DuffTime wrote:
ok ok plz carry me omg
i was only waiting for you to ask
Temzilla wrote:
Too hot to be icecream.
Luther3000 wrote:
He looks like a hair gel advert on legs
Toshabi wrote:
Icecreamy, with hair as slick and smooth as the ocean waves of Cocobana
At Face of the Mountain there is an extra closing list tag.
I've already reported the
Smite icon update on the Editor's forum :)
Also, almost all the changes are now in the Database, with thanks to jhoi, Mowen and Matt.
Really hyped for this patch, going to have to relearn support :P It seems jungling is very ineffective, reports have come in of people playing 2-1-2 or even 1-1-3.
I've already reported the

Also, almost all the changes are now in the Database, with thanks to jhoi, Mowen and Matt.
Really hyped for this patch, going to have to relearn support :P It seems jungling is very ineffective, reports have come in of people playing 2-1-2 or even 1-1-3.
DuffTime wrote:
ok ok plz carry me omg
i was only waiting for you to ask
Temzilla wrote:
Too hot to be icecream.
Luther3000 wrote:
He looks like a hair gel advert on legs
Toshabi wrote:
Icecreamy, with hair as slick and smooth as the ocean waves of Cocobana
I foresee Nasus players building Relic Shield, going 2 top maybe. Even junglers might, lane-taxing after a gank.
EDIT: Gosh the new jungle items give so much snowball potential. Just did a burning bush Zyra build and the gold income skyrocketed. I'm thinking that supports can try getting either SotEL or SotSW so that their gold income from assists are increased even further.
Actually all players can.
Just theorycrafting, but everyone having either of those two jungle items will skyrocket the gold income. A global 40 gold per kill in teamfights.
EDIT: Gosh the new jungle items give so much snowball potential. Just did a burning bush Zyra build and the gold income skyrocketed. I'm thinking that supports can try getting either SotEL or SotSW so that their gold income from assists are increased even further.
Actually all players can.
Just theorycrafting, but everyone having either of those two jungle items will skyrocket the gold income. A global 40 gold per kill in teamfights.
http://www.twitch.tv/naclesports/c/3281091
Skip the match to 12minutes or so...
Everyone gets relic's shield and goes 2-1-2... :( Most likely gonna be the most affective way to play from now on
Skip the match to 12minutes or so...
Everyone gets relic's shield and goes 2-1-2... :( Most likely gonna be the most affective way to play from now on
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BY RIOT PWYFF
General PVP.net Updates
In-Game UI
Context: Health bars give vital information in-game but become muddled and difficult to read when you and your team are bunched together. We're updating them to deliver important information at a glance while also allowing for instant identification of your champion, your allies and your enemies.
Champions
We're showing ability default hotkeys to more easily identify which abilities are being changed
Summary: We've increased the cast range and reduced the mana cost of Phosphorus Bomb while adding in a new mechanic to the ability so that bombs are now lobbed before exploding instead of instantly damaging an area. We've also reduced Gatling Gun's mana cost and increased Missile Barrage's total attack damage ratio at later levels.
Context: Context: By adding more gameplay depth to Phosphorous Bomb, we can more effectively balance Corki's abilities, especially his mana costs. Historically, Corki was too dependent on his overpowering early game damage, allowing him to abuse his lane opponents and snowball the game. Now that we've addressed that issue, we have room to make him more competitive in the later parts of the game.
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Summary: Barrel Roll's cast range has been decreased, but to compensate we've slightly changed the mechanics of the ability. Now, if a player continually presses the hotkey for Barrel Roll just as the barrel reaches its destination, it will immediately explode on arrival. Body Slam now deals full damage to all targets hit and has a longer cooldown that's cut in half whenever Gragas collides with a unit.
Context: We want to reward Gragas for fighting strategically in close combat as opposed to sniping opponents with his barrel. The changes to Body Slam encourage Gragas to get into the fight if he wants to hit his full damage potential and maximize his mobility.
