Patch 4.14 features a few competitive balance tweaks along with the sometimes adorable, sometimes terrifying bundle of fluff known as Gnar! This episode, MsPudding’s joined by sixtwo and Morello alongside ZionSpartan from Team Dignitas to chat about Gnar’s impact and League’s balance for the coming World Championship.
As before, we’re looking for feedback to help us improve future videos, so add in your comments below!
Basic attack missile speed increased to 1600 (from 1300) - Given Urgot's short attack range a more responsive auto attack's appropriate for the risk he's often putting himself in
Recommended item update
Some minor visual effects clean up
Acid Hunters now check for Noxian Corrosive Charge on both start and end of Acid Hunter cast - Currently only checks at start of cast, penalizing swift follow up shots after firing the E at long range and attempts to sneak in a final homing shot as Noxian Corrosive Charge is close to expiring)
Half mana cost refunded on kill - Primary goal here is to punish Urgot less for last hitting with Acid Hunters when he needs to. Slight increase in cost to maintain a bit more harass cost, though still aiming to have this be a net buff to Urgot's mana usage.
CD reduced to 120/110/100 (from 120)
- Adding a bit of late game power, without increasing his potential lane bully case
Mana cost reduced to 100 (from 120) - Standardization with standard ult mana cost
No longer shifts the Urgot player's camera to Urgot's position on completion of ult
Now grants Armor/MR immediately, rather than after 0.25s
Urgot now ignores unit collision for 1s after completion of ult
Let me begin by saying that i appreciate the time you've invested took to write your thoughts here. I know this post has fallen off the front page, but this topic/suggestion in particular is one i've seen a number of times and so i hope you don't mind me outlining my beliefs on the subject below!
Isolation as a mechanic has constantly suffered from readability - not particle-wise, mind you, but in terms of understanding where the power comes from. Variable isolation damage not only muddies the counterplay (I thought i was supposed to be near my allies? Sorry dude, you're 23% too far from them so Kha'Zix hit you for 37% bonus damage with his Q!) - but also i think hurts the positive feedback loop for a learning Kha'Zix player (Catch them alone/out of position, massive damage). Q Evolution hits pretty damn hard now, but how would you really estimate your damage accurately? 'I think i can all-in this guy, but he's only 50 units away from his minions instead of 100 - wait, how much damage will i do again?'
A small patch means a small foreword! As 4.14 is potentially the patch we'll be playing the World Championship on, we're deliberately playing safe in terms of disruptive changes. While there aren't a lot of things here, 4.14 does mark the release of Gnar, the Missing Link, much to the adoration of Yordle fans around the world. Remember to check out Gnar's champion reveal page for more information, but we're hoping to see true Gnar masters who can deftly adjust their playstyle according to his uncontrollable transformations. Nothing's sweeter than hopping up in mini Gnar form and then landing in the middle of a team fight as a tanky mega Gnar. Go try him out!
Anyway, that's all for now, so read on for the rest of our changes and context! See you next time!
Koggy moves slower and R chunks champions for less.
Despite our changes in 4.13, Kog'Maw still has few weaknesses for his ultra-powerful late game identity. Since our goal is to to preserve a champion's strategic strengths even as we reduce power, we started with Kog's core weaknesses (low mobility) before tackling his early game strengths.
BASE MOVEMENT SPEED330 ⇒ 325
E - Void Ooze
WHEN DID YOU EAT THAT, KOG'MAWHas new particles, looks more gross
W's damage has been reduced and R has a max duration of 10 seconds per cast.
Maokai's a pretty cool dude and we're always happy to see a magical tree beating up dragons and yordles, but having a 100% uptime on Vengeful Maelstrom doesn't offer many windows of opportunity (otherwise known as counterplay!), and we may have overshot slightly on his base power.
W - Twisted Advance
BASE MAGIC DAMAGE9/10.5/12/13.5/15% max health ⇒ 9/10/11/12/13% max health
ABILITY POWER RATIO+4% max health damage per 100 AP ⇒ +3% max health damage per 100 AP
Black Shield has a lower base and R doesn't nuke as hard.
