Archive

Posts Tagged ‘Nerf’

 Patch 3.5 Banner

 

Check out the latest tweaks to Akali, Lux, Karma and Volibear, as well as a plethora of changes to the Spirit and Mythical Items!

 

 

Balance Changes

 

 

AkaliSquare

 

 

     

       Akali

Mark_of_the_AssassinMark of the Assassin (Q)

  • 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_DanceShadow Dance (R)

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

 

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.

 

 

CorkiSquare

 

 

 

      Corki

Missile_BarrageMissile Barrage (R)

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

 

 

KarmaSquare

 

 

 

     Karma

Gathering_FireGathering Fire (Passive)

  • Mantra cooldown reduction increased to 2 seconds at all levels from 1/1.5/2

 

Inner_FlameInner Flame (Q)

  • 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_ResolveFocused Resolve (W)

  • 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

 

InspireInspire (E)

  • 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

 

DefianceDefiance (Mantra + Inspire) (R+E)

  • Movement Speed bonus is now 60% instead of 20/30/40/50/60% (based on Inspire’s current rank)
  • Ally shield / haste range increased to 700 from 600

 

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

 

 

KayleSquare

 

 

 

      Kayle

Divine_Blessing

Divine Blessing (W)

  • Cast range reduced to 900 from 1000

 

Intervention

Intervention (R)

  • Cast range reduced to 900 from 1200

 

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.

 

 

LuxSquare

 

 

 

        Lux

  • Base Movement Speed reduced to 330 from 340

Final_Spark

Final Spark (R)

  • Cooldown increased to 80/65/50 seconds from 80/60/40

 

On top of her long range and wide array of defensive abilities, 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.

 

 

MorganaSquare

 

 

 

  Morgana

Dark_Binding

Dark Binding (Q)

  • Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120

Soul_Shackles

 

Soul Shackles (R)

  • Mana cost reduced to 100 at all ranks from 100/150/200

 

 

NamiSquare

 

 

 

      Nami

Tidal_Wave

Tidal Wave (R)

  • 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

 

Nami’s been getting consistent improvements to her kit and this latest change buffs her ultimate in almost every aspect. Hopefully we’ll see her rise to Sona and Lulu’s level soon!

 

 

NautilusSquare

 

 

 

   Nautilus

  • Base Armor increased to 19 from 15

Titan's_Wrath

Titan’s Wrath (W)

  • Cooldown reduced to 22/21/20/19/18 seconds from 26/24/22/20/18

 

 

NunuSquare

 

 

 

     Nunu

Absolute_Zero

Absolute Zero (R)

  • Cooldown reduced to 110/100/90 seconds from 150/120/90
  • Mana cost reduced to 100 from 150

 

 

QuinnSquare (1)

 

 

 

     Quinn

Harrier

Harrier (Passive) 

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

 

Vault

Vault (E)

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

 

 

UrgotSquare

 

 

 

      Urgot

Acid_Hunter

Acid Hunter (Q) + Noxian Corrosive Charge (E) Combo

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

 

 

VolibearSquare

 

 

 

  Volibear

Rolling_Thunder

Rolling Thunder (Q)

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

Volibear was 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 his ability to force engagements early on.

 

Items

 

Spirit_of_the_Ancient_GolemSpirit 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 Golem

 

Spirit_of_the_Elder_LizardSpirit 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

 

 

Spirit of Lizard

 

Seraph's_Embrace

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

Muramana

  • Toggle damage changed to physical from magic

R.I.P Ryze.

 

 

What do you think of Patch 3.05? Share in the comments below!

 

Categories: LoL News Tags: , , , , ,

Better Nerf Irelia!

March 7th, 2013

Ireliabanner

Have you ever wondered what caused the infamous “Better Nerf Irelia!” meme? Check out the history of Ionia’s champion from the very day she entered the League!

 

Original Spotlight!

 

Irelia was released way back in November 2010- when men were men and female champions had somewhat normal proportions. Troubles began early for our Ionian heroine when she received a nerf before even being released! Her model shifted in a completely new, less inspired direction. Purely an artistic change, I should say, but one that her earliest fans found most unnecessary. See for yourself!

Irelia original

Irelia

  • Chest decreased by 2 cup sizes
  • Originality decreased by 43%
  • Blandness improved by 7 points
  • Unique style removed for balance purposes

Aside from a change of character, Irelia had very interesting potential roles to fill. Lead game designer Ezreal wanted to push the bruiser envelope with Irelia by letting players choose how to best use their skills. For example, Hiten Style would lose its on-hit heal when active and Transcendent Blades would each give Irelia an Armor and Magic Resistance bonus, provided they were not used. Ionian Fervor was originally intended to give her increased attack speed, based on nearby enemy champions.

Burst melee DPS character

This is how she was described and viewed as way back in 2010, when the term “meta” was absent from LoL. PC Gamer revealed her in a November article and, needless to say, Irelia got a fair bit of hype surrounding her pre- release. I was on the bandwagon of fans who were eagerly waiting for her to be available for purchase and the first thing I did when I bought her was to dive into the jungle!

That’s right, Irelia was (and still is) a terrific jungler! With Attack Speed marks, quints and a Cloth Armor/five pots start, I barely lost health and could pressure other lanes with a simple Bladesurge/Equilibrium strike combo. I think diversity in builds and roles is what made Irelia so popular and loved by the community back then. You could go for regular tank items, mix it up a bit with a Spirit Visage and Attack Speed, stack AD and become an assassin or even go for a burst AP build! (more on that later). Whereas before she was free to pick any lane and do anything; now she’s been shoehorned to the role of a bruiser on top. That and the numerous nerfs ultimately led to Irelia losing a lot of her charm as Ionia’s finest.

 

The Nerf Log (2010 – 2012)

 

I’ve included my impressions and opinion on the major changes that followed Irelia’s balancing.

 

v1.0.0.108 – 2011-01-03

 

  • BladesurgeBladesurge cast range increased to 650 from 600
  • Equilibrium_StrikeEquilibrium Strike cast range increased to 425 from 375
  • Transcendent_Blades Transcendent Blades base damage increased to 90/140/190 from 80/130/180
  • Title changed from ‘the Will of the Blades’ to ‘The Will of the Blades’

Bet you weren’t expecting those changes! That’s right, Irelia actually got buffed at first! Back then she didn’t feel as fluid as she does now. Think Diana when her Lunar Rush was completely destroyed by NerfMasterSuckTown.

 

v1.0.0.111 – 2011-02-16

 

  • Fixed a bug where the Transcendent_BladesTranscendent Blades cooldown tooltip was incorrect

 

v1.0.0.113 – 2011-03-15

 

  • Equilibrium_StrikeEquilibrium Strike
    • Damage reduced to 80/130/180/230/280 from 80/135/190/245/300
    • Cooldown reduced to 8 seconds from 9
    • Ability ratio reduced to 0.5 from 1
  • Transcendent_Blades Transcendent Blades damage reduced to 85/135/185 from 90/140/190
  • Base health reduced to 515 from 575
  • Movement speed reduced to 320 from 330

Woah. This was arguably the biggest hit Irelia took in her history of nerfs. Notice anything odd in these notes? That’s right, back then Irelia could be played as an AP nuker! Her ratios, CC and durability were absolutely perfect for the job. With Bladesurge applying Lich Bane and Equilibrium Strike and Transcendent Blades both hitting like a truck, Irelia could burst and tank to an incredible extent. It was one of the most fun and unique things in League of Legends back then and even though this unorthodox build was quite powerful, it definitely didn’t deserve to be completely destroyed.

