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Shrekstasy

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So...I assume you guys have seen the preseason changes? This sheet's crazy.

 

http://www.surrenderat20.net/p/current-pbe-balance-changes.html

 

tl;dr All ADCs are different, fucktons of item changes, RIP green wards and mana pots, we have baby-Baron, probably other stuff.

 

On a related note, I just got PBE access, so if you guys want me to test anything with the new stuff, tell me.

 

Also, getting up at 6 AM to watch SKT go 3-0. Worth?

 

A KOO upset would be super entertaining, but I wouldn't be upset if SKT brought it home.  Hoping if they do we get some skins for different champs this time.  Had enough of this Sivir bullshit.  Seriously, Victorious Sivir?  That's not a reward, it's a built in debuff.  funk that boring ass champion and that skin.  But seriously though, its a good skin, just wish it was a different champ.

 

Also, on PBE, Graves is funking STUPID broken.

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  • 1 month later...

I just realized how old this post is, in relation to all the changes that were made so far. I don't know if someone of you has played Illaoi so far, but I am not sure about her. I mean, she is a strong toplaner, but why do all these Juggernauts have to be so broken? Darius, Fiora, Garen... Why can Illaoi promote Hentai but Graves cannot have is damn cigar ;__;

Anyways, haha, I have not played her yet, but I ban her in almost every Draft I play, since she is annoying, especially with much meele champions on your team. I see a huge potential on this champ, but I think she is a bit disgusting and maybe way too strong. Just imagine - your team won a teamfight, you are trying to recall to base and then a tentacle spawns next to you, hits you, you lose hp and have to recall again. Then, in base, you still spawn them and have to destroy 3 of them - and they hurt, believe me, at least for squishy champions. She is also annoying on botlane, players like me as a support main are so easy to poke and harass, it's even more annyoing than getting poked by Sona. And speaking of positions she can play - she is also a valiable Jungler. Just like Teemo's shrooms, she gains vision from her tentacles and you should also not come too close to them.
Speaking of champions - I. Adore. The. New. Poppy. I don't get why they did the rework so late, but the waiting was worth it. No more Lollipoppy challanges on reddit, since she is now cute and adorable like every Yordle, maybe apart from satanworshipping Teemo ^-^ I've watched a video from Pants Are Dragon where he plays Poppy toplane on the beta and I cannot discribe my love for her. She looks great, her voiceover fits her perfectly and she is allover a new champion on her own. I am really looking forward to play her.

 

I almost forget to talk about myself. So, I've been playing League of Legends since September and I am kinda addicted to it, haha. I mean, it's one of my favourite games now and I cannot understand why I've not been playing it much earlier, since my boyfriend plays League for almost four years. I am a support main, I love Morgana, Lulu, Sona and Jann but also Leona and Thresh, which I am currently learning. I feel much love for Anivia, Katarina and Orianna as well. And also Blitzcrank. And Zac. Who am I kidding, I love all of them, even Teemo has something to him. Okay, kidding, he is satan.

I'm playing on the EUW server and my name is Fluffeon, so feel free to play with me, incase you also use the EUW server c:

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  • 2 weeks later...

Illaoi's a strong pick if you know how to use her. She's suffering from Yasuo release syndrome, where everybody's up in the air about them until you face it for yourself in person and all the lcs korean players finally lock it down and make a video demonstrating how hard you can WRECK IT within the span of 2 minutes aka when this happened.

 

All in all, she will get nerfed. I'm not sure what on, but from personal experience, the worst part about her is her E. It's got great range for what it does, low CD for what it does and whoo boy does it go a long way to screw you over. The same way Quinn's new Q mechanic became the bread and butter of what made her conquer 4 lanes in winrate is what's happening with Illaoi. Get E'd, you are guaranteed a certain amount of damage while getting away (45% of health at rank 5); you stay you die (since she can still hammer you and your soul for loads of damage at once, effectively increasing her output on you to 145% her norm). Either way, you have to deal with the tenta curse that follows promptly after, which can happen anywhere no matter what. It's a trademark way of spreading more zoning areas for illaoi to use for those tentacles you might have to abandon while getting chased or it just flat out kills you or a teammate nearby for having low health. 

 

She's got crazy mechanics that still aren't being taken advantage of. But people will inevitably figure out she is scaling way too hard and doing way too well early on to really be in a game as a balanced presence.

