quinta-feira, 1 de agosto de 2013

[Updated] Patch 3.10 Notes

[Updated] - Patch 3.10 Notes - Patch Tonight/Tomorrow

Riot has JUST posted the maintenance thread for patch 3.10

Originally Posted by Riot (View RedTracker Source)

Summoners,

On 7/31/13, starting at 01:30 AM PST, ranked queues will be disabled in preparation for patch 3.10. At 03:00 AM PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
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On 31/07/13, starting at 03:30 UK Time, ranked queues will be disabled in preparation for patch 3.10. At 05:00 UK Time, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
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On 31/07/13, starting at 01:30 CEST, ranked queues will be disabled in preparation for patch 3.9. At 03:00 CEST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.


Patch Notes

Originally Posted by Riot (View RedTracker Source)

"The Patch Preview has been temporarily delayed due to technical difficulties and will arrive tomorrow! Thanks for your patience, Summoners - you can consider this a Patch (p)Review in spirit."

 

">Ashe

Summary: While cleaning up

">Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.

Focus

  • Focus stacks per second increased to 4/5/6/7/8 from 3/4/5/6/7
  • Fixed a bug where Focus was granting stacks while on cooldown in certain situations

Elise

Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.

Spiderlings

  • Health reduced to 90-260 from 125-550
  • Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
  • Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
  • Multi-target damage reduction adjusted to 25% from 10/20/30/40%
  • Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
  • Spiderlings now group closer together while moving

Volatile Spiderling

  • Movement Speed has been reduced

Rappel

  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time

">Fiddlesticks

Crowstorm

  • No longer reduces Baron Nashor's, Dragon's or Vilemaw's Magic Resist

">Fizz

Playful/Trickster

  • Fixed a bug that occasionally caused rapid casts to deal no damage

">Karthus

Lay Waste

  • Now casts at max range when targeted beyond max range during Death Defied

Defile

  • Ability Power ratio reduced to 0.2 from 0.25
  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly toggled, increasing its damage output

">Malzahar

Call of the Void

  • Missile visibility from fog of war and brush now consistent with other missiles

Summon Voidling

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions

">Master Yi (remake)

Summary: 

">Master Yi has been reworked with a new model and changes to his kit. For a full rundown of the Wuju Master's changes, click here.

General

  • Health per level increased to 92 from 86
  • Base Mana reduced to 180 from 199
  • Mana per level increased to 42 from 36
  • Base Armor reduced to 15 from 16.3
  • Armor per level reduced to 3 from 3.7
  • Attack Speed per level reduced to 2.75% from 2.98%

Double Strike

">Master Yi will attack twice, dealing 50% damage on the second strike

Alpha Strike

">Master Yi becomes untargetable and dashes to up to 4 units, dealing 25/60/95/130/165 (+1.0 total Attack Damage) physical damage and 75/100/125/150/175 bonus damage to minions. Alpha Strike can critically strike for 60% of
Master Yi The Wuju Bladesman
  • Damage:58.22(+3.1 per level)
  • Health:530(+86 per level)
  • Mana:235(+36 per level)
  • Movement Speed:330
  • Armor:20(+3.7 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:6.75
  • Mana Per 5 Sec:6.5
">Master Yi's total Attack Damage.
  • Alpha Strike's cooldown is reduced by 1 second each time
    Master Yi The Wuju Bladesman
    • Damage:58.22(+3.1 per level)
    • Health:530(+86 per level)
    • Mana:235(+36 per level)
    • Movement Speed:330
    • Armor:20(+3.7 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:6.75
    • Mana Per 5 Sec:6.5
  • ">Master Yi basic attacks
  • Mana Cost: 70/80/90/100/110
  • Cooldown: 18/17/16/15/14
  • Meditate

    ">Master Yi channels for 4 seconds, gaining 40/45/50/55/60% damage reduction and healing for 30/50/70/90/110 (+0.3 Ability Power) per second. This heal is increased by 1% for every 1% Health
    Master Yi The Wuju Bladesman
    • Damage:58.22(+3.1 per level)
    • Health:530(+86 per level)
    • Mana:235(+36 per level)
    • Movement Speed:330
    • Armor:20(+3.7 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:6.75
    • Mana Per 5 Sec:6.5
    ">Master Yi is missing. The damage reduction is halved against turrets
  • Mana Cost: 50/65/80/95/110
  • Cooldown: 35
  • Wuju Style