The other massive change was the reduction of her base health. Losing 60 HP and 10 movement speed brought Irelia’s early game down from Queen of Tanks to just below average. The small damage nerfs might have been noticeable, but again, AP viability is what this patch was primarily about.

You can check out the patch preview where Morello talks about nerfing the dominance of bruisers in general, not Irelia in particular.

 

v1.0.0.118b – 2011-05-24

 

  • BladesurgeBladesurge damage reduced to 20/50/80/110/140 from 20/55/90/125/160
  • Transcendent_Blades Transcendent Blades
    • Now heals for 10% vs minions, and 20% vs champions.
    • Ability Power ratio increased to 0.5 from 0.4
    • Deals physical damage instead of magic damage.
    • Scales with attack damage and ability power

Another big set of changes, which Phreak explained very well in the patch preview. Basically, Riot found her to be immovable in lane due to the amount of sustain she had when farming creep waves with her ultimate, while lacking survivability in teamfights. The damage type of Transcendent Blades was also changed. She had sort of a Darius syndrome back then, where she would deal magical, physical and true damage. Take one out of the equation and you get easier counters! (and a very sad Irelia)

 

v1.0.0.147-Hotfix – 2012-09-18

 

  • BladesurgeBladesurge no longer fails to refresh or grant mana return when killing certain enemies

 

v1.0.0.139 – 2012-05-01

 

  • Base health increased to 546 from 515
  • Health per level increased to 90 from 85
  • Base health regen per 5 increased to 7.5 from 6.5
  • Base damage increased to 59.3 from 56.3

Buffs to base stats! In my opinion she was in dire need of those, as most bruisers back then (release Jarvan IV ._.) would flat out pummel her without mercy in the early game.

 

v1.0.0.138 – 2012-04-17

 

  • Fixed a bug where Irelia was reducing the duration of Blinds and Silences by too much
  • Fixed a bug around failing to fire any extra Transcendent_BladesTranscendent Blades

 

v1.0.0.136 – 2012-03-20

 

  • Hiten_StyleHiten Style
    • Passive health restore reduced to 5/7/9/11/13 from 10/14/18/22/26
    • While active, health restore doubles to 10/14/18/22/26
  • Transcendent_Blades Transcendent Blades cooldown increased to 70/60/50 seconds from 60/50/40

Many tears were shed at the sight of this patch preview. More huge nerfs to Irelia’s sustain in lane, while nothing was increased in return. For me, the difference between Hiten Style before and after the patch was one of the most difficult things I had to cope with in LoL. It just didn’t feel anywhere as amazing as it did a few days ago.

 

v1.0.0.135 – 2012-02-29

 

  • Fixed a particle issue with Transcendent_Blades Transcendent Blades (Hotfixed 2/21)

I admit, she did look pretty funny, what with that Transcendent Blade sticking out above her for most of the game ^.^

 

v1.0.0.134 – 2012-02-14

 

  • Transcendent_BladesTranscendent Blades’ allied ultimate HUD indicator will now remain green until all 4 spell casts are used

 

v1.0.0.123 – 2011-08-09

 

  • Irelia will now attempt to attack the target after dashing to an enemy champion with BladesurgeBladesurge

 

v1.0.0.121 – 2011-07-08

 

  • BladesurgeBladesurge mana cost changed to 60/65/70/75/80 from 70
  • Transcendent_Blades Transcendent Blades damage reduced to 80/120/160 from 85/135/185

 

v1.0.0.120 – 2011-06-22

 

  • Transcendent_Blades Transcendent Blades
    • Now heals Irelia based on the actual damage dealt (instead of a % of the raw damage dealt), but the heal is not reduced if the damage is shielded
    • Heal versus Champions increased to 25% from 20%

 

So where are we now?


Irelia is still an iconic champion in LoL, even if you disregard her quarrels with Morello. She is defined in her role as a carry and anti-carry and doing well with her is always satisfying. But she has lost a lot of what made her unique and special to play. You’re no longer allowed to jungle her, the AP potential of her abilities is destroyed and in the end she has become very straight-forward in builds and roles.

Currently Irelia sits a bit on the weaker side. She definitely has a rough time surviving most top lanes in the early levels and can easily be bullied out of gold and experience. However, she’s still completely viable and can carry with ease if left to farm. As already mentioned, her itemization has undergone a fair bit of streamlining to where it mostly matches bruisers such as Jax and Hecarim. Although Trinity Force and Guardian Angel are still the most popular choice, Irelia can put many of the new Season 3 items to good use. Warmog’s Armor and Iceborn Gauntlet make her significantly harder to kill, while a Blade of the Ruined King synergizes lovely with Hiten Style and her tendency to jump on squishies. Her core strength- the unrivaled anti- carry potential she has in the late game, is what continues to her a viable choice, even after two years of nerfs.

 

I hope you enjoyed reading the story of Irelia!

bladeoftheruinedkingbanner

 

RiotSuperfoxman has this announcement to share!

 

TwistedFate_Underworld

Hey guys,

We’re hotfixing Blade of the Ruined King tonight based on community feedback and the state of the live game.

 

Blade of the Ruined King – Hotfix

 

• Attack Damage reduced to 25 from 30
• Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
• Active heal amount is now reduced by the target’s Armor
• Maximum damage dealt to minions and monsters reduced to 60 from 90

 

Blade of the Ruined King is simply too cheap for how powerful it is
As an item that should be primarily used for countering health stacking, it was simply too cheap for its current utility. To reduce its cost effectiveness, we are slightly reducing Attack Damage and increasing combine cost.

The active heal will now be reduced by the target’s Armor
Currently the active heals for 15% of the target’s maximum Health regardless of the target’s Armor. With this change, building Armor will now reduce the amount of health obtained from the active making Armor an even more effective counter to Blade of the Ruined King.

We’re reducing the maximum damage dealt to minions and monsters.
Currently Blade of the Ruined King provides far too much power against neutral objectives (ex: Baron, Dragon) and unintentionally trivializes these difficult encounters. By reducing this aspect of the item, we can focus on its core purpose of countering high-health enemies.

 

Breakdown:

 

Essentially the item will be weaker and more expensive; albeit not by much. BotRK’s popularity will most likely plummet, even though it didn’t get nerfed very hard. In fact, the only mechanic to be hit significantly is the active health leech, which will now be affected by Armor, i.e it will actually count as physical, not true damage. In a late game scenario where an enemy bruiser is essentially cutting your DPS in half, that’s a 50% reduction. The capped DPS against neutral objectives (Dragon and Baron) is also getting reduced by a third. This was a rather unfair advantage as teams often were not capable of contesting Dragon due to the speed at which it was killed. Hey, maybe this will bring back Wriggle’s Lantern! Eh, maybe not…

So is BotRK still competitive? Since it’s now as expensive as a Bloodthirster it will be a more situational pick, as it should be. I don’t expect it to lose that much of its power, but still, it will definitely see a decline in its popularity.