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Illaoi has a major weakness in being zoned though. She wrecks only if you stay put, which typically happens when stupid people think they can burst her down, always forgetting her sometimes monstrous healing. So long as you can keep out of hentai slap range, she isn't very potent at all. This is what makes her brutal in tight corners, but if you're smart in-lane it's hard for her to kill you without help since she's not very mobile.

 

Also, Yasuo is still a very stupid champion, all things considered.

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Yasuo still and will always scale insanely into late game, but so many anti-assassin mechanics have come into play that he's not been as insufferable as of late. The warlord's bloodlust keystone put him into the spotlight again after some underlying presence; But I consider him someone who isn't too crazy unless the person using him actually knows what the hell they are doing. Back in the release days, (and I've mained him since day 1) he used to literally be so bad you could facemash the damned keyboard and you'd kill everything in sight. People with actual technique were literally unstoppable unless you had a supremely hevay counterpick with equivalent skill (like Faker's infamous Riven mid pick). 

 

Illaoi's thing is, she still does insane damage and sustains well even without tight corners, and with teamfights inevitably taking place in the jungle for objective control, she'll always find a relevant spot to rudely penetrate your team with no prep even if she goes down solo. 

 

It's the cooldowns honestly. If they shifted a few by at least 1/2 seconds she might not be completely insufferable in teamfights like she is currently. Bad illaois can get off in a 1v5/2v5 with 3 lives and good illaois can pretty much take in an ace in even 3v5 situations.

 

Tahm Kench has also been mostly untouched considering what  monstrosity he can actually be.

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Yeah Ekko fell out for a solo queue kind of player, but he's still incredibly potent for outplay potential at a higher elo. Mid lane's mostly punishing him due to what's been taking over there as of current but he's been run in the jungle very well AP-wise, and I've been noting another upcoming swing of Tank Ekko coming into play.

 

Personally, I've only ever played him as a tank jungler. He's been very fun to play that way, since I hate playing tanks usually, and he's got a kit that actually makes tanking a bit more interesting.

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  • 4 weeks later...

I present to you the official Japanese Voice cast!:

 

https://www.reddit.com/r/leagueoflegends/comments/3zsq6i/all_the_japanese_voices_from_pbe_in_one_place/

 

 

Fangasm is up the charts enjoy listening to your fave champ only  JAPANESE XD

 

Also a friendly warning listening to ahri is SO EPIC you been warned XD

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Jinx's Japanese VO is scary accurate as to what she is as a character.

Shyvana's is also amazing.

 

Also, teasers for the new champ have been up for a while:

http://www.surrenderat20.net/2015/12/mysterious-teaser.html

 

Here's the teaser video for "Jhin", titled "Mind of the Virtuoso":

 

https://www.youtube.com/watch?v=B4-BgDEy2AE

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For you "out-of-the-loop" ass niggas.

 

https://i.imgur.com/nT7UkYT.jpg

 

https://i.imgur.com/3OZz1Er.jpg

 

https://i.imgur.com/rxpGTwy.jpg

 


 

NEW CHAMP SELECT

New champ select is coming to Normal and Ranked Draft queues.

The new champ select experience will be enabled for Normal and Ranked Draft across the world later this patch! We're starting with tests in NA and TR on January 13. If everything goes well, we'll continue to roll out new champ select in other territories over the following days. A few key details of the system are listed below; make sure to head back to the 2016 Season Update site for an in-depth overview.

When new champ select launches, devs will be on the boards to gather feedback and track known issues. Let us know what you think!

POSITION SELECT

Teammates each select two positions they'd like to play (top, jungle, mid, bottom, support, fill) in the lobby

POSITION ASSIGNMENT

Once a match is found, new champ select assigns each teammate a position

PICK INTENT

Teammates have an opportunity to highlight the champion they want to play before picks and bans

BANS

Teammates assigned to third, fourth and fifth pick will each ban one champion

LOCK IT IN

Bans and picks must be locked in. Hovering doesn't count! Failing to lock in a ban or pick will result in a dodge with a time penalty.

Lastly, the launch of new champ select marks Team Builder's retirement. New champ select is a better answer to many of the problems we were trying to solve with Team Builder, so we're opting to replace Team Builder rather than having both queues exist together.

