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Mid-Season Updates

Forum Index > LoL General
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Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2016-04-21 14:28:24
April 19 2016 21:45 GMT
#1
Riot released a bunch of separate posts detailing proposed mid-season updates (although most of these are probably mostly final, save for small number tweaks)

General Changes: http://boards.na.leagueoflegends.com/en/c/developer-corner/jun5Iyp4-general-changes-to-objectives-for-mid-season
  • Jungle camps with spawn timers have a global minimap indicator 60s prior to spawning
  • Red/blue buff have stronger effects but are shorter duration
  • Towers have more resists and deal more dmg back

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Ik3EfwOh-mid-season-stuff-that-may-be-harder-to-spot-on-the-pbe
  • More death timer reductions
  • Boot enchants removed
  • Jungle XP adjustment
  • Tower dmg ramp up buff
  • Baron buff duration+



Mage & Dragon Updates: http://na.leagueoflegends.com/en/featured/mid-season-magic

Mage Updates:
  • Malzahar passive makes him CC immune for short durations, spawning voidlings is now on W (voidlings spawn more voidlings), R will put an old W zone down
  • Brand passive now does AoE dmg around the target after 3 stacks of it
  • Vlad E is now a charge spell that does more dmg / draings HP the longer you charge it
  • Zyra passive changed to passively spawns seeds (W still places them), Q area is larger, and it seems that plants spawn in the vicinity of spellcasts instead of spells needing to be right on top of seeds
  • Vel'Koz ult no longer adds passive stacks but will do true dmg to champs that have been 3-hit-passive-tagged in the last 7s
  • Cassiopeia passive now gives MS but doesn't stack with boots, W area is much larger and prevents movement spells, E heals (CD no longer reduced?)
  • Tibbers "mauls" targets Annie stuns
    - Swain's Q bird does things
    - Xerath gets more ults the more he lands ults
    - Syndra gets more balls
    - Veigar gets AP for just hitting champs with spells
    - And more!


Item Updates:
  • Spellvamp removed (Hextech gunblade has HP on dmg dealt)
  • Mana items reworked
  • Catalyst items now focus on converting dmg taken to mana regen and mana to HP
  • 3 new hextech items (you can buy blink)


Dragon Updates:
  • Pre-35 mins random dragons of 4 types of elements spawn
  • Can have up to 3 of a single element, buffs of same type stack incrementally
    • Fire: increases dmg to champions
    • Earth: increases dmg to towers
    • Air: increases MS
    • Water: increases regen
  • After 35 mins new dragon spawns that gives burn buff and buff power increased by previous # of dragons
Administrator@TL_Zess
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Sermokala
Profile Blog Joined November 2010
United States14215 Posts
April 19 2016 22:44 GMT
#2
Chalice now gives you health regen if you have less health % then mana percent and vice versa.

Your tear refunds part of your mana costs and gains a mana charge every 8 seconds as well as the previous expenditure increase.

And the new crystal restores health when you use mana and retores mana when you take damage.

And these won't bring back foam bat fights up top?
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Torchise
Profile Joined May 2012
Canada245 Posts
Last Edited: 2016-04-19 23:21:42
April 19 2016 23:10 GMT
#3
Thanks for putting up a summary of all changes, there is a lot to absorb and I could not find some of this information on Riot's mid season changes' page or even on Reddit.

EDIT: there is a comment on Reddit that has sources from Riot with even more details on changes to the reworked mages' abilities are here, this clarifies the points that are not necessarily obvious from watching the short clips/description for the abilities.

On April 20 2016 06:45 Zess wrote:
Cassiopeia passive now gives MS but doesn't stack with boots, W area is much larger and prevents movement spells, E heals (CD no longer reduced?)

From the Reddit comment above, it appears that Cassiopeia's E cooldown is now fixed to 0.9 sec (can be reduced with CDR) instead of being reduced when the target is poisoned and her new W can only be cast at a fixed distance from her.
The baylife, it burns!
Faeny
Profile Joined January 2015
647 Posts
Last Edited: 2016-04-20 02:49:52
April 20 2016 02:48 GMT
#4
Some very interesting changes - feels like getting mana regen has a much larger opportunity cost - more and more users of the meditation mastery? Super curious as to how the rocket belt changes the game.

Also - feels like yesterday when AD champs had a hard time getting CDR to fit in their build - now it feels like they have all the CDR they want with minimal hassle while AP champs have a hard time getting it.

The champion changes in general look intriguing and I look forward to see how they play. But some of the global changes - I wonder. Blue/red buff timers notifying both teams regardless of vision seems like they'll make them feel more like neutral objectives something that belongs to one team or the other. And 20 minutes on the new rift herald buff? Either an it's insignificant boost or way too impactful. The elemental dragons are an interesting idea - but will it be like Kindred's lucky scuttle mark RNG where a roll of the dice can have an impact on how the game plays out?

Finally towers get Armor/MR back. I was super puzzled by the change in the first place all that time ago. But the removal of the partial damage reset when towers change targets, I don't like it - feels like it removes some nuance from tower dives. An alternative could be to make tower shots more powerful in general while keeping this mechanic.

