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LOL CLIENT UPDATES
The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.
Upgraded the notification box to handle more service status messages while also providing more information where necessary
We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.
Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity
Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.
The lore tab (aka the feather) has been removed from the front of the LoL client
LEAGUES
Currently, the League system allows players to rapidly move up the ladder if they're playing at a high skill level. In some rare cases however, players were entering their promo series and facing off against unusually difficult opponents. We’re introducing a change that allows players to skip their promo series up to Platinum I if they continually play at a skill level a full tier higher than their current league placement.
Players who consistently win against opponents a full tier higher than their current placement will automatically skip their promotion series as they progress to the next division. Series skipping will be possible up to Platinum I.
We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience – not to mention there are some odd side effects for duo queue players – so we’re taking a different approach.
All players will now have an equal (random) chance of being first pick
For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer
VISION SYSTEM
Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future.
Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight
GENERAL
We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.
Icon Updates
The following icons have been updated:
Soraka’s ability icons
Ashe’s ability icons
Particle Updates
The following summoner spells have been updated:
Flash (particles and sound)
Clairvoyance (particles and sound)
Ghost (particles)
Revive (particles)
REWORKS
Xerath
Summary: Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.
This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.
General
Base mana changed to 238 (+47 per level) (from 250 (+45))
Base mana regen per 5 seconds changed to 6 (+0.65 per level) (from 7 (+0.6))
Attack range reduced to 525 (from 550)
Attack animation has been shortened slightly
PASSIVE – Mana Surge
Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
Attacking an enemy champion restores double the amount of mana
Q – Arcanopulse
First cast: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
Second cast: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
Cooldown: 9/8/7/6/5 seconds
Mana cost: 80/90/100/110/120
Range: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
While channeling this spell, Xerath gradually slows his movement speed by up to 50%
W – Eye of Destruction
Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%
Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
Cooldown: 14/13/12/11/10 seconds
Mana cost: 70/80/90/100/110
Range: 1000
E – Shocking Orb
Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds
The stun duration is based on how far the orb traveled
Cooldown: 18/16/14/12/10 seconds
Mana cost: 60/65/70/75/80
Range: 1000
R – Rite of the Arcane
Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit
Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
Cooldown: 130/115/100 seconds
Mana cost: 100 at all ranks
Range: 3200/4400/5600
Skarner
Summary: We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
General
Base attack speed lowered by 1%
PASSIVE – Energize
Unchanged
Q - Crystal Slash
When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
No longer slows (moved to Fracture)
W – Exoskeleton
Cooldown reduced to 16 seconds (from 18)
Movement speed bonus increased to 16/20/24/28/32% (from 15/17/19/21/23%)
Movement speed bonus now ramps up over the first 3 seconds
Base shield and ability power ratio increased to 80/135/190/245/300 (0.8 ability power) (from 70/115/160/205/250 (0.6 ability power))
Attack speed bonus removed
E – Fracture
Cooldown increased to 14 seconds (from 10)
Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
Missile range increased to 1000 (from 800)
Missile width reduced slightly
Missile speed lowered slightly
Heal mark removed
R – Impale
Impale now roots the target during the windup animation
Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target.
CHAMPIONS
Ashe
Summary: We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks.
Basically, we wanted Hawkshot to feel more valuable at rank 1.
E – Hawkshot
Cooldown reduced to 60/55/50/45/40 (from 60 at all ranks)
Bonus gold on kill changed to 3 at all ranks (from 1/2/3/4/5)
Dr. Mundo
Summary: Mundo’s cleavers got skinnier.
Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.
Q - Infected Cleaver
Missile width reduced to 60 (from 80)
Evelynn
Summary: The closer Evelynn is to her target, the faster her Hate Spike projectile travels.
We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.
Q - Hate Spike
Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
Kayle
Summary: We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.
Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.
Q – Reckoning
Ability power ratio reduced to 0.6 (from 1.0)
W - Divine Blessing
Heal ability power ratio increased to 0.45 (from 0.35)
Movement speed bonus now scales with ability power (+7% per 100 ability power)
R – Intervention
No longer has a mana cost (from 100/75/50)
Riven
Summary: We lowered Riven’s base health regen and increased the power of Valor’s shield.
We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.
General
Base health regen per 5 reduced to 2.5 (from 5.5)
E – Valor
Shield increased to 90/120/150/180/210 (from 70/100/130/160/190)
Rumble
Summary: Flamespitter looks… okay.
