UPDATE: Dino Gnar Video is here! Also there's new feature added to invites - suggested players.
In big form he throws... parts of the house?
New Minion Portrait Icons
Melee Caster Cannon Siege
Summoner's Rift Update Changes
Originally Posted by Riot (View RedTracker Source)
It’s time for our first big update to Summoner’s Rift! We’ve got a lot of content today, with changes for everything from Baron Nashor to the minimap. Check below for all the details and, as always we’d love to hear your feedback in this thread and please report any bugs you find here.
MAP & ART CHANGES:
FOG OF WAR :: In-game coloration has been improved!
GROUND TEXTURES :: Ground textures have been adjusted so that jungle pathing should be more readable
MORE GROUND TEXTURES :: We've made the ground textures brighter for the north and east jungle, as well as all lanes
TEXTURE UPDATES :: We've updated textures all over the map
MINIMAP BRIGHTNESS :: Minimap brightness levels have been adjusted to address visibility issues (should be much easier to see wards on the minimap now)
CRITTERS :: Ambient Critters have emerged on the Rift! See if you can spot them!
Context: When we were looking at the positioning of top lane / bottom lane brush, we found that they were actually off-center by about 450 units. We considered just leaving them alone, but realized that this is exactly the kind of stuff we should be doing with an update to Summoner's Rift, so we shifted them back.
- BRUSH POSITIONING :: Top lane and Bottom lane brush have been re-centered (they’ve moved about 450 units in total)
Context: We did some tuning for the Dragon fight to bring his damage closer to what you might expect on Live. That said, it was really tough to tell how much damage Dragon's fire laser (flame breath) was doing - and how frequently he was using it – so we removed it in the name of CLARITY.
FIRE BALL :: Deals 50% damage to targets beyond the first (instead of full AoE dmg)
FLAME BREATH :: Removed (the dragon laser)
Context: We're testing something new! While these changes mean Baron will be easier to take out when a team has full control (less damage, no Voracious Corrosion on multiple targets), they also make it easier for opponents to engage on a team that's already started fighting Baron (as he has more crowd control abilities).
Final point: removing the knock... forward? on Back Spikes makes the fight a little more forgiving for the squishy targets who want to hide deeper in the pit (or maybe we want them huddling there when a fight happens so it'll be harder to escape, who knows...).
INDICATORS :: Have been recolored and will appear faster
DEATH BREATH :: - Area-of-effect changed to match the visuals
VORACIOUS CORROSION :: Baron's Spells no longer apply stacks of Voracious Corrosion (now only applied to whoever is tanking damage)
BACK SPIKES :: No longer knock enemies toward the front of the pit
ACID BALL :: No longer deals damage-over-time in the acid pools. Now slows for 50% inside the pool.
BARON TAIL :: Knockup time increased to 1.25s (from 1s). Damage lowered by 25%.
BUGFIX :: Baron now properly regenerates health when attacked from over the wall
Global map adjustments have been made so that minimap icons and in-game Fog of War will now draw correctly
Animated Brush performance optimizations
Creature/minion performance optimizations
Faster loading time for low end machines
Memory improvements across the map by optimizing animated props
Black screen of suck has been fixed
Mac is no longer die
Banner of Command now properly transforms cannon minions
Rengar's Dominion trinket is gone from the shop
Nunu's consume now gives buffs
Lee Sin no longer crashes the game when he uses Sonic Resonance on the Blue Buff (whoops)
Red and Blue caster minions no longer have different attack speeds (double whoops)
Red cannon minions have learned to attack properly
Health bars on structures are now in the correct place
Turrets are no longer missing particles
Pathing around turrets has been fixed
Dragon and Baron always attack
Missing icons for Baron/Dragon/jungle camps have been added
Debug strings when pinging Baron/Dragon/jungle camps have been fixed
Invite Suggested Players
- GNAR! [ R ] - Scaling is now 0.3*AD (from 0.5)
- GNAR! [ R ] - Now slows by 45% (down from 60%)
- GNAR! [ R ] - Slow lasts now 1.25/1.5/1.75 seconds (from 1.5/1.75/2.0)
Top 5 Items We Miss From League of Legends
NOTE: Landing Page, Patcher and Summoner's Rift Update are back.
Arcade MF Splash
New Ward Pings?
NOTE: They're not implemented in the game yet.
Friendly Ward Enemy Ward
New Profile Icon
Head of Kha'Zix
- [NEW] Special Bonus: Rengar has increased vision range while in brush.
- Now gives 50 Attack Damage (up from 40)
- Now costs 2175 gold (down from 2275)
Patch Rundown – 4.13
Originally Posted by Riot (View Original Source)
We’re back with the second episode of Patch Rundown!
Patch 4.13’s one of the last updates before Worlds, so we have tweaks aplenty for a number of champions! This rundown, MsPudding’s joined by Statikk and Fearless alongside Team Dignitas’ very own Scarra to discuss Sona’s update along with changes to aggro junglers and assassins.
As before, we’re looking for feedback to help us improve future videos, so add in your comments below!
Important: Patch 4.13 Notes
Important: Unofficial PBE Patch Notes for 7/29/2014 - Gnar, Riot Kayle, Arcade MF
Meddler and Gypsylord on Gnar
Originally Posted by Riot (View RedTracker Source)
Max rank Gnar W does 14% Max HP magic damage
Oh, and his other abilities are physical damage too so you can't just itemize for magic resist.So yes Gnar's W does a decent chunk of damage. I won't comment on whether or not it's OP (numbers can change) but I will throw out 2 things to think about.
Gnar's range is very low which requires him to put himself in some degree of danger when AA'ing enemies. It starts at 400 and reaches 502 at level 18.
The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA's and his W proc.
Why does his range scale up?
