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Posts Tagged ‘super galaxy rumble’


PBE March 28 Part 2

 

 

Previous PBE Updates from Patch 4.5 Cycle:

 


New Barrier Animation


Note: The animation is being changed, because the current one looks too similar to Aether Wing Kayle‘s ultimate.



 

Splash Arts


Super Galaxy Rumble Splash

Super Galaxy Rumble Splash


Void Fizz Splash Art

Void Fizz Splash 

 

PBE 28 march

 

Previous PBE Updates from Patch 4.5 Cycle:

 

New Animations for Gragas & Lion Dance Kog’Maw

 

 

 

 Champions

 

 

Gragas New Portrait

  • Base armor increased from 16 to 20

Note: This change is due to the recent nerfs to flat armor seals. If you’re unfamiliar with those, click here.

 

 

Graves New Portrait

 

Collateral_DamageCollateral Damage [ R ]

  • Secondary damage reduced from 250/350/450 to 200/280/360

 

Note: This is a revert on the most recent PBE buff to Graves. Live values are 140/250/360.

 

 

New Portrait Heimerdinger

 

H-28Q_Apex_TurretH-28Q Apex Turret  [ R + Q ]

  • Basic Attack AP ratio reduced from 0.33 to 0.3
  • Beam damage reduced from 225/300/375 ( 0.8 AP ) to 200/270/340 ( 0.7 )

 

 

Pantheon New Portrait

 

Grand_SkyfallGrand Skyfall [ R ]

  • Ranged increased from 2500/4000/5500 to 5500 at all ranks (same as live value)
  • Cooldown increased from 150/125/100 to 150/135/120 (same as live values)

Note: If you want to learn why these changes were made, click here.

 

 

New Loading Screen Splash Arts

 

Void Fizz Loading Screen

Void Fizz Loading Screen

Super Galaxy Rumble Load Screen

Super Galaxy Rumble Load Screen

 

 

Atlanthean Syndra pulled from PBE

 

Riot Fist Logo Wilwariniel: Hey everyone,

I know this will make a few waves, but we have hit some choppy waters along the way with the Atlantean Syndra skin, and have decided to err on the side of caution and pull her from the PBE until we’re 100% sure she’s ready.

We’re very sorry about this. To avoid people accidentally crashing, for anybody that has already purchased Atlantean Syndra, we will remove her from your accounts and give you a refund.

Once she’s ready to ship, and coming along swimmingly, we’ll make her available on the PBE to test again!

Thanks for the understanding, folks. Please accept this bad haiku:

Water orbs unleash

A deluge upon her foes

So much untapped power

 

 

 

PBE 25 March

 

 

Previous PBE Updates from Patch 4.5 Cycle:

 

 

Champions

 

 

New Portrait Heimerdinger

 

H-28G_Evolution_TurretH-28G Evolution Turret [ Q ]

  • Ratio on bonus Health increased from 0.5 AP to 0.55 AP
  • Turret basic attack now deals 12/18/23/29/34 ( 0.15 AP) magic damage per hit, changed from 15/22/29/36/42 ( 0.125 AP )
  • Beam damage changed from 50/75/100/125/150 ( 0.5 AP )  to  40/60/80/105/130 ( 0.55 AP )

 

 


Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Movement Speed bonus ratio reverted from 0.07 AP to 0.1 AP (same as live)

 

Help,_Pix!Help, Pix! [ E ]

  • Damage reduced from 80/130/180/230/280 to 80/110/140/170/200
  • Grants vision of enemies for 4 seconds, reduced from 5 (live value is 6 seconds)
  • Friendly minions do not get a shield if Help, Pix! is cast on them
  • Ally cast shield duration reverted to 6 seconds from 5 (same as live)

 

 

Lee Sin New Portrait

Click here to get context on why these changes are being made.

 

SafeguardSafeguard [ W ] 

  • Cooldown increased from 9 seconds at all ranks to 14
  • Cooldown is now halved if cast on ally (excluding Lee Sin himself)

 

Iron_WillIron Will [ Reactivate W ]

  • Duration of buff reduced from 5 seconds to 4

 

 

Pantheon New Portrait  

Want to learn why Pantheon is being nerfed? Click here.