GOODNIGHT SWEET PRINCE

When new champ select launches, Team Builder will be retired

2016 RANKED SEASON

The 2016 ranked season commences this patch! Keep an eye out for more information! Back to top

CHAMPIONS

BARD ~ootay~

Sometimes you'd chuck a cute lil' meep on over at an evildoer and their pal, only to find you didn't hit both (even if it looked like it visually). So we adjusted it. Bard Buffs

Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade

BRAND

Pretty obvious that this wasn't working as intended. For all of you who've been double killed by Brand's ultimate while standing inside a minion wave, #bigsorry.

Fixed a bug where Pyroclasm would always prioritize enemy champions unless it killed its target

CAITLYN

Less weirdness around using Headshot.

Caitlyn seems to have landed in a good spot post-update, but there's still some awkwardness to clean up around the usability of her new-and-improved Headshot.

Fixed a bug where Caitlyn would walk toward her empowered Headshot target if they were less than 650 range of her

Fixed a bug where Caitlyn's next basic attack would sometimes be delayed more than normal after an empowered Headshot

Fixed a bug where Caitlyn would sometimes take longer than intended before firing an empowered Headshot when swapping targets

Trap now is slightly better at catching small champions (like yordles)

FIDDLESTICKS

Dark Wind mana cost down.

Let's be clear, this is a small buff. We're fairly certain that Runic Echoes will benefit Fiddlesticks, but we also wanted to give this old-school kit (with those massive mana costs) a small bump in the right direction. This will probably help out Middlesticks or Supportlesticks (we stretched for that one) more than Junglesticks, but at least this offers an alternative leveling path for those who want to bounce around.

DARK WIND COST 50/70/90/110/130 mana ⇒ 50/60/70/80/90 mana

GANGPLANK

Passive ratio down, duration increased.

As history would imply, Gangplank is a hard man to keep down. Despite chipping away at his explosive area-of-effect damage, GP remains above the curve in the laning phase thanks to Trial by Fire's incredible damage output (especially when reset with Powder Kegs). With Gangplank's hyper-scaling potential, it didn't make much sense for him to also shove opponents out of lane like he owned the place. So we're adjusting.

PASSIVE DURATION 1.5 seconds ⇒ 2.5 seconds

TICKS 6 ⇒ 10 (damage per tick reduced; total damage unchanged)

RATIO 1.2 bonus attack damage ⇒ 1.0 bonus attack damage

JINX

Bugfixes!

Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor

Fixed a bug where Jinx was able to cast rockets for free when out of mana

Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher

Switcheroo! can no longer be cast while disabled

KALISTA

E's less mana-efficient when rending single targets.

Back with a spear of vengeance, Kalista's been slowly working her way up the list of must-answer threats in today's state of the game. This should come as no surprise with professionals evaluating her highly back at the World Championships, but even preseason's goodies for casters and crit-wielding marksmen were enough to keep her down. This patch we're exploring ways to reduce Kalista's mana efficiency without negatively impacting the feel or skill required to uphold the oath. You'll break even when rending entire waves per usual, but singleton last-hits and one-off-trades will see Kalista's mana bar emptier than her tolerance for betrayers.

Fixed a bug where Kalista sometimes continued autoattacking through a few loss-of-control states (ex. Guardian Angel, Lulu's W - Polymorph)

REND COST 40 mana ⇒ 30 mana

REFUND ON SINGLE KILL 20 mana ⇒ 0

REFUND ON MULTI-KILL 40 mana ⇒ 30 mana

KHA'ZIX

Passive attack comes out faster. W's explosive radius is up. E range up.

With the removal of Ranger's Trailblazer, Brutalizer, and the old Last Whisper, Kha'Zix lost a lot in the transition to 2016. Our previous attempts to restore some of his former glory were well intentioned, but weren't enough to bring the bug back. 6.1's all about helping Kha'Zix achieve successful isolation without needing to increase the isolation range itself. Highlighting and enabling Kha'Zix's ability to capitalize on the missteps of his prey fits perfectly with KZ's own motto: evolve, and overcome.

Passive speed increased to match Kha'Zix's basic attack animation

VOID SPIKE EXPLOSION RADIUS 225 ⇒ 275

LEAP RANGE 600 ⇒ 700

EVOLVED RANGE Unchanged (thought you should know)

LEBLANC

E and mimic'd E's missile speed up.

Flashy and tricky, successive nerfs to Leblanc have her feeling less-than-responsive recently. With immobile mages still on top, we're taking the opportunity return some snappiness to keep LeBlanc's foes on their toes.