 

For a full review on Blade of the Ruined King, check out my article.

shacobannerfinal

Nerfs to Blitzcrank, Katarina, Shaco, Nunu and more, as well as Steel Legion Lux and Steel Legion Garen – all in the latest update on the PBE!

BALANCE CHANGES:

 

 

BlitzcrankSquareBlitzcrank

  • Base Mana reduced to 200 ( +40 per level ) from 240 (+40 per level );
  • Rocket Grab ( Q ) mana cost increased to 120 mana at all ranks from 110.

 

 

 

Another set of nerfs to our mechanical Pudge. A 16% decrease in mana at level one is actually a pretty big deal, considering Blitzcrank will be completely out of mana after two consecutive hooks.

 

 

ChoGathSquareCho’Gath

  • Feral Scream ( W ) silence duration reduced to
    1.5/1.75/2/2.25/2.5 seconds from 2/2.3/2.5/2.8/3 seconds.

 

 

 

Chogath mid is quite the terror. A shorter silence goes a long way towards making counter-harass easier.

 

 

EliseSquareElise

  • Neurotoxin ( Q ) mana cost increased to 80/85/90/95/100 from 60 at all ranks;
  • Cocoon ( E ) mana cost reduced to 50 at all ranks from 65.

 

 

 

This is a nice shift of mana costs. On the one hand it reduces the dominance Elise has over most top laners. On the other, Cocoon is now far more manageable, allowing for more interesting play.

 

 

EzrealSquareEzreal

  • Rising Spell Force ( Passive ) duration reduced to 5 seconds from 6 seconds;
  • Trueshot Barrage ( R ) now deals
    10% less damage for each unit it passes through up from 8%.

 

 

Iffy nerfs to Ezreal that don’t fix his core problem – the cooldown of Arcane Shift. Time will tell if the nerfs were appropriate.

 

 

KatarinaSquareKatarina

  • Bouncing Blades ( Q ) base damage lowered to
    60/85/110/135/160 from 60/90/120/150/180.
  • Death Lotus ( R ) AP ratio increased to 2 from 1.75
  • Shunpo ( E ) damage reduction duration reduced to 1.5 seconds from 3 seconds.

 

An interesting buff to Death Lotus, probably to compensate for Bouncing Blade and Shunpo being weaker. The biggest change here is the 15% damage reduction from Shunpo having a lower duration. This will be huge during laning.

 

 

KennenSquareKennen

  • Slicing Maelstrom ( R ) energy cost reduced to 0 from 50/45/40 energy.

 

 

 

 

Kennen is an example of brilliant champion design, hopefully this minor buff will help him see more play.

 

 

MasterYiSquareMaster Yi

  • Meditate ( W ) heal increased to 200/350/500/650/800 from 140/280/420/560/700;
  • Medidate ( W )  mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110;
  • Meditate AP ( W ) ratio reduced to 2 AP from 4 AP.

 

 

Switching the focus from AP to AD is a good change for Yi, but he needs more to become a viable melee carry.

 

 

NunuSquareNunu

  • Base Movement speed increased to 350 from 340;
  • Blood Boil ( W ) movement speed increase lowered to
    8/9/10/11/12% from 11/12/13/14/15%
  • Blood Boil ( W ) attack speed increase lowered to
    25/30/35/40/45% from 25/35/45/55/65%.
  • Blood Boil ( W ) duration lowered to 12 seconds from 15 seconds.

 

Heavy nerfs to Nunu’s ability to turn ranged carries into Jesus at all stages of the game.

 

 

OlafSquareOlaf

  • Undertow’s ( Q ) slow now fades over time.
  • Vicious Strikes ( W ) cooldown increased to 16 at all ranks from 12 seconds.
  • Ragnarok no longer grants passive Armor penetration and instead grants 10/20/30 armor pen while Ragnarok is active.

 

Substantial nerfs to the viking of the League. To help clarify, Undertow will now act like the opposite of Nasus’ Wither in that it will become less effective as the duration nears its end.

 

 

ShacoSquareShaco

  • Two-Shiv Poison ( E ) passive slow reduced to 10/15/20/25/30 from 20/22.5/25/27.5/30
  • Two-Shiv Poison ( E ) active slow reduced to 10/15/20/25/30 from 20/22.5/25/27.5/30
  • Deceive ( Q ) range reduced to 400 from 500.

 

 

I‘ve covered Riot’s intentions of nerfing Shaco in a previous article, check it out if you’re interested.

 

 

ShenSquareShen

  • Feint’s ( W ) Ki Strike reduction lowered to 1 seconds from 1.5 seconds.

 

 

 

 

One nerf to reduce both Shen’s poke and sustained damage. A good change that won’t ruin his viability.

 

 

TristanaSquareTristana

  • Rapid Fire ( Q ) mana cost reduced to 50 at all ranks from 80 at all ranks
  • Explosive Shot ( E ) active damage increased to
    110/150/190/230/270 from 110/140/170/200/230

 

 

Tristana has a rough time managing her mana costs and this buff will do her a lot of good. She still lacks a safe way of using Explosive shot against most carries in lane, but extra damage is better than nothing.

 

 

ViktorSquareViktor

  • Power Transfer ( Q ) shield amount changed to 32/50/68/86/104 ( +.26 AP ) from 40% damage dealt.

 

 

 

Although the shield will be slightly weaker against squishier foes, this change means Viktor will have a much easier time dealing with bruisers he can’t kite.

 

 

ITEM CHANGES:

 

 

  Athene's_Unholy_GrailAthene’s Unholy Grail:

  • Total cost reduced to 2600 from 2800.

 

 

The_BloodthirsterBloodthirster:

  • Total cost increased to 3200 from 3000.

 

 

The_Black_CleaverBlack Cleaver:

  • Health reduced to 200 from 250.
  • Armor reduction reduced to 5% each stack from 6.25% each stack but now stacks 5 times instead of 4 times.

 

 

Banner_of_CommandBanner of Command:

  • Total cost reduced to 2360 from 2400
  • Now builds out of Fiendish Codex and Emblem of Valor

 

 

Deathfire_GraspDeathfire Grasp:

  • Total cost increased to 3300 from 3000.
  • Now builds out of Needlessly Large Rod + Fiendish Codex
  • Ability power increased to 120 from 100.

 

 

Doran's_ShieldDoran’s Shield:

  • HP regen increased to 8 per 5 from 5 per 5.

 

 

Fiendish_CodexFiendish Codex:

  • Total cost lowered to 820 from 1000.
  • Now builds out of Amp Tome + 385 gold.
  • No longer grants Mana Regen

 

 

Frozen_HeartFrozen Heart:

  • Total cost lowered to 3000 from 3100

 

 

Giant's_BeltGiant’s Belt:

  • Bonus health lowered to 380 HP from 400

 

 

Locket_of_the_Iron_SolariLocket of the Iron Solari:

  • Health lowered to 400 from 425

 

 

Nashor's_ToothNashor’s Tooth:

  • Total cost lowered to 2270 from 2500.
  • Mana regen removed

 

 

Ruby_SightstoneRuby Sightstone:

  • Total cost increased to 1550 from 1330
  • Health increased to 360 from 300

 

 

SightstoneSightstone :

  • Total cost increased to 950 from 700
  • Now builds out of Ruby Crystal + 475 gold
  • Health increased to 180 from 100.

