Today we pushed out some new features for Team Builder that are tentatively slated to go live in 4.7
If you find any bugs, please try to reproduce them and post the steps you used to do so in this thread. Doctah Wayne and I will verify and make sure they get patched up before they go live.
We're also looking for your general feedback and comments about Team Builder, particularly regarding these changes:
1. Most In-Demand Roles: Upon entering Team Builder as a Solo, you will see a real-time list of the most in-demand position/role pairs. (If you want to use one you can also just click the one you want and it will fill out the spec for you.)
2. Play Again Button: After you finish a game of Team Builder, the "Play Again" button is now clickable for Captains. Clicking it will automatically put you back into Team Builder and send invites to your premade from last game.
3. Invites say Team Builder: When your friend invites you to a Team Builder lobby, the invite will now specify Team Builder so you can tell the difference between TB and Blind Pick.
Hey everyone! That appears to be a mis-named string that went out. Braum's actual ability name is Unbreakable, not Immovable Object. Sorry for the confusion, that should be fixed up on PBE tomorrow. -------------
...At least you can still out position it...also, if he turns, it turns.
Braum's Unbreakable does not turn once you cast it. It locks your facing similar to Lucian's Culling and keeps the shield pointing the same direction while you move around.
1. Braum's could have a faster travel time (purely speculation on my part, but it doesnt say "slow", and Nami's goes particularly slow) 2. It could have a shorter range (based on the little "teaser" comic showing off his abilities, I'm pretty sure thats his ult in the top left) 3. Nami's ult only slows targets it hits, while Braum's leaves a slowing "field" behind in its path. Similar yes, but different enough I think.
Braum ult and Nami ult have some core differences in use and what makes them powerful.
Nami ult has a short cast time, very long range, and a slow that scales as the missile travels. It's knockup is consistent throughout. The increasing slow time and consistent knockup makes Nami ult more powerful against back-liners than front-liners if they don't dodge it.
Braum ultimate leaves a slow zone on the ground where it travels, making it a stronger counter-engage and giving it zone control power. Also, the slow actually applied to targets is short, but refreshes while they are inside the zone, meaning that positioning the zone is very important rather than just the initial hit. Finally, Braum's knockup on the ult is 1.5 seconds for the first target and very short for all the targets after that, giving you more ability to play around where you leave the zone by reducing the power as the spell travels past the front-line into the back-line.
"Your hair... we do not see things like this in the Freljord."
"Fire does the body good." (Sunfire Cape)
"I've always wanted an on-fire cloak." (Sunfire Cape)
"Ooh, now I need marshmallow." (Sunfire Cape)
"These shoes... they are too tight!" (Boots of Speed)
"No sneaking up on Braum this time." (Sightstone)
"Sight is the key to victory... also stone." (Sightstone)
"This has the smell of a faraway land. Perhaps I shall see it one day." (Ancient Coin)
"To friends I am snowfall, to enemies I am avalanche!" (Frozen Heart)
"Ha-ha! Perfect!" (Boots of Mobility)
"My shield will protect this shield." (Randuin's Omen)
"A shield for my shield? I like it!" (Randuin's Omen)
Dragonslayer Braum Model
I've put it in a spoiler box, because it's too long to stay "in the open".
'Tell me a bedtime story, grandma.' A bitter wind howls outside, whipping falling snow into devil whirls.
What kind? A tale of the Ice Witch, perhaps?
The girl crawls into her arms. 'Too scary. Tell me a story about Braum!'
'Ah, Braum!' The old woman smiles. 'There are so many. My grandmother used to tell me of the time Braum protected our village from the great dragon! Or once - this was long ago - he raced down a river of lava! Or -' She pauses; puts a finger to her lips. 'Have I told you how Braum got his shield?'
The girl grins and hops under the covers. The hearth fire snaps, holding off the wind.
Well. In the mountains above our village lived a man named Braum -
'I know that!'
'He mostly kept to his farm, tending his sheep and goats, but he was the kindest man anyone had ever met, and he always had a smile on his face and a laugh on his lips.
'Now, one day something terrible happened: a young troll boy around your age - was climbing the mountain and happened on a vault, set into the mountainside, the entrance guarded by a huge stone door with a shard of True Ice at its center. When he opened the door, he couldn't believe his eyes: the vault was filled with gold, jewels - every kind of treasure you could imagine!
'What he didn't know was that the vault was a trap. The Ice Witch had cursed it - and as the troll boy entered, the magical door CLANGED shut behind him and locked him inside! Try as he might, he couldn't get out.