ETHEREAL CHAINS MISSILE SPEED 1600 ⇒ 1750 MIMIC: ETHEREAL CHAINS MISSILE SPEED 1600 ⇒ 1750

MISS FORTUNE

Passive ratio down. E damage down.

The bottom line is this: Miss Fortune's doing too much damage. While most of it is warranted (especially when aided by allies to combo some amazing Bullet Times), Make It Rain's increased range and synergy with Thunderlord's Decree have turned it from an area control spell to just another way to bully her opponents. That said, MF's not far off from where we'd like her laning phase to sit, so we'll be watching her this patch to make sure she hasn't walked the plank entirely.

PASSIVE RATIO 0.6 - 1.0 total attack damage (at levels 1-18) ⇒ 0.5 - 1.0 total attack damage (at levels 1-18)

MAKE IT RAIN DAMAGE 90/145/200/255/310 ⇒ 80/115/150/185/220

MORDEKAISER

Shield takes longer to decay. W is not castable on minions. R gives Mordekaiser's attack damage, and does more damage over time.

Following up our changes in 5.23, these are similarly focused on cementing Mordekaiser's pattern as a slow but terrifying Juggernaut (capital J). Weakening ability power builds in favor of more hybrid ones is the name of the game, favoring sustained threat over time instead of '1-shot comboing your soul into pieces.' Reverting some of his shield decay and W's ally-target functionality, Mordekaiser should find himself able to pick fights while solo or duo to keep on shredding.

IRON MAN DELAY ON SHIELD DECAY 1 second ⇒ 1.5 seconds

HARVESTERS OF SORROW Can now be cast on allied minions (melee and caster minions have smaller rings)

TEMPORARY HARVESTERS Effect now ends if Mordekaiser or his ally dies

GHOST BONUS ATTACK DAMAGE 10/20/50 attack damage ⇒ 1.0 of Mordekaiser's bonus attack damage

DAMAGE SPLIT 50% on-cast + 50% over 10 seconds ⇒ 25% on-cast + 75% over 10 seconds (total damage unchanged)

RIVEN

Passive ratio increased.

Another patch, another Riven buff (I'll take words we never thought we'd type for 500, Meddler). Not much has changed since the last time we met - itemization isn't great for champions like Riven, and while her health regen increase showed promise, it didn't exactly move her as much as we'd like. Handing back some early-game strength should let her work where she shines most - without contributing to her endgame combo potential.

RUNIC BLADE RATIO 0.2 - 0.5 total attack damage (from levels 1-18) ⇒ 0.25 - 0.5 total attack damage (from levels 1-18)

RUMBLE

Q range and tick rate increased. Rumble's body is now smaller.

Piloting a literal junkyard, you almost expect Rumble to feel clunky. Alas, you can have too much of a good thing, often leading Rumble to feel like he's better left for the scrap heap than in top lane. Adjusting Rumble's specs for maneuvering in minions while upping the consistency of Flamespitter means he can focus on the complexities that really matter, like not entirely missing his Equalizer.

COLLISION RADIUS 50 ⇒ 35

FLAMESPITTER RANGE 550 ⇒ 600

TICK RATE 0.5 seconds ⇒ 0.25 seconds

TEEMO

Attack damage up. R range increased. Passive stealths while moving in brush.

Another champion that's been struggling in 2016, Teemo's woes have not gone unnoticed. The prevalence of Farsight Totem has hurt his ability to play hide-and-seek with Camouflage, while losing out on the bonus attack damage from the old masteries means he's having a harder time in lane. Tuning these while adding a bit of range to Noxious Trap go a long way toward improving his strategic ability to scout - as well as feed into his natural prey of fighters and juggernauts.

While the below changes might look like a buff and a nerf to Camouflage, the double stealth mechanic wasn't necessary (as you will now be entering stealth the moment you walk in instead of needing to stop), so you take about the same time to stealth but can also stealth while running. Now that's sneaky.

BASE ATTACK DAMAGE 47.54 ⇒ 49.54

Teemo can now stealth while moving in brush (combat still resets the delay)

Teemo no longer stealths twice as fast while in brush

NOXIOUS TRAP CAST RANGE 300/600/900 ⇒ 400/650/900

TRUNDLE

Q no longer works on towers. Pillar's cost up. R's cooldown and cost increased.

What a difference 50 attack range makes. Every year there's a champion that perfectly benefits from most of the season's changes, and in 2016 (with better itemization and a higher importance on skirmishing), it's Trundle. We're taxing the troll's mana pool to curb some of that non-stop aggression. Quick call out on that Q nerf: with turrets being weaker this season we felt this was a good middle-ground instead of outright dulling those teeth.

