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Patch 3.5 balance update

Creator: Mowen
April 9, 2013 9:15pm
49 posts page 1 of 5 Forums » News & Patch Notes » Patch 3.5 balance update
Permalink | Quote | PM | +Rep | Commend by Mowen » April 9, 2013 9:15pm | Report




As an assassin, Akali should be a champion with high risk and high reward. These changes increase her early game risk while retaining her later game potential.

Mark of the Assassin
- Initial damage reduced to 35/55/75/95/115 from 45/70/95/120/145
- Mark detonation damage Ability Power ratio increased to 0.5 from 0.4

Shadow Dance
- Essence of Shadow charge rate increased to 35/25/15 seconds from 25/20/15



Missile Barrage
- Now fires a Big One every 3rd missile instead of every 4th
- Missile charge rate reduced to 12/10/8 seconds from 12

These changes to Karma include several quality of life improvements and enhance her ability to generate multiple Mantras in well-executed fights.

Gathering Fire
- Mantra cooldown reduction increased to 2 seconds at all levels from 1/1.5/2

Inner Flame
- The detonation area now occurs at the actual point of missile impact instead of at the center of the initial target that is hit

Focused Resolve
- Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110
- Now applies Gathering Fire's effect on each instance of damage dealt instead of only once on initial application, but now deals damage 3 times over the duration instead of 6

Inspire
- Movement Speed duration increased to 1.5 seconds from 1.25
- Fixed a bug where the tooltip stated the shield was 80/115/150/185/220 instead of its actual value of 80/120/160/200/240
- Mantra Bonus - Defiance
- Movement Speed bonus is now always 60% instead of 20/30/40/50/60% (based on Inspire's current rank)
- Ally shield / haste range increased to 700 from 600

Previous to these changes, Kayle's support spells could often be cast completely off-screen from her opponents. With these reduced ranges, it should be easier for opponents to anticipate her presence in fights.

Divine Blessing
- Cast range reduced to 900 from 1000

Intervention
- Cast range reduced to 900 from 1200

On top of her long range and wide array of defensive utility, Lux was also among the fastest ranged champions in the game. These changes force Lux to be more mindful of her timing and positioning as opponents now have more opportunities to capitalize on her mistakes.

- Base Movement Speed reduced to 330 from 340

Final Spark
- Cooldown increased to 80/65/50 seconds from 80/60/40

Dark Binding
- Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120

Soul Shackles
- Mana cost reduced to 100 at all ranks from 100/150/200

Tidal Wave
- Range increased to 2750 from 2500
- Cooldown reduced to 120/110/100 seconds from 140/120/100
- Mana cost reduced to 100 at all ranks from 100/150/200

- Base Armor increased to 19 from 15

Titan's Wrath
- Cooldown reduced to 22/21/20/19/18 seconds from 26/24/22/20/18

Absolute Zero
- Cooldown reduced to 110/100/90 seconds from 150/120/90
- Mana cost reduced to 100 from 150

Harrier
- Valor now marks targets slightly more frequently
- Targets are now marked more immediately when Valor lands on the target

Vault
- Quinn now lands closer to her target when using Vault from far away

Acid Hunter / Noxian Corrosive Charge
- Now displays Acid Hunter's lock-on range while there is a visible, nearby enemy champion marked by Noxian Corrosive Charge

Volibear was both an extremely powerful duelist as well as an almost guaranteed initiator for early skirmishes. In order to preserve his presence as a threatening fighter, these changes instead reduce Volibear's ability to force engagements early on.

Rolling Thunder
- Movement Speed bonus toward champions adjusted to 30/35/40/45/50% from 45% at all ranks


Items



Spirit of the Ancient Golem

- New Recipe: Spirit Stone + Kindlegem + 450 gold = 2000 gold (total cost reduced from 2300 gold)
- No longer grants +30 Armor
- Now grants +10% Cooldown Reduction


Spirit of the Elder Lizard

- New Recipe: Spirit Stone + Long Sword + Long Sword + 500 gold = 2000 gold (total cost reduced from 2300 gold)
- Attack Damage reduced to 45 from 50


Seraph's Embrace

- Active Mana cost reduced to 20% current Mana from 25%
- Active Shield adjusted to 20% of current Mana + 150 from 25% current Mana


Muramana

- Toggle damage changed to physical from magic
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Permalink | Quote | PM | +Rep | Commend by OTGBionicArm » April 9, 2013 9:19pm | Report
needs moar Lux nerfs.
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Permalink | Quote | PM | +Rep | Commend by DillButt64 » April 9, 2013 9:22pm | Report
needs more Karma buffs too, basically a better ratio on her shield and a longer range on her W, like seriously it makes no sense to me that when they reworked her they gave her a bigger AA range but then made the range of her W shorter than the old one
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Permalink | Quote | PM | +Rep | Commend by yehosera » April 9, 2013 9:22pm | Report
Corki buffs, I can finally play the game again :D
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Permalink | Quote | PM | +Rep | Commend by DillButt64 » April 9, 2013 9:22pm | Report
also YAY VOLIBEAR NERFS HE BETTER NOT BE IN ANY OF MY GAMES EVER
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Permalink | Quote | PM | +Rep | Commend by FalseoGod » April 9, 2013 9:25pm | Report
Those Quinn buffs seem so careful, like she's on some verge of becoming an untamable beast.
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Permalink | Quote | PM | +Rep | Commend by eddie199 » April 9, 2013 9:27pm | Report
Yay lux nerfs
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Permalink | Quote | PM | +Rep | Commend by OTGBionicArm » April 9, 2013 9:27pm | Report
needs more AA range. +25 pls. +50 for Sivir while we're at it. Riot pls. Otherwise turn those two and Graves into a new breed of "ranged bruisers" and stop acting like they're carries.
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Permalink | Quote | PM | +Rep | Commend by Luther3000 » April 9, 2013 9:30pm | Report
Sivir would be fine with 525 range imo, I've been expecting that change for months. Her actual kit is pretty damn strong already.

Pretty sure that even with 550 range Quinn's kit would still be trash for ADC but it'd be a start I suppose.
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Permalink | Quote | PM | +Rep | Commend by OTGBionicArm » April 9, 2013 9:32pm | Report
My idea of balancing them literally to lower their range, give them bruiser base stats and more CC. Graves for sure is too manly to be a carry. He's a bruiser, tough as nails. Always thought it would be cool if Buckshot stunned people if you hit them at point blank range, and it would make sense.

Sivir has support-defensive moves and would make a fine bruiser type character. And then theres... Tag team, pretty obvious reasoning for Quinn
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