On February 11 2014 00:44 Yezzus wrote:
Looks like a serious buff for Ashe (no sarcasm)
Looks like a serious buff for Ashe (no sarcasm)
In time for a new Ashe skin. What a coincident!
Forum Index > LoL General |
Sufficiency
Canada23833 Posts
On February 11 2014 00:44 Yezzus wrote: Show nested quote + On February 11 2014 00:21 kongoline wrote: garena has 4.2 patch notes http://www.reddit.com/r/leagueoflegends/comments/1xip24/42_patch_notes_is_up_on_garena_includes_skarner/ Looks like a serious buff for Ashe (no sarcasm) In time for a new Ashe skin. What a coincident! | ||
Sufficiency
Canada23833 Posts
On February 11 2014 00:44 GrandInquisitor wrote: The patch notes don't load for me; can someone copy/paste? + Show Spoiler + Patch Version 4.2 Posted on 02/10/2014 by LoL PH Admin TABLE OF CONTENTS LoL Client Updates Leagues Vision System General Reworks Xerath Skarner Champions Ashe Dr. Mundo Evelynn Kayle Riven Rumble Thresh Yasuo Ziggs Minor Changes & Bug Fixes General Akali Elise Maokai Sona Teemo Yorick Items Statikk Shiv Warden’s Mail / Randuin’s Omen Vision Ward Masteries Summoner's Rift Twisted Treeline LOL CLIENT UPDATES The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly. Upgraded the notification box to handle more service status messages while also providing more information where necessary We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games. Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends. The lore tab (aka the feather) has been removed from the front of the LoL client LEAGUES Currently, the League system allows players to rapidly move up the ladder if they're playing at a high skill level. In some rare cases however, players were entering their promo series and facing off against unusually difficult opponents. We’re introducing a change that allows players to skip their promo series up to Platinum I if they continually play at a skill level a full tier higher than their current league placement. Players who consistently win against opponents a full tier higher than their current placement will automatically skip their promotion series as they progress to the next division. Series skipping will be possible up to Platinum I. We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience – not to mention there are some odd side effects for duo queue players – so we’re taking a different approach. All players will now have an equal (random) chance of being first pick For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer VISION SYSTEM Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future. Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight GENERAL We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells. Icon Updates The following icons have been updated: Soraka’s ability icons Ashe’s ability icons Particle Updates The following summoner spells have been updated: Flash (particles and sound) Clairvoyance (particles and sound) Ghost (particles) Revive (particles) REWORKS Xerath Summary: Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details. This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy. General Base mana changed to 238 (+47 per level) (from 250 (+45)) Base mana regen per 5 seconds changed to 6 (+0.65 per level) (from 7 (+0.6)) Attack range reduced to 525 (from 550) Attack animation has been shortened slightly PASSIVE – Mana Surge Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level. Attacking an enemy champion restores double the amount of mana Q – Arcanopulse First cast: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling. Second cast: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage Cooldown: 9/8/7/6/5 seconds Mana cost: 80/90/100/110/120 Range: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds Xerath can hold a full range Arcanopulse for an additional 1.5 seconds While channeling this spell, Xerath gradually slows his movement speed by up to 50% W – Eye of Destruction Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10% Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead Cooldown: 14/13/12/11/10 seconds Mana cost: 70/80/90/100/110 Range: 1000 E – Shocking Orb Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds The stun duration is based on how far the orb traveled Cooldown: 18/16/14/12/10 seconds Mana cost: 60/65/70/75/80 Range: 1000 R – Rite of the Arcane Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used. Cooldown: 130/115/100 seconds Mana cost: 100 at all ranks Range: 3200/4400/5600 Skarner Summary: We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation. We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall. General Base attack speed lowered by 1% PASSIVE – Energize Unchanged Q - Crystal Slash When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times No longer slows (moved to Fracture) W – Exoskeleton Cooldown reduced to 16 seconds (from 18) Movement speed bonus increased to 16/20/24/28/32% (from 