league

Miyerkules, Hulyo 27, 2016

PATCH 6.15 NOTES

Patch 6.15 is on the way and the official patch notes have been posted!
Continue reading for the complete notes, including upcoming PROJECT skins, balance changes, & more!

Here's the full 6.15 patch notes with an introduction from Scarizard and friends:
Greetings, Summoners,

Welcome to patch 6.15, the one with our first mention of Worlds (man, where has the time gone?). With regional playoffs fast approaching, we're looking to get the meta as close to Worlds-ready as we can, so teams are qualifying under similar conditions to what Worlds itself will present.

This time around, our focus is on the early game, taking a deep look at the professional scene's laneswap-by-default meta. The gist of our changes is that we're reducing symmetry between structure defenses so top and bot aren't perfect mirrors of one another. Toss in a first blood mechanic for turrets, and trading outers is no longer an equivalent exchange. We'll tune these changes as warranted in the patches to come, but these'll be the last major changes you see until the season ends.

Early game aside, we're also taking stock of today's champion diversity, reining in a few of the outliers (Hecarim) and bringing up a few old friends who've been collecting dust (Kassadin?!). In case you were wondering, that does in fact include Corki buffs. Some memes never die.

That's it for us today! Go first-blood a turret, and we'll see you on the Rift.
 Patrick "Scarizard" Scarborough Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Boka "LaBoka" Agboje


Champions



Braum

Passive damage down at early levels. Q damage down.
Getting tagged by Concussive Blows forces a tough choice on Braum’s opponents: risk the stun to keep up in minion kills, or fall behind in farm and live to fight another day. Braum’s early damage currently makes both options losing prospects, since enemies who aren’t instantly chunked by Concussive Blows are still eventually worn down by Winter’s Bite. We’re pulling the big man’s punches in lane to give opponents a chance for success.

Passive - Concussive Blows

DAMAGE40-176 (at levels 1-18)  26-196 (at levels 1-18)

Q - Winter's Bite

DAMAGE70/115/160/205/250  60/105/150/195/240

Corki

Passive cooldown lowered.
Compared to his consistent performances at the start of the year, Corki’s dragging behind the rest of the pack. More frequent Package deliveries will allow Corki extra opportunities to show off just how daring he can be.

Passive - Hextech Munitions

PACKAGE COOLDOWN300 seconds  240 seconds

Hecarim

Attack damage and Q damage down.
For a sustain tank who scales hard into the late game, Hecarim is pretty strong from the get-go. Currently, he's farming up and scaling a bit too quickly, letting him burst targets without having to build much damage. Hecarim should have to trot before he can gallop - we're reining in his base damage to make him invest in damage if he wants to one-shot people.

General

BASE ATTACK DAMAGE61.37  58

Q - Rampage

DAMAGE60/95/130/165/200  50/85/120/155/190

Illaoi

Tentacles are visible in brush to enemies within vision radius.
When Illaoi's tentacles are hidden by brush, enemies have no way to accurately track how much damage she can do to them. Knowing is just half the battle, though - without vision of a tentacle, there's no way to kill it. Together, these changes help Illaoi’s opponents properly assess how much threat they’re under, and deal with tentacles accordingly.

Passive - Prophet of an Elder God

NEWWHAT'S IN THE BRUSHTentacles are now visible in brush to enemy champions within their normal vision range

Jarvan IV

E attack speed up.
Jarvan's having trouble finishing his first jungle clears with enough health to hit the ground running. This is rough for a champion built for early ganking: Jarvan’s E+Q “flag-n-drag” combo is a powerful initiation tool, but drops him squarely in range of enemy retaliation.

We’re speeding up Jarvan’s clear time so he can exit the jungle with more reasonable amounts of health - after all, dead monsters don’t hit back. This gives Jarvan better opportunities to gank for his team without having to catch his breath first.

E - Demacian Standard

PASSIVE ATTACK SPEED10/13/16/19/22%  15/17.5/20/22.5/25%
ACTIVE ATTACK SPEED AURA10/13/16/19/22%  15/17.5/20/22.5/25%

Karma

E shields less, and no longer shields minions. Mantra E's speed scales with E's rank.
Karma’s issue is simple - she’s doing the right things, but she’s just doing them a little too well. Namely, Inspire (and its Mantra’d form, Defiance) are providing too much safety and disengage from the get-go. Taking a swing at their potency should keep the Enlightened One’s supportive qualities from being too overbearing.

