Archive

Posts Tagged ‘vision’

 

Patch 3 banner
 

Patch 3.14

 

 

Champions

 

 

CorkiSquare

      Corki

 

Summary: We’ve increased the cast range and reduced the mana cost of Phosphorus Bomb while adding in a new mechanic to the ability so that bombs are now lobbed before exploding instead of instantly damaging an area. We’ve also reduced Gatling Gun’s mana cost and increased Missile Barrage’s total attack damage ratio at later levels.

Context: By adding more gameplay depth to Phosphorous Bomb, we can more effectively balance Corki’s abilities, especially his mana costs. Historically, Corki was too dependent on his overpowering early game damage, allowing him to abuse his lane opponents and snowball the game. Now that we’ve addressed that issue, we have room to make him more competitive in the later parts of the game.

 

Phosphorus_BombPhosphorus Bomb ( Q )

  • Mana cost reduced from 80 / 90 / 100 / 110 / 120 to 60 / 70 / 80 / 90 / 100
  • Now lobs a bomb through the air that explodes at the end location, instead of instantly damaging the area
  • Cast range increased from 600 to 825
  • Now additionally grants vision while the missile is in the air

 

Gatling_GunGatling Gun ( E )

  • Mana cost reduced from 60 / 65 / 70 / 75 / 80 to 50 at all ranks

 

Missile_BarrageMissile Barrage ( R )

  • Total Attack Damage ratio increased from 20% to 20 / 30 / 40%

 

 

GragasSquare

    Gragas

 

Summary: Barrel Roll’s cast range has been decreased, but to compensate we’ve slightly changed the mechanics of the ability. Now, if a player continually presses the hotkey for Barrel Roll just as the barrel reaches its destination, it will immediately explode on arrival. Body Slam now deals full damage to all targets hit and has a longer cooldown that’s cut in half whenever Gragas collides with a unit.

Context: We want to reward Gragas for fighting strategically in close combat as opposed to sniping opponents with his barrel. The changes to Body Slam encourage Gragas to get into the fight if he wants to hit his full damage potential and maximize his mobility.

 

Barrel_RollBarrel Roll ( Q )

  • Now has a small buffer before the barrel reaches its destination (not when Gragas casts it) where Barrel Roll can be activated again to explode on arrival
  • Cast range reduced from 1100 to 950

 

Body_SlamBody Slam ( E )

  • Now deals full damage to all targets hit (rather than divided amongst them)
  • Cooldown increased from 7 to 12 seconds
  • Cooldown reduced by half if Gragas collides with a unit

 

 

MorganaSquare

   Morgana

 

Context: Sometimes we want to adjust a champion’s overall power without affecting their balance and functionality, we first look for ways to add gameplay and readability for their opponents. In Morgana’s case, that means displaying the radius of Soul Shackles to both Morgana and her victims.

 

Soul_ShacklesSoul Shackles ( R )

  • Now displays the leash radius to Morgana and her victims for the duration of the effect

 

 

NasusSquare

     Nasus

 

Context: Nasus has received a visual update! By hitting Nasus’ sustain in the early levels, we’re hoping to tone down his ability to indefinitely stay in lanes by playing passively. Opponents should be able to capitalize on harassing Nasus in the early game if they don’t want him to become an unstoppable force in the late game.

General

  • Nasus has received a visual update!

 

Soul_EaterSoul Eater ( Passive )

  • Lifesteal rescaled from 14 / 17 / 20% (at levels 1 / 6 / 11) to 10 / 15 / 20% (at levels 1 / 7 / 13)

 

 

NautilusSquare

    Nautilus

 

Context: We’re buffing Nautilus’ late game utility to further define his role in teamfights.

 

Staggering_BlowStaggering Blow ( Passive )

  • Root duration increased from 0.5 / 0.75 / 1 (at levels 1 / 7 / 13) to 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds (at levels 1 / 6 / 11 / 16 / 18)

 

 

NidaleeSquare

   Nidalee

 

Summary: We’ve changed the mechanics of Javelin Toss so that it now gains bonus “travel” damage only if the ability travels further than Nidalee’s human auto attack range. Additionally, we’ve changed the damage calculations to be based on where the ability was cast from, instead of where Nidalee is when the Javelin hits the target. We’re also reducing Bushwhack’s vision and armor/magic resistance shred duration.

Context: We wanted to clarify that the optimal way to play against AP Nidalee is to get up close and personal in order to limit her poke damage. Bushwhack’s old debuff duration was oppressively long given current game flow, so we shortened it.

 

Javelin_TossJavelin Toss ( Q )

  • Now calculates damage based on where the Javelin was initially cast rather than where Nidalee is when the Javelin hits the target
  • No longer gains damage from distance traveled until it exceeds Nidalee’s human auto attack range (maximum damage unchanged)

 

BushwhackBushwhack ( W )

  • Vision and Armor / Magic Resistance shred debuff duration reduced from 12 to 8 seconds

 

 

NunuSquare

      Nunu

 

Context: The damage, cooldown, and heal of Consume have all been lowered at early ranks in order to keep the ability in line with new Smite.

 

ConsumeConsume ( Q )

  • Cooldown at earlier ranks reduced from 17 / 15 / 13 / 11 / 9 seconds to 13 / 12 / 11 / 10 / 9 seconds
  • Damage at earlier ranks reduced from 500 / 625 / 750 / 875 / 1000 to 400 / 550 / 700 / 850 / 1000
  • Heal at earlier ranks reduced from 90 / 130 / 170 / 210 / 250 (+.75 Ability Power) to 70 / 115 / 160 / 205 / 250 (+0.75 Ability Power)

 

 

New Sivir

        Sivir

 

Summary: Boomerang Blade will do less base damage and scales with total attack damage instead of bonus AD. As a tradeoff for stripping some early to midgame power, we’re making it so that each target hit by Boomerang Blade will feel it a little more.

Context: In the early game, when Sivir gets slightly ahead with attack damage items, she can deal a large amount of burst damage with just one well-placed Boomerang Blade. This allowed her to shut down her opponents and control the lane. We didn’t want to simply nerf all of Sivir’s numbers, so we approached her changes with two goals in mind. First, reduce Boomerang Blade’s burst damage on a single target during the laning phase and midgame. Second, allow Boomerang Blade to remain strong in AoE situations, especially later in the game, to be more in line with Sivir’s strengths.

 

Boomerang_Blade2Boomerang Blade ( Q )

  • Now scales with Total Attack Damage rather than Bonus Attack Damage
  • Damage changed from 60 / 105 / 150 / 195 / 240 (+1.1 Bonus Attack Damage) to 25 / 45 / 65 / 85 / 105 (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 Total Attack Damage)
  • Damage falloff per target hit reduced from 20% to 10%

 

 

VayneSquare

     Vayne

 

Summary: We’re taking some of the hidden power away from Vayne’s Condemn.  The targets she condemns will no longer be unable to act at the end of the effect unless she stuns them against a wall. Additionally, we’ve removed the ability for Vayne to get a free auto attack on her victims while condemning them away.

Context: Similar to our Morgana changes, when we want to reduce some power on a champion without directly reducing their numbers, we first look to introduce more gameplay for opponents or to shave off hidden power. Highly-skilled Vayne players were getting a lot of trading power in lane by landing a free basic attack on a champion after hitting them with Condemn.

 

CondemnCondemn ( E )

  • Vayne can no longer queue up a basic attack on a champion after hitting them with Condemn.
  • Fixed a bug where the target would be briefly unable to act at the end of the effect, even if they did not hit a wall.
  • Condemn now deals all damage after knocking the target back. Wall hits are now displayed as critical strikes.

 

 

Support Champion Changes

 

Context: We’re making changes to the way abilities scale on champions designed for the support role. Our goal is to emphasize utility and protection over damage output and, with more gold flowing to supports, we had to tweak numbers to ensure certain champions didn’t become too oppressively powerful.

Check out our microsite for some of the high level changes we’re making.