 

 

Spirit_of_the_Ancient_GolemSpirit of Ancient Golem:

  • Total cost decreased to 2300 from 2400.

 

 

Spirit_of_the_Elder_LizardSpirit of the Elder Lizard:

  • Total cost decreased to 2300 from 2400

 

 

Spirit_of_the_Spectral_WraithSpirit of the Spectral Wraith:

  • Total cost decreased to 1565 from 1965

 

 

Spirit_StoneSpirit Stone:

  • Total cost decreased to 700 from 800

 

 

Sunfire_CapeSunfire Cape:         

  • Total Cost increased to 2650 from 2500.

 

 

Trinity_ForceTrinity Force:

  • Total cost decreased to 3903 from 4200

 

 

Warmog's_ArmorWarmog’s Armor:

  • Now builds out of Giant’s Belt, Ruby Crystal and two Rejuvenation beads instead of just one.
  • Total cost increased to 2830.

 

 

Zhonya's_HourglassZhonya’s Hourglass:

  • Now Builds out of Seeker’s Arm Guard ( new item ) and a Needlessly Large Rod;
  • Total cost increased to 3410 to 3100;
  • Ability power increased to 120 from 100.

 

 

New Items:

 

seether guardSeeker’s Arm Guard:

  • Builds out 2x Cloth Armor and an Amplifying Tome
  • + 30 Armor
  • + 25 AP.
  • Unique Passive: Killing a unit grants .5 bonus armor and ability power. This bonus stacks up to 30 times.
  • Builds into Zhonya’s Hour Glass

 

 

 

 

 

 

New Skins:

 

 

Steel Legion Lux

 

 

Light Binding (Q)

Light Binding (Q)

Prismatic Barrier (W)

Prismatic Barrier (W)

Lucent Singularity (E)

Lucent Singularity (E)

Final Spark (R)

Final Spark (R)

 

 

Steel Legion Garen:

 

Decisive Strike (Q)

Decisive Strike (Q)

Courage (W)

Courage (W)

Judgement (E)

Judgement (E)

Demacian Justice (R)

Demacian Justice (R)

 

Note: These skins are still in development and some effects and sounds are likely to change.

 

See you on the Fields of Justice!

morello banner

Another patch hit the PBE with minor changes to Thresh and particle tweaks to Jade Fang Cassiopeia.

 
Cassiopeia_JadeFangSkinJade Fang Cassiopeia:

  • Turning enemies to stone with Petrifying Gaze now has an added pale lime colour.

 
 
 
 
 
 

cassgreenstuff

Nerfed to stone.


 
 
ThreshSquare

Thresh

  • Dark Passage;
    • Shield value increased to 60/95/130/165/200 from 60/90/120/150/180.

     

 

SHACO NERFS:

News of the upcoming changes to Shaco have been revealed in a recent red post by Statikk on the official forums:

 

Like to just chime in to help give some insight on the topic.

Firstly, League of Legends is an iterative process. We are constantly testing different implementations, getting feedback, analyzing the results, and re-continuing the cycle.

This is never more apparent and true with changes that go to the PBE. Anything that shows up on there: #1 may be false or incomplete (due to faulty data mining) and #2 is very much subject to change. As I always say, I would never trust unofficial sources to be anywhere near 100% accurate to our actual patch. For these reasons, the PBE and what eventually goes to Live are very rarely the same.

As far as actually addressing Shaco, I think it’s undeniable that the Season 3 changes to the jungle (namely Boxes being an effective way of mitigating damage taken) have made him more effective. One of the largest issues we’ve always had with Shaco’s design is his lack of counterplay in early game situations. Even at the very early points in the game, Shaco has an unrivaled tool set to gank with (a blink, stealth, and multiple forms of CC on top of the typical Red Lizard buff). When Shaco gets ahead, there is very little counterplay his victim has other than to hope Flash is up and they are near a turret (in fact when gank victims turn to attempt to retreat without a blink or dash, they are actually putting themselves at a further disadvantage due to Backstab).

Our goals with these changes are simply to reduce his early gank effectiveness. Obviously the first iteration (the one you guys saw on PBE) where we completely ripped his passive slow was a bit extreme. Even before the Shaco outcry posts had begun, the internal version of the nerf was already changed to be a reduction to Two-Shiv Poison’s slow at early ranks (still scales up to 30% at rank 5). As far as the Deceive range nerf goes, our team is pretty confident that this is reasonable as it makes his Deceive range equal to Flash which means players playing against Deceive now only have to worry about the addition of stealth since any jump Shaco can now do, any champion could do the same by using Flash offensively. To be clear, these changes are in no way aimed at balancing the viability of Shaco at a tournament level, they are more aimed at a philosophical level of design addressing how players should be able to respond to playing against Shaco.

Anyway, I’m always glad you guys are constantly passionate about the changes that we’re making, it gives us feedback and keeps us in check…but the majority of the PBE overreaction feels unneeded and melodramatic. I much prefer threads like this which have a much more open-minded view and are looking for insight into why a decision is being made and perhaps offer alternative suggestions, solutions, or counterpoints as to why this may or may not be a good decision.

Wait wut?:

From what I could gather, Riot wants to reduce Shaco’s ganking presence in the early game by nerfing his Q and E skills. Although the decision to remove the slow from Two – Shiv Poison entirely was dropped, the percentage is going down in the future. The range on Deceive is also being reduced by 100, falling to that of Flash (400).

Since Season 3 hit Shaco has seen more intensive play as his boxes are excellent at tanking neutral monsters in the jungle. These changes won’t affect his clear time, although Shaco is clearly not picked to farm. Whether these nerfs will affect his viability in solo queue too much is yet to be seen. How much will his early game suffer with a weaker Slow and reduced blink range?

What do YOU guys think about Riot’s decision to nerf Shaco? Share in the comments below and stay tuned for more news regarding League of Legends.

Diana banner

News of the second major balance update to hit the Preseason is now available. Join us for an in-depth discussion on the upcoming changes to League of Legends!

BALANCE CHANGES

AlistarSquareAlistar

  • Base movement speed increased to 330 from 325
  • Headbutt
    • Range increased to 650 from 600

 

Alistar lost a lot of his jungling power in recent patches. These changes will likely make him a competent jungler again. Even though his clear time is quite slow, he is an exceptional ganker. Of course, while situational, support Alistar has always been strong regardless of the jungle changes and these buffs may bring him in line with other agressive supports, such as Leona and Blitzcrank.

 

AmumuSquareAmumu, the Sad Mummy

  • Cursed Touch
    • Magic resist reduction reduced at later levels to 15/20/25 from 15/25/35.