Also RIP distortion enchantment.
SKT hwaiting! RIP TL, TiP
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 20 2016 03:18 GMT
#5
actually I kinda like the cassio twin fang changes now that I've read them on the test center.

Basically instead of refunding the cooldown, when the target is poisoned it increases the damage, so instead of fucking up locking you out of all of your damage, you just do crap damage. to be honest I'm impressed such a good change in my opinion.
Carrilord has arrived.
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2016-04-20 04:06:22
April 20 2016 03:52 GMT
#6
On April 20 2016 11:48 Faeny wrote:
Some very interesting changes - feels like getting mana regen has a much larger opportunity cost - more and more users of the meditation mastery? Super curious as to how the rocket belt changes the game.

Also - feels like yesterday when AD champs had a hard time getting CDR to fit in their build - now it feels like they have all the CDR they want with minimal hassle while AP champs have a hard time getting it.

The champion changes in general look intriguing and I look forward to see how they play. But some of the global changes - I wonder. Blue/red buff timers notifying both teams regardless of vision seems like they'll make them feel more like neutral objectives something that belongs to one team or the other. And 20 minutes on the new rift herald buff? Either an it's insignificant boost or way too impactful. The elemental dragons are an interesting idea - but will it be like Kindred's lucky scuttle mark RNG where a roll of the dice can have an impact on how the game plays out?

Finally towers get Armor/MR back. I was super puzzled by the change in the first place all that time ago. But the removal of the partial damage reset when towers change targets, I don't like it - feels like it removes some nuance from tower dives. An alternative could be to make tower shots more powerful in general while keeping this mechanic.

Also RIP distortion enchantment.

Eh, there just isn't a lot of CDR items for AP centric builds because Athenes/Morellos/Nashor's exist with the same options for glyphs and boots as other styles on top of the assumed "I'm AP, so I get blue." Big CDR items are also a lot cheaper on AP, the highest cost being tooth at 3k. Meanwhile Cleaver is 3.5 and Reaver is 3.6.
739
Profile Blog Joined May 2009
Bearded Elder29905 Posts
April 20 2016 04:50 GMT
#7
Holy, once again Rito is doing a crapload of changes. Keeping up with the updates and tweaks Rito is serving is pretty struggling sometimes.

I think I overally like those changes. Dragon changes are nice, mages updates seems okay as well but these new Hextech items- I don't know. Having an additional blink for an initiator mage is kinda heavy.

Also I've read on reddit that QSS doesn't remove things like Zed's or Fiora's ult anymore :o
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
droserin
Profile Joined September 2014
127 Posts
April 20 2016 04:51 GMT
#8
On April 20 2016 12:18 Slusher wrote:
actually I kinda like the cassio twin fang changes now that I've read them on the test center.

Basically instead of refunding the cooldown, when the target is poisoned it increases the damage, so instead of fucking up locking you out of all of your damage, you just do crap damage. to be honest I'm impressed such a good change in my opinion.

My main concern with the change is that it will make it too easy to start comboing someone once you get Rylai's. Now you will be able to just point-and-click E for a massive slow, hit the really easy Q, then spam E. Before, leading with E would put it on cooldown.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2016-04-20 08:54:57
April 20 2016 08:52 GMT
#9
I kinda like the direction they're taking in the mage updates. Itemization will help out a lot. and makes more sense. Everything will be broken for 2-3 patches, but at least it'll be out pretty far away from worlds, with a whole split to balance.

Most of the reworked champs with spotlights are gonna be pretty fucking ridiculous, with a lot more power so numbers will have to come down.

As for dragons.

Air dragon, depending on the % could be either useless or fucking scary.
Fire/water are extremely strong. You can win hard with either higher regen or damage.

You'd want to fight for a fire/water dragon pretty much every single time, because one of those + elder probably will lose you the game.

There's also minimal ways to come back from a dragon deficit.
Porouscloud - NA LoL
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2016-04-20 11:22:27
April 20 2016 11:22 GMT
#10


Seems interesting.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
upperbound
Profile Joined September 2011
United States2300 Posts
April 20 2016 12:43 GMT
#11
Does the jungle icon thing mean people will be able to know jungle paths without any vision? That seems awful for junglers.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 20 2016 12:47 GMT
#12
On April 20 2016 12:18 Slusher wrote:
actually I kinda like the cassio twin fang changes now that I've read them on the test center.

Basically instead of refunding the cooldown, when the target is poisoned it increases the damage, so instead of fucking up locking you out of all of your damage, you just do crap damage. to be honest I'm impressed such a good change in my opinion.


Yea really like this. It always felt so dam awful when you narrowly mistime your fangs and land up not being able to cast it again for awhile. Spammy abilities that lock you out just don't feel as nice as longer abilities that you have to get right.
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2016-04-20 14:41:53
April 20 2016 13:07 GMT
#13
On April 20 2016 21:43 upperbound wrote:
Does the jungle icon thing mean people will be able to know jungle paths without any vision? That seems awful for junglers.