 

 

JannaSquare

     Janna

 

Summary: We’re removing Janna’s global passive and making it a local effect while increasing the movement speed bonus. We’ve also reduced the overall damage of Howling Gale, but it will scale more with ability power the longer it is charged. The active and passive movement speed affecting portions of Zephyr now also scale with ability power. The ability power ratio of Eye of the Storm’s shield has been reduced, but it now has the added benefit of providing additional attack damage based on Janna’s AP.

Context: We’ve been saying for a while that we wanted to hit global passives that provide hidden power, and we’re using this opportunity to tweak Janna’s Tailwind. As for her Tornados, the additional ability power scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game.

 

TailwindTailwind ( Passive )

  • Tailwind is now local instead of global (800 range)
  • Tailwind movement speed buff increased from 3% to 5%

 

Howling_GaleHowling Gale ( Q )

  • Now gains +0.1 Ability Power ratio per second that Howling Gale is charged before release
  • Ability Power ratio reduced from 0.75 to 0.35
  • Charge damage reduced from 25 / 30 / 40 / 50 / 60 to 15 / 20 / 25 / 30 / 35

 

ZephyrZephyr ( W )

  • Passive self-movement speed buff now scales at +1% per 50 Ability Power (0.02 AP ratio)
  • Passive self-movement speed buff changed from 4 / 7 / 10 / 13 / 16% to 4 / 6 / 8 / 10 / 12% (+0.02 Ability Power)
  • Slow debuff now scales at +3% per 50 Ability Power (capped at 80% total)
  • Base slow reduced from 24 / 30 / 36 / 42 / 48% to 24 / 28 / 32 / 36 / 40%
  • Ability Power ratio reduced from 0.6 to 0.5

 

Eye_Of_The_StormEye of the Storm ( E )

  • Attack Damage buff of the shield now scales at +1 Attack Damage per 10 Ability Power (0.1 AP ratio)
  • Ability Power ratio reduced from 0.9 to 0.7

 

 

LeonaSquare

       Leona

 

Context: As a result of their positioning in team fights, support tanks often require more survivability to make their contributions felt. We believe Leona has the tools to provide consistent disruption in team fights, but we wanted to bolster her survivability and let her evolve into a full tank as the game progresses.

 

EclipseEclipse ( W )

  • Base bonus Armor / Magic Resistance reduced from 30 / 40 / 50 / 60 / 70 to 25 / 35 / 45 / 55 / 65
  • Eclipse gains Armor equal to 20% of Leona’s bonus armor
  • Eclipse gains Magic Resistance equal to 20% of Leona’s bonus magic resistance

 

 

LuluSquare

      Lulu

 

Summary: Several aspects of Lulu’s kit are being adjusted to scale with ability power in this patch. The damage of Pix, Faerie Companion, Glitterlance’s minimum slow decay and Whimsy’s movement speed boost now all scale with AP. However, we did remove the AP bonus from Whimsy and slightly lowered its base movement speed buff.

Context: As with the other supports, our goal with Lulu is to focus on utility, not damage. The changes that best demonstrate this philosophy are the buffs to Pix, Faerie Companion and Whimsy. These better highlight Lulu’s ability to bolster high attack speed allies and grant large speed boosts where needed. With Glitterlance, we wanted to improve her slow as she gained additional ability power, but didn’t want to alter her strong base value.

 

Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

  • Added a 0.15 Ability Power ratio
  • Base damage reduced from 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 to 9 / 18 / 27 / 36 / 45 / 54 / 63 / 72 / 81

 

GlitterlanceGlitterlance ( Q )

  • Rather than decaying to 0% over a certain duration, the slow now decays to 1% per 7.5 Ability Power over its duration

 

WhimsyWhimsy ( W )

  • Movement Speed bonus now scales at +1% per 10 Ability Power (0.1 AP Ratio)
  • Removed the Ability Power boost
  • Base movement speed increase reduced from 35% to 30%

 

Help,_Pix!Help Pix! ( E )

  • Offensive damage Ability Power ratio reduced from 0.6 to 0.4

 

 

NamiSquare

      Nami

 

Summary: We’ve reduced the ability power ratio of Aqua Prison and Tidal Wave but buffed Surging Tides along with Ebb and Flow. The bonus movement speed of Surging Tides and bounce power of Ebb and Flow now both scale with ability power. In fact, with enough AP, subsequent bounces of Ebb and Tide will actually heal and damage more per bounce.

Context: While Nami’s general scaling is in a good place, we saw opportunities to add additional utility to her movement speed buffs and debuffs. The most unique change with Nami’s AP utility scaling is on Ebb and Flow. Additional AP now improves the power of each bounce and can eventually reach positive values where each bounce is more powerful than the last.

 

Surging_TidesSurging Tides ( Passive )

  • Bonus movement speed now scales at +1 bonus movement speed per 10 Ability Power (0.1 AP Ratio)

 

Aqua_PrisonAqua Prison ( Q )

  • Ability Power ratio reduced from 0.65 to 0.5

 

Ebb_and_FlowEbb and Flow ( W )

  • The percentage power of later bounces now scales. Each bounce gains 0.75% more power per 10 AP.

 

Tidecaller's_BlessingTidecaller’s Blessing ( E )

  • Slow percentage now scales at +1% slow per 20 Ability Power (0.05 AP Ratio)

 

Tidal_WaveTidal Wave ( R )

  • Ability Power ratio reduced from 0.7 to 0.6

 

 

SonaSquare

     Sona

 

Summary: With new gold flowing into Sona’s support coffers, it turns out Crescendo and Hymn of Valor would rock just a little too hard. We’ve reduced the ability power ratio on both, as well as adjusting the base heal amount of Aria of Perseverance at later ranks. She can still hit the high notes with her Power Chords, though, and we’ve added an AP ratio that’ll allow Sona to scale better into the late game. Finally, the base activated speed boost of Song of Celerity has been slightly reduced, as it now scales its speed bonus with ability power.

Context: Our core focus with Sona is to take some power from her abilities to shift into her Power Chord and her Song of Celerity, which allows Sona’s utility to scale into the late game while also ensuring her choice of Power Chord remains relevant at all stages.

 

Power_ChordPower Chord ( Passive )

  • Added a 0.2 Ability Power ratio to the damage of Power Chord – Staccato
  • Added a 0.02 Ability Power ratio to the damage reduction of Power Chord – Diminuendo
  • Added a 0.04 Ability Power ratio to the slow amount of Power Chord – Tempo

 

Hymn_of_ValorHymn of Valor ( Q )

  • Ability Power ratio reduced from 0.7 to 0.5

 

Aria_of_PerseveranceAria of Perseverance ( W )

  • Base heal amount reduced from 40 / 60 / 80 / 100 / 120 at later ranks to 40 / 55 / 70 / 85 / 100

 

Song_of_CeleritySong of Celerity ( E )

  • Active speed boost now scales at +1% movement speed per 50 Ability Power (0.02 AP Ratio)
  • Active speed boost changed from a flat 6 / 8 / 10 / 12 / 14% to 4 / 6 / 8 / 10 / 12% (+0.02 Ability Power)

 

CrescendoCrescendo ( R )

  • Ability Power ratio reduced from 0.8 to 0.5

 

 

SorakaSquare

     Soraka

 

Summary: Soraka’s base health, health per level and base armor are all being increased and she has a new passive that makes her health/mana restoring abilities more effective when the target is missing more health or mana. Starcall now scales its magic resistance shred with ability power and if Soraka hits at least one champion with it, Astral Blessing’s cooldown is reduced. Astral Blessing has been changed so its armor buff now scales with ability power. We saw an opportunity to add a new mechanic to Infuse, allowing Soraka to use her own mana as either a donation or for additional damage depending on who she targets. Turns out Wishes should probably not ignore untargetable allies, so now Soraka’s ultimate affects everyone on your team.

Context: Our changes are focused on giving Soraka additional utility scaling and rewarding tactical plays in the middle of combat. We also introduced more gameplay to Soraka’s kit that promotes that in-combat healing style rather than being a simple health and mana battery.