 

Aegis_of_ZeoniaAegis of Zeonia [ W ]

  • Stun duration reverted from 0.5/0.75/1/1.25/1.5 seconds to 1 at all ranks (same as live )

 

Grand_SkyfallGrand Skyfall [ R ]

  • Land time reverted from 2 seconds to 1.5 (same as live)
  • Distance increased from 2000/2500/3000 to 2500/4000/5500  (live value is 5500 range at all ranks)

 

 

New Potrait Rengar  

Rengar has recently received a major rework. Click here to get the details.

 

Bola_StrikeBola Strike [ E ]

  • Range reduced from 1100 to 1000

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Movement Speed bonus when moving towards Champions while in stealth reduced from 20% to 15%
  • Movement Speed bonus after exiting stealth reduced from 30/40/50% to 25/35/45%

 

 

Wukong New Portrait  

 

Crushing_BlowCrushing Blow [ Q ]

  • Now reduces target’s armor by 10/15/20/25/30%, reduced from 30% at all ranks

 

CycloneCyclone [ R ]

  • AD ratio of damage-per-tick (each second) reduced from 1.2 of Total AD to 1.1.
  • Ratio on total damage of Cyclone is now 4.4, down from 4.8

 

 

Ziggs New Portrait

  • Base HP at level 1 reverted from 350 to 390 (same as live)
  • Base Attack Range reduced from 575 to 550

 

 

Items

 

Bonetooth Necklace has received an icon update for each of its Trinket variants. These icons represent Scrying Orbs, Sweepers and Ward Totems, color-respectively. If you want to learn more about this change, click here.

 

Blue Level 1 Blue Level 2 Blue Level 3 Blue Level 4 Blue Level 5

Red Level 1 Red Level 2 Red Level 3 Red Level 4 Red Level 5

Yellow Level 1 Yellow Level 2 Yellow Level 3 Yellow Level 4 Yellow Level 5

 

 

Super Galaxy Rumble Splash Art

 

Here‘s a short preview of the skin if you’re unfamiliar with it. Which you really should be!

 

Super Galaxy Rumble Splash

Super Galaxy Rumble Splash

 

 

My Info Article Ending

 

 

PBE Super Galaxy Rumble

 

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Youtube Icon

 

 

 (PBE is currently down and I couldn’t finish my coverage of Nighthunter Rengar and Void Fizz. I’ll have the videos for them finished once PBE is back up.)

 

 

Super Galaxy Rumble Preview

 

 

 

Items

 

For explanations on why these items are being changed, click here.

 

Aether Wisp

  • Cost: 800 Gold
  • Recipe: Amplifying  Tome (435 Gold) + 365 Gold
  • Component of Lich Bane and Twin Shadow
  • Grants 30 Ability Power
  • UNIQUE Passive:  Grants 5% Movement Speed

 

Aether Wisp

 

Forbidden Idol

  • Cost: 750 Gold
  • Recipe:  Faerie Charm (180 Gold) x2 + 390g
  • Component of Morellonom(nomnom)icon and Talisman of Ascension
  • Grants 8 Mana Regen-per-5
  • UNIQUE Passive: Grants 10% Cooldown Reduction

 

Forbidden Idol

 

Aegis_of_the_Legion_itemAegis of the Legion

  • Recipe changed: Negatron Cloak (720 Gold) + Ruby Crystal (400 Gold) + Rejuvenation Bead (180 Gold) + 600g = 1900g
  • Total cost reduced from 1950 Gold to 1900
  • Armor removed (previously 20)
  • Now grants Magic Resist (previously didn’t grant any)

 

Face of the MountainFace of the Mountain

  • Total cost increased from 2000 Gold to 2200
  • Recipe increased from 185 Gold to 385
  • Health Regeneration-per-5 decreased from 25 to 20
  • Health increased from 375 to 500

 

Frost Queen's ClaimFrost Queen’s Claim

  • Total cost increased from 2000 Gold to 2200
  • Recipe increased from 315 Gold to 515
  • Ability power increased from 40 to 50

