This is HUGE promo site so i suggest you to quickly view original source. It contains lots of informations about Azir, new game mode, skins and most importantly - the story of Shurima's rise. Also, by playing Ascension game mode you can claim rewards for it on this site.
We’re focusing Patch 4.16’s rundown discussion on mages and mage identity! While Azir’s busy summoning soldiers and getting his empire back up and running, Cassiopeia’s shed her skin and transformed into a late game hypercarry role in 4.16. Join MsPudding as she discusses the patch alongside designers Riot Scruffy, ZenonTheStoic and Riot Scarizard!
As before, we’re looking for feedback to help us improve future videos, so add in your comments below!
Welcome to patch 4.16! We've got a sizeable Gameplay Update to everyone's favorite snake lady Cassiopeia, but aside from that we're going pretty light on the balance side. Similar to 4.15, a lot of the changes you'll see below are focused on smoothing out some champion interactions, or just plain ol' bugfixin' goodness (Check out the context below for what's happening with Wall-Slams!)
For all things non-balance though, we've got a little more meat for you. First up, in addition to her Gameplay Update we mentioned earlier, Cassiopeia is joined by Renekton for updates to their visuals! Follow that up with new base splash arts for the desert-dwelling duo andAkali and Orianna, and this patch is set to delight all the art fans out there.
As we mentioned last patch, we've started patching some finished pieces of Summoner's Rift to the live environment in order to minimize the size (and download times) of the eventual Summoner's Rift launch patch. These pieces aren't usable and we don't have an official release date - for now these pieces will just be preemptively sitting on your hard drives.
That's it for me! Check out the full breakdown in the notes below, and be careful out on the Rift - there's been a lot of sandstorms recently...
ANNOUNCEMENT VISUAL UPDATEIn-game announcements (killing sprees, map objectives, etc.) have received a visual update!
SHIELD CLARITYMinion and turret health bars now display shield strength
Cassi's received a gameplay update! Focusing on her new passive Aspect of the Serpent, she's now more about stacking up poisons for massive end-game scaling than being a dominant laning force. Mana costs, cooldowns, base damage and ratios have all been mixed up to compensate - read below for the numbers!
Cassiopeia's high DPS has always sat alongside her poison as defining characteristics of the serpent lady. Historically however, these traits have led to oppressive gameplay that's as challenging for the opponent to deal with as it is to understand (THANKS DAMAGE OVER TIME). To preserve both sides of what makes Cassi unique, we realized we had to modify the relationship between the two.
In this update, the key to Cassiopeia's heavy-hitting damage potential lies within her new passive, Aspect of the Serpent. Cassi builds power throughout the game as she poisons enemy champions, unlocking stat bonuses to fuel her (now more powerful) Twin Fang. This new aspect (heh) of growing her end-game scaling allows us to solidly push her into the 'completely-absurd-damage-potential' space she's currently hanging around. This comes at the cost of some early game power, but make no mistake - you can expect to see a late-game Cassiopeia as one of the most potent damage threats in the League.
TEXTURE UPDATECassiopeia's base and skin textures have been updated
SPLASHCassiopeia's base splash art has been updated
Cassiopeia permanently gains a stack of Aspect of the Serpent for each second that she has poisoned an enemy champion, for each poisoned unit that she kills, and every time she hits an enemy champion with Twin Fang. Caps at 400 stacks.
75 STACKS+5% ability power and Twin Fang restores 6/8/10/12/16 (+0.1 ability power) health
200 STACKSAbility power bonus increased to +10% and Cassiopeia gains 25% cooldown reduction
400 STACKSAbility power bonus increased to +30%
Q - Noxious Blast
BASE MAGIC DAMAGE75/115/155/195/235 (unchanged)
AP RATIO+0.8 ability power⇒+0.35 ability power
MOVEMENT SPEED BONUS10/15/20/25/30%
W - Miasma
MAGIC DAMAGE PER SECOND25/35/45/55/65 (+0.15 ability power)⇒10/15/20/25/30 (+0.1 ability power)
E - Twin Fang
[NEW] PROBABLY BUILD MANANow refunds Twin Fang's mana cost plus an additional 3% of Cassiopeia's total mana if Twin Fang kills a unit
KIND OF A BIG DEALTwin Fang's cooldown now resets on cast, rather than on hit
BASE MAGIC DAMAGE55/80/105/130/155
R - Petrifying Gaze
SNAKE EYESNow accurately hits units directly in front and on top of Cassiopeia.