Basically 500 range Gnar was too oppressive in lane while 400 range Gnar was somewhat useless in teamfights. Scaling the range allowed us to realize the play patterns we wanted throughout the course of the entire game.
Patch 4.13 Notes
Originally Posted by Riot (View RedTracker Source)Hi Summoners,
Welcome to patch 4.13! With the World Championships on the very near horizon, we're ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big - and it is! - it's more about the breadth of changes than any deep shakeups. What that really means is we've got about 40+ patch entries, but each change alone isn't going to be very significant in isolation.
So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we've gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!
Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn't been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We'll have more context below in her gameplay update, or you can check out the Sona gameplay update page! Regardless, on with the patch notes!Most changes in the fighter category are aimed at the jungle (with a few top lane tweaks), so we'll focus the discussion there. Back in patch 4.11 we made some updates to roll the tanks back into the jungle and while we're seeing a lot of diversity in most levels of play, it's less the case in the competitive scene. Specifically, there are three early-aggro junglers (Elise, Evelynn, and Lee Sin) who are very suffocating in organized games, and their early dominance is bullying out alternative choices. Toning down these three should give others a fighting chance.Elise
Elise's cocoon got skinnier and her rappel range got shortenedThanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing new meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets.
- E - Cocoon
- WIDTH 70 ⇒ 55
- SPIDER-VISION Fixed a bug where Cocoon was providing vision longer than the stun duration (now correctly matches it)
E - Rappel
- SOME PREAMBLE Rappel now calculates its range from the center of Elise to the center of the target ⇒ edge of Elise to the edge of the target (this means Rappel gains about +75 range)
- RANGE 925 ⇒ 750 (~825 range if using the old targeting calculations)
Evelynn's Q deals less damage unless she builds more AD / AP (it scales better at higher levels). Q also costs less mana.Right now Evelynn's high base damage means she can go tanky while still blowing people up, so we're hoping she'll think more about her priorities with these changes. Basically if Evelynn wants to kill things quickly, she'll need to build offensively for it - if she wants to tank it out in the middle of fight, she'll have to itemize for that. Also, we know Evelynn's arguably not a fighter, but we put her here for the sake of better organization (nyah).
- Q - Hate Spike
- MAGIC DAMAGE 40/60/80/100/120 ⇒ 30/45/60/75/90
- ABILITY POWER RATIO 0.45 ⇒ 0.35/0.4/0.45/0.5/0.55
- BONUS ATTACK DAMAGE RATIO 0.5 ⇒ 0.5/0.55/0.6/0.65/0.7
- COST 16/22/28/34/40 mana ⇒ 12/18/24/30/36 mana
NO MORE OPEN BAR. Gragas pays mana for his drunkenness and Q deals less damage to minions.Way back when we gave Gragas a gameplay update, we wanted to solve the thematic problem where a big fat drunken brawler was being played as a backline mage who throws barrels for days. These changes mean Gragas works best when he's scrapping in the middle of a fight, and not hiding like a sissy.
- Q - Barrel Roll
- [NEW] GRAGGY LIGHT Now does 70% damage to minions
- W - Drunken Rage
- [NEW] COST Now costs 30 mana at all ranks
- COOLDOWN 8/7.5/6/6.5/6 seconds ⇒ 8/7/6/5/4 seconds
- DAMAGE REDUCTION 3 seconds ⇒ 2.5 seconds
- SNEAKY DRINKING Fixed a bug where Drunken Rage could be used twice in a row if Gragas was interrupted as soon as he started drinking
- BRAWLING ETIQUETTE Fixed a bug where Drunken Rage would sometimes not play the proper keg smash animation on attack
- E - Body Slam
- BUGFIXED BELLY Fixed a bug where Body Slam would occasionally fail to work when Gragas leveled it first or second
Hecarim pays less mana for his Q and his passive scales better with being a horseWay back in the day, Hecarim used to have near infinite sustain in the jungle and we made targeted balance changes to address that. On re-examining, we overshot some of those nerfs.
- Passive - Warpath
- WARPATHIER Hecarim gains bonus attack damage equal to 10/12.5/15/17.5/20/22.5/25% ⇒ 15/17.5/20/22.5/25/27.5/30% of his bonus movement speed
- Q - Rampage
- COST 24/28/32/36/40 mana ⇒ 24/26/28/30/32 mana
WHOMP WHOMP WHOMP WHOMPWhat this change means is that Jax will finish his attack animations a little faster but it's not a direct buff to his attack speed. It's a weird concept but basically his last-hitting is more responsive.
- LAMPPOST SWINGING SPEED Jax finishes his attack animation a little faster (19% to be exact)
Lee's shield duration got cut in half, and Cripple no longer reduces attack speed (only movement speed)Like Elise, Lee Sin has a ton of strengths and few weaknesses, so it's equally tough to find the right direction to take him. In this case, after considering a lot of player feedback about Lee Sin's identity as a high-pressure early jungler who falls off late, we're maintaining that direction in our changes (specifically through the late-game falloff on his survivability and utility).
- BASE HEALTH REGEN 6.95 health per 5 seconds ⇒ 8.95 health per 5 seconds
- W - Safeguard
- SHIELD DURATION 4 seconds ⇒ 2 seconds
- E - Cripple
- [REMOVED] NEVER SKIP LEG DAY Cripple no longer reduces enemy attack speed (only reduces movement speed)
Olaf can use R more often at lower levels, and W's healing amp works better with missing healthOlaf hasn't had the best time adapting to the evolving game (especially losing out on a lot of cooldown reduction + health items), so he's getting a few buffs to keep up.