 

Frozen_HeartFrozen Heart

  • Total cost lowered from 2900 Gold to 2600
  • Recipe cost increased from 550 to 650
  • Armor increased from 95 to 100
  • Now reduced enemy’s Attack Speed by 15%, decreased from 20%

 

Iceborn_GauntletIceborn Gauntlet

  • Total cost lowered from 3300 Gold to 2900
  • Recipe cost reduced from 1100 to  750
  • Armor reduced from 70 to 60

 

glacial shroudGlacial Shroud

  • Recipe changed: Cloth Armor (300 Gold) + Sapphire Crystal (400 Gold) + 250g = 950g
  • Total cost decreased from 1350 Gold to 950
  • Armor reduced from 45 to 20
  • Mana reduced from 300 to 250

 

Lich_BaneLich Bane

  • Recipe changed: Sheen (1200 Gold) + Aether Wisper (800 Gold) + 1000 Gold
  • Total costs lowered from 3000 Gold to 2900

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Recipe changed: Kindlegem (850 Gold) + Aegis of the Legion (1900 Gold) + 50 gold = 2800 gold
  • Total cost increased from 2550 Gold to 2800
  • Health increased from 300 to 400
  • Armor removed (previously 20)
  • Now grants 20 Magic Resist (previously didn’t grant any)

 

Morellonomicon_itemMorellonomicon

  • Recipe changed: Fiendish Codex (820 Gold) + Forbidden Idol (750 Gold) + 630 Gold = 2200 Gold
  • Total Cost unchanged

 

Talisman_of_Ascension_itemTalisman of Ascension

  • Recipe changed: Nomad’s Medallion (865 Gold) + Forbidden Idol (75o Gold)
  • Total cost increased from 2000 to 2200
  • Mana Regen-per-5 increased from 10 to 15

 

Twin_Shadows_itemTwin Shadows

  • Recipe changed: Aether Wisp (800 Gold) + Fiendish Codex (820 Gold) + 780 gold = 2400 Gold
  • Total cost unchanged
  • Ability power increased from 50 to 80
  • Magic Resist removed (previously 40)
  • Now grants 10% Cooldown Reduction
  • New effect: If a ghost cannot find a target, it tries to return to the caster. Ghosts that successfully return in this way reduce the item’s cooldown by 40 seconds (120 Second CD)

 

Warden's_MailWarden’s Mail

  • Recipe changed: Chain Vest (720 Gold) + 280 Gold = 1000 Gold
  • Recipe cost reduced from 400 Gold to 280
  • Total Cost unchanged

 

Will_of_the_Ancients_itemWill of the Ancients

  • Recipe changed: Hextech Revolver (1200 Gold) + Fiendish Codex (820 Gold) + 480 gold = 2500 Gold
  • Total cost increased from 2000 Gold to 2500
  • Ability power increased from 50 to 80
  • Mana regeneration-per-5 removed (previously 10)

 

 

Fiddlesticks Passive Debuff Fix

 

MeddlerButton Rioter Meddler: We’ve got a change to this in the patch currently on the PBE, where Fiddle’s passive won’t apply to enemies who can’t see him. Not guaranteed yet that we’ll ship that change, investigating it at the moment though.

 

Fiddlesticks Passive Fix

 

 

New Summoner Icons

 

HElDd0C vLFL8HB

 

 

New Malphite Splash Art

 

Malphite_Splash_0

Malphite New Splash

 

 

Why Xerath was Remade

 

ZenontheStoic has released a dev blog explaining why Xerath was reworked.

 

 

Hey all!

Welcome to the League of Legends design blog, a new channel for developers to muse on designs from the past and present! We’re introducing the blog to talk to you guys and help you understand our philosophies as well as seeing why we do what we do. You won’t see official announcements about things on the way, but you will get to know more about designing a game like League of Legends – straight from the team!

We’ll be evolving over time with the topics we cover (and the name, and the look, and so on…), but we wanted to start the conversation early because… why not!?