Gnar's ultimate and similar skills work with player-made terrain (this time, Jarvan's actually helping). Part one of three.
Continuing to clean up GNAR! with some consistency work across all wall-slams. As with the changes to Poppy and Vayne you'll see below, we'll be watching to see the effects of these changes play out and ready to adjust accordingly.
R - GNAR!
[NEW] COME ON AND SLAMNow detects collision with player created terrain (Anivia's Crystallize, Azir's Emperor's Divide, Jarvan's Cataclysm and Trundle's Pillar of Ice)
WAP!Fixed a bug where using GNAR! on a dashing unit would cancel their movement, but not stun them, if they hit a wall.
Full disclosure - we're not 100% on what the impact of changing this will be as it's hard to know how much random Energy this was giving Shen in teamfights. If Shen needs love as a result we're happy to give it, but he shouldn't have to rely on a bug for power.
E - Shadow Dash
[REMOVED] NO DISRESPECTFixed a bug where taunting dead champions would give Shen bonus energy.
In 4.13 we introduced a line indicator (similar to Xerath) over his previous circular one, hoping it would increase accuracy and satisfaction for Varus players - as it turns out, neither of those things happened (OOPS) so we're taking it back to the original. Thanks for the feedback, y'all!
Q - Piercing Arrow
WHOOPSLine indicator removed (Now uses range circle again as per previous functionality)
Tides of Blood is now doing what everyone thought it was doing already.
The decision to fix this wasn't for power reasons, but rather to fulfill player expectations on how Tides of Blood should work. We'll be monitoring to make sure he doesn't go crazy, but for now Vlad players are a little less thirsty.
E - Tides of Blood
TECHNICALLY A BUFF TO GUNBLADENow correctly increases healing from Vladimir's Spell Vamp (and Lifesteal)
As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. We've got a few more fresh updates for this patch. Yes, this is the same context we used in 4.15.
SPLASHThe following champions have received updated base splashes (click the portraits for the full image!):
NO MORE AWKWARD STOPPINGMovement commands now persist after Flashing in the same direction you're moving
Featured Game Modes
Ascension, our next Featured Game Mode, is coming shortly after the release of patch 4.16! More information soon - keep an eye out for all the details!
The graphs below the scoreboard have been collectively labelled as the Match Overview tab.
We've added a tab for Player Builds. This tab will retroactively populate for all matches played since the release of patch 4.14, displaying:
Item Purchase Order (including item selling)
Ability Order (including Kha'Zix evolutions)
The Match Data section has been moved into its own tab, labeled Statistics.
The advantage graph in the Match Overview tab now shows point advantage instead of gold advantage for Dominion (as well as the upcoming Ascension featured game mode). This change will apply to matches played from 4.16 onward.
Fixed various bugs with the patcher and landing page update
We've made a number of adjustments and fixes to the reskinned chat system based on your feedback:
Private chat windows once again display online presence
Group chat rosters now indicate online presence as well
Increased the size of group chat windows
Both private and group chat windows can be minimized by clicking the chat window header bar
The friend list scroll bar is now easier to click and drag
The Reconnect button should now always display for players who crash out of a game
Fixed a bug where dragon was dealing more damage than intended
Fixed an issue that caused enemy item purchases to sporadically never update on the scoreboard
Fixed a bug where, for a given trap ability, the in-game model of some (not all) placed traps permanently disappeared for players who reconnected to a match
The following skins will be released at various times during Patch 4.16:
DUE TO UNFORTUATE BUGS VIKTOR'S AUGMENTS WILL NOT BE FUNCTIONAL IN THE PBE PATCH TODAY, PLEASE DONT PICK HIM IN GAME
Fleshlings, the time of the Glorious Evolution is nigh!
Viktor will be hitting the PBE very soon (hopefully tomorrow). and I am here to give you the numbers & mechanics changes we have for the upcoming PBE patch.
Here are screenshots of the tooltips, I will be adding notes for the changes that cannot be discerned from them. Are you ready?
Basic attack frames sped up
Passive: Glorious Evolution
Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +25 AP, +150 Mana and +1 AP per level, cumulating in +75AP, +6 AP per level, +500 Mana for the Perfect Hex Core. Each upgrade will allow Viktor to augment one of his basic abilities and when Viktor has upgraded all 3, the Chaos Storm will be augmented also.
