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Patch 5.1 Summary

Creator: Wayne3100 January 15, 2015 5:13am
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Wayne3100
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Hi, my name is Wayne3100 and welcome to the MOBAFire Patch Summary - 5.1!

After an initial delay of roughly 24 hours, Riot has presented us with the first official patch of the 2015 season! This patch includes a reasonably large number of champion balance changes, some splash art and champion portrait updates, new ways to enter and leave your base on Summoner's Rift, significant jungle changes, a new item and more!

If you're feeling a bit overwhelmed by all this, don't worry, we've got you covered. To help you prepare for your future games and to make sure you're ready for the start of the 2015 ranked season, we'll be taking a closer look at some of the topics we've just mentioned n this post. Let's get to it!


Champion Changes


The Alistar Champion Update is going live in this patch, meaning that The Minotaur will receive a shiny new splash art (click the image on the left for the full splash art) and a new set of ability icons (displayed below)! He's not the only one to receive some visual love though, as Ahri will also be rocking a new splash art and another 25 champions have received an update to their portrait.

In terms of balance changes, Riot has decided it's time to give some love to some underplayed junglers, with Elise, Evelynn, Hecarim, Nautilus and Skarner all receiving buffs. On the flip side, it should come as no surprise that Rek'Sai is the one jungler in this patch who was not made any stronger, as her unborrowed Q damage & ratio plus several of her other ability ratios have all been reduced.

She's not the only champion to be hit by the nerf bat in this patch, however. To name some examples, Corki's Valkyrie will now cost 100 mana instead of 50, Gnar will now only reduce the cooldown of his Q by 45% upon catching a boomerang (was 60%), Janna's Howling Gale has had its width reduced and Syndra's early Dark Sphere damage has gone down to make her less frustrating to face in lane.

Finally, one more interesting set of changes which is worth highlighting is aimed at Renekton. In this patch, his Fury system has been changed to grant him more Fury when attacking enemy champions, but significantly less while simply clearing minion waves. In addition to that, the healing he receives from Cull the Meek has been changed to a flat value instead of being calculated based on his damage dealt to enemies, resulting in a significant boost to his survivability in teamfights.




New Base Gates!







I'm not really sure how to explain this one, so you might just want to click on the images to the left to see the Base Gates which are included in this patch (and if you're still not sure where to look in the top 2 screenshots, have Explorer Ezreal guide you!).

Though it is not possible to see through these gates, you and your allies can pass through both gates located in your own base while your opponents cannot. Of course, this also means that your enemies are able to pass through their gates (bottom two screenshots), while for you and your allies it will behave like a regular wall.

These gates add a new strategical element to the game (with the defending team having a clear advantage when fighting near them) and it'll be interesting to see how much of an impact this change will have on the game.



Jungle Changes

The jungle has been one of the big focus points for Riot in this preseason, so it's no surprise that this patch has another set of jungle changes in store for us.

Let's start with Smite. From now on, this summoner spell will have two charges, with one charge being gained every 75 seconds. To prevent players from being able to double Smite objectives, the spell does have a cooldown of 15 seconds. This change should make it easier for junglers to use the spell to gain a jungle camp buff without risking an objective such as Dragon or Baron going down to the enemy team uncontested.

Also, a change in jungle AI means camps will now reset after 5 soft leashes (note that by "leash" Riot is talking about the moment a jungle camp loses its target or switches from one target to another), making it significantly harder for junglers and duo laners to take a camp effectively without taking damage.

Finally, Riot is looking to encourage teams to contest the Baron buff (right) earlier by significantly reducing its strength, with the base Attack Damage, base Health, attack damage ratios and interval between spell casts all being nerfed.


Item Changes



[NEW] Zz'Rot Portal





The Zz'Rot Portal is a new item which is designed for pushing strategies and - in terms of stats - seems best suited for tanky top laners. The active of this item creates a portal which spawns a voidspawn every 4 seconds. These voidspawns will travel down the nearest lane and attack enemy minions, while exploding upon contact with enemy towers. This item has been added to increase the strategic diversity in League of Legends, as it will hopefully add another way to force the enemy team into a situation where they have to make a tough decision (between defending a tower or contesting another objective).

In addition to the jungle changes mentioned in the last section, Riot also decided to buff the bonus gold granted by Hunter's Machete and all of its upgrades, while changing the movement speed modification of Chilling Smite (the Smite modification of the Stalker's Blade path) from a 50% slow to a 20% steal to allow victims of it to still be able to move dodge skillshots.

Also, Infinity Edge has had its crit chance reduced to increase its reliance on other crit multipliers, with Phantom Dancer being the most likely source of this for AD Carries following its 5% increase of critical strike chance.