I’ll introduce each new author as they come along. Up today we’ve got Associate Champion DesignerZenonTheStoic on the Xerath rework along with some background on why we rework champions in the first place. Enjoy!

 

Why do we do gameplay reworks

 

 When we rework a champion, players often tell us that the champion was perfectly viable, or possibly only needed some number tweaks. That’s cool, and often small number tweaks would make the champion much stronger, but power level or pick rates are not the reason we do reworks! In reality, champions often need reworks because they have underlying problems that would make the game a lot less fun for everyone if those champions were picked every game.

When we decide to do a rework, the reason is usually a combination of two factors:

  1. Satisfying execution of a power archetype
  2. Overall game health

Let’s break this down:

 Every champion in League of Legends should represent an ideal power archetype (or fantasy). Dr. Mundo represents the unkillable ubertank, LeBlanc the deceiving trickster mage, and so on. Sometimes, older champions don’t do a great job of delivering on their intended goals. For instance, if Sejuani’s power archetype was to be a boar-riding warrior with a giant mace, it probably didn’t help that before her rework neither the boar nor the mace were ever used meaningfully in her abilities. Oops.

 In relation to game health, there are a number of ways in which a champion’s kit can be ‘unhealthy,’ and, just like the unique snowflakes they are, our champions all have their own unique problems. We’ll take a closer look at Xerath’s set of problems in the next section.

 

Why are we changing xerath

 

 Let’s start with the game health issues Xerath’s old kit had. To be perfectly clear: we did not rework Xerath because he was unpopular. His kit was in a state where we couldn’t have allowed him to become popular. This is what we mean when we speak of game health: the more such a kit is played, the less fun the game becomes overall.

We identified three patterns in Xerath’s gameplay that made him a good candidate for a rework.

 First off, Xerath’s decision making was very simple and non-interesting. Instead of having to ask things like “what are my teammates doing?” or “how am I positioning myself,” Xerath’s decision tree really came down to: “is my ult available to cast?” To make things worse, there was very little that Xerath could do while his ultimate was down.

 Secondly, Xerath occupied a very awkward niche: a tank buster who could output significant damage from off screen. When a champion lacks the tools to dodge damage, they should be allowed to buy defensive items or keep their distance from the source of damage. None of these were viable options against Xerath thanks to his high spell penetration.

 Finally, the pattern of “use my ultimate to quickly take down an enemy” is a very common pattern in our mage design. When too many champions who are primarily defined through this pattern become popular, it’s often just an arms race to see who puts out the highest number and thus gets to be the flavor of the month.

What about the satisfying execution of a power archetype?

 Xerath’s archetype is that of a skillful long range mage who picks off high value targets at great range. Locus of Power dilutes this concept. The spell penetration makes it so Xerath’s great ability to pick a target is less relevant—you could try to fish for the super difficult back line kill or… you could just dump your damage into their frontline, whose magic resist means very little to you. Additionally, the root on Locus of Power and the oppressively long cooldown (before rank 4/5) make it so that often this was the only play available to you.

So, to recap: unhealthy core play pattern and less than perfect realization of a cool power archetype. Sounds like a clear case for a rework.

 

How did we rebuild xerath

 

 Tradeoffs are generally a good thing to have, but a sniper who has to stand completely still to access longer-than-normal range – and rarely gets the option to do so – doesn’t feel like a sniper for most of the game. Locus of Power had to go. We did like the idea of a tradeoff in mobility, so we baked it into the skills that have particularly long range: Arcanopulse slows your movement speed as you charge up its range, and Rite of the Arcane has you stand completely still for the duration of the spell. Specifically for his ultimate, it lets Xerath pick his big “moment of power” as he roots himself in exchange for the longest non-global range in the game.

 Similarly for the old passive and the spell penetration inherent in Locus of Power: these types of power actually diluted the sniper concept. Giving free armor means Xerath has to care a little less about enemies closing the distance to him, and spell penetration means that target selection was not as rewarding as it could be. We felt that a sniper who actually has to maintain his distance while searching for a valuable back line target would work much better. There is now a necessary element of skill expression on Xerath’s kit that makes successful players feel like badass snipers.