15/17/19/21/23%) Movement speed bonus now ramps up over the first 3 seconds Base shield and ability power ratio increased to 80/135/190/245/300 (0.8 ability power) (from 70/115/160/205/250 (0.6 ability power)) Attack speed bonus removed E – Fracture Cooldown increased to 14 seconds (from 10) Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds Missile range increased to 1000 (from 800) Missile width reduced slightly Missile speed lowered slightly Heal mark removed R – Impale Impale now roots the target during the windup animation Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target. CHAMPIONS Ashe Summary: We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks. Basically, we wanted Hawkshot to feel more valuable at rank 1. E – Hawkshot Cooldown reduced to 60/55/50/45/40 (from 60 at all ranks) Bonus gold on kill changed to 3 at all ranks (from 1/2/3/4/5) Dr. Mundo Summary: Mundo’s cleavers got skinnier. Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo. Q - Infected Cleaver Missile width reduced to 60 (from 80) Evelynn Summary: The closer Evelynn is to her target, the faster her Hate Spike projectile travels. We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal. Q - Hate Spike Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels) Kayle Summary: We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost. Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY. Q – Reckoning Ability power ratio reduced to 0.6 (from 1.0) W - Divine Blessing Heal ability power ratio increased to 0.45 (from 0.35) Movement speed bonus now scales with ability power (+7% per 100 ability power) R – Intervention No longer has a mana cost (from 100/75/50) Riven Summary: We lowered Riven’s base health regen and increased the power of Valor’s shield. We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place. General Base health regen per 5 reduced to 2.5 (from 5.5) E – Valor Shield increased to 90/120/150/180/210 (from 70/100/130/160/190) Rumble Summary: Flamespitter looks… okay. Rumble now spits real flame instead of meatballs. Q – Flamespitter Spell effect has been updated Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Yasuo Summary: It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range. We made some general quality of life changes to Yasuo in patch 4.1, but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away. PASSIVE - Way of the Wanderer Movement required to generate a unit of flow increased by 15% Q - Steel Tempest Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available E - Sweeping Blade Now passively grants 3/6/9/12/15% of Yasuo's flow bar when he dashes (from 4/8/12/16/20%) R - Last Breath Reduced cast range to 1200 (from 1300) Fixed a bug where Last Breath could sometimes be used beyond the maximum range Ziggs Summary: Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels. Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Ziggs' early game harass. PASSIVE - Short Fuse Base damage changed to 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 | 20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18 From 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 | 20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18 Ratio changed to 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18 (from 0.35 at all levels) E – Hexplosive Minefield Minions now take 40% damage for each mine they hit beyond the first (from 100%) Minor Changes & Bug Fixes General Removed legacy floating combat text Added ticks to Vilemaw's health bar Fixed a bug that stopped the HUD from scaling while the game was paused Akali R - Shadow Dance Akali's Shadow Dance stacks can once again be seen in her buff bar Elise R - Spider Form Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes. Maokai R - Vengeful Maelstrom Fixed a bug where bonus damage stored was lower than intended (now 25% higher) Sona E - Song of Celerity Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio Fixed a bug where Song of Celerity was granting a weaker haste and slow than intended (was using a .01 AP ratio for the haste and a .02 ratio for the slow, is now correctly using the intended .02 AP ratio for the haste and a .04 ratio for the slow) Teemo Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving Yorick Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed) Items Statikk Shiv Passive now only critically strikes when the associated attack critically strikes Warden’s Mail / Randuin’s Omen UNIQUE Passive – Cold Steel Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings and Elise’s Spiderlings were not being affected by the slow Vision Wards will now properly provide true sight to an enclosed area when placed in front (ie: dragon pit and Baron pit). Vision Ward Fixed a bug where Vision Wards weren't granting full true sight vision equal to their normal vision range Masteries Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line. Perseverance (Defense) Reduced to 0.35%/0.675%/1% of missing health every 5 seconds (from 0.7%/1.35%/2%) Summoner's Rift Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that. Turrets The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent Twisted Treeline Kha’Zix (same changes that exist on the Crystal Scar) Q – Taste Their Fear Isolation damage bonus reduced to 35% (from 45%) Evolved Enlarged Claws Missing health damage reduced to 6% (from 8%) | ||