 

 

A slight nerf to Amumu’s mid and lategame damage output. He’ll likely remain a very strong pick in almost all compositions, particularly those with a good late game and ample amounts of CC, due to his amazing ultimate and Bandage Toss initiation.

 

AnnieSquareAnnie, the Dark Child

  • Disintegrate
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100
  • Incinerate
    • Targeting cone is now attached to Annie
  • Molten Shield
    • Cooldown reduced to 10 seconds from 16
    • Duration reduced to 5 seconds from 8

A few of QoL changes and an interesting alternative to the current version of Molten Shield. It’s always been that “meh” skill Annie players most often use to charge up their Pyromania stun passive. Now it will better serve that purpose while remaining a decent buff to Annie’s tankiness.

 

BlitzcrankSquareBlitzcrank

  • Mana Barrier
    • Cooldown increased to 90 seconds from 60
  • Rocket Grab
    • Will now give vision when it hits a target

Blitzcrank’s been a dominant force on the bottom lane for quite some time now. The reason for this is that against certain carries and supports he doesn’t need his Rocket Grab to be effective because he would frequently become very tanky due to his passive. This nerf will certainly make Blitzcrank players more cautious about engaging early on.

 

CorkiSquareCorki

  • Gatling Gun
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100

 

 

Not much to say here, this buff will make Corki’s mana costs more manageable in the laning phase.

 

DianaSquareDiana

  • Pale Cascade
    • Orb detonation has been adjusted to better match Diana’s basic attack range
    • Shield duration increased to 5 seconds from 4
  • Lunar Rush
    • Cast range increased to 825 from 750

The long-awaited buffs to Diana are finally here! On the PBE she had increased base damage on Pale Cascade to go along with higher duration and detonation range, but that decision has been dropped for the official patch. The most important change, however, is the extra cast range on Lunar Rush. Now Diana players will be able to combo a max-range Crescent Strike (830) with an immediate dash.

 

EvelynnSquareEvelynn

  • Hate Spike
    • Mana cost increased to 16/22/28/34/40 from 14/18/22/26/30
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Ravage
    • Damage reduced at later ranks to 35/55/75/95/115 from 35/60/85/110/135
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Agony’s Embrace
    • Damage changed to 15/20/25% of the target’s current health from 15/20/25% of their max health
    • Cooldown increased to 150/120/90 seconds from 120/90/60
    • Cast range reduced to 650 from 800

Lots of overall nerfs to our stealthy widowmaker. Evelynn’s proven quite the challenge for the balance team at Riot and she’s received a lot of attention in the past few patches. We’ll start with her Q, which is gaining a substantial mana cost increase. This will impact her ability to stay out of harm’s way in lane by last hitting with Hate Spike. To compensate, the AD ratio on it is going up for jungling and hybrid Evelynn players, as those generally have trouble keeping up with their mana costs. Ravage follows a similar pattern as it’s now a bit more powerful with AD items but will deal slightly less base damage. Keep in mind it hits twice, so the decrease will likely be noticeable.

The hardest nerfs are going to be to Evelynn’s ultimate, which is one of the primary reasons she’s always seen on the ban list. Instead of being both a good combo starter and finisher it will now serve more of an initiation purpose, as complemented by the shield provided. This means that where as before it was a very powerful execution tool, it will now deal pitiful damage in a similar scenario. The cooldown is going up substantially to reduce Evelynn’s ganking presence after level 6. And finally, the cast range is being reduced to just below that of Shadow Walk’s detection radius. The reasoning behind this is Agony’s Embrace often struck players like a bolt from the blue as Evelynn would still be stealthed when initiating. This will make for easier counterplay and hopefully bring this champion in line with other melee assassins.

 


EzrealSquareEzreal

  • Base attack speed reduced to 0.625 from 0.665

 

 

 

An odd nerf that will hopefully reduce Ezreal’s recent popularity spike and bring the spotlight back to forgotten carries such as Ashe, Kog’Maw and Urgot.

 

KatarinaSquareKatarina

  • Base movement speed reduced to 345 from 350
  • Sinister Steel
    • Movement speed adjusted to 15/20/25/30/35% from 12/20/28/36/44%


T
his is primarily an impact on Katarina’s ability to avoid counter-engages from her opponents in lane. With the bonus movement speed from Sinister Steel she often became too elusive for skillshot champions to properly punish her after an agressive Shunpo. Ganking and chasing are also areas where Katarina players will suffer in the future patch. Perhaps this will reduce her kill-potential in teamfights versus mobile champions, which would in turn prevent her from quickly refreshing her skills.

 

KhaZixSquareKha’Zix

  • Unseen Threat
    • Damage reduced at later levels to 15-190 from 15-220
    • Slow reduced to 25% from 35%
  • Taste Their Fear
    • Bonus attack damage ratio reduced to 1.5 from 1.6
    • Isolation bonus attack damage ratio reduced to 2.0 from 2.4

Our vicious AD caster from Alien vs Predator will be receiving a pretty painful Morello Nerf Kick as both his damage and ratios are going down by a sizeable margin. The reduction of the damage and slow he gets from his passive will prevent Kha’Zix from quickly snowballing in the early stages, while the lower scaling on his Q ability is added to prevent him from destroying squishier foes with just a few carry items in slot. Overall this will most likely result in us seeing more Kha’Zix play on the solo scene as he is currently permanently banned on most ELO ranges.

 

LeeSinSquareLee Sin

  • Safeguard
    • Fixed a bug where the tooltip incorrectly stated that Lee Sin regained energy when the shield was broken
  • Iron Will
    • No longer grants armor while active
    • Life steal and spell vamp increased to 5/10/15/20/25% from 5/9/13/17/21%
  • Cripple
    • Slow amount reduced at earlier ranks to 20/30/40/50/60% from 30/37.5/45/52.5/60%
    • Range reduced to 600 from 800

Remember when Phreak did his April Fools joke video back in 2011? Back then people saw Lee Sin as a weak mixture of playstyles and roles who fell short of popular picks. Since then he’s been considered one of the strongest early-game champions with amazing mobility, chase and execute. Indeed Riot has seen a need to alleviate this problem by hitting Cripple’s ganking strengths. In fact, with the reduced range, champions with strong CC such as Irelia, Renekton, Ahri and Ryze will be able to escape a Tempest initiate with Flash and not be slowed. The removal of the armor gained from double casting Safeguard is aimed at hitting Lee Sin’s tankiness when facing other bruisers and ranged carries. Lastly, the increase in Life Steal and Spell Vamp gained from Iron Will will compensate for the loss of armor against monster camps.

 

NamiSquareNami

  • Base movement speed increased to 335 from 330
  • Aqua Prison
    • Cooldown reduced to 14/13/12/11/10 seconds from 16/14.5/13/11.5/10
  • Tidal Wave
    • Missile speed increased to 850 from 750

Nami is a very underrated support currently, as she brings a lot to the table for her carry and the team overall. Lowering the cooldown on her cage will reduce the downtime she currently experiences in lane while making her a more consistent threat in bigger clashes. A faster Tidal Wave will make Nami’s initiations far more potent, hopefully bringing her in line with Sona and Leona in that department.