 

What about xerath enemy

 

 One of our favorite concepts here at Riot is to create interactive gameplay (counterplay being an aspect of that). It’s the notion that with every action you take, you give your enemy equal options to react. Generally, a targeted stun on its own is low on counterplay: you literally stop your enemy from acting. A good example would be Morgana’s Dark Binding: the slow missile is dodgeable, it stops when it hits minions (so you can use your little friends as human shields) and, even when it does hit you, you can still attack and cast.

 We already covered a lot of the counterplay in Xerath’s new kit: he pays for his range in mobility, most of his new skills can be dodged and as such rely on ally setups or teamfights, and he no longer gets free spell penetration, meaning that you can feel good about the magic resist you buy against him.

But there are two subtleties to the kit worth calling out.

 Xerath’s new kit is very mana hungry, but Xerath can work around this constraint by making full use of his new passive, Mana Surge, which allows him to regain mana by landing an auto-attack. This means he needs to go within auto-attack range, which we’ve reduced to 525. Additionally, we dangle the carrot of double mana restore on auto-attacking an enemy champion in front of Xerath. We hope that this will incentivize making risky plays, because that leads to fun.

 Additionally, while Xerath gains the longest non-global range in the game, we thought that the counter-play for the enemy (jump on Xerath and ruin his day) should be as clear as possible. Therefore, we reveal Xerath through fog of war for the enemy when he begins firing Arcane Barrages during Rite of the Arcane. Additionally, how players respond to Xerath’s ult is unique, as you can’t flash out of range – you need to specifically focus on either dodging or getting to a safe area in the fog of war.

 We hope that this kit update will make Xerath more fun to play, both as and against. Combined with amazing new particles, art, and sound effects, we believe we have created a much more engaging version of the Magus Ascendant.

 

 

Rumble teaser

Rumble’s new skin gets a full frontal view!

 

Super Galaxy Rumble prepped for combat!


Link to teaser

Here we go. Final checks… let’s see now…

Volcanic flamespitter? Check. Plasma shield? Check. Electro-harpoon rockets? Check. Hyper-explosive equalizer rounds? Check, check and triple check. All systems set to AWESOME – finally, my Super Galaxy suit is complete!

I’m coming, Bandle City. Time to rev up and roll out!

Categories: LoL News Tags:

 

PBE And Patch 4 point 5

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PBE 19/03

Patch 4.5 Features

 

 

PBE Rengar Rework

 

 

Champions

 


 New Portrait Leona

  • Base HP Regen reduced from 1.8 per second to 1.4 per second

 

EclipseEclipse [ W ]

  • Bonus armor and Magic Resist reduced from 25/35/45/55/65 to 20/30/40/50/60

 

 

Renekton New Portrait

Dominus

Dominus [ R ]

  • Bonus health changed from 300/450/600 to 200/400/800
  • Damage per second changed from 40/70/100 to 30/60/120

 

 

New Potrait Rengar

 

Unseen_PredatorUnseen Predator [ Passive ]

  • While in brush or stealth, Rengar will leap at the target when using his basic attack. Rengar builds 1 point of ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar’s next ability becomes empowered.

 

Unseen Predator 

 

SavagerySavagery [ Q ]

Cooldown: 6/5.5/5/4.5/4

  • The next basic attack within 3 seconds deals 100/105/110/115/120% of Rengar’s Attack Damage plus 20/40/60/80/100 physical damage. Builds 1 Ferocity.

 

Empowered_SavageryFerocity Effect [ 5 Ferocity Q ]

  • The next basic attack withing 3 seconds deals 150% of Rengar’s Attack Damage plus 20/40/60/80/100 physical damage and grants 50% Attack Speed and 10% Attack Damage for 5 seconds ( damage scales with Rengar’s Level )

 

Savagery Q

 

Battle_RoarBattle Roar [ W ]

Cooldown: 12 Seconds at All Ranks

  • Deals 50/80/110/140/170 ( 0.8 AP ) magic damage to enemies in the area. Rengar’s Armor and Magic Resistance are increased by 10/15/20/25/30 for 4 seconds. The Armor and Magic resist is increased by 50% for each enemy champion or large monster hit.