E - Inspire

REMOVEDINSPIRED MINIONSCan no longer target minions
SHIELD AMOUNT80/110/140/170/200  70/100/130/160/190

Mantra E - Defiance

BONUS MOVEMENT SPEED60% at all ranks  40/45/50/55/60% (scaling with rank in E - Inspire)

Kassadin

Q damage up, E cost down.
Picking Kassadin requires massive team support to get rolling, but rewards you with high damage and unparalleled mobility for your trouble. At present, however, Kassadin finds himself unable to even show up to lane versus some of the mages he should be favored against. Kassadin’s scaling potential will still be locked behind an uncertain early game, but tossing his lane some love should see more teams reap a return-on-investment for supporting their local Void Walker.

Q - Null Sphere

DAMAGE70/95/120/145/170  65/95/125/155/185

W - Nether Blade

BUGFIXFixed a bug where Nether Blade's passive magic damage wasn't applying to turrets after activation

E - Force Pulse

COST80 mana at all ranks  60/65/70/75/80 mana

Malzahar

Passive cooldown up. Passive shield falls off faster.
Though Void Shift allows Malzahar to play aggressively without fearing every stray spell, opponents should be able to capitalize on his immobility after they poke his shield down. Right now his window of protection is simply too long, allowing him to retreat to a safer position in the time it takes for his passive to fall off.

Passive - Void Shift

COOLDOWN30/18/10/6 seconds (at levels 1/6/11/16) 30/24/18/12 seconds (at levels 1/6/11/16)
SHIELD DURATION1 second after taking damage  0.25 seconds after taking damage

Nidalee

Cougar and Human Q damage up. R no longer resets Nidalee's basic attack.
Functionality changes can be controversial, so we want to be clear on why Aspect of the Cougar no longer resets Nidalee’s basic attack. Straight up: the damage pattern of these resets is drowning out the unique aspects of Nidalee’s gameplay.

Right now, Nidalee’s R attack resets are literally free damage. Optimizing around them comes at the expense of other gameplay decisions - namely, form swapping for the abilities each form offers. Our attempt to balance around this optimization exacerbated the problem, since stripping power from Nidalee’s abilities made resets that much stronger by contrast. It also failed to get her to a balanced state.

At this point, we have a few options. Keep nerfing Nidalee’s kit, washing out the payoff of her risk-reward assassin gameplay. Attach significant costs/cooldowns to Aspect of the Cougar, limiting access to attack resets as well as everything else form swapping does. Rework her, tossing out a kit that might actually be healthy without R resets. Or remove the resets and put power back into Nidalee’s abilities. This is the option we’re moving forward with.

To be clear, we’re not denouncing mechanical skill checks or high mastery ceilings for Nidalee or League overall. This specific mechanic has created deep-running problems for this specific champion, so we’re removing it. With that obstacle out of the way, we’ll be in a better position to balance Nidalee going forward.

Q - Javelin Toss

MINIMUM DAMAGE60/77.5/95/112.5/130  70/85/100/115/130
MAXIMUM DAMAGE180/232.5/285/337.5/390  210/255/300/345/390

Cougar Q - Takedown

MINIMUM DAMAGE4/20/50/90  5/30/55/80
MAXIMUM DAMAGE8/45/125/248  10/67.5/137.5/220
RATIO0.33 ability power  0.4 ability power
HUNTED DAMAGE INCREASE33% bonus damage to hunted targets  40% bonus damage to hunted targets

Cougar W - Pounce

BUGFIXThe minimap no longer intercepts the cursor when Nidalee casts Pounce. In other words, she won’t jump in a random direction if the cursor is hovering over the minimap.

R - Aspect of the Cougar

REMOVEDFAST SPEARSNo longer resets Nidalee's basic attack

Cougar R - Aspect of the Cougar

REMOVEDFAST SWIPESNo longer resets Nidalee's basic attack

Renekton

Damage per second up at early levels. Gives fury on cast.
Historically, Renekton has served as a bar for top lane; if you can't handle his strong early game, you probably don't belong on the unforgiving island. However, Dominus isn't providing the level 6 power spike he needs to generate kill pressure or an enduring minion lead. We're pushing more power into Dominus's early ranks to restore everybody’s healthy fear of the crocodile.

R - Dominus

DAMAGE30/60/120 per second  40/80/120 per second
NEWYOU MAD BRO?Gains 20 Fury on cast

Shen

Health regen down.
Given how many defensive tools Shen has at his disposal, opponents that manage to crack his health bar should be rewarded with an actual chance of pushing him out of lane. Right now, that damage is too quickly erased as Shen’s health regen ticks in the background. Shen should be earning his stay in lane through careful rationing of his defensive cooldowns, rather than relying on base stats to bail him out of unfavorable situations.

