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There is no new champion this patch.
Patch 4.2: Live on Feb 11th, 2014
+ Show Spoiler [Patch Notes] +
Reworks
Xerath
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 :: 250 (+45 per level) ⇒ 238 (+47 per level)
Base mana regen :: 7 per 5 seconds (+0.6 per level) ⇒ 6 per 5 seconds (+0.65 per level)
Attack range :: 550 ⇒ 525
Visual :: 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.
Effect :: 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
Effect :: Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
Effect :: While channeling this spell, Xerath gradually slows his movement speed by up to 50%
W - Eye of Destruction
AOE Damage & Slow :: 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%
Center of Blast :: 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
Skillshot Nuke :: 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 :: 13/12.5/12/11.5/11 seconds
Mana cost :: 60/65/70/75/80
Range :: 1000
R - Rite of the Arcane
Ultimate :: 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
We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline 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
Effect :: Unchanged
Q - Crystal Slash
Effect :: When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
Slow :: No longer slows ⇒ moved to Fracture
W - Crystalline Exoskeleton
Cooldown :: 18 seconds ⇒ 16 seconds
Movement speed bonus :: from 15/17/19/21/23% ⇒ 16/20/24/28/32% (now ramps up over the first 3 seconds)
Base shield and ability power ratio :: 70/115/160/205/250 (0.6 ability Power) ⇒ increased to 80/135/190/245/300 (0.8 ability Power)
Effect :: No longer provides an Attack speed bonus
E - Fracture
Cooldown :: 10 seconds ⇒ 14 seconds
Effect :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
Missile range :: 800 ⇒ 1000
Missile width :: reduced slightly
Missile speed :: lowered slightly
Effect :: Heal mark removed
R - Impale
Root Timing :: Impale now roots the target during the windup animation
Voice Over :: Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target
Champions
Ashe
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 :: 60 at all ranks ⇒ 60/55/50/45/40
Bonus gold on kill :: 1/2/3/4/5 ⇒ 3 at all ranks
Dr. Mundo
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 :: 80 ⇒ 60
Evelynn
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
Missile Speed :: Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
Kayle
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 :: 1.0 ⇒ 0.6
W - Divine Blessing
Heal/Ability Power Ratio :: 0.35 ⇒ 0.45
Movement speed bonus :: now scales with ability power (+7% per 100 ability power)
R - Intervention
mana cost :: 100/75/50 ⇒ none
Riven
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 :: 5.5 per 5s ⇒ 2.5 per 5s
E - Valor
Shield :: 70/100/130/160/190 ⇒ 90/120/150/180/210
Rumble
Flamespitter looks… okay.
Rumble now spits real flame instead of meatballs.
Q - Flamespitter
Visual Update :: 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 :: 475 ⇒ 450
Yasuo
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 to generate a unit of flow :: increased by 15%
Q - Steel Tempest
Visuals :: Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
E - Sweeping Blade
Passively grants flow when he dashes :: 4/8/12/16/20% ⇒ 3/6/9/12/15%
R - Last Breath
Cast Range :: 1300 ⇒ 1200
Bug Fix :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range
Ziggs
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 Zigg’s early game harass.
Passive - Short Fuse
Base damage :: 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) ⇒ 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)
Ratio :: 0.35 at all levels ⇒ 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18
E - Hexplosive Minefield
Minion Damage :: 100% from all mines ⇒ 40% damage for each mine they hit beyond the first
Minor Changes and Bug Fixes
In our ongoing effort to create a more consistent League of Legends viewing experience, we’re standardizing certain elements of our user interface. Players using the old legacy floating combat text prior to this change will be assimilated into the collective player experience. Beep boop.
- 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
Clarity :: Akali's Shadow Dance stacks can once again be seen in her buff bar
Elise
R - Spider Form
Collision Size :: Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
Maokai
R - Vengeful Maelstrom
Bonus Damage :: Fixed a bug where bonus damage stored was lower than intended (now 25% higher)
Sona
E - Song of Celerity
Tooltip Text :: 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
Haste Ratio Bug :: .01 AP Ratio ⇒ .02 AP Ratio
Slow Ratio Bug :: .02 AP Ratio ⇒ .04 AP Ratio
Teemo
Spell effect :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
Yorick
Ghoul Immunities :: Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)
Items
Statikk Shiv
Passive Crit :: Passive now only critically strikes when the associated attack critically strikes
Warden’s Mail
UNIQUE Passive - Cold Steel
Slow Bug :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow
Randuin’s Omen
UNIQUE Passive - Cold Steel
Slow Bug :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow
Masteries
Perseverance
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.
Health Regen :: 0.7%/1.35%/2% of missing health per 5s ⇒ 0.35%/0.675%/1% of missing health per 5s
Summoner’s Rift
The changes affect Summoner’s Rift Only
Turrets
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.
Top and mid lane outer turrets
Flat Damage Reduction against Champions :: permanent ⇒ first 8 minutes
Twisted Treeline
These changes affect Twisted Treeline only
Kha’Zix
Same changes that exist on the Crystal Scar
Q - Taste Their Fear
Isolation damage bonus :: 45% ⇒ 35%
Evolved Enlarged Claws
Missing health damage :: 8% ⇒ 6%
+ Show Spoiler [Previous GD Threads & Patch Notes] +
Yasuo General Discussion
PreSeason 4 General Discussion
Heimer Rework General Discussion
Jinx General Discussion
Worlds Championship General Discussion
Worlds Balance General Discussion
Yimake General Discussion
Spirit Udyr General Discussion
Aatrox General Discussion
Lissandra General Discussion
Nerf Everything Not Nami General Discussion
Balance Update General Discussion
General General Discussion
Karma Remake General Discussion
Zac General Discussion
Quinn General Discussion
Patch 3.02 General Discussion
Season 3 General Discussion
Preseason Balance Update 2
Preseason Balance Update 1
Preseason 1 General Discussion
End of Season 2 General Discussion
Shadow Isles General Discussion
Twisted Fate Update General Discussion
Kha'Zix General Discussion
Syndra General Discussion
Late Aug General Discussion
Rengar General Discussions
Diana General Discussion
Zyra General Discussion
Jayce General Discussion
Draven General Discussion
Darius General Discussion
Spectator Mode General Discussion
Hecarim General Discussion
Lulu General Discussion
Fiora General Discussion
Nautilus General Discussion
Ziggs General Discussion
Sejuani General Discussion
Viktor General Discussion
Ahri General Discussion
Volibear General Discussion