Old Kassadins combination of high mobility, strong disables and - TopicsExpress



          

Old Kassadins combination of high mobility, strong disables and high burst damage left his victims with very few to no options against him (other than banning him in every single ranked game), especially when he snowballed ahead. Our focus here is to introduce more counterplay to Kassadins kit, something we couldnt do with number tweaks alone. For example, lowering Kasss damage doesnt make for an interesting gameplay interaction (it just means you can turn around and smash him in the face if you survive the burst), while increasing his cooldowns means he just needs to wait longer before blowing somebody up. In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. Its worth stressing: these changes are to make Kassadin less of a blow someone up when you can champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe. Obviously, this is a significant change, so well be watching his performance very closely. Weve increased Kassadins attack range and changed his passive so it no longer grants attack speed but avoids unit collision. We reduced Null Spheres damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadins missing mana. No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. Weve reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs. General Visuals Kassadins particles have been updated! Attack Range 125 ⇒ 150 Passive - Void Stone newUtility Kassadin now additionally ignores unit collision Attack Speed Bonus Bonus attack speed per magic damage reduced ⇒ No longer grants attack speed Q - Null Sphere newUtility Now additionally grants Kassadin a shield for 1.5 seconds that absorbs 40/70/100/130/160 (+0.3 Ability Power) magic damage newUtility Silences the target ⇒ No longer silences, instead it interrupts channel spells Damage 80/110/140/170/200 (+0.7 ability power) ⇒ 80/105/130/155/180 (+0.7 ability power) newW - Nether Blade Passive Kassadins basic attacks draw energy from the void, dealing 20 (+0.1 ability power) bonus magic damage. Active Kassadin charges his Nether Blade, causing his next basic attack to deal 40/65/90/115/140 (+0.6 ability power) bonus magic damage and restore 4/5/6/7/8% of his missing mana (increases to 20/25/30/35/40% against champions). Cooldown 6 seconds Mana Cost No cost Utility Resets Kassadins basic attack timer on activation E - Force Pulse Damage 80/120/160/200/240 (+0.7 ability power) ⇒ 80/105/130/155/180 (+0.7 ability power) R - Riftwalk newDamage 80/100/120 (+0.8 ability power) ⇒ 80/100/120 (+2% maximum mana) newStacking Damage 50/55/60 (+0.1 ability power) per stack ⇒ 40/50/60 (+1% maximum mana) per stack newRiftwalk Stacks Costs +100 mana per stack ⇒ Now doubles its mana cost per stack newUtility Refunds mana on hitting enemy champions ⇒ No longer refunds mana on hitting enemy champions Cooldown 7/6/5 seconds ⇒ 7/5/3 seconds Mana Cost 100 ⇒ 75 Maximum Stacks 10 ⇒ 4 Stack Duration 8 seconds ⇒ 12 seconds Back to top Champions Annie We like Annies versatility, but some of her base damage is too high for how shes currently being used. Our goal is to introduce more interesting choices in Annies kit (particularly on that Disintegrate buff) as we looked for ways to buff her late game scaling when she builds more traditional AP items. Weve reduced Disintegrates cooldown by half on any kill (champion or minion). Weve also fiddled with Incinerate and Tibbers so they do less base damage but scale better with AP. Q - Disintegrate newUtility Reduces cooldown by half on all kills (champion or minion) Base Damage 85/125/165/205/245 ⇒ 80/115/150/185/220 Ability Power Ratio 0.7 ⇒ 0.8 W - Incinerate Base Damage 80/130/180/230/280 ⇒ 70/115/160/205/250 Ability Power Ratio 0.75 ⇒ 0.85 R - Summon: Tibbers Base Damage 200/325/450 ⇒ 175/300/425 Ability Power Ratio 0.7 ⇒ 0.8 Diana The Lich Bane changes affect Diana pretty hard, so were tweaking her numbers a little to make sure she still packs a punch. More on Lich Bane below. Passive - Moonsilver Blade Ability Power Ratio 0.6 ⇒ 0.8 Elise Reiterating what was mentioned in the foreword of the patch notes, we like champions that have different strengths and weaknesses at various points in the game, but jungle Elise was an extreme outlier with her super strong spider-of-all-trades early game. This is definitely a nerf, but well keep an eye on Elise as she adjusts. We lowered Neurotoxin/Venomous Bites damage versus monsters while making Cocoons stun shorter at early levels and higher at later levels. We also shortened the cooldown of Rappel and lowered