CHOMP No longer affects turrets

PILLAR OF ICE COST 60 mana ⇒ 75 mana

Fixed a bug where Trundle's Pillar was granting too much vision for the duration

SUBJUGATE COOLDOWN 80/70/60 seconds ⇒ 110/90/70 seconds

COST 75 mana ⇒ 100 mana

ELISE

Rappel won't randomly drop you on enemies you didn't want to land on.

Fixed a bug where Elise would quickly drop onto a nearby enemy when self-casting Rappel

POPPY

Q is more usable after charging.

Just some usability to keep the Keeper of the Hammer keep on keepin' on.

If Poppy casts Hammer Shock immediately after Heroic Charge, Hammer Shock will cast toward her target

THRESH

Souls are more likely to do what you think they do.

Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing

YASUO

Wind Wall works as intended.

Now all of those videos of Gold Card going through Wind Wall can be laid to rest.

Fixed a bug where certain targeted abilities (such as Twisted Fate's Pick-A-Card) would pass through Wind Wall as it spawned

URGOT

So dark, so secret.

Fixed a bug where Noxian Corrosive Charge was granting too much vision for the duration.

HEIMERDINGER

Too bright for his own good.

Fixed a bug where Heimerdinger's grenade was granting too much vision for the duration.

MINIONS

Just some bugfixes for minions and their wacky behavior.

The only one that's worth calling out is the last one on the list - this was actually implemented in 5.22, and primarily helps melee vs ranged matchups with respect to basic attacks. Simply put, the 'call for help' used to be around yourself and not the enemy, meaning that when they'd harass you off the wave, your minions would often 'pretend' not to notice as they went about their business. Now minions are more courageous and will actively watch for enemy harassment.

Minions no longer freeze or awkwardly lock eyes with other minions

Minions now display how much bonus damage or damage reduction they have from the pushing changes implemented in 5.23

Minions no longer acquire new targets that are in the river or jungle, and if they enter the river or jungle they'll refuse to acquire any target until they leave. (Implemented in 5.22 but undocumented)

Now additionally calls for help in a ring around your opponent when attacked near minions (implemented in 5.22 but undocumented)

JUNGLE

ENCHANTMENT: RUNIC ECHOES

Runic Echoes is a cheaper Luden's Echo for junglers. While it has less ability power and base damage, it restores a large portion of your missing mana on hitting a Large Monster - in addition to dealing bonus damage!

It's context time.

When we introduced the Runeglaive enchantment in Season 5 it, like the incredible Zoot Suit, was specifically tailored for its time. In development, we took a hard look at all of the existing AP junglers and tried to deliver a finely-tuned item that would enable them beyond "bundle of stats" (with Fiddlesticks as an accepted casualty. Sorry Fiddle.). At that point, our view of AP junglers was fairly narrow and our goal was definitely "solve for the present."

This season, we can take a more future-facing look at Runeglaive (now Runic Echoes). The introduction of Hunter's Talisman means we can solidify spell-casting as a core part of an AP jungler's rotation, so it makes more sense that Runic Echoes is an extension of that. Echoes should be a flat upgrade (or sidegrade, at worst) for most champions, to the point where we'll probably need to keep a close eye on the balance of that movement speed bonus. One additional issue we wanted to solve was to allow for late game scaling on an AP jungle item - something Runeglaive lacked due to its lower ratio in comparison to Lich Bane.

On the point of, "Why not both?" we'll go back to the discussion we had when we replaced Magus. Specifically, if the goal of Runic Echoes is to serve all AP junglers equivalently or better than Runeglaive, then Runeglaive either becomes another Ohmwrecker (sorry) or it's an "alternative" choice for a smaller subset of AP junglers that skews their balance on yet another axis. The question we asked was, "What do we gain by keeping Runeglaive?" and while the diversity option for a few champions was nice, we trade a lot of clarity in balance to keep two items that should functionally serve the same class.

BUILD PATH Tier 2 Jungle Item + Amplifying Tome + Aether Wisp + 340 gold

TOTAL COST 2625

ABILITY POWER 60

MOVEMENT SPEED 10%

UNIQUE PASSIVE

Echo - Gain charges upon moving or casting. At full charges, the next spell hit expends all charges to deal 80 (+0.10 ability power) magic damage to up to 4 targets. This effect deals 250% damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing mana.