 

RengarSquareRengar

  • Bonetooth Necklace
    • Now grants +5 Attack Damage
  • Unseen Predator
    • Fixed a bug where Rengar could leap while rooted
  • Savagery
    • Attack speed duration increased to 4 seconds from 3
    • Fixed a bug where Savagery could be used three times consecutively
  • Battle Roar
    • Empowered Battle Roar now heals for 60-400 (based on champion level) instead of 10% of his Rengar’s health
  • Thrill of the Hunt
    • Initial delay reduced to 1 second from 1.25 (still can be delayed up to 3 seconds)
    • Stealth duration increased to 7 seconds from 5

The roaring English-speaking monster of the League has received quite a lot of negative attention in recent patches and his initial strength was reduced to rubble. With an added second to his Savagery attack speed bonus Rengar will have an easier time trading with top tier bruiser, while having substantial damage to take down squishies in the late game. The changes to Battle Roar are interesting in that even a level one Empowered Roar will be quite efficient. This will provide Rengar with a powerful method of sustaining himself early, while still able to be used as a clutch heal-nuke for those tight spots. A decent buff to his stealth duration when in Manhunt mode means he will be a larger threat to overextended enemies. Finally an added base damage to his Bonetooth Necklace to justify the 800 gold investment early on.

 

RivenSquareRiven

  • Base health regen reduced to 6 from 10.4
  • Health regen per level reduced to 0.5 from 0.9
  • Valor
    • Shield amount increased to 70/100/130/160/190 from 60/90/120/150/180
  • Blade of the Exile
    • Cooldown increased to 110/80/50 seconds from 75/60/45
    • Targeting cone is now attached to Riven

Regardless of whether she’s donning her peasant rugs or doing fanservice in her Playboy suit, Riven has proven to be a very powerful top laner with her unmatched levels 1-3 agression and dueling capabilities. And that’s exactly what Riot aims to hit with the latest patch as both her initial and per-level HP/5 are being cut essentially in half. To compensate for this unhealthy action (anyone?) the base shield strength on Valor is going up. Now Blade of Exile is an amazing ultimate, it provides both a powerful steroid to start fights with and an execution mechanic to end them. In the older rendition, Riven would be able to constantly reforge her sword in order to either force her opponent out of lane lane or outright kill him. Logical changes that don’t remove any of the champion’s signature strengths (<cough> Diana <cough>).

 

SyndraSquareSyndra

  • Transcendent
    • Now increases range on Unleashed Power by 75 at max rank
  • Scatter the Weak
    • Cooldown reduced at later ranks to 18/16.5/15/13.5/12 seconds from 18/17/16/15/14

As a huge fan of Malzahar’s wife, I’m a little biased when it comes to these changes. In all honesty Syndra probably isn’t in need of these buffs as she is already a very powerful pick; when used to her full potential. Regardless, increased range of her ultimate in the late game will make bursting high-priority targets a much safer endeavor. And a lower cooldown on her pushback-stun combo is always a welcome improvement.

 

TalonSquareTalon

  • Noxian Diplomacy
    • Bleed damage reduced to 10/20/30/40/50 from 18/36/54/72/90
    • Bleed bonus attack damage ratio reduced to 1 from 1.2
  • Cutthroat
    • Fixed a bug where the damage amplification did not actually apply
    • Fixed an bug that sometimes caused Talon’s Rake to fire backwards after using Cutthroat.
  • Shadow Assault
    • Damage reduced at later ranks to 120/170/220 from 120/190/260
    • Bonus attack damage ratio reduced to 0.75 from 0.9

The dagger-wielder chose axes over conventional blades in the preseason and this helped players revisit him and find his forgotten burst damage and ability to counter mages to a high degree. Talon’s case is more interesting because aside from straight-up nerfing his damage combo, Riot will be fixing a common bug where the bonus damage from Cutthroat wouldn’t trigger. This could actually mean a lot for future play as a 15% damage amplification is no laughing matter. We’ll have to wait and see how Talon turns out after these changes.

 

UdyrSquareUdyr

  • Monkey’s Agility
    • Now additionally increases Udyr’s armor and magic resist by 4% per stack

 
 
 
A very smart buff to a champion who currently doesn’t see much competitive play due to the high-mobility meta. Udyr is a strong pick for certain compositions as he becomes very tanky with little items due to Turtle Stance. This change will add to that strength, hopefully resulting in the return of the shape-shifting bruiser on the competitive scene.

ViSquareVi

  • Vault Breaker
    • Fixed a bug where Vault Breaker would sometimes not refund mana or cooldown when interrupted
    • Fixed a bug where interrupting Vault Breaker would sometimes render Vi unable to cast spells
    • Fixed a bug where Vault Breaker’s stun duration was sometimes shorter than intended
    • Fixed a bug where Vi would sometimes stop attacking after hitting a champion with Vault Breaker
  • Excessive Force
    • Increased the responsiveness of Vi’s attacks after using Excessive Force

Assault and Battery

  • Fixed a bug where targets could cast spells after being knocked into the air
  • Fixed a bug where characters with stealth could cause Assault and Battery to miss
  • Fixed a bug where damage was not applied to targets immune to disable effects

 

QoL CHANGES & FIXES Jungle

ChoGathSquare Cho’Gath

  • Feral Scream
    • Targeting cone is now attached to Cho’Gath

KassadinSquare Kassadin

  • Force Pulse
    • Fixed an issue where Force Pulse would sometimes fire backward after using Rift Walk.

KennenSquare Kennen

  • Basic attack has been retuned so it’s more responsive

 
Mordekaiser

  • Siphon of Destruction
    • Targeting cone is now attached to Mordekaiser

ShacoSquareShaco

  • Hallucinate
    • Controlling the clone no longer reveals Shaco in brush
    • Fixed a bug that prevented Shaco from casting Hallucinate for the rest of the game in certain circumstances

ZiggsSquareZiggs

  • Short Fuse
    • The cooldown indicator now more accurately shows when Short Fuse is available.

Summener’s Rift

  • Wraith
    • Base gold increased to 30 from 25
    • Base health increased to 1000 from 750
  • Lesser Wraith
    • Base health reduced to 150 from 250
  • Giant Wolf
    • Base gold increased to 55 from 40
    • Base health increased to 1100 from 900
  • Wolf
    • Base health reduced to 200 from 300
  • Golem
    • Base gold increased to 55 from 45
    • Base health increased to 1200 from 1000
  • Small Golem
    • Base health reduced to 300 from 500

    Riot’s primary goal with the tweaks to the jungle in preseason were to nerf the dominance of AoE junglers and give single- target champions such as Warwick, Rengar, Trundle, Volibear, Fiddlesticks and Xin Zhao the opportunity to shine. This new set of changes is aimed in the same direction, shifting health from lesser monsters to primary ones.

    ITEMS

    • Item tooltips have been revised to improve consistency
    • Manamune
      • Attack damage increased to 20 from 10
    • Archangel’s Staff
      • Ability power increased to 60 from 50
      • Mana charge amount increased to 6 from 5

      Both items have really solid late game upgrades that don’t cost anything. Improving upon their base stats will make them a more attractive choice for players who don’t consider large quantities of mana to be something worth investing in.