- Q - Undertow
- COOLDOWN 8 seconds ⇒ 7 seconds
- W - Vicious Strikes
- HEALING AMPLIFICATION +1% healing per 2.5% missing health ⇒ +1% healing per 2% missing health
- R - Ragnarok
- COOLDOWN 120/100/80 seconds ⇒ 100/90/80 seconds
Shyvana can't double her W duration through dragon form, and her flame trail now applies damage less often (on par with W's damage tick rate)While we didn't want to make significant changes to Shyvana, we did make two bugfixes which should tame some of her more obscure strength.
- W - Burnout
- [REMOVED] DRAGON TAMING Burnout can no longer be extended past its intended maximum duration through the use of Dragon's Descent
- CONTROLLED FIRE Dragon's Descent's Flame Trail now applies damage every 0.75 seconds ⇒ 1.0 seconds (to match Burnout's damage rate)Echoing back to our overarching philosophy of champion diversity, we saw a lot of opportunities for low-scope buffs to give those 'almost-there' champions.
Lissandra can use Q more often at later levels, W's ability power ratio has gone down, but R now slows for a lot moreI'm going to directly quote someone here: "We want to emphasize Lissandra's strengths that aren't 'stun some fool for 1.5 seconds and then burst them down.'"
In other words, we're giving this ice mage more sustained damage in the late game while also improving her battlefield control. This does mean we need to tune down some of Lissandra's burstiness (especially with Q getting a full second reduction), but overall it lets us highlight more of her unique talents.
- Q - Ice Shard
- COOLDOWN 6/5.5/5/4.5/4 seconds ⇒ 6/5.25/4.5/3.75/3 seconds
- W - Ring of Frost
- ABILITY POWER RATIO 0.60 ⇒ 0.40
- R - Frozen Tomb
- SLOW 20/30/40% ⇒ 30/45/75%
Lulu's Glitterlance slow no longer scales with ability power, and Whimsy's movement speed buff duration now scales with rank. Whimsy also costs less at later levels.We initially thought solo lane Lulu was a unique addition to the game, so we wanted to let her stay a viable pick in both solo and duo lanes. That said, top lane Lulu is currently shutting down a lot of diversity in competitive play and, because Lulu's solo lane and support power are tied so closely together, we had to go for changes that reduce her oppressive strengths first. As an aside, we know this isn't a great situation where we keep indirectly reducing support Lulu's power to maintain her viability as a mage, so this is something we'll have to really consider for the future.
- Q - Glitterlance
- [REMOVED] MIGHT AS WELL BE A SNARE Glitterlance's slow decay no longer scales with ability power
- W - Whimsy
- MOVEMENT SPEED BUFF DURATION 5 seconds at all ranks ⇒ 3/3.5/4/4.5/5 seconds
- COST 65/70/75/80/85 mana ⇒ 65 mana at all ranks
LuxWe thought Lux needed some extra help scaling into the late game, so...
- Passive - Illumination
- DAMAGE 10 + (10 x level) ⇒ 10 + (8 x level) (+ 0.2 ability power)
Vel'KozThese changes better match Vel'Koz's ability visuals. We're going to blame lack of depth perception here, which really isn't his fault.
- W - Void Rift
- MISSILE WIDTH 65 ⇒ 88
- R - Life Form Disintegration Ray
- RANGE 1500 ⇒ 1550
Yasuo's passive shield is slightly shorter, Q scales less with attack speed, and W no longer gives bonus flow to EWe've been watching Yasuo over the past few months and while we don't think he's really out of line, we did some fine-tuning to round him out.
- Passive - Way of the Wanderer
- SHIELD DURATION 1.5 seconds ⇒ 1 second
- Q - Steel Tempest
- LESS-QUICK-DRAW Steel Tempest now scales less effectively with attack speed and has a minimum cast time of 0.13 seconds ⇒ 0.18 seconds. The attack speed needed to reach this minimum is unchanged (at 114%, or 60% from items at level 18).
- BUGFIX Fixed a bug where Steel Tempest's whirlwind was dealing instant damage in the area of a normal Steel Tempest cast as it was traveling out (this is a very minor change)
- W - Wind Wall
- [REMOVED] LOW ON FLOW Wind Wall no longer passively grants bonus Flow from dashingOur big philosophy here is to introduce more strategic diversity in markspeople picks. Right now a lot of competitive teams are opting for strong hypercarry marksmen like Kog'Maw, Tristana, or Twitch, and while we like the strategic power these guys (and girl) bring, their dominant status over alternatives is a big indication that they're not making early tradeoffs for late game scaling.Graves
Graves is putting more damage back into collateral damage. We may have used this joke before, but that doesn't matter. Also Buckshot does more damage for each extra bullet hit.We're buffing Graves' ability to shoot people with a shotgun.
- Q - Buckshot
- THIS IS GONNA TICKLE Hitting a target in the face with Buckshot deals 35% ⇒ 40% damage for each additional bullet
- R - Collateral Damage
- BASE PHYSICAL DAMAGE 250/350/450 ⇒ 250/400/550
JinxWe are all very excited about this change. Extremely.Passive - Get Excited![NEW] UNINHIBITED EXCITEMENT JINX NOW GETS EXCITED WHEN SHE CONTRIBUTES TO KILLING AN INHIBITOR!
Kog's got less base health and his Q shreds less armor / MR at lower ranksWhen we made our AD itemization changes back in 4.10, Kog'Maw got significantly stronger on top of his already strong base kit. We still want Koggles to hit his late game power, but in order to get there he needs to have a real weakness in the early to mid game. As a quick rundown on why these changes specifically: Kog's current favored item build (Trinity Force + Blade of the Ruined King) lets him build more utility / tank than traditional Infinity Edge marksmen, but he can still deal tons of damage with Q's high base shred + W's damage amp. Now he'll just take a little longer to hit that level of effectiveness.