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Context: We believe Leona has the tools to provide consistent disruption in team fights, but we wanted to bolster her survivability and let her evolve into a full tank as the game progresses.
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Context: Sometimes we want to adjust a champion's overall power without affecting their balance and functionality, we first look for ways to add gameplay and readability for their opponents. In Morgana's case, that means displaying the radius of Soul Shackles to both Morgana and her victims.
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Context: Nasus has received a visual update! By hitting Nasus' sustain in the early levels, we're hoping to tone down his ability to indefinitely stay in lanes by playing passively. Opponents should be able to capitalize on harassing Nasus in the early game if they don't want him to become an unstoppable force in the late game.
General
Passive -
Context: We're buffing Nautilus' late game utility to further define his role in teamfights.
Passive -
Summary: We've changed the mechanics of Javelin Toss so that it now gains bonus “travel” damage only if the ability travels further than Nidalee's human auto attack range. Additionally, we've changed the damage calculations to be based on where the ability was cast from, instead of where Nidalee is when the Javelin hits the target. We’re also reducing Bushwhack’s vision and armor/magic resistance shred duration.
Context: We wanted to clarify that the optimal way to play against AP Nidalee is to get up close and personal in order to limit her poke damage. Bushwhack’s old debuff duration was oppressively long given current game flow, so we shortened it.
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Context: The damage, cooldown, and heal of Consume have all been lowered at early ranks in order to keep the ability in line with new Smite.
Q -
Summary: Boomerang Blade will do less base damage and scales with total attack damage instead of bonus AD. As a tradeoff for stripping some early to midgame power, we're making it so that each target hit by Boomerang Blade will feel it a little more.
Context: In the early game, when Sivir gets slightly ahead with attack damage items, she can deal a large amount of burst damage with just one well-placed Boomerang Blade. This allowed her to shut down her opponents and control the lane. We didn't want to simply nerf all of Sivir's numbers, so we approached her changes with two goals in mind. First, reduce Boomerang Blade's burst damage on a single target during the laning phase and midgame. Second, allow Boomerang Blade to remain strong in AoE situations, especially later in the game, to be more in line with Sivir's strengths.
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Summary: We're taking some of the hidden power away from Vayne's Condemn. The targets she condemns will no longer be unable to act at the end of the effect unless she stuns them against a wall. Additionally, we've removed the ability for Vayne to get a free auto attack on her victims while condemning them away.
Context: Similar to our Morgana changes, when we want to reduce some power on a champion without directly reducing their numbers, we first look to introduce more gameplay for opponents or to shave off hidden power. Highly-skilled Vayne players were getting a lot of trading power in lane by landing a free basic attack on a champion after hitting them with Condemn.
E -
Support Champion Changes
Context: We're making changes to the way abilities scale on champions designed for the support role. Our goal is to emphasize utility and protection over damage output and, with more gold flowing to supports, we had to tweak numbers to ensure certain champions didn't become too oppressively powerful.
Check out our microsite for some of the high level changes we're making.
Summary: We're removing Janna's global passive and making it a local effect while increasing the movement speed bonus. We've also reduced the overall damage of Howling Gale, but it will scale more with ability power the longer it is charged. The active and passive movement speed affecting portions of Zephyr now also scale with ability power. The ability power ratio of Eye of the Storm's shield has been reduced, but it now has the added benefit of providing additional attack damage based on Janna's AP.
Context: We've been saying for a while that we wanted to hit global passives that provide hidden power, and we're using this opportunity to tweak Janna's Tailwind. As for her Tornados, the additional ability power scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game.
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Summary: Several aspects of Lulu's kit are being adjusted to scale with ability power in this patch. The damage of Pix, Faerie Companion, Glitterlance's minimum slow decay and Whimsy's movement speed boost now all scale with AP. However, we did remove the AP bonus from Whimsy and slightly lowered its base movement speed buff.