Yup. They will show up within a minute of spawning for everything that currently has a timer. Junglers prone to counter jungling are fucked.
Bladeorade
Profile Joined August 2010
United States1898 Posts
April 20 2016 14:40 GMT
#14
No you can't see the jungle path initially. You will only know it is spawning at the end of the timer, not the beginning.
Gahlo
Profile Joined February 2010
United States35174 Posts
April 20 2016 14:45 GMT
#15
When it shows up you know there is a minute before it spawns. If you are playing a champion that can't fend off the other jungler then you have to ward up around your own fucking jungle just to take a stupid buff, because you better believe that the other jungler, if they're worth their salt, is going to be giving a visit. Problem is, you don't have enough wards for that unless you take Tracker's Knife. It's basically a "hey, take this guys shit in a minute" sign.
Bladeorade
Profile Joined August 2010
United States1898 Posts
April 20 2016 18:46 GMT
#16
I mean, chances are there are wards up around jungle entrances anyway? Theres nothing stopping a jungler from doing that now so I dont understand why you think this will be a huge change. Yes now you can know EXACTLY when the buff will be up, but you always had a good idea anyway. Or at least I always feel like I know, maybe I am in the minority.
General_Winter
Profile Joined February 2011
United States719 Posts
April 20 2016 18:54 GMT
#17
Yeah. I like a lot of this but really hate the jungle change. Seems like it will really limit jungle diversity and force out junglers that don't duel early.

This kind of thing makes me worry that riot is playing too many in house 5v5 team games and isn't account for realities outside that environment. In queuing solo in ranke for normals you can't rely on your teammates to collapse if you get invaded, so putting up a great big invade me sign will make te jungle miserable.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2016-04-20 19:36:18
April 20 2016 19:26 GMT
#18
So one of the changes I was most interested in was Swain, because I like Swain and didn't like that he was part of the update. basically q is now a skillshot which is really werid to me, they gave it double damage to minions so I think they want you to max it for waveclear.

E got hit really hard in the damage department (like -65 damage at rank 5 and -.2 ratio) BUT crucially got a huge buff in the utility department, as you can max whatever you want and get the full 20% damage amp. Again I think this is because they want you to max Q, but I'm pretty sure maxing W will be where it's at. So even though rank 1 E is down 25 damage, I think getting the full amp at level 1, 2 and 3 will give him some pretty hilarious damage output.

My read on the situation:
Swain is actually buffed in the early game provided you are laning vs a hero that can be hit with nevermove (aka not Yasuo), his damage output will start to fall off compared to live around level 13 when you have to start putting points in e, which now scales really poorly with points.

There is potential that he is buffed in the lategame for utility, the Q skillshot change did come with a range increase, and the changes to his ult, while potentially doing less damage (the wording here is fuzzy, it is probably the same) he should heal for more and do more damage in full 5v5s

The change to Decrepify just seems weird and uninspired, beatrice still only hits one thing at a time, and you can lose damage by them just, walking out of the circle. I like to think about the range change to MF w and how much of a buff that ended up being, I hope that can be the case for Swain, but unlike MF, swain really needs his Q to do some damage, it's not like a setup for his autos or his ult. It really just comes off as riot jacking themselves off on skillshots as per usual, but I guess the range buff has some potential.

I'm really bad about change so while my gut wants them to do nothing I think these changes are ok, I'm a little disappointed he isn't getting any compensation for the rather large amount of damage being taken from his E max, but because he is getting the full amp early moving it to another skill would just be a huge buff. Maybe they could give him something like, hitting Nevermove extends the duration of E by 2 tics or they could give him the .2 ratio he's losing on his other skills(I guess they halfway did this), since that won't effect the early game. In any case I think it's weird that his early damage is going up and his late damage is going down, since he already has a power curve along those lines on live.

tl;dr my early read on the changes are this will actually exasterbate his strong laner who's damage falls off unless he dominates lane later. Q change is literally skillshot masturbation by riot but the range change combined with his ult change could be a buff to Swain as a utility hero lategame, will have to see it on live to be sure.
Carrilord has arrived.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
April 20 2016 20:27 GMT
#19
On April 21 2016 04:26 Slusher wrote:
So one of the changes I was most interested in was Swain, because I like Swain and didn't like that he was part of the update. basically q is now a skillshot which is really werid to me, they gave it double damage to minions so I think they want you to max it for waveclear.


Yea I loved playing Swain but apart from his brief spike with Deathfire, he's been struggling really hard because all of the meta mids just permanently shove you into your tower. Not having to max E is huge, and his Q is now AoE and does double dmg to minions, so it should help a ton with his wave control.

Maxing Q vs W is now super awkward though because of the nerfs to his W root duration, but Q's dmg per mana goes up way better than W.

His R does more dmg now though! And you can buy a spell to give you another Flash! So I'm still pretty excited
Administrator@TL_Zess
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IamPryda
Profile Joined April 2011
United States1186 Posts
Last Edited: 2016-04-20 21:48:39
April 20 2016 21:48 GMT
#20
Getting rid of boot enchantments and adding the jungles timers are awful. The dragon changes could go either way. Mage updates look good. Items some look good others look like balence nightmares
Moar banelings less qq
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