Upcoming Skins

As always, this patch introduces a few new skins, one of which will be released in celebration of the 2015 competitive season. Once released, Challenger Ahri will only be available for a limited time before becoming a Legacy skin, so make sure to keep an eye out for the skin's release if you're interested. But don't worry, should you miss the sale of it completely, there is still a MOBAFire avatar which you can use on the forums while you hang your head in shame!



Share Your Thoughts!

If you're thinking "Wow, that sure is a lot to update in one patch", you are absolutely correct. But guess what? There's even more which we didn't get to talk about! For a full overview of the changes, check out the full patch notes.

Before you go, remember that you can leave your thoughts about all of these changes in the comments below. For example, are you a fan of the new Base Gates? Which champion buffs/nerfs do you agree with, and which do you feel are missing? Finally, are you looking forward to the release of Challenger Ahri and/or El Tigre Braum , or could you simply not care less? Let us know!

Thanks to Hoppermh for the signature!
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Those are some pretty amazing changes to Kalista, I think that we're going to see a lot more people trying to pull it off.

The Howling Gale nerf is pretty big in my opinion. And it's so annoying to learn the new width by heart.

Good to see that they're nerfing Rek'Sai's dueling capabilities. I didn't find it logical when I first heard she was a good duelist and I still don't.

Rumble... What? Rito, devs, how the hell is this even possible?

As a jungler I like the smite charges. Now the jungle items actually have a function for the whole game instead of for 10 minutes ^^

I wonder how the jungle hard reset will impact the game. I guess this is a bummer for those who press their luck in the jungle.

I don't like the dragon ward knocks. Especially the part where he knocks placed wards away. I can't come up with a different solution, but it feels unnatural, it's not expected for a ward to move, especially not getting moved by neutral monsters.

The jungle item exchange is a bit weird I think. You could literally get stalker's, gank someone with stalker's, go back and exchange it for free for a clearing item. I realize that this is only possible during early game (when there are no enchantments), but still. At least the boot enchantment exchange has gotten a little bit of sensibility in them.

I wonder if void gates can be destroyed. If not, Singed's out of a job annoyance.

The ARAM changes, I dunno. I liked the mode when it wasn't a mode and every time they make changes that apply only on ARAM the mode gets less interesting to me.
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Rek'sai needed a nerf. After all, she can burst to a similar capacity as Pantheon or even Zed, or she could. Not sure about Corki as much.
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Those are some pretty amazing changes to Kalista, I think that we're going to see a lot more people trying to pull it off.

The Howling Gale nerf is pretty big in my opinion. And it's so annoying to learn the new width by heart.

Good to see that they're nerfing Rek'Sai's dueling capabilities. I didn't find it logical when I first heard she was a good duelist and I still don't.

Rumble... What? Rito, devs, how the hell is this even possible?

As a jungler I like the smite charges. Now the jungle items actually have a function for the whole game instead of for 10 minutes ^^

I wonder how the jungle hard reset will impact the game. I guess this is a bummer for those who press their luck in the jungle.

I don't like the dragon ward knocks. Especially the part where he knocks placed wards away. I can't come up with a different solution, but it feels unnatural, it's not expected for a ward to move, especially not getting moved by neutral monsters.

The jungle item exchange is a bit weird I think. You could literally get stalker's, gank someone with stalker's, go back and exchange it for free for a clearing item. I realize that this is only possible during early game (when there are no enchantments), but still. At least the boot enchantment exchange has gotten a little bit of sensibility in them.

I wonder if void gates can be destroyed. If not, Singed's out of a job annoyance.

The ARAM changes, I dunno. I liked the mode when it wasn't a mode and every time they make changes that apply only on ARAM the mode gets less interesting to me.


Kalista just became like 300% viabler with the passive change.

Howling Gale and Rek'Sai nerfs were both needed, because the animation didn't even hit you but you still got knocked up and because Rek'Sai's build path was tanky but she still dealt too much damage.

The animation is different.

The reset makes it harder to give someone the buffs as well as taking them on your own without the help of the jungler.

Baron does that too. And, well, despite the fact that you think it is unnatural it was still a toxic thing. Enemy had vision and you couldn't do anything about it.

Changing the items cost 50% of the base cost.