'A passing shepherd heard his cries. Everyone rushed to help, but even the strongest warriors couldn't open the door. The boy's parents were beside themselves; his mother's wails of grief echoed around the mountain. It seemed hopeless.
'And then, to everyone's surprise, they heard a distant laugh.'
'I bet it was Braum!'
'Aren't you clever! Braum had heard their cries and came striding down the mountainside. The villagers told him of the troll boy and the curse. Braum smiled, nodded, turned to the vault, and faced the door. He pushed it. Pulled it. Punched it; kicked it; tried to rip it from its hinges. But the door wouldn't budge.'
'But he's the strongest man ever!'
'It was perplexing,' her grandmother agrees. 'For four days and nights, Braum sat on a boulder, trying to think of a solution. After all, a child's life was at stake.
'Then, as the sun rose on the fifth day, his eyes widened and a broad grin lit up his face. 'If I can't go through the door,' he said, 'then I'll just have to go through -'
The girl thinks; her own eyes widen. '- the mountain!'
'The mountain. Braum headed to the summit and began punching his way straight down, pummeling into the stone, fist after fist, rocks flying in his wake, until he had vanished deep into the mountain.
'As the villagers held their breath, the rock around the door crumbled - and when the dust cleared, they saw Braum standing amidst the treasure, the weak but happy troll boy in his arms.
'I knew he could do it!'
'But before they could celebrate, everything began to rumble and shake: Braum's tunnel had weakened the mountaintop, and now it was caving in! Thinking quickly, Braum grabbed the enchanted door and held it above him like a shield, protecting them as the mountaintop collapsed. When it was over, Braum was amazed: there wasn't a single scratch on the door! Braum knew it was something very special.
'And from that moment on, that magical shield never left Braum's side.'
The girl is sitting upright, beaming with excitement. 'Grandma, tell me another.'
'Tomorrow.' Her grandmother smiles; kisses her forehead; blows out the candle. 'For you need to sleep, and there are many more stories to tell.'
Braum's Stats and Abilities
Damage: 56.2(+3.2 per level) Health: 517(+87 per level) Mana: 280(+45 per level) Movement Speed: 335 Armor: 24(+4 per level) Magic Resist: 31.25(+1.25 per level) Health Per 5 Sec: 6.5 Mana Per 5 Sec: 5.5 Range: 125
Braum and his allies work together to stun a target.
Braum's basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows.
Upon reaching 4 stacks, the target is stunned for 1.25/1.5/1.75 second(s) and takes 70 - 240 magic damage. For the next 8 seconds, they cannot receive stacks but take 14 - 48 bonus magic damage from Braum's attacks.
Winter's Bite [Q]
Braum propels freezing ice from his shield dealing 80/125/170/215/260 (+0.025) [2.5% of Braum's Max Health] magic damage to the first target hit and slowing them by 70%, decaying over the next 2 seconds.
Applies a stack of Concussive Blows.
Cost 50/55/60/65/70 Mana Range 1000 Cooldown 10/9/8/7/6 Seconds
Stand Behind Me [W]
Braum leaps to a target allied champion or minion.
On arrival, Braum and the ally gain Armor and Magic Resist (20/22.5/25/27.5/30 plus 14/15.5/17/18.5/20% of Braum's bonus Armor/Magic Resist) for 3 seconds.
Cost 30/40/50/60/70 Mana Range 650 Cooldown 14/13/12/11/10 Seconds
Braum reduces incoming damage and blocks for allies behind him. Braum raises his shield in a direction for 3/3.3/3.5/3.8/4 seconds negating the damage of the next attack from this direction. Subsequent attacks deal 30/32.5/35/37.5/40% reduced damage.
Braum intercepts projectiles, causing them to hit him and be destroyed.
Braum gains 10% Movement Speed for the duration.
Cost 30/35/40/45/50 Mana Range Global Cooldown 18/16/14/12/10 Seconds
Glacial Fissure [R]
Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.
Enemies hit take 150/250/350 (+0.6*AP) magic damage. The first champion hit is knocked up for 1.5 seconds, subsequent enemies are knocked up briefly.
For the next 4 seconds enemies that enter the area are slowed by 60% for 1.5 seconds.
Cost 100 Mana Range 1250 Cooldown 140/120/100 Seconds
The frozen peaks of the Freljord have for centuries punished the weak. But as these feared glacial lands host the graves of the frail, for the mighty, the land is a cradle, a place that elevates mere strongmen into true champions. Braum’s story started here, and as his strength and fortitude grew, so too did his legend. Today, his feats inspire all from the poorest of peasants to the fiercest of raiders. And as he prepares to bear his shield into battle once again, he goes knowing he carries the hopes and adoration of the Freljord’s people with him.
