Annie: some old splash art has been updated. |
Jarvan, the Exemplar of Demacia
- Dragon Strike: Jarvan IV charges through his opponent, dealing physical damage and lowering their armor by a %. This will pull Jarvan IV to a Standard if it encounters one, knocking up all enemies in his path.
- Golden Aegis: Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies. Triggers automatically if damage would reduce Jarvan below 300 Health if it is not on cooldown.
- Demacian Standard: Passively grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
- Cataclysm (Ultimate): Jarvan IV heroically leaps at his target, dealing physical damage and creating a circle of terrain around them for a few seconds.
- Martial Cadence (Passive): Jarvan IV exploits his target's opening, dealing 8% of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.
Anivia
- Glacial Storm initial mana cost decreased to 75/125/175 from 100/150/200
Caitlyn
- Ace in the Hole
- Projectile speed increased to 3200 from 2200
- Range increased to 1600/1900/2200 from 1400/1800/2200
- Initial cast time leading up to the channeling time has been significantly decreased
Ezreal
- Trueshot Barrage now scales with bonus attack damage at a 1.0 ratio
Garen
- Decisive Strike
- Movement speed boost increased to 3 seconds from 2
- Total duration available to proc the silence and hit reduced to 6 seconds from 7
- Bonus damage ratio increased to 150% from 120%
- Judgment cooldown reduced to 14/13/12/11/10 from 15/14/13/12/11 seconds
Janna
- Monsoon no longer slows enemies who re-enter the storm
Loch Ness Cho'Gath |
- Heavenly Wave base heal increased to 35/55/75/95/115/135 from 30/45/60/75/90/105
- Spirit Bond cooldown reduced to 15/14/13/12/11/10 from 20/18/16/14/12/10.
- Soul Shield Increased the shield strength by 10 at all ranks.
- Mantra cooldown reduced to 25 seconds from 30 seconds.
LeBlanc
- Ethereal Chains ability power ratio increased to 0.5 from 0.4 for both damage components
Maokai
- Twisted Advance levelup tooltip now correctly displays the increase in mana cost
- Fixed a bug where Maokai's death animation would not play if he is slain during Twisted Advance
- Mace of Spades ability power ratio increased to 0.4 from 0.2
Singed
- Fixed a bug that was causing Poison Trail to have a 1 second cooldown upon activation
- Fixed a bug with Boomerang Blade that was causing certain items to not show their bonus attack damage in the tooltip
- Fixed a bug with Acid Hunter that was causing missile lock to shoot further then intended
- Primordial Burst ability power ratio increased to 1.2 of Veigar's ability power and reduced to 0.8 of his target's ability power
Zilean
- Fixed a bug where the particle on Time Warp would not persist through the full duration of the movement speed modifier at later ranks
- Fixed a tooltip bug where Haunting Guise said it provided 180 Health and 20 Ability Power, when it actually provided 200 Health and 25 Ability Power
- Morello's Evil Tome cooldown reduction increased to 20% from 15%
- Sight and Vision Wards can now be stacked 5 per slot
- Tiamat
- Attack damage increased to 50 from 42
- Mana regeneration per 5 seconds increased to 5 from 4
- Shop tooltip is now more descriptive, matching the inventory tooltip
- Spirit Visage increased healing and regeneration effects reduced to 15% from 20%
Summoner Spells
- Ghost duration decreased to 10 from 14
General
- Death Timers have been reduced on Summoner's Rift to 12-50 seconds from 28-50 seconds
- Minions
- Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
- Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
- Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
- After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
- Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
- Fixed a tooltip bug "This unit receive..." with cannon minions and super minions
- Minions now deal about 50% more damage to turrets
- Turrets
- Turrets deal about 10% less base damage to champions
- Turrets now have 20% armor penetration
- Fixed several typos in the Options Menu
With regards to the minion changes, this is another step towards trying to make lanes less passive. The result, however, may be an increase in overall game passivity. Now, should you try and group up for a teamfight, you may all have to split up to defend towers rather than fighting. It brings more tactical elements into the equation, which I like, but equally means it is difficult to fight unless all your lanes are pushed. If you do, you risk losing a tower easily. It also helps lane pushers - before high ELO this is already an overpowered tactic if carried at correctly, as people are not organised enough to effectively respond. This is another idea that I can understand the thinking behind conceptually (the other being the death timers), but ultimately I do not think will work in practice. I remain positive though as Riot have a clear direction where they are headed - it's not a bad one, but they are taking the odd wrong step. It's understandable, but I have faith in them. I think back to when I first started - when Twitch on the enemy team meant you had automatically lost, when Garen could happily stack 5 Sunfires, and I can't help but feel some progression. I think people need to look back at how things have been previously, and appreciate how far the game has come.
Hextech Anivia |
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