- BASE HEALTH 524 ⇒ 487
- HEALTH PER LEVEL 84 ⇒ 87
- Q - Caustic Spittle
- ARMOR & MAGIC RESISTANCE SHRED 20/22/24/26/28% ⇒ 12/16/20/24/28%
Lucian can no longer remove slows with E, and E's cooldown is up across the boardWhen we made our big Lucian changes in 4.12, we had three concerns in the back of our heads: the first was that Lucian would struggle too much in the early game to hit his mid to late game power (false!), the second was that players would have difficulty adapting to the new Lucian changes (false!), and the third was that he would be a little too strong in the mid to late game so maybe our concerns didn't matter (true!).
Specifically on these changes: giving Relentless Pursuit a reset interaction with Lightslinger (and making it cost 0 mana) makes Lucian almost completely immune to slows, which leads to a lot of 'hard counter' situations where he's untouchable for a number of enemy champions. Ultimately we still want Lucian to have tons of mobility after he's picked up some cooldown reduction, but to make it a healthy mechanic he can't also shrug off any attempt to fight back.
- E - Relentless Pursuit
- [REMOVED] OCCASIONALLY RELENTING Relentless Pursuit no longer removes slows
- COOLDOWN 14/13/12/11/10 seconds ⇒ 18/17/16/15/14 seconds
Tristana's W slows less at early ranks but more at max rank. E does less damage (especially at early levels).Tristana follows the same story as Kog'Maw: a hypercarry markswoman who received a few buffs through the season (when it was dominated by mid-game dudes) before exploding onto the scene when we made our AD itemization changes in 4.10. Also like Kog: we want to make sure that Trist makes a meaningful strategic tradeoff with a weaker early to mid game before transforming into a late game powerhouse.
- W - Rocket Jump
- SLOW DURATION 2.5 seconds at all levels ⇒ 1/1.5/2/2.5/3 seconds
- E - Explosive Shot
- ACTIVE MAGIC DAMAGE 110/150/190/230/270 ⇒ 80/125/170/215/260
Varus' R is on a lower cooldown, especially at later levelsVarus' core identity in the late game revolves mostly around his initiation and counter-engagement, so we're nudging that up.
- Q - Piercing Arrow
- [NEW] CLARITY! Now shows a line indicator in addition to circle indicator while charging
- R - Chain of Corruption
- COOLDOWN 120/105/90 seconds ⇒ 110/90/70 seconds
Vayne gets more attack speed per level. The changes to Final Hour are roughly neutral, as one was a bugfix and the other was to compensate for it.Vayne's always been one of the best examples of a hyperscaling markswoman, as she has to pay the cost of a weak early game before being rewarded with an extremely strong late game. So we buffed that.
- ATTACK SPEED PER LEVEL 3.1 ⇒ 4.0
- R - Final Hour
- WHOOPS Fixed a bug where Tumble had an extra +0.1 attack damage ratio while Final Hour was active (now correctly matches Tumble's AD ratios)
- COMPENSATION FOR THE ABOVE Final Hour grants a bonus 25/40/55 ⇒ 30/50/70 attack damage throughout its durationOn to the supports! Much like our theme for junglers, there are a few 'must-pick' competitive supports in the form of Braum and Thresh (or Nami in lieu of either) that we're looking to tap down just a bit. In general, however, we feel that once we reduce the consistency of these champions, there are a lot of viable picks just waiting to spring into action.SonaSona's strumming into this session with a harmonious Gameplay Update and an orchestra of new visuals! Keep time with the full symphony of changes hear here!
Not only does this Sona update give us more room to balance her in the future (old Sona's aura abilities were a nightmare, given how statistically strong they were without having much gameplay involved), but it'll also let Sona players show off their skills outside of that one clutch Flash Crescendo play. Now with these new Sona 'snuggle zones,' she'll be amplifying her friends with more impactful (and recognizable) effects.
Or, as Sona so eloquently puts it, "......"
- GAMEPLAY Sona has received a Gameplay Update!
- HAIR AND STUFF Models, textures and animations of Sona and her skins have been updated
- VISUALS Particle effects and ability icons have been updated
- SNUGGLE ZONES Sona's new particles now indicate the area of effect of her auras
- CLARITY Crescendo's particles have been resized to match its hitbox (area of effect unchanged)
- SHOW ME YOUR MOVES Enemies now dance 50% faster while stunned by Crescendo
Braum's passive deals a bit less damage, W costs a little more mana to use at early ranks, and R's disruption has gone down at early levels. Also people will be un-slowed from exiting Glacial Fissure much faster.Braum's continuing to dominate games in both high level and competitive, so we're looking to tone down his oppressive laning and stupendous disruption in early fights. Braum will still scale to the same levels (roughly) at the late game, but he won't have so much power in the early to mid to consistently snowball into it.
- Passive - Concussive Blows
- BASE MAGIC DAMAGE 38 + (12 x level) ⇒ 32 + (8 x level)
- W - Stand Behind Me
- COST 30/40/50/60/70 mana ⇒ 50/55/60/65/70 mana
- R - Glacial Fissure
- FIRST TARGET KNOCKUP DURATION 1.5 seconds ⇒ 1.0/1.25/1.5 seconds
- SLOW 60% ⇒ 40/50/60%
- SLOW LINGER DURATION When an enemy leaves Glacial Fissure's field of ice, they'll continue to be slowed for 1.5 seconds ⇒ 0.25 seconds
Janna's passive range has been increased, and Q now starts counting down the cooldown as it chargesSome small buffs for Janna, given she's still very strong as a disengage support champion.
Passive - Tailwind
- RANGE 800 ⇒ 1000
Q - Howling Gale
- [NEW] HURRAY FOR HURRICANES Cooldown now begins when the Howling Gale begins casting, rather than when it releases
- KNOCKUP DURATION 0.5 - 1 second ⇒ 0.5 - 1.25 seconds
Nami moves slightly slower and her W cooldown is going up by 1 second at all ranksWe're shaving off some of Nami's less obvious power as, with Braum and Thresh both receiving nerfs, she's on the rise to being the dominant support pick in competitive play.