    • Crystalline Flask
      • Cost increased to 345 from 225
      • Now restores 120 health and 60 mana over 12 seconds from 100 health and 40 mana over 10 seconds per charge

      Riot’s alternative to the Bottle from Dota 2 actually proved to be an amazing sustain item as it allowed the purchase of Wards and Potions in addition to itself. Next patch will switch focus to the strengths of the Flask and not so much on the gold left over from purchasing it.

    • Mikael’s Crucible
      • Can no longer target allied minions
    • Last Whisper
      • Combine cost increased to 1025 from 860 (total cost is now 2300 from 2135)
    • Hextech Gunblade
      • Spell vamp is now UNIQUE
    • Iceborne Gauntlet
      • Duration of slow field reduced to 2 seconds from 3
      • Slow percentage reduced to 30% from 35%
      • Slowing field now displays team color rings

      A cosmetic upgrade to go along with indirect Ezreal nerfs. Other AD carries approve.

    • Philosopher’s Stone
      • Now correctly grants 5 gold per 10 seconds (was 4 gold per 10 seconds)
    • Enchantment: Homeguard
      • Homeguard now works immediately after purchasing the enchant
    • Spirit of the Elder Lizard
      • Now grants +10% cooldown reduction
    • Spirit of the Spectral Wraith
      • Ability power increased to 50 from 40
      • Cooldown reduction is no longer UNIQUE
    • Sanguine Blade
      • Combine cost reduced to 500 gold from 800
      • Attack damage increased to 65 from 60
      • Attack damage per stack increased to 6 from 5
      • Max stacks reduced to 5 from 7
    • Blackfire Torch
      • New recipe: Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
      • Total gold cost: 3950 (combine cost: 700)
      • Ability power increased to 80 from 70
      • Cooldown reduction increased to 20% from 10%
      • Now grants 10 mana regeneration per 5 seconds
    • Will of the Ancients
      • New recipe: Kage’s Pick + Hextech Revolver
      • Total gold cost is now 2550 (combine cost: 585)
    • Twin Shadows
      • Ability power reduced to 40 from 50
      • Magic resist increased to 40 from 30
      • Movement speed increased to 6% from 5%

      Twin Shadows is primarily a support item that could be seen on champions such as Gragas and Twisted Fate. Shifting the stat bonuses from offensive to defensive helps narrow the usages of this pickup.

    • Banner of Command
      • Ability power reduced to 40 from 50
      • Now grants 10% cooldown reduction

      Although it will probably still be frowned upon, the Banner of Command will now become a more viable choice for supports. Besides, most of them secretly love turning minions into Godzilla.

    • Banshee’s Veil
      • Combine cost increased to 600 from 490 (total cost is now 2610 from 2500)
      • Health increased to 400 from 300
    • Ninja Tabi
      • Once again reduces 10% damage from all basic attacks, rather than only champion basic attacks
    • Liandry’s Torment
      • Health increased to 300 from 200
      • Ability power reduced to 60 from 70
    • Wooglet’s Witchcap
      • New recipe: Blasting Wand + Blasting Wand + Chain Vest
      • Total gold cost: 3500 (combine cost: 1060)
      • Armor reduced to 40 from 50
    • Hextech Sweeper
      • New UNIQUE passive – Trap Detection: Nearby stealthed enemy traps are revealed
    • Grez’s Spectral Lantern
      • Attack damage reduced to 20 from 25
    • Lightbringer – Remade!
      • New recipe: Grez’s Spectral Lantern + Pickaxe
      • Total gold cost: 2425 (combine cost: 300)
      • +50 attack damage
      • +20 armor
      • +12% life steal
      • UNIQUE passive – Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage (doubled for non-champions)
      • UNIQUE passive – Trap Detection: Nearby stealthed enemy traps are revealed
      • UNIQUE active: Cover s a target area in a stealth-detecting mist that grants vision for 10 seconds (60 second cooldown)

    Masteries

    • Pickpocket
      • Now displays a buff timer after attacking to show the time before gold can be earned again

    Twisted Treeline

    • Speed Shrine removed! There’s now a Ghost Relic in its place.
      • The Ghost Relic replenishes 94-315 health and a small amount of your ability resource. It also grants a brief speed boost.
      • The Ghost Relic spawns at 1:55 and respawns every 90 seconds.
    • New items now available
      • Lightbringer
      • Runic Bulwark
      • Ohmwrecker

    Proving Grounds

    • New items now available
      • Blade of the Ruined King

    Co-op vs. AI

    • Bots are now more likely to use activatable items.
    • Added Darius Bot to Co-op vs. AI on all maps.
    • Fixed a bug where Shen Bot wasn’t casting Stand United.
    • Co-op vs. AI will now properly display as a co-op vs. AI match instead of a 5v5 pvp match.

    Spectator

    • Gold totals with more than three digits will now include punctuation for easier readability
    • Directed camera positioning will now take the health bars for Baron and Vilemaw into account
    • Fixed a bug that could cause directed camera to focus on recalling champions even with no enemies nearby
    • Added spectator chat callouts for powerful items such as Athene’s Unholy Grail and Blade of the Ruined King

    Ranked

    • Added a new provisional medal for players and teams that are in their placement matches
      • All players and teams have been temporarily set to this medal in preparation for Season 3

    UI

    • Improvements to the item shop
      • Holding the CTRL key while clicking on categories in the All Items tab will now select multiple categories, similar to using the check boxes
      • Fixed a bug where the item shop could show you as owning more of an item than you actually have
      • Fixed a bug where items in the recommended item pane would light up even if you couldn’t afford the item
      • Fixed a bug where items that could not be sold were showing a sell value
      • Improved the responsiveness of double clicking to purchase items
      • Improved the performance of the item shop during various item updates (opening the item shop, searching, purchasing and selling)
    • Adjusted the graphics for the borders on vote tallies in the surrender display

    General

    • Turrets
      • Now prioritize minions in the following order:
        • Player-owned minions (ex: Tibbers, Zyra Plants)
        • Super Minions, Cannon Minions
        • Melee Minions
        • Caster Minions
    • Added keybindings for Self Casting Items
    • Fixed keybinding for Show/Hide HUD
    • Changed the “Ended Killing Spree” chat messages to better indicate that the number shown is the total gold received for the kill
    • Fixed a bug where players couldn’t send chat messages at end of game
    • Fixed a bug where champions affected by near-sightedness (Graves’s Smokescreen, Nocturne’s ultimate) could attack their team mates
    • The Minimap has been improved:
      • Wards now show special icons on the minimap
      • Players are outlined in blue while recalling
      • Players are outlined in orange while using teleport
    • Teleport is now colored based on enemy/ally team
    • Fixed an issue that was causing player health bars and ultimate indicators in the team UI to update too slowly
    • Fixed an issue where purchasing a legendary item (ex: Runic Bulwark, Blade of the Ruined King) would consume all components of a lower tier instead of just those necessary for the recipe
    • Fixed a rare issue where certain spells (ex: Ezreal’s Mystic Shot) could land an unintentional critical hit
    • Hovering over your attack damage stat will display your champion’s auto attack range
    • You may now unlock the game camera while holding down your mouse button on the minimap
    • Pinging a tower in the basic tutorial will no longer display an unlocalized string
    • The camera snap that occurs when you respawn can be disabled by setting “DisableCameraSnapOnRespawn=1” in Game.cfg
    • You now have a few extra seconds to finish a kill streak if the target is the last member of the team alive
    • Muting a player will now mute that player’s emote sounds
    • Added teammate chat callouts for new items such as Sightstone, Mikael’s Crucible and Ohmwrecker
    • Fixed a bug preventing buff durations from drawing on the target frame

    That’s all for the upcoming patch! I hope you found my analysis on the changes helpful and entertaining. A review on Riot’s newest deviation, Thresh, will be available soon.