spiderling health at early levels but raised it at higher levels. Q - Neurotoxin Base Damage 40/80/120/160/200 ⇒ 40/75/110/145/180 Maximum % health damage vs. monsters 60/120/180/240/300 ⇒ 50/75/100/125/150 Q - Venomous Bite Base Damage 60/110/160/210/260 ⇒ 60/100/140/180/220 Maximum % health damage vs. monsters 60/120/180/240/300 ⇒ 50/75/100/125/150 E - Cocoon Stun duration 1.5 seconds ⇒ 1/1.25/1.5/1.75/2 seconds E - Rappel Cooldown 26/24/22/20/18 seconds ⇒ 26/23/20/17/14 seconds R - Spider Form Spiderling Health (Rough Values) 90~260 ⇒ 85~390 Spiderling Health (Real Values) 90/100/110/120/130/140/150/160/170/180/190/200/210/ 220/230/240/250/260 ⇒ 85/95/105/115/125/135/145/160/175/190/210/230/250/ 275/300/325/355/390 Ezreal We saw the Lich Bane changes as an easy opportunity to preserve the AP Ezreal off-build without jeopardizing the health / balance of his primary build. More on Lich Bane below. Q - Mystic Shot Ability Power Ratio 0.20 ⇒ 0.40 Fizz Lich Banes a pretty key item for Fizz, so were giving the little fish dude a buff to compensate for the item change. More on Lich Bane below. W - Seastone Trident Active Ability Power Ratio 0.15 ⇒ 0.25 Heimerdinger Weve been paying close attention to Heimerdinger since his kit rework and felt he could use a little more late game help. Turret basic attacks deal a hell of a lot more damage than people realize, so were tying their power in with the “flashier” big sister: The Beam. This way, Heimerdinger must position his turrets for maximum effectiveness on both attacks (basics and beams). Heimers got a visual update! We bumped up Heimers move speed and made some changes to his turrets. Turret health now scales with AP and champion levels, and turret basic attacks now reduce the cooldown of turret beams instead of CDR. Also, turrets are now a little worse at last hitting minions unless Heimer orders them to attack specific ones. General Heimerdinger has received a visual update, including one hell of a haircut! Check out the full details here. Base Movement Speed 335 ⇒ 340 Q - H-28G Evolution Turret newUtility Heimerdinger now spawns with maximum ammo count newUtility Turret Health now scales with Ability Power at a ratio based on level (flat 0.05 Ability Power ratio from levels 1-8, increases by 0.035 per level from levels 9-18 ending at 0.40 at level 18) newUtility Turret basic attacks now restore 1/2/3/4/5% Beam charge newUtility Cooldown reduction modifies beam cooldown ⇒ Cooldown reduction no longer modifies Beam cooldown Smarts Turret AI is less reliable at last-hitting minions unless Heimer himself has ordered the Turret by attacking that minion KogMaw Late game, Caustic Spittles lower cast range often clashed with Kogs Bio-Arcane Barrage empowered attack range, so were clarifying KogMaws role as an artillery-lobbing, tank-shredding, spittle-spitting, purple people-eating, puppy-monster… thing. Caustic Spittle is now a straight line skill shot with a longer range. It has a higher base damage and now shreds the targets armor and magic resistance. Q - Caustic Spittle newUtility Targeted ability ⇒ Now a straight line skill shot newArmor and Magic Resistance Shred Flat 5/10/15/20/25 ⇒ 20/22/24/26/28% Range 625 ⇒ 1000 Base Damage 60/110/160/210/260 ⇒ 80/130/180/230/280 Ability Power Ratio 0.7 ⇒ 0.5 W - Bio-Arcane Barrage newMana Cost 50 ⇒ Now has no mana cost R - Living Artillery BUGFIX Fixed tooltip to reflect that only the base damage is amplified versus champions Nautilus Were giving Nautilus some love so he can be a little safer in the jungle while scaling better into the late game (particularly with his slow early game). W - Titans Wrath Cooldown 22/21/20/19/18 seconds ⇒ 18 seconds at all ranks Bonus Health Ratio 10% ⇒ 15% Sivir Continuing our Sivir watch since her rework. These nerfs mean Sivir cant create an unhealthy lane by auto-pushing her opponents to the tower without interacting with them. The higher mana costs combined with a buffed mana restore on Spell Shield means Sivir needs to take more risks to keep using her abilities. Q - Boomerang Blade Damage loss per enemy hit 10% ⇒ 15% (still a minimum of 40% damage) W - Ricochet Mana Cost 40 ⇒ 60 E - Spell Shield Mana Restore 60/75/90/105/120 ⇒ 80/95/110/125/140 Skarner We said wed monitor Skarner after his changes, and were continuing to do so. The buffs in patch 4.3 were a good direction but it looks like Skarner could use a little more reliability. E - Fracture Missile Width 60 ⇒ 70 Missile Speed 1400 ⇒ 1500 Thresh 8 seconds is really all the time a soul needs before it realizes it can escape from