Context: As with the other supports, our goal with Lulu is to focus on utility, not damage. The changes that best demonstrate this philosophy are the buffs to Pix, Faerie Companion and Whimsy. These better highlight Lulu's ability to bolster high attack speed allies and grant large speed boosts where needed. With Glitterlance, we wanted to improve her slow as she gained additional ability power, but didn't want to alter her strong base value.
Passive -
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Summary: We've reduced the ability power ratio of Aqua Prison and Tidal Wave but buffed Surging Tides along with Ebb and Flow. The bonus movement speed of Surging Tides and bounce power of Ebb and Flow now both scale with ability power. In fact, with enough AP, subsequent bounces of Ebb and Tide will actually heal and damage more per bounce.
Context: While Nami's general scaling is in a good place, we saw opportunities to add additional utility to her movement speed buffs and debuffs. The most unique change with Nami's AP utility scaling is on Ebb and Flow. Additional AP now improves the power of each bounce and can eventually reach positive values where each bounce is more powerful than the last.
Passive -
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Summary: With new gold flowing into Sona's support coffers, it turns out Crescendo and Hymn of Valor would rock just a little too hard. We've reduced the ability power ratio on both, as well as adjusting the base heal amount of Aria of Perseverance at later ranks. She can still hit the high notes with her Power Chords, though, and we've added an AP ratio that'll allow Sona to scale better into the late game. Finally, the base activated speed boost of Song of Celerity has been slightly reduced, as it now scales its speed bonus with ability power.
Context: Our core focus with Sona is to take some power from her abilities to shift into her Power Chord and her Song of Celerity, which allows Sona's utility to scale into the late game while also ensuring her choice of Power Chord remains relevant at all stages.
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Summary: Soraka's base health, health per level and base armor are all being increased and she has a new passive that makes her health/mana restoring abilities more effective when the target is missing more health or mana. Starcall now scales its magic resistance shred with ability power and if Soraka hits at least one champion with it, Astral Blessing's cooldown is reduced. Astral Blessing has been changed so its armor buff now scales with ability power. We saw an opportunity to add a new mechanic to Infuse, allowing Soraka to use her own mana as either a donation or for additional damage depending on who she targets. Turns out Wishes should probably not ignore untargetable allies, so now Soraka's ultimate affects everyone on your team.
Context: Our changes are focused on giving Soraka additional utility scaling and rewarding tactical plays in the middle of combat. We also introduced more gameplay to Soraka's kit that promotes that in-combat healing style rather than being a simple health and mana battery.
Base Stats
NEW Passive -
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Summary: We're switching up Taric's passive so after each spell cast, his next auto attack is empowered to deal 30% of Taric's armor as magic damage and reduce the cooldown of his abilities. Imbue's AP ratio is lower and now also scales with a percentage of Taric's bonus health. We've also removed the AP scaling of Shatter as well as lowered its base damage. Shatter now scales even more with armor, and the shred scales with a percentage of Taric's armor. Finally, we've lowered the ability power ratios of Dazzle and Radiance, as well as increased their cooldowns.
Context: Overall we are adding additional depth and skill differentiation to Taric's gameplay through a rework of his passive. Additionally, as a tanky (and fabulous) support that excels in the middle of a team fight, we've introduced more defensive scaling for Taric to further define his intended role.
NEW: Passive -
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Minor Changes and Bug Fixes
W -
Context: We hit Shen's end collision radius just a little too hard last patch, so we're increasing it a little.
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Q -
R -
Items
Item Changes
Context: Because of our changes to the vision system (ward functionality, ward limits and trinkets), we're removing Oracle's Elixir from the game. We'll continue monitoring the vision system changes and make adjustments as needed.
The following items have been removed from the game:
The following items have been remade (see below for details on new items):
Support Items
Support Item Context: Our core goal with support items in the preseason is to provide more gold generation items that also build into the late game. Players are limited to buying just one gold item though. For more information, check out our preseason website.