Passive: Concussive Blows
Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, all basic attacks from Braum and his allies apply further stacks. Targets that sustain four stacks are stunned and suffer bonus magic damage. After being stunned, Braum cannot apply Concussive Blows to his target again for a moderate duration.
Q: Winter’s Bite Braum propels freezing ice from his shield in a straight line skillshot, dealing magic damage (based on Braum’s max health), slowing and applying a stack of Concussive Blows to the first target hit.
W: Stand Behind Me Braum leaps to the aid of a nearby ally, positioning himself between his target and their nearest enemy champion, and granting both Braum and his target bonus armor and magic resist based on his total armor and magic resist.
E: Unbreakable Braum raises his shield in a target direction, negating the damage from the first attack from the shield’s direction and reducing the damage of all subsequent attacks as long as the shield is raised. Braum intercepts projectiles with Unbreakable, causing them to hit him and then be destroyed. He also gains a minor speed boost until he lowers his shield.
R: Glacial Fissure Braum slams his shield into the ground, sending out a huge long-range skillshot that knocks up and damages all enemies caught before leaving behind a strong slow field.
@JolanJoestar Silences are a problem when then character can kill you solo - it removes response. This is why we haven't lowered say, Fiddles' or Soraka's. Additionally, some old ones are too long - like Rammus/Fids' CC was.
Sure, but that's why you don't put it on a class that can solo someone, like an assassin. You put it on disruptors!
Agreed - this is why we tend to see this pattern on old champions where we had a looser grasp on such things.
So are there any plans to slowly phase it out of destructive champs and replace it with something better? In addition, Cho'Gath's passive, Q and W all got nerfed with no reasoning or equivalent buffs, why is that?
Not all characters need "compensation" buffs if they're really strong without (see Cho)
Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.
Reworks: We've released a number of reworks over the past few patches and we're committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we're going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.
Top lane: We're particularly aware of low champion diversity - especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we're going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.
Onward to the patch notes!
In this patch we've fixed a bug responsible for creating errors during the patching process. We've also added crash logging to the patcher as another tool to help us discover, track and fix issues going forward.
Fixed a bug that sometimes prevented new patches from properly updating game files
Players can now submit logs if the patcher crashes
We're happy with Kassadin's direction as a high-mobility mana-fueled void mage, but he's a little under-equipped for the job. Old Kassadin could survive by blowing up targets (dead targets don't deal damage), but since the rework put more emphasis on his mobility and close combat, he's had some problems sticking around the fight. These changes are to give Kass more opportunities and rewards when he Riftwalks into the fray.
Following up on our Rengar rework, we're giving him power back in two areas where we've heard your feedback: Savagery and Thrill of the Hunt. Rengar's rework is currently doing a lot of things successfully, but we agree that kitty needs a little more claw.
Q - Savagery
ATTACK ANIMATION SPEED Increased by 40%
BONUS DAMAGE 20/40/60/80/100⇒ 30/60/90/120/150
Q - Empowered Savagery
ATTACK ANIMATION SPEED Increased by 40%
BONUS DAMAGE20-235 by champion level⇒ 30-240 by champion level
R - Thrill of the Hunt
NEW STEALTH ALERT Now only appears if enemies would be able to see Rengar out of stealth
Twitch has received a visual update. And legs. Check out the full details here! We've also bundled a few quality of life improvements and ability name changes for skills that've mutated past their original designs over the years.
ICONSAs part of his visual update, Twitch has received all-new ability icons
Q - Ambush
NEW UTILITYAdded new particles and sounds for the moment Twitch enters stealth
E - Contaminate
NEW UTILITYAdded a range indicator
VISUALSParticles now shoot from Twitch to his victims
R - Rat-ta-tat-tat
NAMESpray and Pray⇒ Rat-ta-tat-tat
VISUALS Particles now better indicate when secondary targets are hit by splash damage
We wanted to err on the stronger side with Feral Flare's release so that players could see exactly what it offered as a carry jungle item. That certainly hasn't been a problem, as it's performed extremely well thus far. Too well.
TOTAL COST1650 gold⇒ 1800 gold
FERAL FLARE TRANSFORM25 large monster kills⇒ 30 large monster kills
The Heal debuff was something we should have left in when we updated the summoner spell. Without the debuff, ther's no real drawback to bringing multiple Heals to a fight instead of an assortment of spells.
