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Posts Tagged ‘wriggle’s lantern’

 

Patch 4 Point 7 Banner

 

Patch 4.7 Notes

 

Riot Pwyff Button Rioter Pwyff: Hey Summoners,

 It’s time for a new patch! We don’t have a ton of changes today, but we’re hitting a few high priority targets that are having a heavy impact on the health of the game. As an example, we’re still concerned with high-damage junglers who are entering the mid-game with more gold and more experience than even the solo laners who had to scrap out their gains against another opponent. We’re still exploring the possibilities here, but for now we’re going to be reducing some of the power of Feral Flare so that it remains a unique item build without being a dominant strategy.

 So what else can you expect in this patch? We’ve got a few rework follow-ups in the form of Gragas and Kassadin, and we’ve been experimenting with Skarner on the interim. We know we mentioned Skarner in the 4.6 foreword, but we’ve got a stronger idea of where we can give back some of his old identity so we’re making sure we get it right this time.

 We’re also following up with our promised top lane buffs for Jarvan IV and Malphite. We’re already seeing more diversity in top lane beyond Renekton, but we’ll be keeping an eye on future candidates as the changes shake out.

 Finally, we’re making some changes specifically targeted at competitive play in the form of reduced trinket start cooldowns, increased gold rewards for the Dragon, and additional tradeoffs for fast-push strategies. We don’t expect these changes to have too much of an impact on regular play, but we’re hoping to hit some dominant strategies we’re seeing in the high-level competitive scene.

 And that’s about it! On a closing note, you may notice this patch is a bit bigger than usual – we’re shipping out files for a new audio engine in manageable chunks over the next several releases. We’ll have more information to share with you closer to the end of the process, but you shouldn’t notice any changes to the game until the new engine launches.

You can check out the full scope of the patch below. See you next time!

 

Champions

 

Braum Gragas Jarvan Kassadin Khazix Lissandra Malphite

Miss Fortune

 

Minor Changes

 

General

Fizz

Kogmaw

Nautilus

Rengar

Shen

Twitch

Vladimir

 

Summoner Spells

 

Graphical Updates Heal

 

Items

 

Feral Flare Line Sunfire Cape

 

Aggro Display

 

Aggro Display

 

>Summoner's Rift

 

Summoner Rift

 

Summoner's Rift & Twisted Treeline

 

Jungle

 

Crystal Scar

 

Thresh Kassadin 2 Soul Anchor


Bots


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LoL Client

 

Ignore Feature


Team Builder


Team Builder 47

 

Upcoming Skins

 

Upcoming Skins 47



If you have any questions for me, feel free to ask me at @NoL_Chefo.


 

Patch 4 Point 6 Banner


Patch 4.6

 

 

Riot Pwyff Button Rioter RiotPwyff: Hi Summoners,

Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.

Reworks: We’ve released a number of reworks over the past few patches and we’re committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we’re going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.

Top lane: We’re particularly aware of low champion diversity – especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we’re going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.

Onward to the patch notes!


LoL Patcher (1)

LoL Patcher


Champions

Aatrox

 Gragas

Kassadin

 Maokai

Rengar

 Rumble

Twitch


Items

Wriggle's Lantern


Summoner Spells

 Heal


Twisted Treeline, Crystal Scar & Howling Abyss

Hextech Sweeper


 Twisted Treeline

Twisted Treeline


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If you have any questions for me, feel free to ask me at @NoL_Chefo.

patch 4 point 4 banner

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Patch 4.4 Notes


Welcome to the 4.4 patch notes! Last patch, we hinted at long-term changes hitting the lab while we tackled the largest outliers in competitive play. This patch, you’ll see the first results of that labor as we bring out a healthier (and hopefully less banned) rework Kassadin who still embodies the theme of a mobile anti-magic assassin.

Our other big change is to Lich Bane, as it was skewing a lot of champion power in unhealthy ways. Specifically, there are champions who have a lot of their power tied to Lich Bane – we balanced them to compensate for the changes – and then there are champions who like Lich Bane for its high burst, low cooldown properties. High burst isn’t unhealthy if it’s timed and executed properly, but Lich Bane was just a pile of damage for something you’re already doing, and it came up much, much faster than other burst damage focused items like Deathfire Grasp. Hitting Lich Bane means we can revisit certain champions in the future and maybe buff them up. We’ve already begun this process for a few of them as you’ll see in this patch.