 

Base Stats

  • Base health increased from 375 to 405
  • Health per level increased from 71 to 76
  • Base Armor increased from 7.4 to 9.4

 

ConsecrationSalvation ( NEW Passive )

  • Soraka’s health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing

 

StarcallStarcall ( Q )

  • Magic Resistance shred now scales at +1 Magic Resistance shred per 100 Ability Power (0.01 AP Ratio)
  • Magic Resistance reduction changed from a flat 8 / 9 / 10 / 11 / 12 to 6 (+0.01 Ability Power) at all levels
  • If Starcall hits at least one enemy champion, Astral Blessing’s cooldown is reduced by 5% / 6.25% / 7.5% / 8.75% / 10%
  • Mana cost changed from 20 / 35 / 50 / 65 / 80 to 30 / 40 / 50 / 60 / 70

 

Astral_BlessingAstral Blessing ( W )

  • Bonus armor now scales at +3 Armor per 20 Ability Power (0.15 AP ratio)
  • Bonus armor changed from a flat 25 / 45 / 65 / 85 / 105 to 50 / 65 / 80 / 95 / 110 (+0.15 Ability Power)
  • Armor duration reduced from 3 to 2 seconds
  • Healing reduced from 70 / 140 / 210 / 280 / 350 (+0.45 Ability Power) to 70 / 130 / 180 / 230 / 270 (+0.35 Ability Power)
  • Mana cost lowered from 80 / 100 / 120 / 140 / 160 to 25 / 45 / 65 / 85 / 105

 

InfuseInfuse ( E )

  • Allied cast now gives an ally 20 / 40 / 60 / 80 / 100 mana + donates 5% of Soraka’s maximum mana (was giving a flat 40 / 80 / 120 / 160 / 200 mana for 0 cost)
  • Enemy cast now deals damage equal to 40 / 70 / 100 / 130 / 160 + 5% of Soraka’s max mana (+0.4 Ability Power) (was 50 / 100 / 150 / 200 / 250 (+0.6 Ability Power))
  • Can no longer be cast on allies who do not use mana or are already at max mana

 

WishWish ( R )

  • Now affects untargetable allies
  • Healing reduced from 200 / 320 / 440 (+0.7 Ability Power) to 150 / 250 / 350 (+0.55 Ability Power)

 

 

TaricSquare

     Taric

 

Summary: We’re switching up Taric’s passive so after each spell cast, his next auto attack is empowered to deal 30% of Taric’s armor as magic damage and reduce the cooldown of his abilities. Imbue’s AP ratio is lower and now also scales with a percentage of Taric’s bonus health. We’ve also removed the AP scaling of Shatter as well as lowered its base damage. Shatter now scales even more with armor, and the shred scales with a percentage of Taric’s armor. Finally, we’ve lowered the ability power ratios of Dazzle and Radiance, as well as increased their cooldowns.

Context: Overall we are adding additional depth and skill differentiation to Taric’s gameplay through a rework of his passive. Additionally, as a tanky (and fabulous) support that excels in the middle of a team fight, we’ve introduced more defensive scaling for Taric to further define his intended role.

 

GemcraftGemcraft ( NEW Passive )

  • NEW: After casting a spell, Taric gains a buff that deals 30% of his total Armor as bonus Magic Damage his next auto attack
  • Passive empowered attacks reduce the cooldown of all abilities by 2 seconds

 

ImbueImbue ( Q )

  • Cooldown reduction on auto attacks removed (moved to passive)
  • Base cooldown lowered from 20 / 19 / 18 / 17 / 16 to 18 / 17 / 16 / 15 / 14
  • AP ratio lowered from 0.6 to 0.3
  • Added scaling from 5% of bonus health

 

ShatterShatter ( W )

  • Base damages reduced from 50 / 90 / 130 / 170 / 210 (+20% total Armor) (+0.6 Ability Power) to 40 / 80 / 120 / 160 / 200 (+30% total Armor)
  • Armor reduction now scales with 10% of Taric’s total Armor

 

DazzleDazzle ( E )

  • Ability Power ratio lowered to 0.2 / 0.4 Ability Power (from 0.4 / 0.8 Ability Power)
  • Cooldown increased from 14 / 13 / 12 / 11 / 10 seconds to 18 / 17 / 16 / 15 / 14 seconds

 

RadianceRadiance ( R )

  • Ability Power ratio lowered from 0.7 to 0.5 Ability Power
  • Cooldown increased from 60 to 75 seconds

 

 

Minor Changes and Bug Fixes

 

 

KennenSquare

   Kennen

Electrical_SurgeElectrical Surge ( W )

  • Fixed a bug where Electrical Surge would not properly hit a target if Mark of the Storm wore off or was fully consumed before the casting time of Electrical Surge completed. This fixed two scenarios:
    • Mark of the Storm will no longer wear off in the middle of Kennen casting Electrical Surge
    • If Kennen casts Electrical Surge just as Mark of the Storm is consumed by another ability, he’ll still deal damage and add a stack as normal

 

 

ShenSquare

      Shen

 

Context: We hit Shen’s end collision radius just a little too hard last patch, so we’re increasing it a little.

 

Shadow_DashShadow Dash ( E )

  • Collision radius at the end-point has been slightly increased

 

 

SingedSquare

      Singed

  • Improved Singed’s running animation

 

 

SorakaSquare

      Soraka

  • Improved Soraka’s running animation

 

 

NocturneSquare

   Nocturne

 

DuskbringerDuskbringer ( Q )

  • Fixed a bug where the trail bonus was applying inconsistently

 

 

ViSquare

          Vi

Assault_and_BatteryAssault and Battery ( R )

  • Fixed a bug where, if Vi’s Banshee’s Veil is popped at same moment Vi casts Assault and Battery, Assault and Battery would cause Vi to be locked into her charging animation.

 

 

Items

 

  • The term “hat” is now searchable in the item shop. (Finally!)

 

 

Item Changes

 

Context: Because of our changes to the vision system (ward functionality, ward limits and trinkets), we’re removing Oracle’s Elixir from the game. We’ll continue monitoring the vision system changes and make adjustments as needed.

The following items have been removed from the game:

  • Eleisa’s Miracle
  • Oracle’s Elixir

The following items have been remade (see below for details on new items):

  • Philosopher’s Stone
  • Kage’s Pick
  • Emblem of Valour

 

 

Support Items

 

Support Item Context: Our core goal with support items in the preseason is to provide more gold generation items that also build into the late game. Players are limited to buying just one gold item though. For more information, check out our preseason website.

 

 

 Spellthief's EdgeNEW: Spellthief’s Edge

  • Costs 365 Gold
  • +10 Ability Power
  • +3 Mana Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Frostfang_itemNEW: Frostfang

  • Recipe: Spellthief’s Edge + 485 Gold (Total 850 gold)
  • +20 Ability Power
  • +7 Mana Regen per 5 seconds
  • +4 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Frost Queen's ClaimNEW: Frost Queen’s Claim

  • Recipe: Frostfang + Amplifying Tome + 715 Gold (Total 2000 gold)
  • +50 Ability Power
  • +10 Mana Regen per 5 seconds
  • +4 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Spells and basic attacks against champions grant 8 Gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
  • UNIQUE Active – Arctic Embrace: Chills target enemy champion and all nearby enemies, dealing 50 magic damage and reducing Movement Speed by 50% for 2 seconds (60 second cooldown.)

 

Ancient_Coin_item NEW: Ancient Coin

  • Costs 365 Gold
  • +5 Health Regen per 5 seconds
  • +3 Mana Regen per 5 seconds
  • UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 2 Gold.

 

Nomad's_Medallion_itemNEW: Nomad’s Medallion

  • Recipe: Ancient Coin + 485 Gold (Total 850 Gold)
  • +8 Health Regen per 5 seconds
  • +11 Mana Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 4 Gold.

 

Talisman_of_Ascension_itemNEW: Talisman of Ascension

  • Recipe: Nomad’s Medallion + Faerie Charm + 970 Gold (Total 2000 Gold)
  • +20% Cooldown Reduction
  • +10 Health Regen per 5 seconds
  • +15 Mana Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 4 Gold.
  • UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown).