Regardless of how she's played (as a mage or a support), Morgana brings a lot of utility and damage to the table, so we're looking to reduce some of her overall effectiveness. While we don't usually talk about specific changes in the context, reducing the base value on Black Shield means support Morgana will have to choose between the defense it provides and the offensive power she gets from leveling Dark Binding, while mage Morgana will be less affected with her AP ratios compensating at rank 1.
E - Black Shield
BASE SHIELD95/160/225/290/355 ⇒ 70/140/210/280/350
R - Soul Shackles
BASE MAGIC DAMAGE175/250/325 ⇒ 150/225/300
TOTAL POSSIBLE MAGIC DAMAGE PER TARGET350 / 500 / 650 ⇒ 300 / 450 / 600
Although we really like Orianna's complexity and high skill potential, she's often seen as a very reliable - and safe - choice for any team who needs a well-rounded mage. These changes are to give Ori's lane opponents a little more breathing room (especially melee) against her as she winds up for the mid to late game.
R's cooldown is longer and the warning indicator's range is increased. Also Rengar's prey will always have a warning indicator if he's within range, even if he's hiding behind a wall. Obtaining the giga-rare 'Head of Kha'Zix' gives Rengar more vision while stalking in brush.
While Rengar's Thrill of the Hunt is usually quite fun for him, we've seen he can be a little frustrating to play against - particularly in the early game when he's roaming everywhere, and in the late game when his prey is usually dead as they see the warning indicator. The short-form of this context would be that we want Rengar's ganking power to... Slow Down!
BUG-FREE KITTYFixed a rare bug where Rengar would not leap from a brush if he recently flashed into it
Head of Kha'Zix
[NEW] DON'T ASK HOW THIS WORKSRengar now has increased vision range while in a brush with the Head of Kha'Zix
R - Thrill of the Hunt
[NEW] X-RAY CAT FINDERWarning indicator now appears even if Rengar is in the fog of war while stealthed. In other words, if Rengar is within 1250 range of any opponent while stealthed via Thrill of the Hunt, they will be notified.
LONG RANGE CAT FINDERWarning indicator range increased from1000 ⇒ 1250
R's delay between shots doesn't scale with cooldown reduction.
We always intended for Xerath's ultimate to be very dodgeable in a one-on-one situation, as he should be relying on his teammates for help. While we could technically position this as a bugfix, this is a definite power reduction for Xerath, so we're calling it a nerf fix (as opposed to a buff fix).
R - Rite of the Arcane
NERF FIXThe delay between Arcane Barragesscales with cooldown reduction ⇒ is fixed at 0.6 seconds between individual shots
Death Mark now places Zed behind his prey and allows him to ignore unit collision while active, finally making him a real-er ninja.
Zed lost a lot in 4.10 with our marksman itemization changes, but he's still performing consistently at the highest levels of play. That said, we saw we could give him some small usability buffs to help him stick to his Death Marked targets better.
R - Death Mark
[NEW] THE UNSEEN ZED IS THE DEADLIESTWhen Zed uses Death Mark on a target, he dashesin front of them ⇒ behind them
[NEW] THE UNBLOCKABLE ZED IS THE DEADLIESTZed now ignores unit collision while the Death Mark is active on a target
We're making Sanguine Blade a little more player friendly by extending that passive duration. The small shift from lifesteal to AD is just to make Sanguine Blade more promising as a high-AD item, but we didn't want that lifesteal to get out of hand.
PASSIVE DURATION4 seconds ⇒ 8 seconds
ATTACK DAMAGE40 ⇒ 45
LIFESTEAL15 ⇒ 10
Post Game Lobby
We forgot to mention in 4.13 that we've updated the buttons in the post game lobby. The new buttons have a modernized look and feel and should help reduce misclicks. We also did a bit of cleanup this patch based on initial feedback.
