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Miyerkules, Hulyo 13, 2016

PATCH 6.14 NOTES

Patch 6.14 is on the way and the official patch notes have been posted!
Continue reading for the complete notes, including Ryze's champion update, upcoming Pool Party skins, kit changes for Leona and Sona, balance changes, and more!

Here's the full 6.14 patch notes with an introduction from Scarizard and friends:
Greetings, Summoners.

This patch is a bit of a grab bag, with good stuff all around. We’ve got a broader assortment of changes than we can cover in an intro, but we’ll do our best to hit the highlights.

Ryze’s update leads us off. He’s got a brand new ult, so don’t be surprised if packs of enemies warp into the middle of a Baron fight to steal your purple buff. That’s a thing Ryze does now! Snark aside, interested parties should really read his update article for a proper explanation.

Moving on, let’s talk Treeline. Recent seasonal events left wrinkles in the 3v3 ecosystem, such as the prevalence of marksmen following the most recent preseason. We’re taking steps to address these distortions, with the bulk of our approach coming from itemization shifts. (Fare thee well, Sanguine Blade.)

Last on our list of topics, Sona and Leona continue 6.13’s effort to make supports more satisfying to play. Downtime was the problem for both champions: once their initial rotation of spells was spent, they were left twiddling their thumbs until their abilities came off cooldown. We’re giving Leona new things to do post-initiation, while Sona will be doing the same stuff as ever, but at a much faster clip.

We’ve kept you up here long enough, so that’ll do it for us this patch! May your spellcasts be satisfying and your cooldowns well-pinged.
 Patrick "Scarizard" Scarborough Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Boka "LaBoka" Agboje

Champions

Ryze

Ryze, the Rune Mage, will be updated with the launch of patch 6.14! To learn more, check the following links:

Leona

Q cooldown reduced. E root duration up. R damage down. New passive on R.
When we think of Leona, two things come to mind: the sun and crowd control. Leona’s success is predicated on landing her CC so her teammates can light up enemy champions. But what does Leona do after locking the enemy team down? Right now, the answer is “not much.”

Adding to her woes, Leona is eclipsed at higher levels of play by other tanks who offer value throughout a teamfight, not just at the beginning (your Braums, your Alistars). Leona’s lockdown may be strong enough at lower skill levels to lead teammates to victory, but higher-skilled opponents are much better at punishing Leona (and her team) while her abilities are on cooldown. Capitalizing on moments of vulnerability is really just the correct way to play League of Legends, but with how quickly Leona expends her payload, this punishment is all too frequent.

To fix this, we’re ushering in A New Dawn for Leona, giving her more to do throughout teamfights via Solar Flare’s new passive. In addition, changes to Q and E mean that foes will have a harder time finding the shade when Leona comes for them.

(Quick closing note, the Shield of Daybreak range and Zenith Blade root duration buffs accidentally shipped last patch. Sorry, not-Leonas!)

Passive - Sunlight

DAMAGE20-140 (at levels 1-18)  20-105 (at levels 1-18)

Q - Shield of Daybreak

DAMAGE40/70/100/130/160  30/55/80/105/130
COOLDOWN11/10/9/8/7 seconds  9/8/7/6/5 seconds
BONUS RANGE30  50
BUGFIXFixed a bug where Shield of Daybreak’s stun was lasting longer than intended. The stun duration and tooltip now actually match (1 second, not 1.25 seconds).

W - Eclipse

DAMAGE60/110/160/210/260  60/100/140/180/220

E - Zenith Blade

ROOT DURATION0.25  0.5 seconds

R - Solar Flare

DAMAGE150/250/350  100/175/250
NEWSOULSTOKEAfter using Solar Flare, Leona gains Incandescence for 5 seconds. During that time, Leona’s next 3/4/5 basic attacks gain +100 range, deal 30/40/50 (+0.15 ability power) bonus magic damage, and apply Sunlight.

Sona

R reduces QWE cooldowns instead of amplifying auras. A bunch of other stuff. Trust us, just read this one.
Things have been quiet for Sona over the past few seasons, so the sheer volume of changes here may look intimidating. In actuality, they all lead to one simple outcome: “Sona plays more music.” Let’s begin.