SMITE

No longer triggers spell effects.

Smite's been through an interesting transformation. Once one of League's more 'vanilla' spells, it's turned into a multi-charge, multi-augmented ability that provides tons of utility. While Smite's slowly crept up in strength, it was the introduction of Runic Echoes interaction with Smite where we finally needed to draw the line. Having an instant high-damage nuke is probably not in anyone's best interests.

No longer triggers spell effects (such as Spell Vamp or Rylai's Crystal Scepter)

TIER 2 JUNGLE ITEMS

Cost down.

Just some slight tuning to make these a bit more attractive/easy to upgrade compared to just buying the component of your enchantment (Caulfields, Aether Wisp, etc).

COST 1050 gold ⇒ 1000 gold

MANA REGENERATION IN JUNGLE 150% ⇒ 180%

RIFT HERALD

Damage down.

Continuing Rift Herald's welcome to the League by nudging his dream-crushing power down, bit by bit. It's a potent tool for pushing advantages, but so often the health cost for taking it is so high that teams still aren't sure when to go for it.

BASE DAMAGE 105 ⇒ 95

'RAZOR SHARP' RAPTOR BUFF

Raptor's vision buff is more forgiving.

2016 saw a change in the vision range of different types of wards, but not the trigger range of Razor Sharp (or for those of y'all that don't read, the 'Raptor Vision Buff'). Functionally this meant you could ‘proc’ the ward-spotting buff without the ward even seeing you (leading to even more confusion when hunting down that pesky ward). No more! If it sees you, you should see it, and vice versa.

Fixed several bugs with Razor Sharp where it would not go off if the nearest enemy object was not a ward

Changed trigger range from 1250 to 900 to better sync with the range of wards

Changed trigger range for blue trinket wards from 1250 to 500 to better sync with the range of wards

ITEMS

WARDING TOTEM

Cooldown lowered.

Once the staple trinket, Warding Totem's found itself feeling pretty mediocre compared to the Farsight Alteration. As we seek to adjust the balance between the two, dropping the lategame cooldown significantly ensures teams can access more consistent vision with a Warding Totem in their inventory.

COOLDOWN 180 seconds - 120 seconds (at levels 1-18) ⇒ 180 seconds - 90 seconds (at levels 1-18)

FARSIGHT ALTERATION

Cooldown up.

By contrast, Farsight's dominance tends to warp the strategic game - putting more weight on its spot use as an in-fight or pre-fight reveal, but offering very little in the way of long-term vision to control objectives or jungle corridors. Farsight's effect is powerful enough that we're confident it'll still see use for what it does, but it shouldn't feel like your default option in 100% of games.

ACTIVE COOLDOWN 76 seconds - 60 seconds ⇒ 92 seconds - 60 seconds

ELIXIRS

Can drink elixirs while dead.

If you're like us, you may have found it frustrating to respawn at a tense moment, delaying your battle charge by having to double-click an Elixir. Considering Elixirs are items too, we've now made it so you purchase them while dead to get to your battle faster. Important note: if you buy an elixir while dead, it'll begin ticking down instantly, but the amount of time you have left to respawn will be added to the duration - so your elixirs always last the correct amount. Don't freak out!

Can now be purchased while dead if your inventory is full (duration is increased by the amount left on your respawn timer)

EYE OF THE OASIS

Mana regen down, CDR up.

If you're a support in 2016, mana regeneration's just about everywhere you look when it comes to full item builds. In the interest of providing supports with a different stat (while still keeping these items focused on spellcasting), we're trying out cooldown reduction to make them fit as smoothly as their Tier 3 brethren (Talisman of Ascension and Frost Queen's Claim, respectively).

MANA REGENERATION 150% ⇒ 100%

COOLDOWN REDUCTION 0% ⇒ 10%

EYE OF THE WATCHERS

Mana regen down, CDR up.

If you've been watching for the context here, turn your eyes above.

MANA REGENERATION 150% ⇒ 100%

COOLDOWN REDUCTION 0% ⇒ 10%

FROST QUEEN'S CLAIM

Less mana regen. Slow now scales with distance.