 

Relic ShieldNEW: Relic Shield

  • Costs 365 Gold
  • +50 Health
  • +6 Health Regen per 5 seconds
  • UNIQUE Passive – Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 5 Gold.
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 2 charges.

 

Reaper's_Emblem_itemNEW: Targon’s Brace

  • Recipe: Relic Shield + 485 Gold (Total 850 Gold)
  • +175 Health
  • +12 Health Regen per 5 seconds
  • UNIQUE Passive – Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges

 

Face of the MountainNEW: Face of the Mountain

  • Recipe: Targon’s Brace + Ruby Crystal + 675 Gold (Total 2000 Gold)
  • +375 Health
  • +10% Cooldown Reduction
  • +25 Health Regen per 5 seconds
  • UNIQUE Passive – Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.
  • UNIQUE Active – Deadly Phalanx: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes dealing 10% of your maximum Health as AoE magic damage (60 second cooldown)

 

 

 

Jungle Items

 

Jungle Item Context: We’re adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items. For more information, check out our preseason website.

 

Hunter's_Machete_item  Hunter’s Machete

  • Now also grants 3 health on hit versus monsters

 

Spirit_Stone_itemSpirit Stone

  • Now also grants 3 health on hit versus monsters

 

Madred's RazorsMadred’s Razors

  • Armor reduced from 25 to 20

 

Wriggle's_Lantern_itemREMADE: Wriggle’s Lantern

  • Recipe: Madred’s Razors + Dagger + Dagger (Total 1800 Gold)
  • +20 Armor
  • +25% Attack Speed
  • UNIQUE Passive – Maim: Deals 100 magic damage and heals 10 on hit against monsters
  • UNIQUE Passive: Gain 40% increased gold from monsters
  • UNIQUE Active: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Attack Damage reduced to 30 (from 35)
  • Incinerate passive now procs on physical damage, damage increased to 16-50 (from 7-40)
  • UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold.

 

Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced to 350 from 500
  • UNIQUE Passive – Conservation: Gain a stack of Conservation every 1.5 seconds.
    • Lose Conservation stacks and gain equal gold upon killing a large monster.
    • Can gain up to 40 gold for a kill.
    • Maximum stacks 80.

 

Spirit_of_the_Spectral_Wraith_itemREMADE: Spirit of the Spectral Wraith

  • Recipe: Spirit Stone + Fiendish Codex (Total 2000)
  • +50 Ability Power
  • +10% Cooldown Reduction
  • +14 Health Regen per 5
  • +7 Mana Regen per 5
  • UNIQUE Passive: Returns 8% of spell damage dealt to monsters (half for area-of-effect damage) as Health and Mana
  • UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold.
  • UNIQUE Passive: Damage dealt to monsters increased by 30%

 

 

Other Item Changes:

 

Context: We’ve updated the build paths for items that were previously built from the old gold generation items.

 

aegis of the legionAegis of the Legion

  • NEW Recipe: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null-Magic Mantle + 595 Gold (Total 1950 Gold)

 

Banner_of_Command_itemUPDATED: Banner of Command

  • Recipe: Fiendish Codex + Blasting Wand + 720 Gold (Total 2400 Gold)
  • +80 Ability Power
  • +20% Cooldown Reduction
  • UNIQUE Aura – Valor: Nearby allied minions deal 15% increased damage.
  • UNIQUE Active – Promote: Transforms a nearby siege minion into a more powerful unit and grants all gold that the unit earns (180 second cooldown).

 

Mikael's_Crucible_itemUPDATED: Mikael’s Crucible

  • Recipe: Chalice of Harmony + 720 Gold (Total 1600 Gold)
  • +40 Magic Resist
  • +12 Mana Regen per 5 seconds
  • UNIQUE Passive – Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana.
  • UNIQUE Active: Removes all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that champion for 150 (+10% of maximum Health) (180 second cooldown).

 

OhmwreckerUPDATED: Ohmwrecker

  • Recipe: Ruby Crystal + Blasting Wand + 665 Gold (Total 2000 Gold)
  • +350 Health
  • +50 Ability Power
  • UNIQUE Active: Prevents nearby enemy turrets from attacking for 2.5 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 7.5 seconds.

 

Will_of_the_Ancients_itemREMADE: Will of the Ancients

  • Recipe: Hextech Revolve + Faerie Charm + Faerie Charm + 440 Gold (Total 2000 Gold)
  • +50 Ability Power
  • +10 Mana Regen per 5 seconds
  • +10% Cooldown Reduction
  • UNIQUE Passive: +20% Spell Vamp

 

Twin_Shadows_itemTwin Shadows

  • NEW Recipe: Amplifying Tome + Amplifying Tome + Null-Magic Mantle + 730 Gold (Total 2000 Gold)
  • Ability Power increased to 50 (from 40)
  • On Twisted Treeline and Crystal Scar this item is 200 Gold cheaper

 

 

Vision

 

Wards

 

Context: Support players were often expected to shoulder the warding burden on the map. With these changes, we want to encourage all players on the team to participate in providing vision for their team. We also want to introduce more dynamic gameplay within the vision system and most of our underlying changes reflect this philosophy. You can read more about our changes to the vision system on the microsite.

 

Sight_WardSight Wards

  • Sight (Green) wards renamed to “Stealth Wards”
  • Sight wards limited to a max of 3 placed per player
  • Ward tooltips display how many stealth wards are currently placed

 

 SightstoneSightstone / Ruby Sightstone

  • Sightstone no longer have their own restriction, but are restricted by your stealth ward cap

 

vision wardVision Wards

  • Vision (Pink) wards no longer stealthed
  • Vision wards have 5 health
  • Vision wards have infinite duration
  • Vision wards cost reduced from 125 to 75
  • Vision wards limited to 1 placed on the map per player

 

General

  • Placing a ward will now display your ward count and the ward that will be destroyed.

 

 

Vision Trinkets (Summoner’s Rift Only)

 

  • Added a 7th item slot, which can only contain a vision trinket
  • Players can switch their trinkets at the store at any time by selling their trinket, but this puts the new trinket on a 180 second cooldown.
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
    • Warding Totem – places a stealth ward for 60 seconds (120 second cooldown)
    • Scrying Orb – reveals a location within 1100 range for 1 second (150 second cooldown)
    • Sweeping Lens – disables and reveals nearby hidden wards, traps or devices for 4 seconds (180 second cooldown, 400 range)
  • These items automatically upgrade at Champion Level 9:
    • Greater Totem – stealth ward timer increased to 120 seconds (120 second cooldown)
    • Greater Orb – cast range increased to 2000 (150 second cooldown)
    • Greater Lens – sweep area of effect increased by 100%, cooldown reduced to 150 seconds, range increased to 600 (180 second cooldown)
  • These items can then be upgraded at the shop for 475 Gold:
      • Greater Stealth Totem – stealth ward timer increased to 180 seconds (120 second cooldown)
      • Greater Vision Totem – upgrades stealth ward to a vision ward (180 second cooldown)
    • Farsight Orb – cast range increased to 2500 (120 second cooldown)
    • Oracle’s Lens – active now additionally grants True Sight for 10 seconds after activation (90 second cooldown, 600 range)

 

 

 

Summoner’s Rift

 

The following changes are for Summoner’s Rift only

 

 

Brush Changes

 

Context: We’ve reduced the size and changed the shape of most brush patches in order to encourage more gameplay with warding and brush combat.

  • Generally cleaned up brush configurations that required two or three wards for full coverage
  • Generally reduced the size and wavy nature of each jungle brush
  • Top lane brush has been broken up into three smaller individual brush patches
  • Brush leading into river has been moved back slightly

 

 

Jungle

 

For more information on our jungle changes, check out our preseason website.

  • Added an extra camp (Wight) near the Blue Golem and Wolves.

 

SmiteSmite

  • Cooldown lowered from 60 to 40 seconds
  • Damage reduced from 460 + (lvl x30) to 390-1000 based on champion level

 

Context: Gold income for junglers wasn’t scaling appropriately for dedicated jungle farmers and jungle difficulty was out of line with what we thought was appropriate. Here we’ve introduced monster levels that link with jungle difficulty and rewards.