Sona shares a problem with many supports: it feels like she’s not doing much, even when she’s doing a lot. To tackle that problem, we’re playing into her unique game of musical buffs. Here's how it works: as fights unfold, Sona cycles between abilities, sending pulses of utility to nearby allies. Spellcasting activates Power Chord, offering Sona choices in how to neutralize her foes. These strengths grant Sona flexibility as the maven of extended engagements.

Here's where the feel-bad problem lies: Sona’s cadence is too slow to fulfill that fantasy. Dead air between beats creates downtime for both auras and Power Chords, relegating Sona to the background track. A remastered Crescendo passive solves that problem as Sona levels up, combining with cooldown reduction to cut her basic ability cooldowns by up to 67%. Understandably, we're adjusting the rest of Sona's kit to ensure she doesn’t go off the rails. Overall, Sona’s left with clearer purpose: transform fights into endless streams of song (and utility) as she scales into late-game.

General

AURA RADIUS350  400
REMOVEDSURROUND SOUNDAura duration is no longer extended by up to 2 seconds when tagging allies

R - Crescendo

We’re listing Crescendo out of order because everything else is based off these changes. You’re not crazy!
PASSIVE EFFECTEach rank of Crescendo amplifies Sona’s auras  reduces Sona’s basic ability cooldowns by 20/30/40% (multiplies with normal cooldown reduction). Specifics below:
HYMN OF VALOR BONUS+10/20/40 damage on aura-empowered attack Cooldown reduced from 8 seconds to 6.4/5.6/4.8 seconds
ARIA OF PERSEVERANCE BONUS+10/20/40 shield strength  Cooldown reduced from 10 seconds to 8/7/6 seconds
SONG OF CELERITY BONUS+2/4/6% self and aura movement speed Cooldown reduced from 12 seconds to 9.6/8.4/7.2 seconds

Passive - Power Chord

DAMAGE13-192 (at levels 1-18)  15-235 (at levels 1-18)
DIMINUENDO DAMAGE REDUCTION20%  25%
DIMINUENDO DAMAGE REDUCTION RATIO2% per 100 ability power  4% per 100 ability power
NEWKILLING THEM SOFTLYDiminuendo now shrinks the target for the duration of the debuff

Q - Hymn of Valor

DAMAGE40/80/120/160/200  40/70/100/130/160

W - Aria of Perseverance

HEAL30/50/70/90/110  40/65/90/115/140
HEAL RATIO0.2 ability power  0.25 ability power
SHIELD35/55/75/95/115  30/55/80/105/130
SHIELD RATIO0.2 ability power  0.3 ability power
REMOVEDSONAMBULANCENo longer increases healing by up to 50% based on the target’s missing health

E - Song of Celerity

SELF MOVEMENT SPEED13/14/15/16/17% movement speed, decaying over 3 seconds  16/17/18/19/20% non-decaying movement speed for 3 seconds (lasts up to 4 additional seconds while Sona is out of combat)
AURA MOVEMENT SPEED RATIO4% per 100 ability power  6% per 100 ability power
AURA MOVEMENT SPEED DURATION1.5 seconds  3 seconds

Annie

Tibbers is a less dumb bear. Still growls, though.
Just a few more improvements to Tibbers following Annie’s midseason update. With a smarter bear, the sky’s the limit for Annie players everywhere.

R - Summon: Tibbers

BEARISH INITIATIVEIf Tibbers’ target enters Fog of War, Tibbers now continues pathing to the target’s last known location, rather than stopping in his tracks
BEARISH FIGHTINGTibbers no longer forgets how to attack his target if crowd controlled
BEARISH VANDALISMFixed a bug where Tibbers couldn’t be ordered to attack Inhibitors or the Nexus, though he sometimes decided to do so on his own
BEARISH VENGEANCEFixed a bug where Tibbers could fail to go berserk if Annie gave him a command at the moment she died

Azir

Soldiers deal less damage while Azir levels up but are unchanged at level 18. They also grant less vision.
The Emperor of Shurima is a champion that needs no introduction - especially when it comes to why he’s back here in the patch notes. Azir’s problems are many, but can be oversimplified as ‘too many pros, not enough cons’. Amazing sustained damage, long-ranged initiation, really cool armor - he’s got it all. This patch, we’re taking a crack at his damage progression over the course of the game.