Thresh. The shorter window to pick up souls means Thresh will have to take more risks as he tries to collect distant souls. Passive - Damnation Soul Despawn Rate 15 seconds ⇒ 8 seconds Tristana Using Rapid Fire is about timing and opportunity (not mana costs!), so were clarifying its use. Q - Rapid Fire newMana Cost 50 ⇒ Now has no mana cost Twisted Fate Twisted Fate was another Lich Bane fan who relied on its extra damage to stay strong. Now that weve knocked Lich Bane down a few notches, were giving the Card Master a couple buffs to keep him happy. More on Lich Bane below. W - Pick A Card Ability Power Ratio 0.4 ⇒ 0.5 E - Stacked Deck Ability Power Ratio 0.4 ⇒ 0.5 Vi Vi deals a lot of damage when building tanky and we want to incentivize her to go back to what she does best: punching things. The change to Assault and Battery gives a little more breathing room for her opponents between her oppressive early ganks while also giving foes more opportunities to capitalize on poorly planned ults. Vault Breaker has a lower base damage now but scales better with AD. We also raised Assault and Batterys cooldown at early ranks and reduced the knockback duration and distance to secondary targets. Q - Vault Breaker Minimum damage 50/80/110/140/170 (+.7 Bonus Attack Damage) ⇒ 50/75/100/125/150 (+.8 Bonus Attack Damage) Maximum damage 100/160/220/280/340 (+1.4 Bonus Attack Damage) ⇒ 100/150/200/250/300 (+1.6 Bonus Attack Damage) R - Assault and Battery Cooldown 130/105/80 seconds ⇒ 150/115/80 seconds Knockback duration on secondary targets 0.5 seconds ⇒ 0.25 seconds Knockback distance on secondary targets 350 ⇒ 250 Back to top Minor Changes & Bug Fixes Font Updates Were switching our loading screen and in-game announcer fonts to a better recognized, stable font. We changed the loading screen and in-game announcer fonts! Recall Attacks and damaging spells that hit a shielded target will now cancel a recall cast in progress, even if the shield is not broken by the incoming damage Jungle Weve gussied up the health restoration particle you get when you kill large jungle monsters. Now comes with 100% extra swirl Fiora R - Blade Waltz Bugfix Fixed a bug where Fiora would occasionally be locked out of using Flash if Blade Waltz was interrupted Karthus We fixed a bug that caused Karthus to lose certain item buffs for varying amounts of time when he became a spirit. Well keep an eye on Karthus after this patch as this fix is a significant buff to his damage while in his undead-er form. Passive - Death Defied Bugfix Fixed a bug that was causing Karthus to lose the multipliers on Deathcap, Last Whisper, and Void Staff for varying amounts of time after becoming a zombie LeBlanc E - Ethereal Chains Bugfix Fixed a bug where Ethereal Chains could still root an enemy even if LeBlanc was out of range when the secondary effect procced Lux Were updating Final Sparks targeting indicator so players who use quick cast can see the range of the spell easier. R - Final Spark newUtility Now displays a targeting circle when highlighting the ability Quinn With this change youll still have to figure out what Valor likes to do, but at least youll know when hes taking a break and wont help you out on his own. Passive - Harrier Utility Now displays as on cooldown when Valor is unable to mark a target on his own due to recently marking a target Udyr E - Bear Stance Bugfix Fixed a tooltip bug to reflect that Udyr can stun the same target once every 5 seconds, not 6 VelKoz General Visuals Weve updated base VelKozs texture fidelity! Yorick We fixed a bug that caused Yoricks Omen of Deathd target (well thats awkward to write) to lose certain item buffs for varying amounts of time when they became a zombie. Well be watching Yorick after this patch as this fix is a significant buff to Omen of Death. Q - Omen of War Bugfix Fixed a bug where Yorick could permanently ignore unit collision after casting Omen of War. R - Omen of Death Bugfix Fixed a bug that was causing Omen of Deaths target to lose the multipliers on Deathcap, Last Whisper, and Void Staff for varying amounts of time after becoming a zombie. Back to top Items Lich Bane Historically weve run into a lot of problems with champions who use Lich Bane because of its high-power AP burst, so were taking a look at the item itself. Lich Bane is designed to be a damage supplement for AP champs that incorporate basic attacks into their spell rotations, unlike Deathfire Grasp which is for champions who want to optimize their burst damage. This adjustment lets us take a look at champions who traditionally