Shadow Isles Patch Preview

    • Shadow Isles Patch Preview

      Phreak hat im vollgendem Beitrag eine Wall of Text bezüglich der Anpassung einiger Champions geschrieben.

      Shadow Isles Patch Preview - League of Legends Community

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      League of Rengar

      After his initial release, we made a series of improvements to help Rengar live up to his reputation as the ultimate predator. They worked – so well, in fact, that even after one round of nerfs Rengar’s still wreaking havoc all over the Fields of Justice.

      To dial back some of the extra kick that we gave the Pridestalker, we’ve got a series of upcoming changes. Step one was taking the bonus from a Ferocity-charged Savagery attack down to a more reasonable level. We’re also reducing his base Health Regen to make him less sustainable in lane. Because his base survivability was so high, Rengar players were able to dump a disproportionate amount of their Ferocity into raw damage potential. This made him an incredibly frustrating lane bully. With his Health Regen at a more reasonable level, Rengar will now have to balance his Ferocity between sustaining with Battle Roar and raw ganking potential.

      In addition to his laning presence, Rengar was able to abuse his ultimate to escape from sticky situations a little too easily. Since we wanted this ability to be about hunting people down and killing them, rather than split pushing and vanishing into the woods, we decided to reduce total stealth duration on Thrill of the Hunt and increase the cooldown. This should give the decision to go on the hunt a bit more gravitas.

      Evelynn Makes Widows

      Since the remake, the Widowmaker has really been living up to her name, and Agony’s Embrace has been causing tragic moments for champions all across the Fields of Justice. In an effort to mitigate the number of traumatized players Eve’s been leaving in her wake, we’re going to be dialing back the Ability Power ratio on her ultimate quite a bit. This should help to prevent her from snowballing out of control as the game goes on and she racks up AP.

      Evelynn’s ultimate was intended to work as a great initiation tool, slowing enemies and giving Evelynn the shield she needed to stay up through a team fight. In conjunction with a Deathfire Grasp, however, it can brutally spike down an enemy before they can react.

      Deathfire Grasp

      While we’re on the subject, Deathfire Grasp is a particularly challenging item to balance because adding an additional nuke to an already bursty mage (like Evelynn) can be a rather scary proposition. Because the stats it offers are already so desirable, there’s almost no downside to folding the active ability on DFG in with your standard spell combo and simply blowing people up.

      Because of the power the active brings to the table, we’ll be scaling back stat bonuses attached to DFG. We’re also scaling back the base damage on the active effect, but increasing the AP ratio to move it more toward the intended function of dealing with big, beefy tanks later in the game when you’ve had time to build up a bunch of Ability Power.

      Syndra Rising

      Syndra is getting a ton of quality of life improvements in the upcoming patch that should make her a lot easier to use effectively. While her overall utility placed her in a pretty strong position, getting the most out of the Dark Sovereign could be prohibitively tricky. In the new patch, her abilities should function much more intuitively. We also fixed a couple of nasty bugs that could prevent Force of Will, Scatter the Weak, or even Unleashed Power from functioning as intended, which could really hurt your game if you were relying on one them to keep an enemy at bay, set up a combo, or burst somebody down.

      Jayce Gets Hammered

      Jayce is proving a bit more formidable than we’d intended. The combination of Acceleration Gate and Shock Blast provides him with too much low cost poke, particularly for how difficult it can be to dodge the combo. To make Jayce players choose their shots a bit more carefully, we’re increasing the Mana cost on Acceleration Gate to make him a bit less frustrating to fight against.

      We also removed the flat base damage from Thundering Blow to make early exchanges with the Defender of Tomorrow a bit less heavy hitting. We’d always intended for this skill to be a disengage tool, and having it function as his hardest hitting nuke made it a bit too powerful. Even with just the percentage damage and Attack Damage ratio to carry it, it still hits pretty hard, but should make the idea of exchanging combos with Jayce a little less of an intimidating proposition.

      Robot Dancing

      Sona and Blitzcrank are two supports who both bring a lot to the table, but both are actually too durable for the functions their currently serve. To make sure they pay the price for mistakes they might make in lane, we’ll be dialing back the base stats on both of these popular support champions.

      For Sona, we really want to preserve the awesome poke gameplay she has with Hymn of Valor and Power Chord, but we still want her to be vulnerable when she overextends. She’s so safe in lane right now that other supports are actually less viable options by comparison. By taking her down a peg, we think we’ll actually open up the playing field in bottom lane to even more support characters.