- MOVEMENT SPEED 340 ⇒ 335
- W - Ebb and Flow
- COOLDOWN 9 seconds at all ranks ⇒ 10 seconds at all ranks
Thresh's lantern only shields the first ally it hits (and himself). The Box no longer deals additional damage to opponents for every wall they run through past the first (but still applies slows).As Thresh continues to be a reliable top tier support, we decided to tone down some of his less appreciated (but very strong) area-of-effect teamfight presence.
- W - Dark Passage
- [NEW] NO GROUP FARES Now only shields the first ally to be near the Lantern. Thresh himself can still always receive the shield.
- E - Flay
- BUGFIX Fixed a tooltip bug that listed Flay's slow duration as 1.5 seconds. It's actually 1 second (no actual change).
- R - The Box
- [REMOVED] YOU'RE STUCK IN HERE WITH ME The Box no longer deals additional damage to opponents when they break extra walls beyond the first. Extra walls still apply half slow duration.Item Reorganization
Rearranged the order that item upgrades appear in the storeWe're making it a little more intuitive to purchase item upgrades in the store. If you look at the title of this patch note along with our summary, context, and the patch note itself, I think we've found four ways of saying the exact same thing.REARRANGED THINGS We rearranged the order that items appear in the upgrade section of the store to make it more intuitiveNew Search Terms
Search for Spooky Ghosts in the item shop. Do it.Someone made a special request for these, so we did 'em.
- Searching for "Yellow" will bring up all Totems
- Searching for "Red" will bring up all Lenses
- Searching for "Blue" will bring up all Orbs
- Searching for "Green" will bring up Sight Wards
- Searching for "Pink" will bring up Vision Wards
Greater Stealth Totem
C'mon, why do you need a summary hereRight now there seems to be no viable reason to upgrade to a Greater Stealth Totem, so we're giving players a reason to do so. Lower cooldown!
- COOLDOWN 120 seconds ⇒ 90 seconds
2 less gold per 10 secondsAs an item that's supposed to be focused on aggressive skirmishing for gold generation, Frostfang and Frost Queen's Claim both create a lot of passive gold on their own, so we're trimming that back a bit.
- PASSIVE GOLD 4 gold per 10 seconds ⇒ 2 gold per 10 seconds
Frost Queen's Claim
See above. Or below.I'm not repeating myself!
- PASSIVE GOLD 4 gold per 10 seconds ⇒ 2 gold per 10 seconds
Now has flat Movement Speed! It's lost a bit of mana regeneration to compensate.This change makes the Ancient Coin / Nomad's Medallion / Talisman of Ascension line a little more attractive to pick up as a 'roaming support' and initiation support purchase while also making the coin a bit more unique as a gp10 item line.
- [NEW] MOVEMENT SPEED +10 movement speed
- MANA REGENERATION 7 mana per 5 seconds ⇒ 5 mana per 5 seconds
Talisman of Ascension
Now has flat Movement Speed and more health regen! It's lost some cooldown reduction to compensate.Roughly the same as the above, so go read that.
- [NEW] MOVEMENT SPEED +20 movement speed
- HEALTH REGENERATION 10 health per 5 seconds ⇒ 15 health per 5 seconds
- COOLDOWN REDUCTION 20% ⇒ 10%
Deathfire Grasp's cooldown has gone upPre-warning: this context is going to get nerdy.
Deathfire Grasp amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase DFG's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about DFG turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.
- COOLDOWN 60 seconds ⇒ 90 seconds
Rylai's Crystal Scepter
AP UP, HEALTH DOWN!A small increase on Rylai's overall slot efficiency as an offensively oriented control item.
- ABILITY POWER 80 ⇒ 100
- HEALTH 500 ⇒ 400
Banshee's Veil takes longer to rechargeThe low cooldown on Banshee's Veil's spell shield allows it to be 'up' for the arrival of every new minion wave, which makes it a little too strong in evenly matched scenarios where one team is trying to siege out the other under a tower.
- SPELL SHIELD RECHARGE TIME 25 seconds ⇒ 40 seconds
Chalice of Harmony
Chalice of Harmony's magic resistance has gone down. It takes you more time to read this summary than it does to read the patch note. How does that make you feel.We're going just a little harder on Chalice of Harmony so that picking it up is more about getting the manafont passive.
- MAGIC RESISTANCE 25 ⇒ 20
Sword of the Occult
We're rounding up.We learned how to math when we realized Sword of the Occult wasn't so hot at it.
- SWORDS ARE NO GOOD AT ROUNDING UP Sword of the Occult loses 6 stacks ⇒ 7 stacks when dying at 20 stacks
A small quality of life buff where Madred's Razors now track your stacks toward a Feral FlareWe're adding a buff tracker so you know what you're missing out on and not sitting on a Madred's Razors for... 77 minutes (just kidding!).
- [NEW] FERAL TRACKING Added a buff on your buff bar showing how many stacks you have toward a Feral Flare while you have Madred's Razor in your inventory. Only displays on Summoner's Rift.Blackfire Torch
Increasing Blackfire Torch's cooldown to match the changes to Deathfire GraspThe following is going to sound very familiar if you've read our context on Deathfire Grasp:
Blackfire Torch amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase BFT's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about BFT turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.
- COOLDOWN 60 seconds ⇒ 90 secondsFizz
Higher cooldown on Q and EFizz's mobility and damage are a little too high for the "skirmishy" nature of Dominion. With some CDR, Fizz could jump in and out of fights with ease. Increasing his cooldowns will force Fizz to be more careful when using his mobility.