The ARAM changes were necessary due to the fact that a team with Soraka/ Sona and poke-y champions win the games like 90% of the time due to the fact that they have a great synergy and because they are so good in ARAM.
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I thought Kalista was already secretly OP y u do this rito yyyyyyyyyyyyyyyyyyyyyyyyyyyy
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Quoted:
I thought Kalista was already secretly OP y u do this rito yyyyyyyyyyyyyyyyyyyyyyyyyyyy

the passive was already bs enough. rito pls nurf
Thanks to IPodPulse for this <3^
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I was really scared when I read the part of the patch notes describing the hard reset / nerf to leashing jungle monsters. I thought that it would completely negate Jungle Lulu and most other ranged junglers, and I was all ready to write a nasty note to Riot about this change. However, I'm happy to say that the change isn't nearly as bad as I thought it would be. Here's Jungle Lulu killing 8 jungle camps and ending with nearly a full health and mana bar under patch 5.1:



WARNING: The above video may be the most exciting video you watch this year. If you have any heart problems, please discuss with your doctor before viewing.
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the passive was already bs enough. rito pls nurf


CertainlyT.

His kits never fail to tread new ground into power creep. They're hella fun though.

Regarding Kalista, I feel like she could possibly be the first champion that is directly geared for competitive play. There isn't enough coordination in solo queue to actually collaborate the synergy that is needed in order to make the most out of Kalista. You can still play her to a decent, level, sure, but then you're missing out on a reliable 20% of maximum health from a target, which is a bit of a bummer. Also, Fate's Call is very disorienting for the oathsworn without partner communication telegraphing Kalista's intention's first.

Of course, you can make her work by herself. We've all seen the ridiculous plays that players such as Doublelift has been able to pull off with Martial Poise. Sneaky as well has been playing a lot of Kalista in solo queue. They can clearly see the potential for Kalista in coordinated competitive play, and are making sure they prepare for her.

I really think Riot needs to be cautious and actually see Kalista in competitive first before they make any brash decisions regarding her balance. Otherwise, for the majority of the people, being solo queue players, then it's most likely that she'll remain as a niche pick for duo queues as well as the few people that are devoted to her. She falls very flat early game, and really can't keep up with the likes of Graves and Corki, and is very likely to get her *** whooped by a competent ADC player on those champions. Of course, late game, Kalista is ridiculous.

But she is definitely sure to make waves in competitive play if these buffs continue is pretty much what I'm trying to say amongst these directionless ramblings.

Thank you to MissMaw for the signatures!
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Janitsu wrote:


Kalista just became like 300% viabler with the passive change.

Howling Gale and Rek'Sai nerfs were both needed, because the animation didn't even hit you but you still got knocked up and because Rek'Sai's build path was tanky but she still dealt too much damage.

The animation is different.

The reset makes it harder to give someone the buffs as well as taking them on your own without the help of the jungler.

Baron does that too. And, well, despite the fact that you think it is unnatural it was still a toxic thing. Enemy had vision and you couldn't do anything about it.

Changing the items cost 50% of the base cost.

The ARAM changes were necessary due to the fact that a team with Soraka/ Sona and poke-y champions win the games like 90% of the time due to the fact that they have a great synergy and because they are so good in ARAM.
Reading back it seems like I wrote that sarcastically, but I really think that Kalista is in a lot better position now and that the Rek'Sai nerfs were great. I meant that I didn't understand why they made her such a good duelist.

I don't know about that, they could've also just increased the size of the animation. Everyone knew the size anyway. I'd rather have seen the cooldown increased instead of the size decreased.

A skin should only change aesthetics, it should never be able to change anything about the workings of a champion. Yet it could happen. Skins should be unable to change anything about the technical workings of a champion, if they can, there is something wrong in the way their code is structured. It's almost as if they treat every skin as a different champion under the hood.

Good point. I'm also interested about what will happen with the niche stuff like jungle TF.

I didn't know Baron did this. Yeah I can see how it'd be toxic, but I still think it's unnatural because the other neutrals don't show this behavior (AFAIK). Wards are presented as immovable objects after all, not explicitly but still. Doesn't add up with Rito's "clarity" stuff.

That is the case for boots, but not for jungle items according to the patch notes:
Quoted:
CONVENIENCE YOU CAN SMITE Unenchanted jungle items can be exchanged with another unenchanted jungle item for free! Jungle item enchants can't be exchanged.


Yeah, well, that's what I loved about ARAM. The chances to get an OP champion are the same for both teams. I thought it was funny because it was all about experimenting and getting to know champions in a short time, sometimes in weird situations. I don't think the changes were necessary, ARAM's a broken mode by definition, and by taking away the similarity to non-broken modes it gets uninteresting too, in my opinion.

On another note, just played a game against an Eve (jungle) building Zz'Rot Portal. They are pretty hard to destroy and those minions get turrets down fast. Really annoying to play against.

I get what you're saying HiFromBuddha. The potential is real, but I haven't seen it being used yet.
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