  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to the average of all champion levels, rounded up)
  • Jungle monster level determines their HP / Damage and XP / Gold value

Context: Junglers who fall behind had no opportunity to catch up, so now Jungle monsters grant bonus XP to champions who are lower level than the monster they killed.

  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap

Context: With such a wealth of cooldown reduction options available, Crest of the Ancient Golem was causing a greater swing in lane control than we’d like.

  • Crest of the Ancient Golem (‘Blue Buff’)
    • Cooldown Reduction reduced to 10% (from 20%)

 

 

Jungle Monster Statistics

 

Summary: Jungle Monsters have been tuned to better fit the revised items and flow of the game.

 

120px-GolemSquare  Ancient Golem

  • Health increased from 1400 to 1500
  • Gold reduced from 66 to 60

 

120px-LizardSquareElder Lizard

  • Health increased from 1400 to 1500
  • Gold reduced from 66 to 60

 

120px-LizardSquareLizard

  • Attack Damage increased from 11 to 12
  • Experience reduced from 50 to 20
  • Gold increased from 5 to 7

 

120px-WolfSquareGiant Wolf

  • Attack Damage increased from 35 to 40
  • Experience reduced from 170 to 110
  • Gold reduced from 55 to 40
  • No longer critically strikes

 

120px-WolfSquareWolf

  • Attack Damage increased from 8 to 14
  • Experience increased from 10 to 25
  • Gold increased from 4 to 8
  • No longer critically strikes

 

120px-GolemSquareGolem

  • Attack Damage increased from 59 to 60
  • Experience reduced from 160 to 140

 

120px-GolemSquareSmall Golem

  • Health increased from 300 to 450
  • Experience increased from 38 to 40

 

120px-WraithSquareWraith

  • Experience reduced from 103 to 90
  • Gold increased from 30 to 35

 

120px-WraithSquareLesser Wraith

  • Health increased from 150 to 250
  • Attack Damage increased from 10 to 12
  • Experience increased from 4 to 20
  • Gold increased from 3 to 4

 

120px-WraithSquareWight (New Camp)

  • 1400 Health
  • 75 Attack Damage
  • 15 Armor
  • 60 Gold
  • 150 Experience

 

 

Map Objectives

 

For more information on our changes to map objectives, check out our preseason website. 

 

Dragon

Context: To reduce the early snowball effect of Dragon and to give it mid-game comeback value, Dragon now gives global gold and local experience based on its level while also doling out additional bonus experience for champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters who level up when they spawn.

  • Dragon level minimum: 6, maximum: 15
  • Dragon local XP: 150 to 510 based on Dragon’s level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon’s level given to all allied Champions
  • If the killing team is lower average level than their opponents, Dragon grants a bonus XP of +25% per average level difference
  • Bonus XP is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)

 

Turrets

Context: Turrets gave equal amounts of global gold when destroyed, despite outer turrets being that’s lane’s objective. While some of this is beneficial, we don’t believe a lane should lose simply because another lane lost their outer turret too early.

  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who participate in destroying the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who participate in destroying the turret
  • Inhibitor turrets now grant 175 global gold per player

Context: The player experience for last hitting under turrets was inconsistent between high attack damage champions and supports or mages. We’ve adjusted turret base damage and damage against minions to make last hitting under turrets more consistent across all roles.

  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent

Context: Global experience on the outer towers has led to weird cases in lane, like levelling up other lanes accidentally. We’re shifting this global experience to a phase of the game where it’ll be more appreciated and less likely to cause odd level ups and snowball advantages.

  • Outer turrets no longer give 30 global XP when destroyed
  • Inhibitor turrets now give 100 global XP when destroyed (from 70)

Context: Defending against a split pusher is extremely taxing and ultimately unrewarding. We’ve made this change to help teams defending against extended periods of split pushing. A successful split push needs to do more than inflict light damage to the tower over time.

  • Inhibitor turrets gain 15 Health Regen per 5 seconds

 

 

Inhibitors

 

Context: Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor.

  • Inhibitor death timers reduced to 4 minutes (from 5 minutes)
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

 

 

Game Flow

 

Context: We’ve made some adjustments to game flow on Summoner’s Rift to alleviate some snowballing cases in the early and late game. For more information on our game flow changes, check out our preseason website.

 

Death Timers

Context: Early death timers were a little too punishing, especially given the importance of the early game. We’ve shaved a few seconds from this to help reduce early lane snowballing.

  • Early game death timers now start at 7.5 seconds (from 12) and scale to the same values over the course of the game

 

Minion Experience

Context: Minions becoming worth more experience over time creates a severe experience discrepancy between champions who can farm and split push late game compared to champions who are forced to siege or participate in objective control. We’re removing this discrepancy because it causes the former to spike in levels and gives an unfair advantage. Since this could potentially create some snowballing consequences, we’ll be keeping a close eye on this and could make further changes if necessary.

  • Lane Minions are no longer worth more experience based on game time
    • Minions still become worth more gold and gain more statistics over time
  • Lane Minions now have a level equal to the average level of champions in the game
    • Currently this has no effect on the game but will be expanded upon in the future

 

Experience Curve

  • Reduced experience required to level by roughly 10% per level to compensate for the above minion change

 

Bounty Adjustments

Context: Echoing our above change with early death timers being too punishing at the early game, we’ve adjusted gold income to better match how games flow.

  • Kills are worth 60% of the base reward at 2 minutes, scaling to 100% at 4 minutes
  • Assists are worth 50% of the kill value before 20 minutes and then they linearly increase up to 80% at 35 minutes

 

Assist Bonus Gold

Context: We’re adding an additional reward to players who get a lot of assists. We want these players to feel their contributions to fights, even if they have few opportunities to pick up kills.

  • If players have 2 more assists than kills they earn 30 additional Gold per assist
    • Additional assists increase this bonus by 15 Gold, capping at 60 Gold
    • This gold cannot be more than the original value of the kill

 

Minion Death Spree Reduction

Context: Single-minded pushing and proxy farming are fairly destructive methods of playing the game, mostly due to the fact that those champions are not accurately valued for their participation in the game.

  • Every 1000 gold earned from minions / monsters reduces your death spree by 1 death

 

 

Masteries

 

Context: We’ve added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when they invest heavily in a specific tree, so we’re revising masteries to scale as the game grows longer and to have more impact for each role.

  • Masteries have been updated.

 

Click here to interact with the new Masteries! 

 

Masteries Season 4

 

 

Ranked

 

  • Fixed an issue where season 3 loading screen borders would show in incorrect queues in some cases

 

 

General

 

General PVP.net Updates

 

  • We’ve fiddled with the client so you can now do things like mass dismiss notifications and suppress notification popups
  • We’ve also given the friends list and notifications a makeover, and overhauled the way notifications work significantly
  • Group Chat’s been reworked and will generally perform faster and smoother across the board
  • Your skin selection will now lock in place a few moments before you enter the loading screen! Previously, you could still flick through your skins up to the last second, only to be met with a friendly “Error: Null” message if you attempted to select a different skin

 

 

In-Game UI

 

Context: Health bars give vital information in-game but become muddled and difficult to read when you and your team are bunched together. We’re updating them to deliver important information at a glance while also allowing for instant identification of your champion, your allies and your enemies.

  • Updated champion health bars
  • Champion health bars now glow when the character is highlighted
  • Updated Smite particle, sound and icon

 

 

 

twitter-icon-png-13 Follow me on Twitter!

 

 

PBE Preseason banner

 

PBE Update

  • Champions
  • Support Items
  • Jungle Items
  • Trinkets
  • Wards
  • Other Items
  • Jungle Changes
  • Summoner Spell Changes
  • Game Flow Changes

ricklessabandon: Runes and Masteries in Season 4

Champion/Skin Sale – Expires November 4th

 

 

Champions

 

 

    JannaSquare

          Janna

 

TailwindTailwind ( Passive )

  • Range reduced from global to 1300
  • Movement speed bonus increased from 3% to 5%

 

Howling_GaleHowling Gale ( Q )

  • AP ratio reduced from 0.75 to 0.35
  • Now has a 0.1 AP per second ratio on the charge duration
  • Bonus damage for charging decreased from 20/30/40/50/60 to 14/20/25/30/35

 

ZephyrZephyr (W)

  • Movement speed % passive now has a 0.04 AP Ratio
  • AP ratio reduced from 0.6 to 0.5
  • Movement speed % slow now has a 0.12 AP ratio

 

Eye_Of_The_StormEye of the Storm (E)

  • Now grants additional AD to allies its cast on (0.33 AP)

 

Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.

Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.

 

 

 LeonaSquare

       Leona

 

EclipseEclipse ( W )

  • Armor and magic resist bonus reduced from 30/40/50/60/70 to 25/35/45/55/65
  • Grants additional Armor and Magic Resist, equal to 0.2 of Leona’s bonus resists, respectively

 

 

LucianSquare
     Lucian

 

TheCullingThe Culling ( R )

  • Damage increased from 40/50/60 per shot to 50/55/60
  • Cooldown increased from 100/75/50 seconds to 110/85/60

 

 

LuluSquare
       Lulu

 

Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

  • Now has a 0.15 AP ratio
  • Base damage reduced from 9/21/33/45/57/69/81/93/105 to 9/18/27/36/45/54/63/72/81

 

GlitterlanceGlitterlance ( Q )

  • Slow % towards the end of the duration now has a 0.075 AP ratio

 

WhimsyWhimsy ( W )

  • Movement speed boost on allies decreased from 35 to 30
  • No longer grants AP boost
  • Added a 0.1 AP ratio to the % MS increase

 

Help,_Pix!Help, Pix! ( E )

  • Shield AP ratio increased from 0.6 to 0.7
  • AP Ratio on damage reduced from 0.6 to 0.5

 

Wild_GrowthWild Growth ( R )

  • Health bonus lowered from 300/450/600 to 250/375/500

 

 

NamiSquare

       Nami

 

Surging_TidesSurging Tides ( Passive )

  • Now grants an additional % MS increase, equal to 0.01 of Nami’s AP

 

Aqua_PrisonAqua Prison (Q)

  • AP ratio reduced from 0.65 to 0.5

 

Ebb_and_FlowEbb and Flow (W)

  • Diminishing effect % on bounces can now be decreased with AP (from 15% to 0% at 200 AP). More than 200 AP makes bounces have a greater effect

 

Tidecaller's_BlessingTidecaller’s Blessing ( E )

  • Slow % now has a 0.05 AP ratio

 

Tidal_WaveTidal Wave ( R )

  • AP ratio reduced  from 0.7 to 0.6

 

Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.

 

 

SonaSquare

       Sona

 

Power_ChordPower Chord ( Passive )

  • Now has a 0.2 AP Scaling
  • Damage reduced from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)
  • to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190

 

Hymn_of_ValorHymn of Valor ( Q )

  • AP ratio reduced from 0.7 to 0.5

 

Aria_of_PerseveranceAria of Perseverence ( W )

  • Base heal reduced from 40/60/80/100/120 to 40/55/70/85/100

 

Song_of_CeleritySong of Celerity ( E )

  • Base movespeed increase lowered from 6/8/10/12/14 to 4/6/8/10/12
  • Now grants additional % MS equal to 0.02 of Sona’s AP. This percentage applies to the slow from Power Chord

 

CrescendoCrescendo ( R )

  • AP ratio reduced from 0.8 to 0.4

 

 

SorakaSquare

     Soraka

  • Base health increased from 375 to 405
  • Health Per Level increased from 71 to 76
  • Base Armor increased from 7.4 to 9.4

 

ConsecrationSalvation ( Passive ) 

  • Reworked: Soraka’s health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing.

 

StarcallStarcall ( Q )

  • Damage increased from 65/85/110/135/160 to 60/95/130/165/200 .
  • Magic reduction changed from 8/9/10/11/12 to 6 (+ 0.15 AP)
  • If Starcall hits at least one enemy champion, Astral Blessing’s cooldown is reduced by 5/6.25/7.5/8.75/10%
  • Mana cost changed from 20/35/50/65/80 to 30/40/50/60/70

 

Astral_BlessingAstral Blessing ( W )

  • Heal reduced from 70/140/210/280/350 (+0.45 AP) to 70/120/170/220/270 (+0.35 AP)
  • Base armor bonus changed from 25/45/65/85/105 to 50/65/80/95/100  (+0.15 AP)
  • Armor buff duration reduced from 3 seconds to 2
  • Mana cost decreased from 80/110/140/170/200 to 80/100/120/140/160

 

InfuseInfuse ( E )

  • Mana restore changed from 40/80/120/160/200 to 20/40/60/80/100 plus 5% of Soraka’s maximum mana
  • Mana cost when cast on ally changed to 5% of Soraka’s maximum mana
  • Damage on enemies changed from 50/100/150/200/250 ( + 0.6 AP ) to 40/70/100/130/160 ( +0.4 AP ) plus 5% of Soraka’s maximum mana

 

WishWish ( R )

  • Heal reduced from 200/320/440 ( 0.7 AP ) to 150/250/350 ( 0.55 AP )

 

Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.

Context: We wanted to provide a link between Soraka’s primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.

 

 

TaricSquare

      Taric

 

GemcraftGemcraft ( Passive )

  • Reworked: After casting a spell, Taric’s next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns.

 

ImbueImbue ( Q )

  • Cooldown lowered from 20/19/18/17/16 to 18/17/16/15/14
  • Heal AP ratio reduced from 0.6 to 0.3
  • Now additionally heals for 5% of Taric’s bonus health
  • Mana cost reduced from 80/95/110/125/140 to 60/80/100/120/140
  • Basic attacks no longer reduce the cooldown of the ability

 

ShatterShatter ( W )

  • Damage lowered from 50/90/130/170/210 to 40/80/120/160/200
  • AP Ratio removed
  • Armor Ratio increased from 0.2 to 0.5

 

DazzleDazzle ( E )

  • AP ratio reduced from 0.4. – 0.8 to 0.2 – 0.4
  • Cooldown increased from 14/13/12/11/10 to 18/17/16/15/14

 

RadianceRadiance ( R )

  • Cooldown increased from 60 at all ranks to 75
  • Damage AP ratio lowered from 0.7 to 0.5

 

Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.

Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*


 


Nasus VU – Preview of All Skins




Infernal Nasus – Legendary Skin



Posted by LoLLeaks.



Support Items

 

Emblem_of_Valor_itemExecutioner’s Emblem (Reworked Emblem of Valor)

  • Grants 50 Health and 6 HP/5
  • Unique Passive – Execute: Basic attacks execute minions below 200 Health if an allied champion is nearby. This effect can occur up to twice per minute
  • Unique Passive – Soul Tithe: Minions killed by Execute restore 2% of your maximum HP to the nearest allied champion and grant them gold equal to the kill plus 5.

 

Reaper’s Emblem (New Item)

  • Grants 175 Health and 12 HP/5
  • Retains the Execute and Soul Tithe Passives, although executing minions now grants 10 gold, up from 5
  • Builds out of Executioner’s Emblem

 

Martyr’s Call

  • Builds out of Executioner’s Emblem and Ruby Crystal
  • Grants 400 Health and 25 HP/5
  • Retains the Soul Tithe Passive from Reaper’s Emblem
  • Unique Active – Healthbomb: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes, dealing 10% of your maximum Health as magic damage in an area.

 

Kage's_Lucky_Pick_itemKage’s Pick ( New Item )

  • Cost: 365 Gold
  • + 3 Mana Regen per 10
  • + 2 Gold per 10
  • Unique Passive – Pickpocket: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Kage’s Lucky Pick ( Reworked )

  • Now builds out of Kage’s Pick
  • Grants 20 Ability Power
  • + 7 MP/10
  • + 4 GP/10
  • Unique Passive – Spellthief: Spells and basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Philospher’s Pebble ( New Item )

  • Cost: 365 gold
  • + 5 Health Regen per 5 seconds
  • + 3 Mana Regen per 5 seconds
  • Unique Passive – Harvest: Grants 2 Gold each time a nearby minion dies that you didn’t kill.