- Q - Urchin Strike
- COOLDOWN 10/9/8/7/6 seconds ⇒ 11/10/9/8/7 seconds
- E - Playful / Trickster
- COOLDOWN 16/14/12/10/8 seconds ⇒ 16/14.5/13/11.5/10 secondsExhaust
Reduces less damage than before, now slightly lowers target's armor and magic resistanceThis change should reduce some of Exhaust's anti-assassin power while also giving it more diversity as a multi-use summoner spell (flat armor / MR shred means it'll be super effective against low-defense assassins or marksmen!).
- DAMAGE REDUCTION 50% ⇒ 40%
- [NEW] ARMOR & MAGIC RESISTANCE SHRED Now shreds 10 of the target's armor and magic resistance
Less heals for all.As a summoner spell that affects two champions and gives a movement speed bonus, we've now realized that Heal is pretty strong. Too strong.
- HEAL AMOUNT 95 - 475 ⇒ 90 - 345We've made a number of improvements to Team Builder in the months since its initial release. This patch, we're adding improved matchmaking to the list of updates!
- Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
- Team Builder matchmaking now takes into account your experience with the specific champion, position and role you've selected.
- Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific roleBased on your feedback, we've been adding new tools and visualizations to the Match History over the past few patches. Here are some of our recent changes!
- Color blind mode has been added
- Vilemaw is now tracked as an objective for Twisted Treeline matches
- A Match Breakdown section has been added, providing:
- Graphs for Champion Kills, Gold, Damage, and Wards
- Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
- Selecting a champion in the minimap's Champion Kills view now also indicates their death locationsWhile we were at it, we squashed a few bugs and inconsistencies with Match History's data tracking and reporting.
- Purple team objectives are now tracked correctly for Co-op vs. AI matches
- Item tooltips for matches played on previous patches now display item details specific to that patch
- Fixed a few rendering bugs for matches longer than 60 minutes
- Fixed a bug where item undo wasn't reversing gold spent, causing players to appear to have spent more than they earned
- Clicking a match in another player's in-client match history now correctly highlights them on the webLastly, while our focus is on making the Match History web experience as awesome as possible, we've added a bit more information to the client's "at a glance" match history view for players who want the bare essentials.
- Item build, gold earned and summoner spells have been added to the in-client "at a glance" match historyWe've temporarily swapped out some skin splashes with their international counterparts to bring them more in line with our quality bar. We're committed to raising the quality of our splash art across the board, but our focus for now is on improving base champion splashes.
- SPLASHES 33 old skin splashes have been updated
- PERFECT SOLUTION No
- TEMPORARY SOLUTION YesAs part of our continued onboarding efforts, we're experimenting with ways to help new players learn intermediate concepts outside of game. In this case, we're targeting last hitting with a gentle end-of-game tip that'll occasionally show up for lower level players, becoming less frequent as they get the hang of CSing.
- New players will now sometimes see a tip at the end of game screen to introduce the concept of last hitting.Toasters rejoice!
- Improved match loading speeds by 10-30%, particularly for older machines
- Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
- Fixed a bug causing players to get stuck in Spectator mode at the end of a match
- Fixed a few tooltip bugs with Spirit of the Ancient Golem
- Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
- Fixed an Undo feature bug with activatable itemsSince launching our new audio engine last patch, we've been working to fix a lot of small differences that crept in.
- Howling Abyss death music is now properly controlled via the Music slider in Sound Options
- Fixed a few issues where players were hearing sounds from distant areas of the map
- Removed various VO lines that snuck in with the new engine
- Rebalanced a number of sound effects to more closely match their old levels
- Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each otherAs an aside, for those of you who read all the way through the patch notes, bravo!
NOTE: New Ascension files arrived! The recommended items.
NOTE2: Summoner's Rift update is back! Unable to play games on it tho.
- Damage: 48 (+3 per level)
- Health: 495 (+65 per level)
- Tantrum: 100
- Attack Speed: 0.625 (+1% per level)
- Movement Speed: 325
- Armor: 21.5 (+2.5 per level)
- Magic Resist: 30
- Health Per 5 Sec: 2.5
- Range: 150
The jungle does not forgive blindness. Every broken branch tells a story.
I've hunted every creature this jungle has to offer. I was certain there were no challenges left here, but now there is something new. Each track is the size of a tusklord; its claws like scimitars. It could rend a man in half. Finally, worthy prey.
As I stalk my prize through the jungle, I begin to see the damage this thing has wrought. I step into a misshapen circle of splintered trees. These giant wooden sentinels have stood over this land for countless ages, their iron-like hides untouched by the flimsy axes of anyone foolish enough to attempt to cut them down. This thing brushed them aside like they were twigs.
How can a creature with this level of strength disappear so easily? And yet, even though it has left this unmistakable trail of destruction, I have been unable to lay my eye upon it. How can it appear like a hurricane then fade into the jungle like the morning mist?
I thrill in anticipation of finally standing before this creature. It will make a tremendous trophy.
Passing through the clearing, I follow the sound of a stream to get my bearings once more. There I see a small shock of orange fur, crouching, waiting. I spy on it from a distance. A tiny fish splashes out of the stream and the creature scrambles for it, diving gleefully into the rushing water. To my joy, I realize it's a yordle. And a hunter, at that!
This is a good omen. The beast will be found. Nothing will escape me.
The yordle's large ears perk up and face towards me. He runs on all fours with a bone boomerang in hand, quickly stopping in front of me. He babbles.
I nod in appreciation at the young yordle and venture onwards. I traverse the difficult terrain with ease, trying to pick up any sign of my quarry. As I try to pick up his scent, a distraction. I'm startled by strange chittering. The yordle followed me. I cannot allow him to disrupt my hunt. I face him and point into the distance. He looks at me quizzically. I need to be more insistent, good omen or no.
