Patch Version 3.13 Posted on 11/04/2013 by GM_Rob Patch - TopicsExpress



          

Patch Version 3.13 Posted on 11/04/2013 by GM_Rob Patch 3.13 notes General PvP.net Service / Client We made some changes that allow us to dynamically provide ?Loss Forgiven? to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we?ll disable things on a more sophisticated level rather than turning off all ranked games Improved Champ Select Timer accuracy and reliability (to be turned on at a later date). The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely. We’ve also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?). Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select Temporary summoner icons for the Season 3 World Championship teams have been removed from the client Fixed an issue where purchased champions or skins would disappear in rare circumstances ________________________________________ Friends List Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients This will fix the following: Online friends appearing offline Opening the wrong friend when clicking on another Friends appearing to be another friend Fixed an issue where a player with a pending friend request would appear online after sending them a game invite Group Chat Panels received a visual update to match the new updated friends list ________________________________________ Game Interface Fixed a bug where some options, such as move camera on respawn, would not save Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom ________________________________________ In-Game Mechanics Attack Speed slows Summary: Attack speed slows (IE: Nasus’ Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows. Context: We?re updating attack speed slows in order to have more consistent counter play related to debuff removal. Essentially, we’re looking to treat all slows the same, whether they’re movement or attack speed based. Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects Affected champion abilities and items: Gragas Barrel Roll Malphite?s Ground Slam Randuin’s Omen Warden’s Mail ________________________________________ Champions with dashes tied to their ultimates Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion?s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash. Context: We’re adding more counter play for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete their ability, but be snared at the end. Crowd control effects can now be received during “unstoppable” movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes) Affected champions: Jarvan IV’s Cataclysm Nocturne’s Paranoia Vi’s Assault and Battery Malphite’s Unstoppable Force Hecarim’s Onslaught of Shadows ________________________________________ Stealth Champions Stealthing now causes a self-only screen tint visual effect. Affected champions: Akali Kha?zix LeBlanc Shaco Talon Teemo Twitch Vayne Wukong ________________________________________ Champions Aatrox Summary: Blood Well?s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment?s damage has been reduced (equal at lower levels, lower at max levels). Context: Any champion can be frustrating to play against when they?re capable of building very tanky while still outputting considerable DPS, so we’re lowering some of Aatrox?s innate damage. With this change, Aatrox must build items for damage and won?t be able to simultaneously tank and smash face as easily. Blood Well Passive Attack Speed changed to 30/35/40/45/50/55% (upgrades every 3 champion levels) (from 50% flat) Blades of Torment Damage reduced to 75/110/145/180/215 (from 75/120/165/210/255) ________________________________________ Ahri Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush’s base damage and AP ratios have been slightly reduced. Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahri’s from the great Ahri’s. Our core focuses are: Make Ahri?s default lane patterns more clear, so both Ahri and her opponents can make plays around them Make Ahri?s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding Essence Theft Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp) Fox-Fire Mana cost reduced to 50 (from 60) Diminishing returns effect on same-target hits increased to 70% (from 50%) (best case is now 100% + 30% + 30%) This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power)) Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount Charm Now increases the magic damage Ahri deals to the target by 20% for 6 seconds Mana cost changed to 85 (from 50/65/80/95/110) Spirit Rush Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165 (+0.35 Ability Power)) This reduces the max damage per target to 210/330/450 (+0.9 Ability Power) (from 255/375/495 (+1.05 Ability Power)) ________________________________________ Corki Summary: Corki’s base attack speed has been reduced. Missile Barrage’s base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo. Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he’s too overwhelming to play against. Here we’re reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage. General Base Attack Speed reduced to 0.625 (from 0.658) Missile Barrage Base damage reduced to 100/180/260 (from 120/190/260) Cooldown between missile shots increased to 2 seconds (from 1.2) Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo) ________________________________________ Fizz Summary: The active ability power ratio of Seastone Trident has been reduced significantly. Context: We?re aiming to reduce some of Fizz?s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights. Playful / Trickster Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster) Seastone Trident Active Ability Power ratio reduced to 0.15 (from 0.35) ________________________________________ Heimerdinger Summary: Heimerdinger?s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc. UPGRADE!!! makes Heimerdinger?s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing. Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction ? players will need to think carefully about how to use each in an optimal way. Raise your turrets! Passive: Techmaturgical Repair Bots Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen H-28G Evolution Turret Places a Turret at target location. Turret attacks prioritize Heimerdinger?s targets and enemies attacking Heimerdinger Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once Cost: 20 Mana and 1 Kit Cooldown: 1s H-28G Evolution Turret Stats Health: 150 (+25 per champion level) Attack – Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage Attack – Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown Maximum Turrets: 3 Hextech Micro-Rockets Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead Targeting the ability closer to Heimerdinger increases projectile spread Cost: 70/80/90/100/110 Mana Cooldown: 11s CH-1 Electron Storm Grenade Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds Enemies in the center of the blast are also stunned for 1.25 seconds Cost: 85 Mana Cooldown: 18/16/14/12/10 UPGRADE!!! Heimerdinger’s next basic spell is free and has bonus effects H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power)) CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80% Cooldown: 100/85/70 Cost: 100 Mana ________________________________________ Jinx Summary: Switcheroo!?s Minigun attack speed bonus has been reduced at early ranks. Zap!?s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units. Context: We feel that while Jinx’s kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx?s early damage potential while trying to minimize effects on her late game. Switcheroo! – Minigun Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%) Zap! Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210) Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85) No longer reveals stealthed units ________________________________________ Kassadin Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level. Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes. General Magic Resist per level reduced to 0 (from 1.25) Null Sphere Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280) Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from 1/1.4/1.8/2.2/2.6) Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110) Riftwalk Base damage increased to 80/100/120 (from 60/70/80) Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80) Added 0.1 Ability Power ratio per stack Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion ________________________________________ Morgana Summary: Morgana?s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although there?ll be some variation due to how the new Tormented Soil works. Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage. General Attack Range increased to 450 (from 425) Base Attack Speed increased to 0.625 (from 0.579) Improved basic attack responsiveness Tormented SOILENT GREEN
Posted on: Wed, 06 Nov 2013 10:34:38 +0000

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