 

Philosopher's_Stone_itemPhilosher’s Stone

  • Now builds out of Philosopher’s Pebble
  • HP/5 increased from 7 to 8
  • GP/10 reduced from 5 to 2
  • New Unique Passive – Harvest: Grants 4 Gold each tiem a nearby minions dies that you didn’t kill.
  • Cost increased from 700 to 850

 

Shard_of_True_Ice_itemShard of True Ice

  • Builds from Kage’s Lucky Pick + Amplifying Tome
  • Added the Spellthief Passive from Kage’s Lucky Pick
  • Unique Active Reworked – Frost Nova: Slows target enemy and all nearby enemies’ Movement Speed by 50% for 2 seconds (60 sec CD)
  • Ability Power reduced from 50 to 45
  • Mana Warp passive removed
  • Now grants 10 MP/5 and 4 GP/10

 

Shurelya's_Reverie_itemShurelya’s Reverie

  • Now builds out of Philosopher’s Stone and a Faerie Charm
  • Cost decreased from 2200 to 2000
  • Added the Unique passive of Philosopher’s Stone
  • Cooldown reduction increased from 10% to 20%
  • MP/5 increased from 10 to 15
  • Now additionally grants 2 GP/10

 

 

Jungle Items

 

 Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced from 500 to 350
  • New Unique Passive – Conservation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation was triggered (works similarly to Thresh’s auto-attack

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Attack damage lowered from 30 to 25
  • Passive true damage increased from 7-40 to 16-50
  • Passive now procs on physical damage
  • New Passive – Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold.

 

Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

  • Now Builds from Spirit Stone + Fiendish Codex
  • Ability power increased from 40 to 50
  • Now grants 14 HP/5
  • MP/5 lowered from 10 to 7
  • No longer reduces the cooldown of Smite
  • Added the Bounty Hunter Passive from Elder Lizard
  • 5% of Spell damage dealt to monsters is restored as health and mana

 

Wriggle's_Lantern_itemWriggle’s Lantern

  • Now builds out of Madred’s Razer + Dagger + Dagger
  • Total cost reduced from 2000 gold to 1800
  • No longer grants Life steal and Attack Damage
  • Armor reduced from 25 to 20
  • Now grants 25% Attack speed
  • Basic attacks against monsters heal for 10
  • New Passive: Gain 40% increased gold from Monsters

 

 

Trinkets

 

Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.

  • Added a 7th Item slot, which can only contain a vision trinket
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
  • Warding Totem – places an stealth ward for 60 sec. (120 sec cooldown)
  • Scrying Orb – reveals a location within 1100 range for 1 sec. (150 sec cd)
  • Sweeping Lens – disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd)

 

Scrying Orb

  • Free but limited to 1 trinket
  • Reveals a location within 1100 range for 1 sec (150 sec CD)

 

Greater Orb

  • Free upgrade of Scrying Orb at level 9
  • Cast range increased from 1100 to 2000

 

Farsight Orb

  • 475 gold + Greater Orb
  • Cast Range increased from 2000 to 2500 (120 second CD)

 

Sweeping Lens

  • Free but limited to 1 trinket
  • Disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec CD)

 

Greater Lens

  • Free upgrade of Sweeping Lens at level 9
  • AoE increased by 100% (150 sec CD)

 

Oracle’s Lens

  • 475 Gold + Greater Lens
  • Grants the user True Sight for 10 seconds after activation (90 sec CD)

 

Warding Totem

  • Free but limited to 1 trinket
  • Places an stealth ward for 60 seconds (120 sec CD)

 

Greater Totem

  • Free upgrade of Warding Totem at level 9
  • Stealth ward duration increased to 120 seconds

 

Greater Vision Totem

  • 475 Gold + Greater Totem
  • Places a vision ward (180 second  CD)

 

Greater Stealth Totem

  • 475 Gold + Greater Totem
  • Places a stealth ward for 180 sec (180 second CD)

 

 

Wards

 

Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.

 

Oracle ElixirOracle’s Elixir

  • Removed

 

We’re removing Oracle’s Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.

 

 

 Sight_Ward_itemSight Wards

  • Renamed to Stealth Wards
  • Limited to 3 per player

 

Vision_Ward_itemVision Wards

  • Cost reduced from 100 to 75
  • Limited to 1 on map
  • Now have 5 health up from 3
  • No longer have a duration
  • No longer invisible

 

Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of ‘Pink’ Ward destruction. By positioning Vision Wards as having different strengths and trade-offs – we hope to create a better defined role for both Sight and Vision Wards.

 

 

Other items

 

Aegis of the Legion

  • Cost increased from 1900 to 1950 gold

 

 

Avarice_Blade_itemAvarice Blade

  • Now reads “Limited to 1 Gold Income Item”

 

 

Banner_of_Command_item Banner of Command

  • Cost increased from 2340 to 2400
  • Cooldown reduction increased from 10% to 20%
  • AP increased from 40 to 80
  • No longer grants HP/5 or Armor

 

 

Doran's_Blade_itemDoran’s Blade

  • Cost reduced from 475 to 440
  • Attack damage lowered from 10 to 8
  • Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone.

 

 

Eleisa's_Miracle_itemEleisa’s Miracle

  • No longer reduces the cooldowns of Summoner Spells

 

 

Entropy_itemEnthropy

  • Cost decreased to 3475 from 3500

 

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Cost increased to 2550 from 2500

 

 

Long_Sword_itemLong Sword

  • Cost decreased to 360 from 400

 

 

Madred's_Razors_itemMadred’s Razors

  • Armor reduced from 25 to 20

 

 

Mikael's_Crucible_itemMikael’s Crucible

  • Cost lowered from 2500 to 1600
  • No longer grants HP/5
  • MP/5 reduced from 18 to 12

 

 

  Ohmwrecker_item Ohmwrecker

  • Cost decreased from 2835 to 2000
  • No longer grants 15 HP/5 and 15 MP/5

 

 

Phage_itemPhage

  • Cost decreased from 1350 to 1325

 

 

  The_Black_Cleaver_itemThe Black Cleaver

  • Cost decreased from 3000 to 2920

 

 

The_Bloodthirster_itemThe Bloodthrister

  • Cost decreased from 3200 to 3000

 

 

Trinity_Force_itemTrinity Force

  • Cost decreased from 3728 to 3703

 

 

Twin_Shadows_item Twin Shadows

  • Price increased from 1900 to 2000
  • AP increased from 40 to 50

 

 

Will_of_the_Ancients_itemWill of the Ancients

  • Cost reduced from 2550 to 2000
  • Now grants 10% CD
  • Now grants 10 MP/5

 

 

Zeke's_Herald_itemZeke’s Herald

  • Cost decreased from 2650 to 2450

 

 

 

Jungle Changes

 


The gold income for a primary jungler wasn’t scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.

  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)
  • Jungle monster level determines their HP/Damage and XP/Gold value
  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
  • Added an extra camp (the Wight) near the Blue Golem and Wolves

Crest of the Ancient Golem (“Blue Buff”)

Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.

  • Cooldown Reduction reduced to 10% from 20%


Jungle Monster Statistics

All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game

Ancient Golem

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Elder Lizard

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Lizard

  • Attack Damage reduced to 10 from 11
  • Experience reduced to 20 from 50
  • Gold increased to 7 from 5

Giant Wolf

  • Attack Damage increased to 40 from 35
  • Experience reduced to 110 from 170
  • Gold reduced to 40 from 55

Wolf

  • Attack Damage increased to 14 from 8
  • Experience increased to 25 from 10
  • Gold increased to 8 from 4

Golem

  • Attack Damage increased to 55 from 54
  • Experience reduced to 140 from 160

Small Golem

  • Health increased to 450 from 300
  • Attack Damage reduced to 25 from 30
  • Experience increased to 40 from 38

Wraith

  • Experience reduced to 90 from 103
  • Gold increased to 35 from 30

Lesser Wraith

  • Health increased to 250 from 150
  • Attack Damage increased to 12 from 10
  • Experience increased to 20 from 4
  • Gold increased to 4 from 3

Wight (New Camp)

  • 1400 Health
  • 75 Attack Damage
  • 15 Armor
  • 55 Gold
  • 150 Experience

 

 

Summoner Spell Changes

 

Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.
Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.