Talisman of Ascension NEW: Talisman of Ascension
Targon's Brace NEW: Targon's Brace
Face of the Mountain NEW: Face of the Mountain
Jungle Items
Jungle Item Context: We're adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items. For more information, check out our preseason website.
Other Item Changes:
Vision
Wards
Context: Support players were often expected to shoulder the warding burden on the map. With these changes, we want to encourage all players on the team to participate in providing vision for their team. We also want to introduce more dynamic gameplay within the vision system and most of our underlying changes reflect this philosophy. You can read more about our changes to the vision system on the microsite.
General
Vision Trinkets (Summoner's Rift Only)
Summoner's Rift
The following changes are for Summoner's Rift only
Brush Changes
Context: We've reduced the size and changed the shape of most brush patches in order to encourage more gameplay with warding and brush combat.
Jungle
For more information on our jungle changes, check out our preseason website.
Context: Gold income for junglers wasn't scaling appropriately for dedicated jungle farmers and jungle difficulty was out of line with what we thought was appropriate. Here we've introduced monster levels that link with jungle difficulty and rewards.
Context: Junglers who fall behind had no opportunity to catch up, so now Jungle monsters grant bonus XP to champions who are lower level than the monster they killed.
Context: With such a wealth of cooldown reduction options available, Crest of the Ancient Golem was causing a greater swing in lane control than we'd like.
Jungle Monster Statistics
Summary: Jungle Monsters have been tuned to better fit the revised items and flow of the game
Elder Lizard
Lizard
Giant Wolf
Wolf
Small Golem
Wraith
Lesser Wraith
Wight (New Camp)
Map Objectives
For more information on our changes to map objectives, check out our preseason website.
Dragon
Context: To reduce the early snowball effect of Dragon and to give it mid-game comeback value, Dragon now gives global gold and local experience based on its level while also doling out additional bonus experience for champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters who level up when they spawn.
Turrets
Context: Turrets gave equal amounts of global gold when destroyed, despite outer turrets being that's lane's objective. While some of this is beneficial, we don't believe a lane should lose simply because another lane lost their outer turret too early.
Context: The player experience for last hitting under turrets was inconsistent between high attack damage champions and supports or mages. We've adjusted turret base damage and damage against minions to make last hitting under turrets more consistent across all roles.
Context: Global experience on the outer towers has led to weird cases in lane, like levelling up other lanes accidentally. We're shifting this global experience to a phase of the game where it'll be more appreciated and less likely to cause odd level ups and snowball advantages.
Context: Defending against a split pusher is extremely taxing and ultimately unrewarding. We've made this change to help teams defending against extended periods of split pushing. A successful split push needs to do more than inflict light damage to the tower over time.
Inhibitors
Context: Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor.
Game Flow
Context: We've made some adjustments to game flow on Summoner's Rift to alleviate some snowballing cases in the early and late game. For more information on our game flow changes, check out our preseason website.
Death Timers
Context: Early death timers were a little too punishing, especially given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing
Minion Experience
Context: Minions becoming worth more experience over time creates a severe experience discrepancy between champions who can farm and split push late game compared to champions who are forced to siege or participate in objective control. We're removing this discrepancy because it causes the former to spike in levels and gives an unfair advantage. Since this could potentially create some snowballing consequences, we'll be keeping a close eye on this and could make further changes if necessary.
Experience Curve
Bounty Adjustments
Context: Echoing our above change with early death timers being too punishing at the early game, we've adjusted gold income to better match how games flow.
Assist Bonus Gold
Context: We're adding an additional reward to players who get a lot of assists. We want these players to feel their contributions to fights, even if they have few opportunities to pick up kills.
Minion Death Spree Reduction
Context: Single-minded pushing and proxy farming are fairly destructive methods of playing the game, mostly due to the fact that those champions are not accurately valued for their participation in the game.
Masteries
Context: We've added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when they invest heavily in a specific tree, so we're revising masteries to scale as the game grows longer and to have more impact for each role.
Check out our mastery calculator here for the full details.
Ranked