      While Blitz needs to be a great deal more durable than Sona to fill his role, right now he’s so resilient that he’s able to initiate with relatively little risk. While pulling an opponent is still definitely a viable way to initiate, Blitzcrank’s tanky attributes allow him to simply use Overdrive to run in and open with Power Fist, and then yank the opponent back into range with Rocket Grab as they start to run away. We’re pleased to see these balls-out Power Fist charges, but we’d like them to serve as more of a high-risk gambit than they currently are.

      Ezreal’s Essence Fluxes

      Ezreal’s been a pretty consistently dominant force in the AD carry lineup since his induction into the League, albeit with a significant learning curve. Ezreal was always intended to be a slippery, long-range, high-skill champion who relied on his extreme mobility and long range poke to take down enemies. Unfortunately, right now, the Attack Speed debuff on Essence Flux is so powerful that it allows him to dominate 1 v 1 duels without doing any of that.

      In the upcoming patch, we’re removing the Attack Speed debuff on Essence Flux to prevent the Prodigal Explorer from simply casting his W on an adversary and then finishing off his crippled opponent with repeated attacks. This should force Ezreal players to be quicker on their feet and win duels through superior positioning rather than a brutal debuff.

      Phage and Trinity Force

      On a related note, we’re also bringing the slow effect on both Phage and Trinity Force down a peg. While this isn’t a direct nerf, both Ezreal and Corki (the two prime Trinity Force customers) can snowball pretty heavily through the added chasing potential that these items provide. To give injured opponents a better chance to escape from attackers both in top and bottom lane, we are reducing the slow effect applied by ranged attacks on both items, and reducing the slow duration on Phage.

      ______________________________


      Rengar, Ezreal und Sona hat's hart getroffen. Während die W bei Ezreal nun nutzlos erscheint, wird Sona wohl noch squishiger sein, als sie ohne hin schon war...yay.
    • Werbung zur Unterstützung des Forums ( Bitte AddBlocker deaktivieren )

    • Delinquenz;310525 schrieb:

      tl;dr

      ne kleine Zusammenfassung wäre nett. Esrazel hats getroffen? Endlich^^


      Nerf
      Nerf
      Nerf
      Buff
      Nerf
      Nerf
      Nerf
      Nerf

      Oder detaillierter:

      Bliltzcrank

      • Base health reduced to 423 from 468
      • Health gain per level reduced to 95 from 100.

      Eveylnn

      • Agony's Embrace AP Ratio reduced to +.01 from +.02.

      Ezreal

      • Essence Flux no longer reduced attack speed.

      Jayce

      • Thundering Blow's base damage reduced to 0 from 40/70/100/130/160
      • Acceleration Gate's Mana cost increased to 50 from 30.

      Rengar

      • Q's Ferocity bonus damage reduced to 100% from 150%
      • R's cooldown increased to 140/105/70 seconds from 120/85/50 seconds.

      Sona

      • Base health reduced to 340 from 380.
      • Base Armor reduced to 6 from 8.


      Items[INDENT]Bonetooth Necklace

      • Base damage reduced to 0 from 10.

      [/INDENT]
      [INDENT]Deathfire Grasp

      • Activate damage reduced to 15% ( +5% per 100 AP ) from 20% (+4% per 100 AP)
      • Cooldown reduction reduced to 0% from 15%

      [/INDENT]
      [INDENT]Trinity Force

      • Slow reduced to 25% for ranged attacks ( still 35% for melee )

      Phage

      • Slow reduced to 20% for ranged attacks ( still 30% for melee ).
      • Slow duration reduced to 2 seconds from 2.5

      [/INDENT]
    • Screwd;310541 schrieb:

      Das Update kotzt richtig an, die nehmen Jayce seine Stärke, Ezreal seinen Debuff etc.

      Deathfire lohnt jetzt garnicht, gibt ja nichtmal mehr CDR -.- von Trinity will ich garnicht erst reden


      Die Nerfs sind aber durchaus berechtigt.

      Jayce hatte einfach einen zu hohen Burst. Er ist ein Allrounder, mit gutem Initiate und Escape und Utility. So einem Champion kann man einfach keinen Burst geben, der dem gegner ab Lvl 6 nicht nur 1/4 der HP abzieht, sondern auch noch unmöglich macht, zu Traden, weil man ja weggeschleudert wird.

      Das sie Ez W den Debuff komplett entfernen, ist Überraschend, aber der Nerf war auch hier nötig. Der W bietet immer noch einen sicheren Harass, weil er durch Minions geht, dazu der hohe Basedmg. Der Debuff hatte aber so einen starken Effekt, das Atk-Speed Champions wie Vayne, Kog oder Caitlyn einfach useless waren im 1vs1. Ez sollte auf seine Mobilität und seinen Poke angewiesen sein, aber durch den Debuff konnte er fast alle Carrys kontern, ohne seinen E auch nur anzufassen.