Azir’s a champion with game-ending potential, but while champions with similar strength (hypercarries) are gated behind difficult early-games (Vayne) or steep item requirements (Kog’Maw), Azir doesn’t really have a period of weakness to exploit. He just sort of pokes you from afar, leaning on the generous base damage of his soldiers while he gathers enough ability power to dominate late-game. We’re altering soldier damage progression to dip significantly as Azir approaches mid-game, meaning his posse of sand-clad scallywags can no longer bail him out if he falls behind early. This period of weakness presents an actual hurdle for Azir to overcome. Should he make it through that dry spell, however, his soldiers’ damage evens back out at max level. This means the Emperor will still crush 50-minute teamfights like you’d expect.

W - Arise!

SOLDIER DAMAGEStill 50-170 (at levels 1-18), but scales worse from levels 1-11. Scaling increased from levels 14-18 to catch back up.
GROSS NUMBERS
50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130/ 140 / 150 / 160 / 170
  
50 / 52 / 54 / 56 / 58 / 60 / 63 / 66 / 69 / 72 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170
SOLDIER VISION RANGE575  350 (matching their attack range indicator)

Fiora

Passive heals more. Q scaling increased at early levels.
Fiora’s a devastating side-lane duelist when given the appropriate support, but she’s struggling to find success outside of the professional scene. As mentioned with Azir above, it’s important for late-game powerhouses to have early windows of vulnerability, but the degree to which Fiora's being punished at early levels is just a bit too high. We’re improving Fiora’s early trade potential to help tip the scales in her favor when the Grand Duelist starts making the right moves.

Passive - Duelist's Dance

HEALTH ON VITAL HIT25-110 (at levels 1-18)  30-115 (at levels 1-18)

Q - Lunge

RATIO0.55/0.7/0.85/1/1.15 bonus attack damage 0.95/1/1.05/1.1/1.15 bonus attack damage

Illaoi

Q indicator is more accurate for the enemy.
With Illaoi getting a little more of the spotlight, we noticed her opponents having a tougher-than-normal time dodging some of her stray tentacle slams. Fighting Illaoi should test your spirit, not your ability to judge misleading indicators.

General

TENTACOOLTentacle indicators are now more accurate when displaying the area they’re going to Slam.

Lee Sin

W shield increased.
Safeguard’s shield is pretty flimsy even at max rank. We’re giving it a healthy bump to give allies a real chance of survival when Lee Sin makes a clutch play to save them.

W - Safeguard

SHIELD AMOUNT40/80/120/160/200  40/100/160/220/280

Lux

Passive damage up. Q damage down.
Lux isn’t struggling too hard these days, and yet her success tapers off at higher levels of play. We’re giving a bit of a nudge to the skilled Lux players out there by shifting power into successful spell-weaving instead of single spell-hits. This shouldn’t rock the boat for the average player (as activating your passive just once at level 6 breaks even on damage), but rewards Luxes who optimize their combos.

Passive - Illumination

DAMAGE18-154 (at levels 1-18)  18-190 (at levels 1-18)

Q - Light Binding

DAMAGE60/110/160/210/260  50/100/150/200/250

Malzahar

Movement speed and attack range down.
Unlike some of the other changes in 6.14, Malzahar’s are pretty clean-cut. We’re happy with how Void Shift’s gameplay incentivizes chipping away at Malzahar’s defenses, but his range and raw pushing power give him too much control over when opponents get to interact with him. Laning against Malzahar should feel interactive, so we’re giving opponents more windows to find favorable trades when Malzahar goes all-in on shoving the wave.

General

MOVEMENT SPEED340  335
BASIC ATTACK RANGE550  500

Poppy

Passive cooldown and damage down. Passive shield and W speed increased.
Struggling to regain her footing after her last round of changes, Poppy’s reliability as an initiator has dropped significantly. Frankly, that reliability isn’t something we’re in a rush to restore - we want Poppy’s power to come from her disruption, not diving the back-line. Poppy shines brightest when she positions herself to lock down as many enemies as possible, so we’re improving her ability to thrive in the close-quarters fracas she creates.