Gahlo
United States35076 Posts
On February 11 2014 00:03 Sufficiency wrote: Show nested quote + On February 10 2014 23:56 Gahlo wrote: On February 10 2014 23:48 Sufficiency wrote: On February 10 2014 23:41 Gahlo wrote: On February 10 2014 23:29 Sufficiency wrote: On February 10 2014 23:26 Gahlo wrote: On February 10 2014 23:21 Sufficiency wrote: On February 10 2014 23:10 Gahlo wrote: On February 10 2014 21:59 Sufficiency wrote: There is no way Riot will nerf her W cooldown, because she was previously buffed in that respect. I don’t think Riot has ever reverted a buff/nerf before. You're on a roll today, aren't you? Do you really think this is a troll comment? Buffing a champion and nerfing it in the same way makes Riot looks bad and create discontent in the player base. You know what looks worse to players? Creating a problem champion and then refusing to nerf it to try and save face. Still looks better than reverting a change completely. Also that is Riot's decison on how to handle these kinds of things, I am just analyzing the reasoning behind it. I am on a roll indeed. http://www.reddit.com/r/leagueoflegends/comments/1xicc6/so_ive_been_reading_quite_a_bit_of_diana/cfbnb5e Yes, yes you are. e. Also, I only needed to search through(s3/4) till Akali till I found a modified change. V3.5 (Balance Updates): Shadow Dance Essence of Shadow charge rate increased to 35/25/15 seconds from 25/20/15. V3.7: Shadow Dance Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15. So I missed some of the changes, ops. The Diana thing, I don't know what to say. Her greatest weakness is her pre6. If she has R at level 1 she can: 1. If she lands Q on you pre 6 she will zone you for days. 2. Makes her jungle ridiculously overpowered. Reddit kept saying a lot of champions can gapclose at level 1, but that does not mean giving Diana gap closer at level 1 is acceptable. You also failed to take into acount the part in the OP where #s would be balanced to make up for the change. 1. As opposed to the being the champion that gets zoned till 6 in most of her matchups? Heaven forbid an assassin has a targeted gap closer that can be taken at level 1(Kat & Talon off the top of my head.) 2. Her ganks suck dick before 6. Her ganks would play out like Xin's pre 6 without the cc of a popup. At least this way she could actually do some damage. You're right. The melee champion might actually auto attack somebody. Quelle horreur. You are joking right? Do you know how much damage her passive + q + w can do? It is not even remotely comparable to Katarina and Talon. To adjust her numbers accordingly is problematic. It is a vague defense to a bad solution. I can make practically any changes to any champion so long as I 'adjust numbers accordingly'. Her role is currently this awkward fighter tank assassin initiator and that is her core problem. Swapping her R and E causes too much stress to her other parts of the kit so by doing so you might as well remake her into a different champion. At lvl3 Diana(P/Q/W)- 146(+1.9AP) Katarina(Q/W/E)- 175(+1.25AP)(+.6BonusAD) Talon-(P/Q/W/E)- ~153(+5.575BonusAD) So, to review. Everybody gets 3 autos because Diana does. With 0 bonus AD, Diana needs 55 AP to edge Katarina out in raw damage. In the case of Talon we're gonna be nice and use ArPen marks, 1AD/2LS quints, and a Dshield start. Diana would need a ~3AP:1Bonus AD ratio to catch up in raw damage. You greatly over-estimate Diana's early damage. | ||
killerdog
Denmark6522 Posts
Is it still going to be impossible to siege him after he gets 1-2 items, or is there hope now. edit: wasn't here also meant to be a dorans shield nerf in there? Or am I just overlooking it. | ||
Sufficiency
Canada23833 Posts
On February 11 2014 01:14 killerdog wrote: How key to zigg's waveclear was his e? Is it still going to be impossible to siege him after he gets 1-2 items, or is there hope now. edit: wasn't here also meant to be a dorans shield nerf in there? Or am I just overlooking it. That will be in PBE today but won't be in this patch. | ||
Kyrie
1594 Posts
