joined May 2009
Bearded Elder29903 Posts
Last Edited: 2015-10-28 18:16:04
October 28 2015 18:15 GMT
#11
Removing stealth ward? Interesting.

The only think I REALLY love is Masteries change. I hope they make them really unique.

On October 29 2015 03:11 AsmodeusXI wrote:
If they make Quinn viable, I'll consider S6 a success.

I wonder, could Quinn be our next Marksman jungler?

I really want this to happen >.<
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
Harem
Profile Joined November 2007
United States11392 Posts
October 28 2015 18:23 GMT
#12
Pwyff also edited post to say that yellow trinket now starts with 2 wards.

–]Pwyff [score hidden] 19 minutes ago
Xypherous is running point on this change, but he's also gone through all champions who rely on mana pots to be functional and has buffed either their base mana regen or their base mana pool. In the future we can also keep a firmer grasp on mana gating and/or champions whose costs are just too damn high.


Also, context on what blue trinket does now.

[–]Pwyff [score hidden] 17 minutes ago
TL;DR in this current iteration it drops a permanent 1hp visible vision ward (like a Pink but no stealth reveal) with a massive range. I believe the wards are off the cap, so technically if you drop them on cooldown in random places...
Moderator。◕‿◕。
Faeny
Profile Joined January 2015
647 Posts
October 28 2015 18:26 GMT
#13
Tristana outranges the turret?
https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2015/october_2015/PSCH/marksmen_itemization.jpg
SKT hwaiting! RIP TL, TiP
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-28 18:31:26
October 28 2015 18:29 GMT
#14
On October 29 2015 03:11 AsmodeusXI wrote:
If they make Quinn viable, I'll consider S6 a success.

I wonder, could Quinn be our next Marksman jungler?

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/PE1LJTOM-quinn-pbe-feedback-thread

Yellow trinket starting with 2 wards is a massive disappointment to me, it seems they aren't really redoing vision so much as they are just making it free.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Faeny
Profile Joined January 2015
647 Posts
October 28 2015 18:31 GMT
#15
refillable potions (and their subsequent upgrades)

So, we're going to have a lategame version of flasks?
SKT hwaiting! RIP TL, TiP
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-28 19:04:06
October 28 2015 18:52 GMT
#16
MF ult now crits and some more AD changes.

RiotScruffy:
TLDR on what we did with her R to make it relevant at all stages of the game:

It now has an AD ratio (we actually already put that in an earlier patch)
Each rank up of the ult now shoots more/faster waves
Each ult wave can now crit (based on her crit chance) the entire wave will either crit or not


Caitlyn

The zone control marksmen (traps are on a charge system now)
New play feel with headshot combos (trap and E trigger a guaranteed headshot on the target)

Miss Fortune

The wombo combo marksmen (ult scaling way better, can crit)
New play feel with impure shots replaced with "love tap" new passive that gives bonus damage when swapping targets (this works well with Q)

Kog'Maw

The true glass cannon hyper carry (tons of dmg needs protection)
W now doubles ALL attack speed and allows him to break the attack speed cap (but ad is lowered to 60%)

Corki

Magic damage marksmen -> passive now does big magic damage instead of true and all spells now do magic damage
New mechanic: Special Delivery -> every ~5m in the game corki gets a special set of bombs in his base that allow him to cast a super mega W with much bigger range and impact

Quinn

The map mobility/roaming marksmen
R reworked as a utility focused spell -> 0 cooldown and gives quinn crazy out of combat speed to quickly move around the map, not used for assassination anymore

Graves

We finally made his shotgun a shotgun -> up close burst damage marksmen
Basic attacks fire multiple buckshots in a cone -> more damage up clost
Q reworked to synergize better with the new basic attacks


I don't even know what to think of this other than ???
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 28 2015 19:12 GMT
#17
Dat special delivery lol

New season sounds like a true clown fiesta.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
October 28 2015 19:13 GMT
#18
On October 29 2015 04:12 nafta wrote:
Dat special delivery lol

New season sounds like a true clown fiesta.

After the juggernauts and promised ADC rework I was pumped for the season six ADC clown fiesta and riot has not let me down.
Glorious SEA doto
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
October 28 2015 19:28 GMT
#19
On October 29 2015 04:13 Fusilero wrote:
Show nested quote +
On October 29 2015 04:12 nafta wrote:
Dat special delivery lol

New season sounds like a true clown fiesta.

After the juggernauts and promised ADC rework I was pumped for the season six ADC clown fiesta and riot has not let me down.

Riot is bringing in the ultimate clown.

[image loading]
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
739
Profile Blog Joined May 2009
Bearded Elder29903 Posts
October 28 2015 19:34 GMT
#20
Dunno what they smoke at Riot HQ.
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
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