Ah, Frost Queen's Claim. Even if you've never bought it, you've seen it - and the army of ghosts slowing you from across the universe. While potent as a form of vision control and a playmaker for spellcasting supports, this raw stat efficiency combined with crowd control made it far more ubiquitous than is healthy (when you start to see champions like Tank Maokai buying this, you know something's up). Cutting FQC's efficiency and impairing its use as a close-range sticking/peeling tool requires more pre-meditation on the part of it's user to get the same level of crowd control. We'll continue assessing if we need to tone down that spooky.

MANA REGENERATION 150% ⇒ 100%

Slow duration now scales between 2 and 5 seconds based on distance traveled

Ghosts get progressively more spooky as they travel

SUNFIRE CAPE

Bring me my cape of suns.

Sunfire's often the odd-man out when compared to its cousins: Randuin's Omen and Dead Man's Plate. We're giving it a bump to feel like a real contender when shopping for physical protection.

ARMOR 45 ⇒ 50

GUINSOO'S RAGEBLADE

Bugfixes!

Ranged champions no longer activate Guinsoo's Rage on the same basic attack that grants them their eighth stack.

PHANTOM DANCER

Shifted movement speed from Spectral Waltz to base movement speed.

Phantom Dancer's intended niche as an item that enables you to seek out and duel champions is betrayed by losing Zeal's movement speed upon upgrading it. We'd still like it to stay on the lower end when not hunting down dance partners, but giving back some strategic movement speed should keep it more than just a phantom.

MOVEMENT SPEED 0% ⇒ 5%

BONUS MOVEMENT SPEED NEAR ENEMIES 12% ⇒ 7%

STATIKK SHIV

More damage to minions.

While trying to keep the relative balance between Zeal's upgrades, we decided Shiv was lagging behind as a waveclear option. No longer!

BONUS DAMAGE TO MINIONS 75% ⇒ 120%

RUNAAN'S HURRICANE

More movement speed.

Similar to Statikk Shiv, Hurricane's getting a power boost to keep Zeal's upgrades close enough that you can use their unique effects (waveclear, teamfighting, kiting, or dueling) as the selling point, not their stats.

MOVEMENT SPEED 5% ⇒ 7%

Attack range from hitbox center ⇒ edge

RAPID FIRECANNON

Sliiiiiightly less movement speed.

The last Zeal item to be touched, Rapid Firecannon is performing about as well as we'd expect. As we were doing our unification pass to balance the four, we saw that 8% is higher than 7%, and that simply won't do.

MOVEMENT SPEED 8% ⇒ 7%

Can now be found in the item shop by searching 'RFC'

LORD DOMINIK'S REGARDS

More bonus armor penetration!

Last Whisper's upgrades don't have enough of a payoff, even when you'd find their unique effects useful. Now investing gold into either the Giant Slayer or Executioner's upgrade will have a little more 'oomph'.

BONUS ARMOR PENETRATION 40% ⇒ 45%

MORTAL REMINDER

Also more bonus armor penetration!

You can read the context for this directly above, just a reminder. A mortal reminder.

BONUS ARMOR PENETRATION 40% ⇒ 45%

TIAMAT

Cost down.

COMBINE COST 225 ⇒ 175

TOTAL COST 1250 gold ⇒ 1200 gold

RAVENOUS HYDRA

Cost down.

The Hydras are doing well once purchased, but often feel like they take forever to get completed. Along Tiamat's cost being shaved, a reduction in Ravenous Hydra should make them easier to complete.

COMBINE COST 1100 gold ⇒ 1050 gold

TOTAL COST 3600 gold ⇒ 3500 gold

TITANIC HYDRA Cost down.

This is the same context, only more Titanic.

COMBINE COST 750 gold ⇒ 700 gold

TOTAL COST 3600 gold ⇒ 3500 gold

DEATH'S DANCE

Cost, attack damage, physical healing, damage reduction (and bleed damage taken) all increased.

Death's Dance is a truly unique effect that provides an even more unique fantasy: someone marked for death, doing everything they can to keep going beyond their final moments. As awesome as that sounds, DD's stat efficiency doesn't exactly set it up to support the champions and builds you'd want it to. Sizing it up to better deliver on expectations.

COMBINE COST 525 gold ⇒ 625 gold

ATTACK DAMAGE 65 ⇒ 75

HEALING 12% physical damage dealt ⇒ 15% physical damage dealt

DAMAGE TO BLEED 12% ⇒ 15%

MORE DANCE PARTNERS Fixed a bug where the heal wouldn't occur with some on-hit effects, such as Aatrox's W - Blood Price, Blade of the Ruined King, or the Hydras.