NEW MULTI-HEAL DEBUFF - Heal is 50% less effective on allies previously Healed within the past 35 seconds. This debuff only applies when an ally has been healed by the Summoner Spell Heal.
This change was also spurred by the recent changes to Twin Shadows. Generally speaking, we knew Blackfire Torch needed to be toned down, so when we started seeing piles of additional movement speed on casters, we felt we could step in now.
REMOVED MOVEMENT SPEED+5% movement speed
Now that we've hit the middle of the 2014 season, we were able to safely assess how to update Twisted Treeline to the new game flow mechanics.
INHIBITOR RESPAWN RATE: 5 minutes⇒ 4 minutes
INHIBITOR MECHANICS:Destroying an enemy inhibitor only buffs the minions in that lane
JUNGLE REWARDS: Experience and gold scaling increased
We also took this opportunity to create more viable jungle routes and to alleviate some early jungling concerns.
HEALTH RELIC SPAWN:1:55⇒ 3:00
We flipped the switch on a suite of bot improvements at the tail end of the 4.5 patch cycle - you can find the changelist in the Patch 4.5 Notes and head over to the dev blog for the scoop on our goals to make bots more human. This patch is a continuation of those efforts.
Bots will now purchase and use Warding trinkets, Sightstone and Sight Wards
Wards are placed as bots roam, granting vision of the jungle
Wards are used to try to gain vision of enemies in brush when bots are chasing; LESS FACE CHECKING!
Bots now have a 50% chance of playing Blue-side in Co-op vs. AI, with players on Purple-side
Fixed a bug where bots would stop to cast instant-cast items and spells (e.g. toggling Ashe's Frost Shot, using a potion)
Removed some abuse cases that could be exploited while bots were recalling
The Feral Flare is currently stirring up all sorts of controversy with players as there is no doubt the item is strong but players are divided in whether the item should obtain minor nerfs or should be gutted. Feral Flare is definitely very powerful and changed the solo queue jungle quite rapidly to the point where there are a handful of more (jungle) champions as perma-ban worthy. Aside from Leblanc bans, most players seem to be banning every jungle they feel threatening and still coming up short in bans. Even if you fear the Feral Flare junglers, players still need to remember that there are several other threatening champions in the game that do not use it and are also ban-worthy. I was recently cursed at by my teammates for not banning Pantheon despite my bans being "high-priority" bans in this patch (they were Kha'Zix, Evelynn, Warwick) and I have seen some teammates dodge because certain champions were not targeted and ended up getting picked.
The item was released to give carry junglers an offensive jungle option other than Lizard since there were plenty of junglers that made little or outright poor use of it. Wriggle's Lantern was reworked and made much better but it was also given the Feral Flare evolution which made the item have actual late game potential. It granted a lot of power to auto attack heavy champions and it seemingly benefits every intended jungler that Riot wanted to indirectly buff with the item. However, it has also seemingly been useful on junglers that were not intended to use it and players have shown mixed feelings about this along with the fact that the item might be a too powerful in its first patch.
In this article, I want to give credit to a few champions who greatly benefitted from the Feral Flare changes without any order as to who is better. Certain junglers definitely saw a massive increase in power while others were already worthy junglers but were finally given an option for damage builds and had an increase in carry potential. The reason this article was delayed was because I was waiting for the hype around the item to die down. The hype is still there but hopefully LCS using both the Spirit Line and the Madred's Line shows players that it is simply different methods of jungling which prioritize different things. It is not to say that Feral Flare is not obscene in solo queue but that perhaps the item does not deserve to be gutted with nerfs so soon. Feral Flare is an item that is rather balanced in competitive but obscene in solo queue.
With the continuing goal of making Support players have more meaningful gameplay and enjoy their choices throughout each game of League of Legends, were looking at making sure Sona feels as awesome as possible.
Things that are already pretty awesome:
Sonas role as a buff/enabler support is solid and rewarding. Sonas ult is impactful and allows Sona players to make big plays that they and their team can appreciate.
Things that need to be more awesome:
Sonas auras are powerful, but not satisfying to use, and create very little interaction. Sonas basic abilities dont have as much skill expression as many other supports.
These are my current thoughts, as a dude who has been thinking about Sona gameplay a lot lately. I want you to tell me where Im on track, where Im wrong, and where Im totally missing something.
Other things I want to hear from you:
What do you love about playing Sona? What do you not like about playing Sona? What decisions are most interesting to you when you play Sona? What moments of a Sona game make you feel like youve made a play for your team?