HAPPY CLICKING!Post game lobby buttons have been updated
We're introducing Suggested Players to help fill out premade lobbies. The initial list includes players from your recent victories as well as any premades you queued together with in your last match, but over time will be expanded to include groups like honorable players, potential friends and friends of friends.
Hosts and Captains of all matchmaking queues will now see a list of "Suggested Players" they can invite to fill out premade groups. The list includes:
Premades you queued together with in your last match
Team members from matches you've recently won
Although 75% of players improve their behavior after just 1 set of chat restrictions, in some cases the system was handing out fewer initial restrictions than it should have, resulting in back-to-back waves of restrictions. We've tuned the system to be more accurate with the first wave - for example, one set of 30 instead of three sets of 10.
The Chat Restriction system is now more accurate with its first set of restrictions, reducing instances of back-to-back restriction waves
Custom Lobby Spectating
We've upped the number of spectators that can join a custom lobby. This should be especially useful for local tournament scenes!
CONVENIENCEIncreased the maximum number of custom lobby spectator slots from 2 to 4
Patching and installing have been sped up a bit. These changes are separate from the upcoming Patcher & Landing Page Refresh, which will inherit these improvements when released a bit further down the road.
FRESH INSTALLSLeague of Legends installs roughly 15% faster
PATCHESLeague of Legends updates roughly 7% faster
Now that the new engine is up and running, we're removing old files that aren't needed any more. This'll clear out over half of the audio files currently stored on your computer (the new engine is slimmer than the old one!) and reduce the number of files we need to update in future patches.
YOU SHOULD DEFRAGRemoved about 700 MB of obsolete audio files
Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
Pink wards are pink again!
Relic Shield and its upgrades no longer execute Heimerdinger's turrets (in line with the 4.12 change which removed the execute from Yorick's ghouls and Zyra's plants)
Quinn's E - Vault no longer causes weird text to appear
Targeting an ally with Zilean's Q - Time Bomb no longer pops their spellshield effects
The following skins will be released at various times during Patch 4.14:
Discover the beast within the boy and learn to master both sides of the Missing Link in the Gnar Champion Spotlight.
Gnar’s a double-headed beast best played on the edges of fights in his Mini form, and in the enemies’ midst as Mega Gnar. During the laning phase, use basic attacks and clever casts of Boomerang Throw to trigger Hyper, which chunks your opponent down and helps you stay out of range of their retaliation. Hop’s a useful ability, too, but best saved for moments when you need to flee from jungle ganks or guarantee kills against your target. As teams start grouping, Crunch into fights as Mega Gnar before using Wallop, Boulder Toss and GNAR! to burst down the enemy’s weaker damage dealers and pummel their tanks.
Server Maintenance: Patch 4.14 On 08/13/2014, starting at 1:30 AM PST, ranked queues will be disabled in preparation for patch 4.14. At 3:00 AM PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
Server Maintenance: Patch 4.14 On 13/08/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.14. 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.
Hey all, to clarify on one point: there is no hard limit to the number of players in master tier like the current challenger 200 spots. This doesn't mean these players will be immune from demotion once they achieve the tier. So master tier could be the top 511 or 534 players in a region based on the amount of participation in ranked, etc. Players who achieve Master tier will have a short immunity period and then be vulnerable to demotion if they don't maintain their performance at that level.
Would the demotion from Master to Diamond 1 be calculated in the same way that a Diamond 5 can fall back into Plat 1 (if their MMR is way below Diamond 5)?
Also, if you are able to say, is this estimated before or after S4WC?
Demotion will work similarly to other tiers, where there are a few checks before you fall. A player will fall back into diamond 1 if they lose enough games in master tier.
Every week or so I host a sort of "Fan Day" for my viewers on my stream where I play all sorts of games with them that include already established game modes by Riot or custom made ones by players. I always try to invent new game modes to give my players something new to try out and last night we attempted a new game mode that I had wanted to try for awhile. It is called Deathmatch (working on title) and is designed with anti-snowballing mechanics and ways to encourage smart combat.