    ">Master Yi gains 7/9/11/13/15% Attack Damage
  • Active:
    Master Yi The Wuju Bladesman
    • Damage:58.22(+3.1 per level)
    • Health:530(+86 per level)
    • Mana:235(+36 per level)
    • Movement Speed:330
    • Armor:20(+3.7 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:6.75
    • Mana Per 5 Sec:6.5
  • ">Master Yi deals 10/15/20/25/30 (+0.1/0.125/0.15/0.175/0.2 total Attack Damage) true damage on hit for 5 seconds. Wuju Style's passive bonus is lost while the skill is on cooldown
  • Mana Cost: 0
  • Cooldown: 18/17/16/15/14
  • Highlander

    ">Master Yi kills a champion, the cooldowns on his basic abilities are reduced by 18 seconds (half for assists)
  • Active: Grants
    Master Yi The Wuju Bladesman
    • Damage:58.22(+3.1 per level)
    • Health:530(+86 per level)
    • Mana:235(+36 per level)
    • Movement Speed:330
    • Armor:20(+3.7 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:6.75
    • Mana Per 5 Sec:6.5
  • ">Master Yi 30/55/80% Attack Speed and 25/35/45% Movement Speed for 10 seconds. If
    Master Yi The Wuju Bladesman
    • Damage:58.22(+3.1 per level)
    • Health:530(+86 per level)
    • Mana:235(+36 per level)
    • Movement Speed:330
    • Armor:20(+3.7 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:6.75
    • Mana Per 5 Sec:6.5
    ">Master Yi scores a kill or assist while Highlander is active, Highlander's duration is extended by 4 seconds
  • Mana Cost: 100
  • Cooldown: 75

  • Nami

    Aqua Prison


    Poppy The Iron Ambassador
    • Damage:59.675(+3.375 per level)
    • Health:504(+81 per level)
    • Mana:215(+30 per level)
    • Movement Speed:320
    • Armor:22(+4 per level)
    • Magic Resist:30
    • Health Per 5 Sec:7.45
    • Mana Per 5 Sec:6.4
    ">Poppy

    Heroic Charge


    Ryze The Rogue Mage
    • Damage:53(+3 per level)
    • Health:446(+86 per level)
    • Mana:305(+55 per level)
    • Movement Speed:310
    • Armor:14.9(+3.9 per level)
    • Magic Resist:30
    • Health Per 5 Sec:4.35
    • Mana Per 5 Sec:7
    ">Ryze

    Summary: The ranges of

    Ryze The Rogue Mage
    ">Ryze's spells are being reduced this patch, but his base movement speed and Desperate Power movement speed buff have both been increased to compensate.

    Context: With his spell range and high late game damage,

    Ryze The Rogue Mage
    ">Ryze could effectively nuke back line squishies from distance while still playing the role of "tanky beast" (when built in that way). We wanted to refocus on
    Ryze The Rogue Mage
    ">Ryze
    's core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.

    Overload

    Rune Prison

    Spell Flux

    Desperate Power


    Thresh

    Summary: Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.

    Context: We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.

    General

    Damnation


    Twisted Fate The Card Master
    • Damage:49.71(+3.3 per level)
    • Health:466(+82 per level)
    • Mana:240(+38 per level)
    • Movement Speed:305
    • Armor:14.4(+3.15 per level)
    • Magic Resist:30
    • Health Per 5 Sec:4.5
    • Mana Per 5 Sec:6.5
    ">Twisted Fate

    Summary: Loaded Dice no longer grants global bonus gold, but instead gives

    Twisted Fate The Card Master
    ">Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.

    Context: Loaded Dice was giving

    Twisted Fate The Card Master
    ">Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.

    The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they'll have a smaller window to act once they lock in their card.