General

BASE HEALTH REGEN10  8.5

Shyvana

R passively generates more fury.
Dragon’s Descent gives Shyvana the ability to make great initiation plays for her team, even from behind. This acts as a release valve, allowing us to keep Shyvana out of ‘feast or famine’ balance territory. We’re giving Dragon’s Descent better uptime in the early game to ensure Shyvana’s consistently contributing to her team.

R - Dragon's Descent

PASSIVE FURY GAIN PER SECOND0.66/1.33/2  1/1.5/2

Sona

W heals less. E's self movement-speed boost down. Changes were implemented part-way through last patch.
We shipped two balance changes to Sona in between patches, and are copying those notes here so you’re aware. Beyond that, we’re also fixing a bug with Aria of Perseverance that was contributing to her recent rise to power.

W - Aria of Perseverance

BUGFIXFixed a bug where Aria of Perseverance could be cast instantly after Song of Celerity, rather than being gated behind Sona’s brief “global cooldown” after casting a basic ability

Mid-patch 6.14 hotfix changes

Just as a reminder.
We knew going into 6.14 that speeding up Sona's gameplay would be a significant buff. Though we threw in a few power-downs to compensate, it's clear at this point those adjustments weren't enough to keep Sona in line. We're making a few changes to tone her back down.

W - Aria of Perseverance

HEAL40/65/90/115/140  35/55/75/95/115

E - Song of Celerity

SELF MOVEMENT SPEED16/17/18/19/20%  13/14/15/16/17%

Taliyah

R cooldown up.
Even though 6.14 saw Taliyah losing some damage here and there, experienced Stoneweavers are still crushing their competition. Given her consistent laning strength, we’re looking to reduce the frequency with which Taliyah's using that strength across the map. While roaming (and rocksurfing) is core to Taliyah’s success, bringing Weaver’s Wall in line with other global effects puts less stress on sidelanes when she starts to stack her advantages.

R - Weaver's Wall

COOLDOWN160/140/120 seconds  180/150/120 seconds

Vayne

Q deals damage to turrets and inhibitors.
Vayne relies on attack speed for the brunt of her damage (via Silver Bolts and Blade of the Ruined King), making her remarkably good at killing champions but not so great at taking pot-shots against structures. Clear strengths and weaknesses are important to keep champions distinct, but in Vayne's case, her lack of structure damage makes her too unreliable. Given that markspeople are supposed to be turret-killers, we're giving the Night Hunter a bump to her combat prowess against inanimate objects.

While we were looking at Vayne, we also took the opportunity to make Tumble’s crits consistent with other empowered attacks - either both halves of the attack crit, or neither of them do. No more sad half-crits!

Q - Tumble

NEWROCK TUMBLERNow deals bonus damage to structures
CRITICAL CONSISTENCYTumble's bonus damage and Vayne's basic attack no longer crit independently of one another. If one crits, so does the other.

Viktor

R only gains its return speed boost when Viktor targets himself.
For those not in the know, Chaos Storm always moves at max speed when moving toward Viktor, the idea being he can recall the storm to focus a target that’s gap-closed onto him. Currently, the definition of ‘toward’ is overly generous to Viktor, granting Chaos Storm max speed in any situation where it’s not moving away from him. We’re tightening up the mechanic so it only fires when Viktor explicitly calls for it.

R - Chaos Storm

CONTROLLED CHAOSChaos Storm now only counts as “returning” (moves at max speed regardless of distance) if Viktor targets himself

Vladimir

Movement speed down. W cooldown up.
Vladimir’s traditionally relied on Sanguine Pool to escape ganks, but Midseason added a bunch of extra escape tools for him to play with (Crimson Rush movement speed, Protobelt, Ghost buffs). It makes sense for Vlad to become insanely slippery once he’s invested in these options, but having great escapability from the get-go is making it feel like there’s never an opportunity to punish him when caught out of position.

General

MOVEMENT SPEED335  330

W - Sanguine Pool

COOLDOWN26/23/20/17/14 seconds  28/25/22/19/16 seconds

Zac

Elastic Slingshot doesn’t zoom off in weird directions.

E - Elastic Slingshot

BUGFIXThe minimap no longer intercepts the cursor when Zac casts Elastic Slingshot. In other words, he won’t jump in a random direction if the cursor is hovering over the minimap.

Zyra

Q damage and AP ratio up.
Before the 6.13 tweaks to plant AI, Zyra was getting too much consistent harass from her plants without even having to land spells. Now that she's getting less free plant damage, it’s clear her spells aren’t carrying their weight. As a squishy mage, Zyra should be rewarded for taking risks to play aggressively when her abilities hit.

Q - Deadly Spines

DAMAGE60/90/120/150/180  60/95/130/165/200
RATIO0.55 ability power  0.6 ability power

Skin Splash Updates

Two more of our older skin splashes are being updated in 6.15!

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