depend on Lich Bane for their damage output. Weve given a bit of power back to Diana, Ezreal, Fizz and Twisted Fate for now and well keep a close eye on the state of the game after this change to see if we need to help out anyone else. Were lowering Lich Banes damage. Empowered Damage Deals 50 (+0.75 ability power) magic damage ⇒ Deals 75% Base AD (+0.5 Ability Power) magic damage Trinkets (Warding Totem, Sweeping Lens, Scrying Orb) A lot of players were relying on the early Warding Totem to protect standard invade paths, which ended up preventing meaningful aggression. We like that invading can be a team strategy, so were hoping this helps out. Plus, lowering the swap cooldown for trinkets should allow for more flexibility. Start Cooldown (for all trinkets) 90 seconds ⇒ 120 seconds Swap Cooldown (for all trinkets) 180 seconds ⇒ 120 seconds Wriggles Line Were currently working on the Wriggles line of items and, in patch 4.5, well be introducing an evolution to Wriggles Lantern where it transforms into a more powerful item called Feral Flare when you accumulate a large number of monster kills. Once again, that item will hit in 4.5 but you can play with the minor Madreds and Wriggles changes for now. The specific goal here is to fill in the “missing link” of jungle items for basic attack reliant champions. We really want to give carry junglers an item that focuses on a weaker early game for mid to late game payoffs. Madreds Razors now gives attack speed rather than armor. Wriggles Lantern now gives attack damage and a little more attack speed rather than armor and attack speed. Madreds Razors newRecipe Cloth Armor + Hunters Machete + 100 gold (total cost 700g) ⇒ Dagger + Hunters Machete + 50g (total cost 750g) newAttack Speed +15% Attack Speed Armor +20 Armor ⇒ Removed Passive Maim Basic attacks deal 60 bonus magic damage and restore 5 health on hit versus monsters ⇒ Basic attacks deal 60 bonus magic damage and restore 8 health on hit versus monsters Wriggles Lantern newRecipe Madreds Razors + Dagger + Dagger + 150 gold (total cost 1650 gold) ⇒ Madreds Razors + Long Sword + Dagger + 140 gold (total cost 1650 gold) newAttack damage +12 attack damage Attack speed 25% ⇒ 30% Armor +20 Armor ⇒ Removed Passive gold bonus 40% increased gold from monsters ⇒ 30% increased gold from monsters Passive Maim (Unchanged) Basic attacks against monsters deal 100 bonus magic damage and restore 10 health. Active (Unchanged) Places a stealth ward that lasts 180 seconds (cooldown: 180 seconds) Back to top Summoner Spells Teleport We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love. newUtility Teleporting to an allied turret reduces the cooldown of Teleport by 100 seconds (total 200 second cooldown. 300 seconds if Teleport is used on an object.). Cancellation Penalty Cancelling a Teleport in progress reduces the cooldown of Teleport to 150 seconds ⇒ 200 seconds Graphical Updates Were continuing along our goal of making gameplay more readable, satisfying, and visceral. Also pretty. Barrier particles and sound effects updated Heal particles and sound effects updated Teleport particles and sound effects updated Ignite particles updated Ghost sound effects updated Screenshots in the spells tab of your profile have been updated according to recent changes. Back to top Twisted Treeline Renekton The crocodile can be pretty overwhelming in a 3s match, so were taking a little power off. R - Dominus Bonus Health 300/450/600 ⇒ 200/350/500 Damage per second 40/70/100 ⇒ 30/60/90 Syndra As a zone control mage, Syndra was designed and balanced to fend off 5 attackers, but she can be oppressive in 3v3 matches. E - Scatter the Weak Cooldown 18/16.5/15/13.5/12 seconds ⇒ 20/18.5/17/15.5/14 seconds R - Unleashed Power Cooldown 100/90/80 seconds ⇒ 120/105/90 seconds Back to top Crystal Scar Talon Talons invisibility is really strong on wardless maps, so were upping the cooldown a bit to compensate. Were also lowering his mid/late game burst because really, its too damn high. Q - Noxian Diplomacy Base Damage 30/60/90/120/150 ⇒ 30/55/80/105/130 R - Shadow Assault Cooldown 75/65/55 seconds ⇒ 85/75/65 seconds Thresh Threshs soul pickup rate on Dominion is pretty low in comparison to SR, which leaves him lackluster in the stats department. So, were giving him some help to hit parity with other tanks and supports. Passive - Damnation Gains per Soul Collected 1 soul = 1 stack ⇒ 1 soul = 4 stacks R - The Box Cooldown 150/140/130 seconds ⇒ 120/110/100 seconds
Posted on: Tue, 18 Mar 2014 17:21:13 +0000

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