      DFG musste generft werden, weil er den Champions, die sowieso schon hohen Burst haben, einfach zu viel power gibt. Das Problem mit DFG ist, das es eine Option sein sollte, für Champs wie AP Yi, oder Veigar. Champions, die Entweder zu wenig Dmg Spells haben, oder deren kompletter zweck in einer hohen 1-Hit-Kombo liegt, um ein Ziel aus dem Kampf zu nehmen. Was allerdings passiert ist, ist das es auf so ziemlich jedem Champion gekauft wurde, einfach weil es der Kombo einen extremen Dmg Output gab. Und es ist einfach nicht nötig einem Champion wie Ahri oder Orianna oder Evelynn einen Spell zusätzlich zu geben.
      Allerdings bezweifel ich, dass das Item in dem Zusatnd ins Game kommt. CDR und Dmg nerfen, damit wird das Item nahezu Nutzlos. Ich denke, das der Dmg generft wird, und die CDR wieder kommt, vllt nur mit 10%, aber ohne CDR gibt es einfach keinen Grund das Item zu kaufen.

      Blitz und Sona Nerf werden nicht so ins Gewicht fallen. Ein wenig vorsichtiger Spielen als Sona, als Blitz nicht Rambo reinrennen etc. Damit kann ich Leben.

      Trinity Nerf find ich sehr Gut. Als der Redbuff generft wurde, war es nur noch eine Frage der Zeit, bis Phage und TF generft werden, und es ist auch kein besonders heftiger Nerf.

      Falls Evelynn noch gespielt werden kann, wird sie Endlich in die ihr zugewiesene Rolle passen. Carrys Bursten. Vorher hat sie einfach jeden gekillt, jetzt kann sie sich nur noch auf leichte gegner konzentrieren. Allerdings ist der Nerf von ulti und DFG vllt zu Viel. Vllt wird sie jetzt auch wieder in Vergessenheit geraten.
    • Warum sollten die Notes nicht stimmen? Es steht ganz klar in Phreaks Beitrag, dass Sona und Rengar GENERFT werden.


      League of Rengar

      After his initial release, we made a series of improvements to help Rengar live up to his reputation as the ultimate predator. They worked – so well, in fact, that even after one round of nerfs Rengar’s still wreaking havoc all over the Fields of Justice.

      To dial back some of the extra kick that we gave the Pridestalker, we’ve got a series of upcoming changes. Step one was taking the bonus from a Ferocity-charged Savagery attack down to a more reasonable level. We’re also reducing his base Health Regen to make him less sustainable in lane. Because his base survivability was so high, Rengar players were able to dump a disproportionate amount of their Ferocity into raw damage potential. This made him an incredibly frustrating lane bully. With his Health Regen at a more reasonable level, Rengar will now have to balance his Ferocity between sustaining with Battle Roar and raw ganking potential.

      In addition to his laning presence, Rengar was able to abuse his ultimate to escape from sticky situations a little too easily. Since we wanted this ability to be about hunting people down and killing them, rather than split pushing and vanishing into the woods, we decided to reduce total stealth duration on Thrill of the Hunt and increase the cooldown. This should give the decision to go on the hunt a bit more gravitas.


      Robot Dancing

      Sona and Blitzcrank are two supports who both bring a lot to the table, but both are actually too durable for the functions their currently serve. To make sure they pay the price for mistakes they might make in lane, we’ll be dialing back the base stats on both of these popular support champions.

      For Sona, we really want to preserve the awesome poke gameplay she has with Hymn of Valor and Power Chord, but we still want her to be vulnerable when she overextends. She’s so safe in lane right now that other supports are actually less viable options by comparison. By taking her down a peg, we think we’ll actually open up the playing field in bottom lane to even more support characters.

      While Blitz needs to be a great deal more durable than Sona to fill his role, right now he’s so resilient that he’s able to initiate with relatively little risk. While pulling an opponent is still definitely a viable way to initiate, Blitzcrank’s tanky attributes allow him to simply use Overdrive to run in and open with Power Fist, and then yank the opponent back into range with Rocket Grab as they start to run away. We’re pleased to see these balls-out Power Fist charges, but we’d like them to serve as more of a high-risk gambit than they currently are.



      Rengar


      • Q's Ferocity bonus damage reduced to 100% from 150%
      • R's cooldown increased to 140/105/70 seconds from 120/85/50 seconds.


      Sona


      • Base health reduced to 340 from 380.
      • Base Armor reduced to 6 from 8.



      ItemsBonetooth Necklace


      • Base damage reduced to 0 from 10.