On February 11 2014 00:44 GrandInquisitor wrote: The patch notes don't load for me; can someone copy/paste? full patch notes on reddit full text: + Show Spoiler + LoL Client Updates The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly. Upgraded the notification box to handle more service status messages while also providing more information where necessary We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games. Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends. The lore tab (aka the feather) has been removed from the front of the LoL client Leagues Currently, the League system allows players to rapidly move up the ladder if they're playing at a high skill level. In some rare cases however, players were entering their promo series and facing off against unusually difficult opponents. We’re introducing a change that allows players to skip their promo series up to Platinum I if they continually play at a skill level a full tier higher than their current league placement. Players who consistently win against opponents a full tier higher than their current placement will automatically skip their promotion series as they progress to the next division. Series skipping will be possible up to Platinum I. We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience – not to mention there are some odd side effects for duo queue players – so we’re taking a different approach. All players will now have an equal (random) chance of being first pick For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer Vision System Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future. Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight General We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells. Icon Updates The following icons have been updated: Soraka’s ability icons Ashe’s ability icons Particle Updates The following summoner spells have been updated: Flash (particles and sound) Clairvoyance (particles and sound) Ghost (particles) Revive (particles) Reworks Xerath Summary: Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details. This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy. General Base mana changed to 238 (+47 per level) (from 250 (+45)) Base mana regen per 5 seconds changed to 6 (+0.65 per level) (from 7 (+0.6)) Attack range reduced to 525 (from 550) Attack animation has been shortened slightly PASSIVE – Mana Surge Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level. Attacking an enemy champion restores double the amount of mana Q – Arcanopulse First cast: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling. Second cast: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage Cooldown: 9/8/7/6/5 seconds Mana cost: 80/90/100/110/120 Range: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds Xerath can hold a full range Arcanopulse for an additional 1.5 seconds While channeling this spell, Xerath gradually slows his movement speed by up to 50% W – Eye of Destruction Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10% Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead Cooldown: 14/13/12/11/10 seconds Mana cost: 70/80/90/100/110 Range: 1000 E – Shocking Orb Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds The stun duration is based on how far the orb traveled Cooldown: 18/16/14/12/10 seconds Mana cost: 60/65/70/75/80 Range: 1000 R – Rite of the Arcane Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used. Cooldown: 130/115/100 seconds Mana cost: 100 at all ranks Range: 3200/4400/5600 Skarner Summary: We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation. We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall. General Base attack speed lowered by 1% PASSIVE – Energize Unchanged Q - Crystal Slash When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times No longer slows (moved to Fracture) W – Exoskeleton Cooldown reduced to 16 seconds (from 18) Movement speed bonus increased to 16/20/24/28/32% (from 15/17/19/21/23%) Movement speed bonus now ramps up over the first 3 seconds Base shield and ability power ratio increased to 80/135/190/245/300 (0.8 ability power) (from 70/115/160/205/250 (0.6 ability power)) Attack speed bonus removed E – Fracture Cooldown increased to 14 seconds (from 10) Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds Missile range increased to 1000 (from 800) Missile width reduced slightly Missile speed lowered slightly Heal mark removed R – Impale Impale now roots the target during the windup animation Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target Champions Ashe Summary: We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks. Basically, we wanted Hawkshot to feel more valuable at rank 1. E – Hawkshot Cooldown reduced to 60/55/50/45/40 (from 60 at all ranks) Bonus gold on kill changed to 3 at all ranks (from 1/2/3/4/5) Dr. Mundo Summary: Mundo’s cleavers got skinnier. Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo. Q - Infected Cleaver Missile width reduced to 60 (from 80) Evelynn Summary: The closer Evelynn is to her target, the faster her Hate Spike projectile travels. We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal. Q - Hate Spike Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels) Kayle Summary: We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost. Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY. Q – Reckoning Ability power ratio reduced to 0.6 (from 1.0) W - Divine Blessing Heal ability power ratio increased to 0.45 (from 0.35) Movement speed bonus now scales with ability power (+7% per 100 ability power) R – Intervention No longer has a mana cost (from 100/75/50) Riven Summary: We lowered Riven’s base health regen and increased the power of Valor’s shield. We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place. General Base health regen per 5 reduced to 2.5 (from 5.5) E – Valor Shield increased to 90/120/150/180/210 (from 70/100/130/160/190) Rumble Summary: Flamespitter looks… okay. Rumble now spits real flame instead of meatballs. Q – Flamespitter Spell effect has been updated Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Yasuo Summary: It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range. We made some general quality of life changes to Yasuo in patch 4.1, but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away. PASSIVE - Way of the Wanderer Movement required to generate a unit of flow increased by 15% Q - Steel Tempest Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available E - Sweeping Blade Now passively grants 3/6/9/12/15% of Yasuo's flow bar when he dashes (from 4/8/12/16/20%) R - Last Breath Reduced cast range to 1200 (from 1300) Fixed a bug where Last Breath could sometimes be used beyond the maximum range Ziggs Summary: Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels. Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Ziggs' early game harass. PASSIVE - Short Fuse Base damage changed to 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 | 20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18 From 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 | 20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18 Ratio changed to 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18 (from 0.35 at all levels) E – Hexplosive Minefield Minions now take 40% damage for each mine they hit beyond the first (from 100%) Minor Changes & Bug Fixes General Removed legacy floating combat text Added ticks to Vilemaw's health bar Fixed a bug that stopped the HUD from scaling while the game was paused Akali R - Shadow Dance Akali's Shadow Dance stacks can once again be seen in her buff bar Elise R - Spider Form Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes. Maokai R - Vengeful Maelstrom Fixed a bug where bonus damage stored was lower than intended (now 25% higher) Sona E - Song of Celerity Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio Fixed a bug where Song of Celerity was granting a weaker haste and slow than intended (was using a .01 AP ratio for the haste and a .02 ratio for the slow, is now correctly using the intended .02 AP ratio for the haste and a .04 ratio for the slow) Teemo Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving Yorick Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed) Items Statikk Shiv Passive now only critically strikes when the associated attack critically strikes Warden’s Mail / Randuin’s Omen UNIQUE Passive – Cold Steel Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings and Elise’s Spiderlings were not being affected by the slow Vision Wards will now properly provide true sight to an enclosed area when placed in front (ie: dragon pit and Baron pit). Vision Ward Fixed a bug where Vision Wards weren't granting full true sight vision equal to their normal vision range Masteries Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line. Perseverance (Defense) Reduced to 0.35%/0.675%/1% of missing health every 5 seconds (from 0.7%/1.35%/2%) Summoner's Rift Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that. Turrets The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent Twisted Treeline Kha’Zix (same changes that exist on the Crystal Scar) Q – Taste Their Fear Isolation damage bonus reduced to 35% (from 45%) Evolved Enlarged Claws Missing health damage reduced to 6% (from 8%) i had no idea last breath had 1300 range, that's nuts also didn't realize patch notes had already been posted | ||
M2
Bulgaria4093 Posts
The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent starting from 0:00 or from 1:30? | ||
Sponkz
Denmark4564 Posts
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Thresh is gonna fall from his throne <3 | ||
Gahlo
United States35076 Posts
On February 11 2014 02:35 Sponkz wrote: Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Thresh is gonna fall from his throne <3 Into his gold lined tub. | ||
killerdog
Denmark6522 Posts
On February 11 2014 02:48 Gahlo wrote: Show nested quote + On February 11 2014 02:35 Sponkz wrote: Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Thresh is gonna fall from his throne <3 Into his gold lined tub. There'll be at least a day of thresh's all cancelling their autos by accident for the first few minutes of the game. worth | ||