Q: Siphon Power
Range changed to use bounding boxes (Effectively 100 range increase) Cooldown changed to 10/8.5/7/5.5/4 Damage reduced to 40/60/80/100/120 (+0.2AP) Empowered autoattack that deals 15~250 (depending on Viktor's level) (+0.5AP) bonus magic damage on next basic attack. NOTE: The entirety of the damage of the next basic attack is converted to magic (ex: Poppy Q) Shield amount changed to 30/50/70/90/110 (+0.2AP) Shield and speed boost (Augment) duration reduced to 2.5 Shield, speed boost and empower all granted immediately upon cast
W: Gravity Field
Range increased to 700 Particle starts playing as soon as Viktor starts cast, time between start of cast and enemy being slowed is unchanged Stunned enemies are no longer affected by the slow
E: Death Ray
Augment Explosion missile speed significantly faster than the original laser
R: Chaos Storm
Cast time reduced to 0.25 (from 0.33) Cooldown reduced to 120/110/100 Radius of initial impact increased to 325 (from 250) Radius of DOT zone reduced to 325 (from 350) Storm always moves at maximum speed when moving towards Viktor DOT damage changed to 30/60/90 (+0.2AP) DOT damage interval now 0.5 seconds (from 0.25) No longer silences on impact, interrupts channels instead
FEEDBACK POINTS ONCE YOU HAVE THE CHANCE TO PLAY HIM IN PBE
How do you feel about his abilities working with each other, do they have a natural flow to them?
How enticing are the augments in various points in the game? When / what do you think is the best time / order to upgrade them?
Do you notice an improvement in the usability of Chaos Storm? / How does Chaos Storm feel to use for you as a player new to Viktor?
Is the damage on the empowered attack on Siphon Power adequate during all phases of the game? If not, when does it feel out of line?
Salvation:Soraka gain 70% Bonus Movement Speed when running towards allies who are below 40%.
Touch of the Cosmos:Soraka converts 20% of her Bonus Magic Resist and Bonus Armor into Ability Power.
Starcall [ Q ]
Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35*AP) magic damage. Enemies standing in the center take 150% damage and are slowed by 20/25/30/35/40% for 2 seconds.
Cost - 70/80/90/100/110 Mana
Astral Infusion [ W ]
Active: Restores 110/140/170/200/230 (+0.6*AP) Health to target ally. Cannot be cast if Soraka is below 5% Health. Passive: Each enemy Champion hit by Starcall heals Soraka for 20/30/40/50/60-40/60/80/100/120 (+0.4*AP) (Based on % Missing HP).
Cost - 10% Max Health, 20/25/30/35/40 Mana Range - 450
Cooldown - 4/3.5/3/2.5/2 Seconds
Equinox [ E ]
On Enemy Cast: Creates a zone at target location for 1.5 seconds. Enemies standing in the zone are silenced until they leave. When the zone disappears, all enemies still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s).
Cost - 80 Mana Range - 925
Cooldown - 18/17/16/15/14 Seconds
Wish [ R ]
Calls upon divine powers to restore 150/250/350 (+0.55*AP) Health to all allied Champions. Wish's power is increased by 50% on each Champion below 40% Health
Cost - 100 Mana Range - Global Cooldown - 160/145/130 Seconds
Q and E Visuals
Get Excited! [ Passive ] - Now triggers on inhibitors as well [NOTE: Could be a tooltip change only]
Long time no see. First and foremost, I apologize for my own silence on the forums we definitely owe you guys more interaction than we've given you, and we know we've messed up on that front. We'll try to do better.
Now, let's dig into this a bit.
Let's start with some of the old canon something I contributed heavily to. I wrote, more or less, the latter half of the Journal of Justice (Kaldera Carnadine, here), and the presence of the Institute of War was something we wrangled with in telling that story over its entire course. In fact, the whole conspiracy angle arose entirely because we were digging for a way for our characters to encounter legitimate political conflict and war without the IoW being able to step in and immediately diffuse it. What that led to, as you know, was corruption within the Institute itself, and champions working covertly together to counter the IoW's influence. It was a cool story (if told through a particularly clumsy medium) but it wasn't exactly something we could pull again. With the Institute of War in place, we often found ourselves asking: just how can we work around this so the story we want to tell can take place?