Passive - Iron Ambassador

COOLDOWN18/14/10 seconds (at levels 1/7/13)  16/13/10 seconds (at levels 1/7/13)
DAMAGE20-190 (at levels 1-18)  10-180 (at levels 1-18)
SHIELD AMOUNT15% of Poppy’s maximum health at all ranks 15/17.5/20% of Poppy’s maximum health (at levels 1/7/13)

W - Steadfast Presence

BONUS MOVEMENT SPEED27/29/31/33/35%  32/34/36/38/40%

Rek'Sai

W’s cooldown on tracking individual targets up.
Often in the patch notes, we’ll refer to certain high-variance mechanics or champions - the success of which varies heavily depending on a player’s skill or group coordination. Vision’s one of these mechanics - while things like warding are important (really, do it), it’s more whereyou ward and how your team uses that information that can make or break a strategic stand-off. 

When it comes to variance in champion abilities, Rek’Sai’s Tremor Sense has some of the highest in the League. It’s one thing to know where your enemies are, but when Rek’Sai provides near-perfect information on enemy positions, things start to get pretty crazy (like increasing skillshot accuracy or almost completely deterring invades). We’re looking to dial back Rek’Sai’s team contributions, making the information she provides more about telling you ‘They’re somewhere over here!’ rather than ‘They’re exactly here!’ Tremor Sense is still one of the most powerful information-gathering tools in the game, but allowing enemies more ways to play against it keeps it feeling like a proper mind-game and not just an ankle monitor.

W - Burrow

TREMOR SENSE REFRESH PER TARGET0.75 seconds  1.5 seconds
NEWGOTTA TIPTOETremor Sense won’t alert Rek’Sai if the enemy is minorly moving to modify their facing

Taliyah

W cooldown up and cast lockout removed. E damage down.
Still fresh to the League, Taliyah’s as rewarding to those that master her as she is difficult to learn. We like steep skill curves, but Taliyah’s mechanics can present more of a burden than a challenge. In particular, Seismic Shove’s spell lockout and two-cast paradigm can leave Taliyah’s stone-weaving feeling straight-up unresponsive.

Let’s be clear on one thing: removing this lockout is really powerful (like, Taliyah’s probably crazy as a result). Having witnessed some of the resulting shenanigans during testing, we’re taking pre-emptive measures to soften the best-case of her now much-more-reliable ‘Seismic Shove + Unraveled Earth’ combo. Things might be rocky for a while, but we’re confident that smoother Stoneweaver gameplay paves the road for a balanced Taliyah in the long-term.

W - Seismic Shove

COOLDOWN16/14/12/10/8 seconds  16/15/14/13/12 seconds
CAST PARADIGMCast to place, recast to direct  Vector casting (ex. Rumble’s R - The Equalizer)
REMOVEDLOCKOUTTaliyah is no longer locked out of casting other spells for 0.55 seconds after casting Seismic Shove

E - Unraveled Earth

NEWFALLOFF DAMAGEEach mine deals 15% less damage than the last when detonating on the same target (minimum 55% damage)

Viktor

Viktor’s first Hex-Core upgrade costs more, but the last costs less.
Like Malzahar, Viktor’s a champion whose laning phase goes from ‘careful control of the minion wave’ to ‘invalidate your opponent’s actions with god-tier waveclear’ immediately following an early Hex Core. We like how Viktor’s power progresses naturally from laning to bigger group fights, but the efficiency of Aftershock’s clearing potential almost ensures that he’s ahead of the gold-curve once he gets there. In the interest of giving his opponents a chance to catch up, we’re putting the brakes on how soon Viktor starts ramping up. He’ll still be a consistent threat in tight areas, but setting him back in lane should have a greater impact on his grand designs.

Passive - Glorious Evolution

HEX CORE MK-1 COST1000 gold  1250 gold
PERFECT HEX CORE UPGRADE COST1000 gold  750 gold
PERFECT HEX CORE TOTAL COST3000 gold (unchanged)

Yasuo

A whirlwind of bugfixes.
Yasuo mains are people, too. Kind of.

General

DROPPED MY SWORDFixed a bug where Yasuo could be locked out of his basic attack after casting Sweeping Blade or Last Breath

Q - Steel Tempest

SOFT STEELFixed a bug where Steel Tempest wasn’t always critically striking when Yasuo had 100% crit chance

W - Wind Wall

WIND TUNNELWind Wall no longer fails to block projectiles in the instant it was cast, if cast at the same time Yasuo died

E - Sweeping Blade

SWEPT AWAYFixed a bug where Sweeping Blade could be chain-cast on multiple targets without cooldown or cast time if cast while knocked up

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