 

Empowered_Battle_RoarFerocity Effect [ 5 Ferocity W ]  

  • Deals 40 ( 0.8 AP )magic damage to enemies in the area and restores between 12 and 75 HP based on missing health. Damage and healing values scale with Rengar’s level.

 

Battle Roar W

 

Bola_StrikeBola Strike [ E ]

Cooldown: 10 Seconds at All Ranks

  • Throws a bola dealing 50/100/150/200/250 ( + 0.7 bonus AD ) physical damage and slowing the first enemy hit by 60/65/70/75/80% for 2.5 seconds

 

Empowered_Bola_StrikeFerocity Effect [ 5 Ferocity E ]

  • Deals 50/100/150/200/250 ( + 0.7 bonus AD ) physical damage and roots the target for 1.75 seconds on top of the normal slow. If the Bola misses, Rengar is refunded 2 Ferocity.

 

Bola Shot E

 

League of Legends E Skillshot

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

Cooldown: 120/95/70 Seconds

  • Rengar stealths himself after 1 second ( delayed to 3 seconds if taking damage ) and reveals enemy Champions within 2000/3000/4000 range. Rengar’s stealth lasts for 7 seconds and his next attack will cause him to leap.
  • After stealth, Rengar gains 30/40/50% movement speed and generates 5 ferocity over 5 seconds.

 

Thrill of the Hunt R

 

 

Items

 

Bonetooth_Necklace_itemBonetooth Necklace

  • Now a trinket

 

 

Bonetooth Necklace Description PBE

 

Bonetooth Necklace Sweeper Description

 

Bonetooth Necklace Scrying Description

 

Farsight_Orb_itemFarsight Orb

  • Reveal distance increased from 3000 to 4000

 

 

Summoner Spells

 

Exhaust  Exhaust

  • Now reduces the target’s movement speed by 25%, reduced from 30%
  • Now reduces the target’s damage dealt by 50%, increased from 30%

 

HealHeal

  • Now restores 95-475 health, changed from 90-345
  • Now also grants 30% Movement speed for 2 seconds to you and targeted Champion
  • Additionally, Heal removes any healing reduction effects that afflict either Champion

 

IgniteIgnite

  • Now also grants you vision of the target

 

 

Objectives

 

120px-DragonSquareDragon

  • Damage reduced from 145 to 110
  • Dragon’s attacks now reduced healing instead of Attack Speed

 

 

New Malphite Loading Screen Art

 

Malphite New Loading Screen

 

 

Super Galaxy Rumble Voice

 

Click here if you haven’t seen the announcement for Rumble’s new skin!



Atlanthean Syndra Skin


Video Preview

 


Model

Model

Auto Attack

Auto Attack

Q

Dark Sphere [ Q ]

W

Force of Will [ W ]

W 2

Force of Will Throw Animation

E

Scatter the Weak [ E ]

R

Unleashed Power [ R ]

 

 

Patch 4 point 5 Features

Upcoming changes to a lot of Support and AP Items and a brand new item – Aether Wisp! Also, new text animations for gold and crits and bugfixes to vision!

 

 

Itemization Changes

 

FeralPonyButton Rioter FeralPony: Hey folks, we have a bunch of itemization changes slated for the 4.5 patch I want to get out in the open and get some thoughts/feedback on. The individual changes for the most part are fairly minor and not super crazy but it’s a LARGE list, you’ve been warned.

 

One of the primary problems is that many of the mid-tier component items for AP items make sense only when you have a good consistent Ability Power base – such as triple ring or something. This was exacerbated in Season 4 when we stripped out a lot of the small mid-tier component items (that ranged from 800 to 900 Gold). We want to take a couple of preliminary steps to introduce some new components that might form a solid basis for future items as well as ensure that players that go down a Utility / Support route start feeling more complete earlier.

 

Aether Wisp ( New Item )

  • Recipe: Amplifying Tome (435 Gold) + 365 Gold = 800 Total Gold
  • Grants 30 Ability Power
  • UNIQUE Passive: Grants 5% Movement Speed

This item seemed a very logical component piece for the two current AP & MS items (LB and TS) as well as a good building block for future items.