wei2coolman
United States60033 Posts
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being. That thresh change is going to be awesome tbh, going to match range on his flay now. | ||
killerdog
Denmark6522 Posts
On February 11 2014 03:14 wei2coolman wrote: Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design. By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being. Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S | ||
Sufficiency
Canada23833 Posts
On February 11 2014 02:35 Sponkz wrote: Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Thresh is gonna fall from his throne <3 Seriously though. The only thing Tresh does not have is healing. This fucker got everything else a support may want in his kit. | ||
wei2coolman
United States60033 Posts
On February 11 2014 03:17 Sufficiency wrote: Show nested quote + On February 11 2014 02:35 Sponkz wrote: Thresh Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit. General Basic attack range reduced to 450 (from 475) Thresh is gonna fall from his throne <3 Seriously though. The only thing Tresh does not have is healing. This fucker got everything else a support may want in his kit. Shield is purty good heal replacement too. Though the thing that bugs me the most about thresh's kit is how strong his flay is. The lantern/hook interaction is interesting as it is, but how much power he gets off of his flay is pretty insane. The strong poke damage off of auto attacks, along with a huge aoe interrupt is pretty insane. | ||
YouGotNothin
United States907 Posts
On February 11 2014 03:16 killerdog wrote: Show nested quote + On February 11 2014 03:14 wei2coolman wrote: Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design. By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being. Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S Speaking of inelegant, if you understand this the first time you read it props to you. from the wiki on turret damage: Penetrating Bullets +30% Armor Penetration Unique passive - Dodge Piercing : Turret attacks can not be dodged Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster). Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage). Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%. | ||
wei2coolman
United States60033 Posts
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Slayer91
Ireland23335 Posts
there's nothing inherently wrong with it, if theres no better soluton | ||
Gahlo
United States35076 Posts
On February 11 2014 03:23 YouGotNothin wrote: Show nested quote + On February 11 2014 03:16 killerdog wrote: On February 11 2014 03:14 wei2coolman wrote: Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design. By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being. Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S Speaking of inelegant, if you understand this the first time you read it props to you. from the wiki on turret damage: Penetrating Bullets +30% Armor Penetration Unique passive - Dodge Piercing : Turret attacks can not be dodged Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster). Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage). Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%. Last I recall, they made those properties items on turrets, so it's pretty transparent. | ||
wei2coolman
United States60033 Posts
On February 11 2014 03:25 Slayer91 wrote: cept most of those have been there for ages since like season 1 there's nothing inherently wrong with it, if theres no better soluton yeah, it's still pretty inelegant, it takes hundreds of games to feel out the tower damage (especially since runes make such a huge impact to it). I'm pretty sure there are better ways of doing tower damage that accomplishes the same goal. On February 11 2014 03:27 Gahlo wrote: Show nested quote + On February 11 2014 03:23 YouGotNothin wrote: On February 11 2014 03:16 killerdog wrote: On February 11 2014 03:14 wei2coolman wrote: Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design. By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being. Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S Speaking of inelegant, if you understand this the first time you read it props to you. from the wiki on turret damage: Penetrating Bullets +30% Armor Penetration Unique passive - Dodge Piercing : Turret attacks can not be dodged Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster). Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage). Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%. Last I recall, they made those properties items on turrets, so it's pretty transparent. Transparency has nothing to do with elegant game design | ||
Slayer91
Ireland23335 Posts
elegance is an ideal, not necessarily the best thing. Kung fu is elegant, but MMA is just huge dudes tackling each other and wrestling most of the time. | ||
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