A Look Back 1

Welcome to another installment of A Look Back. I had planned to give a detailed recollection of the old Ryze and the iterations and waves that turned him into the late game terror he is today, but unfortunately, that fate was not quite on the cards.

Instead, I supposed you could say the destiny that this week’s A Look Back at would have was a more… Twisted Fate.

TF

Everyone who plays Twisted Fate today knows you can lock in the different colors of cards in order to ensure your next attack will carry out the effect that correlates to that card. But did you know that card locking was originally a bug?

I was not personally around before they replaced his original Q (Seal Fate, a card that added bonus damage and made TF’s next attack silence the target) with Wild Cards and gave him his current W, Pick a Card. In those days, Wild Cards dealt a random amount of damage and were truly quite wild. I can’t speak for how the game was with him back then, but considering the randomness was gutted, I assume it was not a pretty sight.

Pick-a-Card was implemented somewhere around a month before I joined. At that time, Pick-a-Card shuffled through the deck as it does now, but the card effect would be decided upon what card was active when Twisted Fate attacked an enemy. Around the time I started playing, a certain beta player by the name of Jesse Perring had become known for his Twisted Fate play. The secret that made him so successful was that he had discovered a method to “lock” a card for a specific effect. The card was selected the moment the attack animation began, but the animation could still be cancelled. Jesse Perring would use minions to lock the gold card, then use the card upon an enemy champion once it came into range. Although he was not the only player who knew about this exploit, he was one of the few whose legendary Twisted Fate play was lauded by the community.

On top of this ability to lock the card, it also guaranteed that, if the card timed out, the next time Pick-a-Card was activated, the card that had been locked would be the first card drawn. So Twisted Fate could immediately attack upon activating Pick-a-Card and have the stun ready in a moment’s notice.

Over the course of a few patches after Pick-a-Card was added, Twisted Fate received a few consecutive buffs to Wild Cards’ AP Ratio, bringing AP Twisted Fate to the forefront. His Wild Cards had a range of 1750 (Note: that’s longer than Nidalee spear range is currently), and had a 1:1 AP Ratio with an extremely short cooldown allowing him to spam cards for large amounts of damage.

Games weren’t extremely organized in this era of Twisted Fate, however, so his true power had not yet been discovered. He was prized not for his ultimate, but rather for another bug that emerged in the later stages of Beta; the infamous Double Gold bug.

Twisted Fate was able to fire two Gold Cards, dealing double the AoE bonus damage (for you see, back in those days, the Gold Card was the most damaging as well as the only one with a stun) and stun for double the duration. Twisted Fate’s laning presence, especially in duo lanes with another champion able to stun (such as Sion or Alistar), was truly destructive and not to be trifled with.

tfgoldcards

Of course, the double stun wasn’t the only trick Twisted Fate had up his sleeve. Thanks to Gate being his E, there was another level one gimmick that emerged once Brush was added to the game. At level one, Twisted Fate would invest in his E, a ward, and have teammates running Teleport as their summoner spell. He would Gate into brush on the enemy’s side of the map, outside of vision leading into bottom lane. Then he would place a ward in the brush, and his teammates would teleport onto it and await the poor souls venturing into the lane thinking they were safe. Alas, many unfortunates fell victim to this clever trick.

Some players saw opportunity for an even dirtier tactic as Twisted Fate level one, by taking Teleport and Revive as their summoners, and proceeding to Gate into the enemy base, place a ward, feed first blood, revive, teleport to the ward, and give yet another kill away. Of course, players that toxic don’t deserve to play any game but Solitaire, but there was no way to prevent a teammate from doing it if they so chose. (“TF stands for Troll Face.”)

twistedtroll

Once the community began having in-house games, various tournaments, and their own form of draft mode (prior to Riot implementing draft themselves), Twisted Fate became the number one target for First Pick, First Ban.

At that stage in the game’s meta, much of the mid/late game involved picking a brush, and waiting as a 5-man gank squad. Of course, Twisted Fate both served as a great choice in a pick-off comp thanks to Gold Card, and the best scout in the game with his team-revealing ultimate (which, back in the old days, was also a global 40% slow). Because he was both a counter to, and a choice that fit directly into, the meta; Twisted Fate had been given the position of “God Tier” status among the community.

Riot tried reeling the “overpowered Card Master” in through some nerfs to Destiny and Gate at first, reducing the duration of Destiny, and increasing the cooldown and mana cost of Gate, followed by reducing the slow percentage of Destiny, but Twisted Fate was still must pick/must ban status in competitive play.

When that failed to work, Riot remade Twisted Fate’s E into its current form, Stacked Deck, and interwove Gate’s functionality into his ultimate, Destiny. The Slow from Destiny was removed. At that time, Twisted Fate’s old passive Second Sight (which was a global crit chance passive to TF’s allies) was also removed and he was given his two gold per minion kill passive that he has today. Money hustled? TONS.

Additionally, the damage values of PAC were shuffled around at this point, making Blue the card actually best for damage.

Although Twisted Fate was technically stronger as an individual champion at this point, he lacked the amazing utility he’d had before, and he fell out of top tier status.

Apart from losing his global ult in the summer of 2011, Twisted Fate hasn’t seen many changes since his minor remake. He’s seen a few small buffs, nerfs, bugfixes, and a model rework, but overall he’s remained mostly the same.

Today, he sees somewhat common use in competitive play, with Misaya of team World Elite being most known for his Twisted Fate play (so much so that it is often must-ban status against him, akin to Froggen’s Anivia). It is Twisted Fate’s existence as a mid lane threat that has caused Nocturne to be seen as a mid-lane champion in Korea’s OGN The Champions league.

In the future, it is doubtful Twisted Fate will fall completely out of favor as he still has great synergy with pick-off related comps, strong poking ability, and great single-target burst damage late game in addition to his team-wide reveal ultimate. Although there are many other choices that could be picked in the game, Twisted Fate still sometimes sees his card drawn.

That’s it for this week’s A Look Back. Next time I really will focus on Ryze.

Until next time,
I am TiberiusAudley. Follow me on Twitter @TiberiusAudley.
My previous history of Rammus

 




The Black Cleaver has been the number one item under discussion for several days and Riot has some serious nerfs for it currently on the PBE:





In some less game-changing but still very nice news; the particle effects on all three creature buffs have had a large overhaul and look significantly more modern:


That’s all the PBE news for today, we expect the last of the xmas skins to land sometime soon- stay tuned!


– Jaszon ‘Lightblind’ Alexzander