    Loaded Dice (Remade)

    Pick a Card


    Udyr The Animal Spirit
    • Damage:56.11(+3.2 per level)
    • Health:526(+99 per level)
    • Mana:250(+30 per level)
    • Movement Speed:320
    • Armor:18.75(+4 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:7.45
    • Mana Per 5 Sec:6.4
    ">Udyr

     


    Vayne The Night Hunter
    • Damage:53.25(+3.25 per level)
    • Health:442(+83 per level)
    • Mana:200(+27 per level)
    • Movement Speed:300
    • Armor:12.7(+3.4 per level)
    • Magic Resist:30
    • Health Per 5 Sec:4.5
    • Mana Per 5 Sec:6.3
    ">Vayne

    Condemn

    Final Hour


    Warwick The Blood Hunter
    • Damage:60.135(+3.375 per level)
    • Health:526(+98 per level)
    • Mana:220(+30 per level)
    • Movement Speed:320
    • Armor:19.5(+3.5 per level)
    • Magic Resist:31.25(+1.25 per level)
    • Health Per 5 Sec:7.05
    • Mana Per 5 Sec:7.1
    ">Warwick

    Infinite Duress


    Zac

    Elastic Slingshot


    General Champion Changes


    Items

    Magic Resistance Items

    Summary: A new magic resistance item has been added to the game in the form of a mid-level MR item that builds into Spirit Visage and Banshee's Veil.

    Context: We wanted to reposition Magic Resistance as a personal stat as opposed to an aura-focused stat (see below for our Runic Bulwark updates). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more options for tanks versus late game poke teams.

    New Item: Spectre's Cowl

    Spirit Visage

    Banshee's Veil

    Guardian Angel


    Runic Bulwark and Locket of the Iron Solari

    Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.

    Context: We wanted to reduce the burden of buying an Aegis/Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction items.

    Aegis of the Legion

    Runic Bulwark

    Locket of the Iron Solari


    Blade of the Ruined King


    Warden's Mail


    Randuin's Omen


    Frozen Heart


    New Icons


    Maps

    Summoner's Rift

    Jungle Monsters

    Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns meaning junglers will have to fully clear the camp in order to hit level 2, and not just kill the buff monster.

    Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we're pushing spawn timers even further to finish the job while fixing some other unintended side effects.

    Junglers could completely cripple their enemy team counterparts - especially early on - without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but want to make sure there's an appropriate amount of risk involved.


    Baron Nashor

    Summary: Baron Nashor now takes less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he applies to whoever's tanking him) as opposed to directly reducing Attack Damage.

    Context: Soloing Baron with sustained magic damage was too easy for a select few champions. This change makes things more consistent overall. A noted side effect is that teams who start fighting Baron will be at less of a disadvantage when engaged upon by the enemy team due to the fact that Voracious Corrosion no longer alters overall attack damage and instead only reduces damage directed at Baron Nashor. We'll continue to monitor this and act if it seems to be a significant problem.


    Turrets

    Summary: Turrets are now harder to push down within the very early stages of the game. We've also corrected a minor bug that gave purple side inner turrets slightly more armor than intended.

    Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players - particularly in competitive play - have been entirely bypassing the laning phase. Ultimately we didn't want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.

    For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.


    Twisted Treeline and Crystal Scar

    General Changes

    Summary: Needlessly Large Rod and Deathfire Grasp have been removed from these map modes, with more mid-level AP items added in, including Liandry's Torment, Seeker's Armguard, and Moonflair Spellblade - a mid-tier defensive AP item. Blackfire Torch now has the same active ability of Deathfire Grasp.

    Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) have been removed because it was unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker's Armguard should help with early-mid game survivability.


    RETURNING ITEM: Moonflair Spellblade (Ranged Only)

    Blackfire Torch

    Wooglet's Witchcap


    Bug Fixes


    General

    Champion Search Tags

    Summary: Now, champion search tags more accurately represent the team role each champion plays and better explains the recommended play style for a particular champion to new players. In future releases, we'll continue to refine these tags and how they appear in PvP.net. For more information on our changes, read more here.


    Ready Check

    Summary: In order to get players into games faster, those that habitually fail to accept matched games will be temporarily removed from the queue. This should help players with longer queue times in addition to removing some fringe abuse cases.


    Chat

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