MASTERIES

Ferocity and Stormraider's buffed, Precision nerfed.

If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives?

While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.

So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.

WARLORD'S BLOODLUST

Less healing early, but more early later. Attack speed up.

HEAL ON CRITICAL STRIKE 15% of the damage dealt ⇒ 5-25% of the damage dealt (at levels 1-18)

ATTACK SPEED 20% ⇒ 30%

FERVOR OF BATTLE

Damage on-hit increased, stacks decreased.

DAMAGE ON-HIT 1-8 (at levels 1-18) ⇒ 1-14 (at levels 1-18)

MAXIMUM STACKS 10 ⇒ 8

DEATHFIRE TOUCH

Ability power and attack damage ratios increased.

AD RATIO 0.5 bonus attack damage ⇒ 0.6 bonus attack damage

AP RATIO 0.2 ability power ⇒ 0.25 ability power

STORMRAIDER'S SURGE

Speed and window to activate increased. Now gives slow resistance.

DAMAGE WINDOW 2 seconds ⇒ 2.5 seconds

MOVEMENT SPEED 35% ⇒ 40%

Gain 75% slow resistance during Stormraider's Surge

PRECISION

Armor pen down.

BASE ARMOR PENETRATION 5 ⇒ 3

ARMOR PENETRATION PER LEVEL 0.5 ⇒ 0.3

STRENGTH OF THE AGES

Health restore changed to percent maximum health.

Restore 100 health ⇒ 6% of your maximum health when a nearby siege minion or large monster dies

BOND OF STONE

Damage reduction increased, but no longer doubles.

DAMAGE REDUCTION 3% ⇒ 4%

Damage reduction no longer doubles when near an ally

TENACITY Now reduces the duration of disarms.

For those not in the loop, 'disarms' are abilities that remove a player's ability to basic attack. While most cc does this (because you can't move period), Lulu's Whimsy and Amumu's Curse of the Sad Mummy are unique in that they either let you still move (in Lulu's case), or they let you cast spells (in Amumu's).

So we're calling them disarms. And now they're affected by Tenacity. The following abilities are affected by Tenacity:

AMUMU - Curse of the Sad Mummy LULU - Whimsy

HOWLING ABYSS

VISION FIXES

Back in 5.22, we did a large sweep and cleanup to how the terrain of Summoner's Rift impacted vision along their edges. Now it's been done for Howling Abyss! A little late for the holidays, but we bet the poros appreciate it anyways.

Gaining vision inside brush on Howling Abyss better reflects the reality of what is inside that brush.

Fixed the visuals of the brush on Howling Abyss to better reflect the boundaries of said brush. Back to top

BUGFIXES

Summoner names in the end of game screen have been reverted to white without glow effects

Fixed a bug where summoner names in the end of game screen weren't consistently graying out as players left the lobby

Fixed a bug where Ekko's Q - Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction

Quinn's Q - Blinding Assault no longer causes several empowered basic attacks to miss

Jayce's buff from swapping to R - Mercury Cannon is no longer consumed without dealing damage when using W - Hyper Charge to attack a structure

Kassadin no longer gains E - Force Pulse stacks from the active of Frost Queen's Claim

Orianna's E - Command: Protect bonus resistances are now properly multiplied by Windspeaker's Blessing

Fixed a bug where splitting mastery points between Piercing Thoughts and Battering Blows granted the incorrect amount of stats

Fixed a few cases of champions with Sated Devourer damaging themselves when using empowered basic attacks (ex. Ekko's E - Phase Dive or Rek'Sai's Q - Queen's Wrath)

Luden's Echo now procs if an ability cast at max stacks damages a target after its caster dies

Liandry's Torment now properly deals increased damage to enemies affected by Ahri's E - Charm, Rammus's E - Puncturing Taunt and Shen's E - Shadow Dash

Serrated Dirk's buff no longer occasionally consumes itself when granted by an empowered basic attack

Cinderhulk's burn effect now has an on-hover range indicator

Zz'Rot Portal, Zeke's Herald and Face of the Mountain are now properly searchable by typing "Active" in the item shop

Mejai's Soulstealer has been added to the Mana tab of the item shop

Restored custom flame tail particles on Foxfire Ahri

UPCOMING SKINS

To commemorate the start of the 2016 season, Challenger Nidalee will be released later this patch!

CHALLENGER NIDALEE

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Nidalee_8.jpg

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