Rumble now spits real flame instead of meatballs.
Q – Flamespitter
Spell effect has been updated
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)
Yasuo
Summary: It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.
We made some general quality of life changes to Yasuo in patch 4.1, but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.
PASSIVE - Way of the Wanderer
Movement required to generate a unit of flow increased by 15%
Q - Steel Tempest
Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
E - Sweeping Blade
Now passively grants 3/6/9/12/15% of Yasuo's flow bar when he dashes (from 4/8/12/16/20%)
R - Last Breath
Reduced cast range to 1200 (from 1300)
Fixed a bug where Last Breath could sometimes be used beyond the maximum range
Ziggs
Summary: Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.
Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Ziggs' early game harass.
PASSIVE - Short Fuse
Base damage changed to 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 | 20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18
From 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 | 20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18
Ratio changed to 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18 (from 0.35 at all levels)
E – Hexplosive Minefield
Minions now take 40% damage for each mine they hit beyond the first (from 100%)
Minor Changes & Bug Fixes
General
Removed legacy floating combat text
Added ticks to Vilemaw's health bar
Fixed a bug that stopped the HUD from scaling while the game was paused
Akali
R - Shadow Dance
Akali's Shadow Dance stacks can once again be seen in her buff bar
Elise
R - Spider Form
Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
Maokai
R - Vengeful Maelstrom
Fixed a bug where bonus damage stored was lower than intended (now 25% higher)
Sona
E - Song of Celerity
Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio
Fixed a bug where Song of Celerity was granting a weaker haste and slow than intended (was using a .01 AP ratio for the haste and a .02 ratio for the slow, is now correctly using the intended .02 AP ratio for the haste and a .04 ratio for the slow)
Teemo
Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
Yorick
Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)
Items
Statikk Shiv
Passive now only critically strikes when the associated attack critically strikes
Warden’s Mail / Randuin’s Omen
UNIQUE Passive – Cold Steel
Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings and Elise’s Spiderlings were not being affected by the slow
Vision Wards will now properly provide true sight to an enclosed area when placed in front (ie: dragon pit and Baron pit).
Vision Ward
Fixed a bug where Vision Wards weren't granting full true sight vision equal to their normal vision range
Masteries
Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.
Perseverance (Defense)
Reduced to 0.35%/0.675%/1% of missing health every 5 seconds (from 0.7%/1.35%/2%)
Summoner's Rift
Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.
Turrets
The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent
Twisted Treeline
Kha’Zix (same changes that exist on the Crystal Scar) Q – Taste Their Fear
Isolation damage bonus reduced to 35% (from 45%)
Evolved Enlarged Claws
Missing health damage reduced to 6% (from 8%)
Hab grad Langeweile deswegen analysier ich mal die Patchnotes hehe.
(Sind btw die für Garena, aber sollte ja eigentlich nicht groß anders sein bei uns)
- Leagues, Vision und General Changes imo alle gut, kann man so lassen.
- Xerath Rework hört sich interessant an, aber irgendwie macht mir der Basedamage seiner Spell ein wenig Angst. Klar, er ist immer noch sehr immobil (mehr als früher sogar), aber er hat jetzt halt mit einer Combo im Lategame einfach mal 1600+ Damage ohne ein einziges AP Item. Dazu die Passive, die ihm bis zu 400 Mana geben kann.. Hört sich ziemlich krass an, aber vielleicht irr ich mich da auch. :p
- Skarner Rework find ich furchtbar. Der Change zum Ult ist gut und hilft ihm, alles andere ist aber total in die falsche Richtung imo. Indem sie ihm den Permaslow und den Instant MS Buff wegnehmen, machen sie ihm das Leben noch viel schwerer als er es sowieso schon hat. So wie er jetzt ist, hat er oft Probleme an die Gegner ranzukommen, aber wenn er erstmal dran ist, bleibt er auch dran. Nach dem Patch wird er VIELLEICHT mal irgendwann an die Gegner rankommen und dann kurz einmal für 2,5 Sekunden slowen, einen supertollen Attackspeed Buff bekommen und das wars dann im Prinzip. Klar, Ulten geht auch immer noch, wurde durch den W Nerf aber auch schwerer gemacht. Gefällt mir wirklich überhaupt nicht.