I rear back and let out a roar, the wind whipping the yordle's fur and the ground rumbling beneath us. After a few short seconds, he turns his head and, with what I think could be a smile, he holds up his small boomerang. There can be no further delay. I snatch the weapon out of his hand and expertly throw it into a tree, impaling it high amongst the branches. He turns and scrambles for it, jumping frantically.
I barely get ten paces when a roar shakes me to my very spine. The deafening crack of stone and wood echoes all around. Ahead, a giant tree crashes across my path. The bone weapon of the yordle juts out from its trunk.
An unearthly growl rises behind me.
I've made a terrible mistake.
Playing as him
- Managing your Fury is very important. Try to time out your transformations so you can get maximum benefit from both forms.
- Position yourself next to walls to bait your enemies into getting stunned by your ultimate.
- Know your strengths! Little Gnar is fast, squishy, and has high sustained damage. Big Gnar is slow, tough, and has high burst.
Playing against him
- Gnar can't gain rage for 10 seconds after he turns from big to little. Use this chance to engage on his team.
- Gnar's animations and resource bar change as he gets closer to transforming.
- Gnar's ultimate stuns if he hits you into a wall. Be careful when fighting him near one.
He looks a bit... weird? It's unfinished and unavailable to buy right now.
- Neurotoxin [ Q ] - Range is now 550 (down from 625)
- Base Attack Speed/lvl is now 2.5% (up from 2.2%)
- UNIQUE Active slow duration is now 2.5 seconds (up from 2)
Oracle's Lens (Trinket)
- Tooltip update: Now says "Reveals and disables nearby invisible traps and invisible wards" from "Reveals and disables nearby invisible traps,devices and wards"
- 15% Life Steal is now UNIQUE Passive
- New UNIQUE passive:
Your basic attacks can now overheal you.Excess life is stored as a shield that can block 50-350 damage,based on champion level.
This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
Gnar, the Missing Link, revealed
I'll format it once PBE patch will be completed
Originally Posted by Riot (View RedTracker Source)GnarTHE MISSING LINKTime marches on for most, but not Gnar. A yordle born millennia ago, Gnar was captured and trapped in true ice, frozen - quite literally - in time. Civilizations formed and fell as the prehistoric yordle vacantly stared on, but nothing – not even true ice – could confine Gnar forever. After breaking free, he wandered Runeterra until he found himself taken in by his yordle descendants. But, as they would soon discover, there’s a beast behind the boy.
- Passive: Rage Gene
Gnar builds up rage in combat. Once he fills his rage bar, Gnar’s next ability transforms him into Mega Gnar, giving him bonus armor, magic resist, health and attack damage at the expense of movement speed, attack speed and attack range. If Mini Gnar doesn’t use an ability, he transforms into Mega Gnar after a few seconds anyway. While in Mega Gnar form, his rage slowly runs down, and once it’s exhausted, he turns back into Mini Gnar. After transforming back, Mini Gnar briefly becomes tired and can't gain rage for a few seconds.
Q: Mini Gnar - Boomerang Throw
Gnar chucks his boomerang in a target direction, dealing damage to the first enemy struck while applying a slow. After striking an enemy, the boomerang slows before returning to Gnar, dealing reduced damage to all enemies in its path. If Gnar catches it, he reduces Boomerang Throw’s cooldown significantly.
- Q: Mega Gnar - Boulder Toss
Gnar launches a huge boulder in a target direction, damaging and slowing the first target in the boulder’s path along with all nearby enemies. Once it’s landed, Gnar can pick the boulder up to reduce Boulder Toss’ cooldown.
- W: Mini Gnar - Hyper (passive)
Every third attack or ability against a target deals percent max health as magic damage. Whenever Hyper triggers, or when Mega Gnar transforms back into Mini Gnar, he gains a moderate movement speed boost that decays over time.
- W: Mega Gnar - Wallop
Gnar stands on his back legs before slamming his fists into the ground, damaging and briefly stunning all enemies in front of him.
- E: Mini Gnar - Hop
Gnar jumps in a target direction and gains a moderate attack speed boost. If Gnar lands on a unit, he bounces, hopping again in the same direction. If Gnar hops onto an enemy unit, he also damages and slows them.
- E: Mega Gnar - Crunch
Gnar launches himself in a target direction, damaging and slowing all enemies he lands directly on.
- R: Mega Gnar - GNAR!
Gnar throws a tantrum, tossing all enemies around him in a target direction. All enemies thrown are slowed and damaged, while enemies thrown into walls, including turrets and base structures, suffer extra damage and are stunned.Gnar’s a prehistoric yordle best suited to the Rift’s top lane. A transform champion with clear strengths and weaknesses in both Mini and Mega forms, Gnar fights best when he anticipates his fits of rage, and come late game, brawls most effectively as a tank or fighter.SynergyTop Lane
Gnar’s rage meter fills slowest at the start of the game, so mastering his Mini form is key to a successful early game. Fortunately, Mini Gnar has plenty of tricks up his furry sleeves to keep his more fragile form safe from enemy aggression. Boomerang Throw deals decent damage to his lane opponent, and its slow helps Gnar maintain distance and avoid retaliation. Once unlocked, Hyper applies further damage, helping Gnar gain lane dominance with timely basic attacks and repeated Boomerang Throws. Mini Gnar is best off saving Hop as an escape: it’s a solid disengage ability that he can use on lane opponents or junglers as they come in to take him out.
