rip skarner, way to take a unique champion with clear-cut strengths and weaknesses and homogenize them.
can you name how many junglers we have that are 'dodge the skillshot or you die'? and how many of those have cc on that skillshot?
can you name how many junglers we have that are 'dodge the skillshot or you die'? and how many of those have cc on that skillshot?
I like things that make me feel stupid. - Ken Levine
Perseverance is biggest change on competitive and solo que this patch. Champs like mundo and shyvana will still be good but tanky top was brought down a notch with sunfire nerf and this and nerfs to shyvana and mundo..
We could see more variety in top lane now but after this patch renekton is op as **** in early and mid game.
We could see more variety in top lane now but after this patch renekton is op as **** in early and mid game.
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BY RIOT PWYFF
Riot Pwyff here with another League of Legends update! There’s a lot of new content in this patch, including the newly reworked Skarner and Xerath, so we’re taking it light with our other champion changes.
Looking at the overall content of this update, our goal is to create healthier gameplay patterns with champions who are particularly strong. Look at Kayle or Riven and you can see more optimal ways to play as (and against) them. At the end of the day, some of these changes are nerfs, but hopefully you’ll try to understand them (and try them out!) first. Anyways, on with the notes!
- Vision System
- General
Repair System
With our improved repair system, any 3rd party modifications to the League of Legends client are at risk of being deleted if they cause the game to crash. Be careful!
Ticker
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.
Game invites
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.
Journal of Justice
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.
Leagues
Pick Order
We're 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.
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.
Additionally, we've made some progress in our long battle against the minimap visual bug demons. Completely solving the issue is a larger project we’re hoping to tackle, but these changes should significantly improve the situation.
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:
Icon Updates
The following summoner spells have been updated:
Reworks
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
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⇒ 525VISUAL :: Attack animation has been shortened slightly
Passive -
EFFECT :: Attacking an enemy champion restores double the amount of mana
Q -
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 -
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 -
COOLDOWN :: 13/12.5/12/11.5/11 seconds
MANA COST :: 60/65/70/75/80
RANGE :: 1000
R -
COOLDOWN :: 130/115/100 seconds
MANA COST :: 100 at all ranks
RANGE :: 3200/4400/5600
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
Passive - Energize
Q -
SLOW ::
No longer slows⇒ moved to FractureW -
18 seconds⇒ 16 secondsMOVEMENT 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 bonusE -
10 seconds⇒ 14 secondsEFFECT :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
MISSILE RANGE ::
800⇒ 1000MISSILE WIDTH :: reduced slightly
MISSILE SPEED :: lowered slightly
EFFECT ::
Heal mark removedR -
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
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 -
60 at all ranks⇒ 60/55/50/45/40BONUS GOLD ON KILL ::
1/2/3/4/5⇒ 3 at all ranksMundo'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 -
80⇒ 60The 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 -
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 -
1.0⇒ 0.6W -
0.35⇒ 0.45MOVEMENT SPEED BONUS :: now scales with ability power (+7% per 100 ability power)
R -
100/75/50⇒ noneWe 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
5.5 per 5s⇒ 2.5 per 5sE -
70/100/130/160/190⇒ 90/120/150/180/210Flamespitter looks... okay.
Rumble now spits real flame instead of meatballs.
Q -
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
475⇒ 450It 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 -
Q -
E -
4/8/12/16/20%⇒ 3/6/9/12/15%R -
1300⇒ 1200BUG FIX :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range
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 -
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 13-18E -
100% from all mines⇒ 40% damage for each mine they hit beyond the firstMinor Changes & 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.
R -
R -
R -
E -
HASTE RATIO BUG ::
.01 AP Ratio⇒ .02 AP RatioSLOW RATIO BUG ::
.02 AP Ratio⇒ .04 AP RatioSPELL EFFECT :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
GHOUL IMMUNITIES :: Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)
Items
UNIQUE Passive - Cold Steel
UNIQUE Passive - Cold Steel
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.
HEALTH REGEN ::
0.7%/1.35%/2% of missing health per 5s⇒ 0.35%/0.675%/1% of missing health per 5sSummoner's Rift
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 minutesTwisted Treeline
Same changes that exist on the Crystal Scar
Q -
45%⇒ 35%Evolved Enlarged Claws
8%⇒ 6%