Statikk, one of our designers, is going to go in-depth on power curves (as in when a champ is the strongest or weakest in the game) later on to help explain some of our changes to champs like Kassadin and Elise, so stay tuned for that. The run-down here is that when champion power curves become too extreme, the champs selected decide the outcome of the game rather than the players themselves. Success in League of Legends should always be a combination of pre-game decisions and in-game execution. We want all players to have the opportunity to meaningfully outplay their opponents at each and every phase of the game – even if there are disadvantages – and champions who automatically win those phases just by showing up negates that philosophy.

Now, less philosophy talk, more patch notes talk! Where there’s more philosophy talk! Excellent! Exclamation points!



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Minor Changes

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Items

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Summoner Spells

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Twisted Treeline

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Crystal Scar

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PBE Changes to Kassadin

 

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Champions

 

 

DianaSquare

      Diana

 

Moonsilver_BladeMoonsilver Blade [ Passive ]

  • AP ratio increased from 0.6 to 0.8

 

 

FizzSquare

         Fizz

 

Seastone_TridentSeastone Trident [ W ]

  • Active AP ratio increased to .25 AP from .15 AP

 

 

HeimerdingerSquare

Heimerdinger 

  • Movement speed increased from 335 to 340

 

 

KassadinSquare

  Kassadin

  • Base Movement Speed increased from 340 to 350
  • Base Armor increased from 17.2 to 21.2
  • Health Per 5 Sec increased from 6.95 to 8.95
  • Auto attack range increased from 125 to 150

 

Void_StoneVoid Stone [ Passive ]

  • No longer transforms reduced magic damage into bonus Attack Speed
  • Now allows Kassadin to ignore unit collision

 

Null_SphereNull Sphere [ Q ] 

  • No longer silences, only interrupts channels
  • Now additionally grants Kassadin a shield that absorbs magic damage and scales with his Mana

 

Nether_BladeNether Blade [ W ]

  • Passive no longer restores mana, but deals bonus damage based on Mana
  • Active now deals a large amount of magic damage on Kassadin’s next attack and restores a percentage of his missing Mana (tripled against Champions)
  • Mana cost removed

 

RiftwalkRiftwalk [ R ] 

  • Damage now scales with Kassadin’s Mana
  • No longer deals increased damage on successful hits

 

 

ThreshSquare

     Thresh

  • Base Health lowered from 411 to 390

 

 

TwistedFateSquare

Twisted Fate

 

Pick_A_CardPick A Card [ W ]

  • AP Ratio increased from 0.4 to 0.5

 

Stacked_DeckStacked Deck [ E ]

  • AP Ratio increased from 0.4 to 0.6

 

 

Items

 

Lich_BaneLich Bane

  • Passive: Damage changed from 50 + 0.75 AP to 0.75 Base AD + 0.5 AP

 

Madred's RazorsMadred’s Razors

  • Now Builds out of Dagger [ 400 Gold ] and Hunter’s Machete [ 300 Gold ] . Recipe cost is 50 Gold.
  • Cost increased from 700 to 750
  • Instead of 20 Armor, Madred’s Razors now grant 15% Attack Speed

 

Wriggle's_Lantern_itemWriggle’s Lantern

  • Now builds out of Madred’s Razors [ 750 Gold ] + Long Sword [ 360 Gold ] + Dagger [ 400 Gold ] . Recipe cost is 140 gold.
  • Total cost unchanged [ 1650 Gold ]
  • Now transforms into Feral Flare at 25 large monsters killed
  • Attack speed increased from 25% to 30%
  • Heal increased from 10 to 12 per hit
  • Now grants 30% bonus gold for killing monsters, decreased from 40%
  • Armor removed
  • Now grants 12 AD

 

 

 Feral Flare 

  • Transforms from Wriggle’s Lantern after 25 large monsters killed with Maim.
  • Grants 20 AD and 35% Attack Speed
  • UNIQUE Passive – Maim: Basic attacks deal 100 ( + 3 per kill/assist/large monster kill ) magic damage (33% against champions) and heal 12 ( + 1 per kill/assist/large monster kill ) on hit. This damage and heal is increased by kills, assists and large monster kills.
  • Grants 30% bonus gold from killing monsters.
  • UNIQUE Active: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)
  • Limited to 1 Gold Income item

 

Trinkets

 

All trinkets cannot be used for the first 120 seconds ( increased from 90 seconds) and selling a trinket disables trinket use for 120 seconds ( decreased from 180 seconds )

 

 

Heimerdinger Visual Update

 

 

 

Arctic Ops Varus Skin