- Die Ashe Changes sind gut. Weniger CD im Lategame bedeutet mehr Vision und somit noch mehr Utility als sie sowieso schon hat. Da man E sowieso nicht als erstes gemaxt hat sondern maximal einen Punkt reingesteckt hat, lohnt sich der neue Gold gain auch sehr. Wenn 4 Punkte drin hat, ist man meist sowieso schon im Lategame (aka bald 6 Items), also könnte man mit dem Bonus Gold eh nicht mehr so viel anfangen. Dafür jetzt mehr schon im Early. Mag ich. Das wird Ashe nicht OP machen und auch nicht zu einem wirklich guten Pick, aber ist eben so ein Quality of Life Change.
- Mundo Nerfs sind immer gut.
- QoL Change für Eve. Imo ganz gut, wird aber auch nicht wirklich was an ihrer Pick Rate ändern, denk ich.
- Puh.. Bin mir nicht sicher, was ich von den Kayle Changes halten soll. Ansich bin ich froh drüber, dass ihr retarded Lategame 1-Shot Burst etwas verringert wurde, andererseits find ichs aber furchtbar dass sie jetzt im Prinzip besser in der Lane sustainen kann (wenn auch nur wenig). Und das allerschlimmste ist natürlich, dass ihre Ult keine Manakosten mehr hat. Was man sich dabei gedacht hat, wüsste ich wirklich gern. Die Ult ist sowieso schon unglaublich bescheuert mit ihre Low CD und der total übertriebenen Range, da hätte sowas wirklich nicht noch passieren müssen.
- Riven Changes sind auch wieder total unnötig. Man nerft ernsthaft die Health Regen von Riven, aber lässt Shyvana, Mundo und Nasus fröhlich weiter AFK Hits tanken, weil ihre Regen so sick ist? :D Nunja, wie auch immer. Shield Buff ist imo auch unnötig. Es bewirkt im Prinzip kaum etwas. Die Probleme die Riven hat, werden dadurch nicht ansatzweise angekratzt und die Probleme die sie verursacht werden dadurch allerhöchstens verschlimmert.
- Rumble Change ist natürlich cool. :p
- Der Thresh Change war imo nicht wirklich nötig. Er ist zwar ein starker Support, allerdings hab ich bei ihm nie wirklich das Gefühl dass er ZU stark ist. Das wird zwar jetzt nicht sein Untergang sein, aber es wird sein Laning durchaus etwas abschwächen.
- Die Yasuo Nerfs werden vermutlich den meisten Leuten gefallen. :p Ich finds auch in Ordnung. Ich fand Yasuo zwar nie EXTREM OP, aber etwas zu stark war er doch. Die paar kleinen Changes sollten da Abhilfe schaffen.
- Kleine Ziggs Nerfs. Find ich angebracht. Etwas weniger Waveclear + etwas weniger Lane Dominanz.
- Die Sache mit Akalis Ulti find ich wunderbar. Ich hatte mich mal irgendwann sehr stark darüber aufgeregt dass man ihre Ult Stacks als Gegner nicht mehr wirklich im Auge hatte, da es dadurch zu wenig Counterplay gab. Das wurde dadurch ja jetzt wieder behoben.
- Elise, Makoai, Sona, Teemo und Yorick Bugfixes alle in Ordnung imo.
- Bei Statikk Shiv bin ich mir nicht ganz sicher was das bedeuten soll. Soweit ich weiß, konnte der Effekt von SS doch eigentlich nur critten, wenn auch der normale Autohit gecrittet hat. Was also ändert sich hier jetzt?
- Der Change zur Perseverance Mastery ist sehr gut. Sieht nicht nach viel aus, wird aber vermutlich schon einen recht guten Einfluss auf die langweilige Toplane haben.
- Den Change zu den Turrets find ich sehr schlecht. Ich bin sowieso schon seit Ewigkeiten der Meinung dass Turrets total useless sind und endlich mal ein paar Buffs bekommen sollten. Es kann ja wohl nicht sein, dass man seine Lane gut gewinnt, dann einmal von 2 Leuten gedived wird und dann der Turret einfach so drauf geht. Klar, manche mögen das bestimmt, aber ich finde sowas furchtbar.
Hab ein paar kleine Sachen ausgelassen, aber np.
Ist natürlich auch alles nur meine Meinung, vielleicht kann man hier ja mal ein paar andere Meinungen zusammenkriegen und eine ordentliche Diskussion starten. :3
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Sry, war afk. :(
(Ida)