 

Lich_BaneLich Bane

  • Recipe changed: Sheen (1200 Gold) + Aether Wisp (800 Gold) + 1000 Gold = 3000 Total Gold
  • Total Cost unchanged
  • Stats unchanged
  • Passive unchanged

 

Twin_Shadows_item Twin Shadow

  • Recipe changed: Aether Wisp + Fiendish Codex + 780 Gold = 2400 Total Gold
  • Ability Power increased from 50 to 80
  • Magic Resistance removed [ previous 40 ]
  • Cooldown Reduction increased from 0% to 10% CDR
  • Movement Speed unchanged
  • Additional Active Effect: If the ghosts fail to find a target after 5 seconds, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of Twin Shadows by 40 seconds.

 

 

Mana Regeneration and Cooldown Reduction

 

Forbidden Idol ( New Item )

  • Recipe: Faerie Charm ( 180 Gold ) + Faerie Charm ( 180 Gold ) + 390 Gold = 750 Gold Total
  • Grants 8 Mana Regen per 5 seconds
  • UNIQUE Passive: Grants 10% Cooldown Reduction

 

Morellonomicon_itemMorello(nomnom)nomicon

  • Recipe Changed: Fiendish Codex ( 820 Gold ) + Forbidden Idol ( 750 Gold ) + 630 Gold = 2200 Gold Total
  • Total Cost unchanged
  • Stats unchanged
  • Passive unchanged

 

 Nothing to see here besides the recipe change. The removal of Kage’s in S4 made this recipe a bit weird so we’re cleaning it up a bit.

 

 Talisman_of_Ascension_itemTalisman of Ascension

  • Recipe: Nomad’s Medallion + Forbidden Idol ( 75o Gold ) + 585 Gold = 2200 Gold Total
  • Total Cost increased from 2000 to 2200
  • Mana Regeneration Per 5 increased from 10 to 15
  • Other stats are unchanged

 

 It’s always been weird that Talisman of Ascension has 20% CDR pop out of nowhere. So we’re retrofitting Talisman of Ascension to build out of the Forbidden Idol.

That said, this does still mean that Talisman of Ascension will have the most mana regeneration of the Income items again.

 

Frost Queen's Claim Frost Queen’s Claim

  • Recipe Cost increased from 315 to 515
  • Total Cost increased from 2000 to 2200
  • Ability Power increased from 40 to 50

 

Face of the Mountain Face of the Mountain

  • Recipe Cost increased from 185 to 385
  • Total Cost increased from 2000 to 2200
  • Health Regeneration per 5 decreased from 25 to 20
  • Health increased from 375 to 500

 

 On the whole this is pretty much a neutral change to Frost Queen’s Claim and a very slight buff to Face of the Mountain but the main purpose of these tweaks is to ensure that all the Tier 3 Duo lane items had the same gold cost and thus roughly the same gold efficiency end game.

 

 Will_of_the_Ancients_itemWill of the Ancients

  • Recipe changed: Hextech Revolver ( 1200 Gold ) + Fiendish Codex ( 820 Gold ) + 480 Gold = 2500 Total Gold
  • Ability Power increased from 50 to 80
  • Mana Regeneration per 5 removed ( previously 10 )
  • Cooldown Reduction unchanged
  • Passive unchanged

 

 Xypherous has some crazy conspiracy theories behind this change, but I think it is difficult to adjust and cleanup item recipes without addressing Wota. The Mana Regen was always attached to allow mages who wanted to invest in spellvamp, but was still primarily picked up by resourceless casters. We’ve retuned the item with those characters in mind. This might be a bit crazy in testing but we can adjust the items balance pretty easily and part of the reason we wanted to get this out earlier.