Ghost

  • Cooldown rescaled to 180/160/140/120 from 180
  • Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed
  • Grants 75% Multiplicative Movement Speed in the first second
  • Now immediately updates your pathing on cast
  • Ghost cannot be cast if you are immobilized

Ignite

  • Damage rescaled based on game time
  • Now also reveals the target for the duration.

Exhaust

  • Attack Speed reduction reduced to 30% from 50%
  • Movement Speed reduction rescaled to 30/35/40/45% from 30%.

Heal

  • Now a targeted spell, casting this on yourself will target you and the closest nearby ally
  • Cast Range increased to 900 from 600
  • Cooldown reduced to 180 seconds from 300 seconds
  • Grants 30% movespeed to both targets for 1 second

Teleport

  • Cooldown reduced to 180 seconds when targetting an allied building
  • Cooldown increased to 300 seconds when cancelled or interrupted

Cleanse

  • Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy’s back slightly.

Smite

  • Cooldown lowered to 40 sec.
  • Damage reduced at early character levels, same damage at level 18.

Clarity

  • Now only available on Howling Abyss

Revive

  • Now only available on Dominion

Masteries

Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

  • Masteries have been updated.”

 

 

Game Flow Changes

 

Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.Turrets

The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We’ve adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles

  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent

Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.

  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret
  • Inhibitor turrets now grant 175 global gold per player

Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We’re shifting this global experience to a phase of the game in which it’ll be more appreciated and less likely to cause odd level ups and snowball advantages.

  • Outer towers no longer give 30 global experience when destroyed
  • Inhibitor towers now give 100 global experience when destroyed from 70

Defending against a split pusher is extremely taxing, but ultimately unrewarding. We’ve added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.

  • Inhibitor Turrets gained 15 hp / 5 seconds

Dragon

To reduce the early snowball effect of Dragon and to give it a ‘mid-game comeback’ value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.

  • Dragon level minimum 6, maximum 15
  • Dragon local experience: 150 to 510 based on Dragon’s level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon’s level given to all allied Champions
  • If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference
  • Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)

Inhibitors

  • Inhibitor death timers reduced to 4 minutes from 5 minutes
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

Minion Experience

The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We’re removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we’ll address that with future tuning over other systems

  • Lane Minions now have a level, which is equal to the average level of champions in the game.
  • Currently this has no effect on the game but will be expanded upon in the future.
  • Lane Minions are no longer worth more experience based on game time.
  • Minions will still become worth more gold and gain more statistics over time.

Bounty Changes

Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.
Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.

  • Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins

Players who are present for a large number of assists aren’t rewarded appropriately for their contribution to team fights

  • Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins

Assist Bonuses

  • If players have 2 more assists than kills they get 30g additional gold per assist
  • Additional assists increase this bonus by 15 gold, capping at 60 gold

Creep Score Reducing Death Sprees

Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn’t being accurately updated to account for your actual value (due to farming minions).

  • Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1

Death Timers

Early death timers were a little too punishing, given the importance of the early game. We’ve shaved a few seconds from this to help reduce early lane snowballing.

  • Early Game death timers have been reduced
  • Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game”

 

 

Runes and Masteries in Season 4

 

runes banner

 

 

ricklessabandon Button Rioter ricklessabandon: Hey all,

As each season comes to an end, we like to look through our out-of-game strategy systems – runes and masteries – to prepare for the new season. While we’re making some updates to masteries, we’re taking an especially thorough pass at runes as we feel they need more polish to better reflect their intended use. We’ll start with ricklessabandon and runes:


Runes

What are you actually doing for the preseason?

For now, we’re not actually going to be rolling out rune changes with the first preseason patch. Our current plan is to leave rune changes on PBE for an extended stay while we do additional focus testing.

That said, we did want to set certain expectations when it comes to our overarching philosophies and where runes will be in the new season.


What is the goal for runes?

The primary goal for runes is to tie marks, seals and glyphs to the specific wants and needs of various champion roles in League – similar to how masteries are used. Going forward, this creates a stronger association between marks and offense, seals and defense, and glyphs and utility. Fully supporting these divisions allows for stronger individual identities among different rune types – with more utility-focused glyphs (like movement speed or gold generation) or more defensively focused seals like hybrid mitigation (armor and magic resistance). This makes it easier to both balance current runes and create new runes in their specific roles.


How are runes today?

The first thing that stands out with live rune balance is that runes with the clearest power also happen to be among the strongest (flat AD, flat MR, flat armor, etc). Because of how infrequently runes are tuned, players tend to accept that certain runes provide a core set of base stats that are ‘best in slot’ and shy away from customization.


What should runes be like?

Ideally, runes should be used as tools to supplement your play style for a given champion. Whether it’s boosting your dueling power in the laning phase or setting up for an epic late-game build, runes should help define the framework of your unique play style. We’re giving runes clear strategic value and purpose in the new season to reinforce this point while making it easier for you to understand what to expect from your rune selection.

So the first thing we want to do is tone down the oppressively strong runes. There are currently a small handful of runes that provide more than their fair share of base stats while crowding out most other options. We might snipe off a few of the larger suspects before more comprehensive changes go out, but we’re definitely keeping an eye on the strongest outliers.

Another item on our to-do list for the new season is to establish a more consistent point where flat runes get beaten by runes that scale per level. Some of the existing crossover points don’t make sense in the framework of a typical game, so we want to clean these numbers up to clarify their strengths and weaknesses. Currently we’re looking at something like level 6 as the sweet spot where flat runes and scaling per level runes meet up. Up to level 6, flat runes will be better, while at level 6 and beyond, scaling runes become more and more powerful.

Ultimately, there are a lot of changes we’ve got planned for runes in the new season, but we’ll be taking a little more time to test them on the PBE (and to see how they fit into the regular flow of a game) before getting them out. Properly dividing runes into their three major categories (offense, defense, and utility) is something we have as a long-term vision for this new season, so keep that in mind as more changes come down the line. We’ll keep you updated as we go!

Now on to masteries with FeralPony:


Masteries

As for masteries, we aren’t making too many significant changes this season. Instead we’re targeting smaller goals and focusing on a few core philosophies with our annual mastery overhaul.


No more improved summoner spells

While specialized summoner spell masteries offer an impactful single-point option to enhance and improve playstyles, we think you’ll have even more mastery freedom if we remove these options entirely. This way, you aren’t obliged to invest mastery points specific to the summoner spells you take, summoner spells are the same regardless of your spec and you’ll have more opportunities to refine your masteries to match your playstyle.


9 mastery points define your early game. 21 points define your role.

We’re changing the function of the mastery trees in the preseason so that players who invest in the lower ranks of a tree gain specific early-game advantages, while those who commit to the more advanced masteries devote themselves to that role for the entire game. We really want you to feel like you’re committing to a playstyle when you invest heavily in a specific tree, so we’re adding advanced masteries that scale as the game goes on.


New shiny masteries

A few existing masteries have been reworked or replaced. For example, instead of granting one large attack speed boost after landing a critical strike, Frenzy now grants a slightly smaller but stackable attack speed buff. We’re also changing the Biscuiteer mastery so instead of granting a single-use biscuit, it now upgrades health potions into Rejuvenation Biscuits that also grant a little mana regen. I won’t dwell too much on the revamped masteries we have planned, as this is something you’ll discover when we roll them out (you’ve already heard of some of the support masteries!), but I just wanted to give you a sneak peek at what’s coming.


We’ll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!

Thanks for reading!

-ricklessabandon and FeralPony

 

 

 Champion/Skin Sale – Expires November 4th

 

 

Champions:

 

  • Darius – 487 RP
  • Gangplank – 395 RP
  • Skarner – 440 RP

 

Skins:

 

  • Dragon Slayer Vayne =487 RP
  • Ironscale Shyvana – 375 RP
  • Sakura Karma – 260 RP

 

 

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