And then there’s Mega Gnar. A brutal beast with significant crowd control and surprising burst, Mega Gnar brings a completely different playstyle to bear complete with inherent strengths and weaknesses. He’s a juggernaut: slow, strong and resilient, and while he delivers a punishing burst of damage, he has little to follow up with. While Mini Gnar is nimble enough to dart around the edges of combat, Mega Gnar thrives in the heart of the fight. After Crunching in to face his enemy top laner, quick casts of Boulder Toss and Wallop should see all but the most defensive of enemies pummeled effectively. He has considerable vulnerabilities, though, particular when being ganked. Mega Gnar has no effective means of escape, and has to rely on raw health and resistances to keep him alive as he lumbers back to the safety of his tower. Things change meaningfully once Gnar hits six and gains access to GNAR! While it hits hard enough, the utility is strong enough to save Gnar’s life - and end his enemy’s - particularly when they’ve strayed close to walls. Bait your opponent into the brush as Mini Gnar, then transform and use GNAR! to smash them into the wall, stunning them as you burst them down with the rest of your abilities. If your enemy’s particularly confident and tower dives, use the ability to stun them against your turret. When trying to survive a gank, simply throwing them away should give you the time you need to escape.
Gnar has three distinct phases during teamfights, each oriented around timing his forms. First, he needs to avoid engaging for a while as Mini Gnar builds up rage, kiting with basic attacks, Boomerang Throw and Hyper’s passive to put a dent in the enemy frontline. Once Gnar’s about to pop, he’s best suited Bouncing in towards the enemy team. Whenever Mini Gnar’s activates an ability with full Rage, he transforms into Mega Gnar while using it, so while the gathered targets might see a small ball of fluff leaping towards them, something very different will land in their midst.
Once Mega Gnar’s landed, his role is to disrupt as much as possible, using Boulder Toss and Wallop to damage and crowd control all nearby enemies. Gnar works best as his team’s tank here, blocking skillshots with his considerable frame and forcing the enemy damage dealers to focus on him. Knowing when to use GNAR! is critical: smart timing can interrupt several enemy abilities simultaneously, while smart positioning can send the entire enemy team crashing into a structure, stunning them all and giving his allies the chance to secure kills.
As Mega Gnar’s Rage meter starts to fade, Mini Gnar’s strengths become an amazing asset in clean-up. He’s fast, he can close gaps with Hop and his basic attacks, which, when numerous enough, trigger Hyper and give Mini Gnar a huge movement speed boost. Add in Boomerang Throw, and Gnar has all the tools he needs to catch and finish off his targets.
Lulu - the Fae Sorceress
Lulu’s kit handily fills in Gnar’s weaknesses and supplements his strengths in both forms. She can shield Mini Gnar with Help, Pix! whenever he’s under attack, while Whimsy gives Mega Gnar all the movement he needs to help him stick to the enemy team and dish out his AoE damage.
Amumu - the Sad Mummy
Come late game, Gnar thrives when he has a primary tank initiator to follow up on. Amumu’s perfect: his Q to R combo locks down enemy teams, meaning Mega Gnar can Crunch in and complement Amumu’s AoE damage with his own.
Orianna - the Lady of Clockwork
The ball delivery system lives on whenever Mega Gnar leaps into the enemy team! Combining Crunch and Command: Shockwave (Crunchwave?) deals devastating damage, and Orianna can follow up with Command: Dissonance, which slows the enemies and speeds Mega Gnar’s otherwise lumbering gait.
Teemo - the Swift Scout
Teemo outranges Gnar and deals enough damage over time with his Toxic Shots to beat him in a war of attrition. The Swift Scout can also blind Gnar in basic attack battles, or turn to Move Quick to dodge everything from boomerangs and boulders to Mega Gnars.
Irelia - the Will of the Blades
Though Gnar can trade well with Irelia over the opening few levels, by level 5, she has all the true damage, sustain, speed and resilience needed to beat Gnar in a fight, meaning the Missing Link has little choice but to farm under tower and rely on jungler support.
Gnar, designed by gypsylord
Let’s talk transform!
Transform champions have historically been some of the hardest to balance in League of Legends because they frequently end up with a dominant form: pre-4.10 Nidalee worked best in human form unless she needed to execute or run away, and Jayce happily sits in cannon form for the bulk of his games. Giving both forms unique strengths and weaknesses is meaningless when they can just transform at will to lose the weaknesses they had. Let’s look again at Jayce: How’s a melee champion supposed to fight him in a one-on-one scenario if Jayce can duel just as well up close and has the option to transform into an effective ranged champion?
Here’s the central question we posed ourselves: how can we create a new transform champion that feels fundamentally good to play as and against? Our answer was to make a champion with identifiable strengths and weaknesses in both forms, then limit the player’s ability to control which form they play in. After months of testing, we ended up with the (sometimes) adorable ball of fluff known as Gnar.
So how’s he different? Well, Mini Gnar’s one of the most mobile champions in the game. He boasts good sustained damage and kites incredibly well, but when he does get caught, he dies fast. On the other hand, Mega Gnar is a colossus. He’s tanky and surprisingly bursty, with strong area of effect and crowd control to boot. But he’s slow, meaning his enemies can pretty much get away simply by walking in the opposite direction. Removing control of the transform from Gnar means that he has to anticipate when he’s about to pop (or er... unpop?), and position and prepare to play in a completely different way, adding extra complexity and depth to his gameplay. This also means that – for the first time – learning how to play during the transitions between Gnar’s forms is just as important as mastering the play styles of his two forms.
We’re excited to see what you make of Runeterra’s next champion. Let us know in the comments below!
Important: Champion Sneak Peek - Gnar
[NA] Server Maintenance: Patch 4.13
Originally Posted by Riot (View RedTracker Source)
On 07/30/2014, starting at 01:30 AM PDT, ranked queues will be disabled in preparation for patch 4.13. At 03:00 AM PDT, 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.
Originally Posted by Riot (View RedTracker Source)On 30/07/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.13. At 05:00 GMT, 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.
Champion Sneak Peek - Gnar
Originally Posted by Riot (View Original Source)