 

Aegis_of_the_Legion_item Aegis of the Legion

  • Recipe changed: Negatron Cloak ( 720 Gold ) + Ruby Crystal ( 400 Gold ) + Rejuvenation Bead ( 180 Gold ) + 600 Gold = 1900 Gold
  • Health  unchanged
  • Armor removed ( previously 20 )
  • Now grants 20 Magic Resist (40 Magic Resistance total due to the 20 from Aura)
  • Aura unchanged

 

Locket_of_the_Iron_Solari_item Locket of the Iron Solari

  • Recipe changed: Kindlegem ( 850 Gold ) + Aegis of the Legion ( 1950 Gold ) + 50 Gold = 2800 Gold
  • Health increased from 300 to 400
  • Armor removed ( previously 0 )
  • Now grants 20 Magic Resist (40 Magic Resistance total due to the 20 from Aura)
  • Cooldown Reduction  unchanged
  • Aura – Legion unchanged
  • Active unchanged

 

 The recipe for Aegis of the Legion has always been a little weird after the removal of Emblem of Valor. The more we prodded at the item, the more the item’s triple resistance nature (Health/Armor/MR) seemed to not align with our overall goals and direction of the item system. We want the item to do a better job at it’s intended function – defending against heavy amounts of magic damage and be slightly less universal.

The stat lineup on Locket seemed like a logical choice for players who wanted to pick up an early  and rounded out the recipe nicely.

 

 glacial shroud Glacial Shroud

  • Recipe changed: Cloth Armor ( 300 Gold ) + Sapphire Crystal ( 400 Gold ) + 250 Gold = 950 Gold Total
  • Armor reduced from 45 to 20
  • Mana reduced from 300 to 250
  • Cooldown Reduction unchanged

 

Iceborn_GauntletIceborn Gauntlet

  • Combine Cost decreased from 1100 to 750
  • Total Cost decreased from 3300 to 2900 (Due to Glacial Shroud)
  • Ability Power unchanged
  • Mana unchanged
  • Armor reduced from 70 to 60
  • Cooldown Reduction unchanged
  • Passive unchanged

 

 Frozen_HeartFrozen Heart

  • Combine Cost increased from 550 to 650
  • Total Cost reduced from 2900 to 2600 (Due to Glacial Shroud)
  • Armor increased from 95 to 100
  • Mana & Cooldown Reduction unchanged
  • Aura Attack Speed Reduction reduced from 20% to 15%

 

We wanted to retune Glacial shroud to be an easier pickup for people in lane and the 950 gold cost made it a much easier early game pickup than the previous 1350 cost. The price point also didn’t seem to match the expectations and impact of the item.

The changes to IBG and FH are overall small buffs to the items which are a bit on the weak side. The easier buildup combined with the lower pricepoint should put both these items in a better spot overall.

 

Warden's_Mail Warden’s Mail

  • Recipe changed: Chain Vest ( 720 Gold ) + 280 Gold = 1000 Gold
  • Combine Cost reduced from 400 to 280
  • Total Cost unchanged

 

With the change to Glacial Shroud we wanted to be sure that Chain Vest was an available pickup for folks who wanted to really heavily in armor in either Randuin’s or Frozen Heart

These should be popping up on the PBE soon and I’ll be around a bit later tonight to grab feedback and answer questions.

 

 

Brush Vision Tech Changes

 

Zilean_OldSaint_TeemoClock Button Rioter vLemon: We wanted to let you gals and guys know that we put in some changes in 4.5 that affect how the brush logic works. These changes should fix bugs where:

  • You would be standing in a curved bush and you wouldn’t be able to see champions standing on the opposite edge of the bush
  • There would be some blind spots in brushes that wouldn’t be revealed by wards

Let us know if you see anything weird related to vision 🙂

 

 

[Floating Combat Text] Gold and Crit Changes

 

Rayven Button Rioter Rayven: Hey folks, we are making some changes to gold and crit combat text in an upcoming patch. The goals here are to increase the impact of those ceremonies and standardize the presentation across all regions.

All this means is that being rewarded with gold or critting an enemy in the face should feel better and we get to clean up situations like the attached image from an OGN match.

So what are we doing? We are replacing the gold “g” and the crit “!” with tiny icons. Try it out in game and let us know what you think.

Gold Animation

Gold Animation

Crit Animation

Crit Animation