Patch 4.1 Login Screen
Patch 4.1 Notes
Originally Posted by Riot (View RedTracker Source)
Hey Summoners,
Riot Pwyff here with the first update of 2014! Since this is the beginning of a new year, we’re rolling over our patch numbering from 3.x to 4.x. Aside from getting that +1, our general design philosophy for the new season isn’t changing. We’re still closely watching the state of the game as it evolves with the preseason, and this update is just another step down that path.The general theme of patch 4.1 is more refinement and tuning. We’re in the process of de-fogging more of those outliers like Shyvana, Riven and Annie. That said, now that the dust has settled we can also take another look at modernizing certain items (the Spirit line of jungle items, for example) and systems (2v1 lane swaps).
Quick note, any text in red will be myself guiding you through some of our changes and our thought process behind them. On with the patch notes!
LeaguesThe 2014 ranked season reset will take place within the next few days. We’ll have a full list of changes in the patch notes when it happens.
Vision Code ChangesWhile these changes won’t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines we’ll be hitting with our updates, but hopefully you’ll be able to see the difference.
- In-game vision should now be more responsive and dynamic as it interacts with abilities (like Lux’s Lucent Singularity)
- Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled.
- Projectiles should register more quickly when a champion casts an ability from the fog of war
ChampionsAnivia
Summary: We’ve increased the speed of Anivia’s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Anivia’s ult will now have a warning effect when she is almost out of Glacial Storm’s range.
We call these kinds of changes “modernizations,” where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements.
General
- Basic attack projectile speed increased to 1400 (from 1100)
Q - Flash Frost
- Mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160)
W – Crystalize
- Mana reduced to 70 at all ranks (from 70/90/110/130/150)
R - Glacial Storm
- Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate
Annie
Summary: Pyromania’s stun duration is now shorter at earlier levels but Summon: Tibbers’ cooldown has been reduced at later levels to compensate.
Annie’s a terrifying kid to play against in the early phases of the game – even before Tibbers joins the party– mostly due to her long duration stun at level 1. With these changes, we want to give Annie’s lane opponents some more room to breathe against her early threat, but we’ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annie’s power without incinerating her overall strengths.
Passive - Pyromania
- Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11 (from 1.75 seconds at all levels)
R - Summon Tibbers
- Cooldown reduced to 120/100/80 seconds (from 120 at all ranks)
Evelynn
Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly.
Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast.
Q - Hate Spike
- Missile speed reduced to 1250 (from 2000)
E - Ravage
- Damage changed to physical (from magic)
R - Agony's Embrace
- Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her)
Janna
Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount.
Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.
R - Monsoon
- Now begins channeling immediately upon activation (from an initial 0.25 second cast time)
- Total channel duration reduced to 3 seconds (from 4 seconds)
- Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power)
- Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power))
Jinx
Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.
Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.
Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).General
- Base health reduced to 462 (from 500)
- Health per level increased to 82 (from 80)
E - Flame Chompers!
- Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
- Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
- Reduced damage at earlier levels to 80/135/190/245/300 (from 100/150/200/250/300)
Nasus
Summary: We’re reducing Wither’s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands.
We want to keep Nasus’ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Wither’s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than “sniping” fragile opponents with long-range Withers before eating them.
W - Wither
- Range reduced to 600 (from 700)
R - Fury of the Sands
- No longer increases the cast ranges of Wither and Spirit Fire
Rengar
Summary: We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar.
Rengar’s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengar’s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengar’s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds.
Q – Savagery
- Savagery basic attack buff (not attack speed buff) reduced to 2 seconds (from 6 seconds)
- Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended
W - Battle Roar
- Empowered Battle Roar heal changed to 20 + (10 x level) amplified by a 1% per 1% of Rengar’s missing health (from 40 + (20 x level) health)
Riven
Summary: We lowered Riven’s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wings’ damage has been decreased and Valor’s shield duration was shortened.
Riven’s burst damage is just too high at early levels, so we’re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when she’s behind (because she won’t be able to buy so much raw AD), but worse when she’s far ahead. We’re reducing the duration of Valor to hit some of Riven’s flexibility in lane – if she’s going to rely on Valor’s shield to trade damage, she’ll need to commit quickly or risk losing the shield.
General
- Base attack damage reduced to 54 (from 56.7)
- Attack damage per level increased to 3 (from 2.7)
Q - Broken Wings
- Damage per strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage))
E - Valor
- Shield duration reduced to 1.5 seconds (from 2.5 seconds)
Shyvana
Summary: We’re lowering Burnout’s overall damage and Flame Breath’s damage at earlier levels. Dragon’s Descent also received a bug fix and the damage now matches the tooltip.
Shyvana’s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. We’re cooling some of that dragon blood down to make her early bullying more manageable.
W - Burnout
- Damage per second reduced to 20/35/50/65/80 (from 25/40/55/70/85)
- Minimum magic damage reduced to 60/105/150/195/240 (from 75/120/165/210/255)
- Maximum magic damage reduced to 140/245/350/455/560 (from 175/280/385/490/595)
E - Flame Breath
- Damage reduced at earlier levels to 60/100/140/180/220 (from 80/115/150/185/220)
R - Dragon's Descent
- Damage now correctly matches the tooltip at 175/300/425 (from 200/300/400)
Thresh
Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form.
Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern!
The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn’t bother to have the proper positioning.W - Dark Passage
- Now shows indicator particles to nearby allies to indicate that it is a clickable object
- Lantern now has a small collision radius
R - The Box
- Delay on wall formation increased to 0.75 seconds (from 0.5 seconds)
Yasuo
Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.
While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind.
General
- Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits
- Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo
Q – Steel Tempest
- All casts are now automatically smart cast
W – Wind Wall
- No longer blocks friendly Syndra orbs
R – Last Breath
- Now grants maximum Flow on cast
- Spell animation shortened by 0.1 seconds
- Now less likely to be teleported out of by enemies spamming flash
- Now properly alerts spectators and allies when it is on cooldown
Minor Changes and Bug FixesCaitlyn
R – Ace in the Hole
- Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.
Darius
R – Noxian Guillotine
- Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds)
Fiddlesticks
This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.
Q - Terrify
- Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions
Fiora
R – Blade Waltz
- Fixed a bug where Fiora could teleport while casting Blade Waltz
Hecarim
W – Spirit of Dread
- Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)
Jarvan IV
Passive – Martial Cadence
- Fixed a bug where Martial Cadence would sometimes trigger on towers
Lux
R – Final Spark
- Now goes on cooldown when it finishes casting, instead of when it begins casting
- If Lux dies while casting Final Spark, it will no longer go on cooldown
Malzahar
R – Nether Grasp
- Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.)
Nami
R – Tidal Wave
- Now goes on cooldown when it finishes casting, instead of when it begins casting
- If Nami dies while casting Tidal Wave, it will no longer go on cooldown
Nidalee
W - Bushwhack
- Fixed a bug where Nidalee's Bushwhack traps could be placed in walls
- If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack's maximum cast range (900 units)
Olaf
Q – Undertow
- Slow reduced to 29/33/37/41/45% (from 35/40/45/50/55%)
Talon
E – Cutthroat
- Now teleports Talon slightly further behind his target
Twisted Fate
Q – Wild Cards
- Targeting indicator updated to show the individual targeting lines
ItemsRabadon's Deathcap
- Tooltip now displays the amount of Ability Power gained from its UNIQUE Passive.
Spirit Visage
The cooldown reduction for Spirit Visage is to reduce its high gold efficiency for almost all tanky champions, especially since many were just buying Spirit Visage as part of their “core” tank build, regardless of the enemy team composition.
- Cooldown reduction reduced to 10% (from 20%)
Sunfire Cape
This change is to reduce the overwhelming power of early Sunfire Capes.
- Magic damage changed to 25 + character level (from 40)
Jungle ItemsWe really like Spirit of the Spectral Wraith’s healing passive, so we decided to make it a staple passive on every Spirit item.
Spirit Stone
- Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
- No longer has health or mana regen
- No longer has Maim passive
Spirit of the Ancient Golem
- Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
- No longer has health or mana regen
Spirit of the Spectral Wraith
- Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) (from 8% of spell damage for both health and mana)
- No longer has health or mana regen
- Now grants 2 ability power for every large monster kill (max: 30)
Spirit of the Elder Lizard
- Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
- No longer has health or mana regen
Summoner's RiftThese changes are for Summoner’s Rift only
With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners while also taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes.
Turrets
- Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
- Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks
Crystal Scar and Twisted TreelineThese changes are for Crystal Scar and Twisted Treeline only
Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), we’re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Damm’s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time.
Blackfire Torch
- Movement speed reduced to 5% (from 10%)
Wicked Hatchet
- Re-introduced with a new build and effect
- Builds from a Long Sword and Brawler's Gloves
- Costs 1200 (440 combine cost)
- 20 AD and 10% Critical Chance
- Critical strikes cause your target to bleed 60% of your bonus AD over 3 seconds (physical damage)
Lord Van Damm's Pillager
- Re-introduced with a new build and effect
- Builds from Wicket Hatchet, Pickaxe, Agility Cloak
- Costs 3800 (995 combine cost)
- Stats and effect are identical to Infinity Edge
Infinity Edge
- Removed
Crystal Scar and Howling AbyssThese changes are for Crystal Scar and Howling Abyss only
Entropy
- No longer builds out of BF Sword - Now builds out of pickaxe
- Damage reduced to 55 (from 70)
- Total cost reduced to 2700 (from 3475)
- Combine cost reduced to 500 (from 600)
Crystal Scar, Howling Abyss, Twisted TreelineThese changes are for Crystal Scar, Howling Abyss and Twisted Treeline only
Grez's Spectral Lantern
- Total cost reduced to 1350 (from 1450)
- Combine cost reduced to 250 (from 350)
The Lightbringer
- Total cost reduced to 2200 (from 2500)
- Combine cost reduced to 375 (from 575)
Hextech Sweeper
- Total cost reduced to 2000 (from 2200)
- Combine cost reduced to 330 (from 530)
New Player ExperienceWe’ve introduced a stable roster of free champions for new players to play. Our goal is to improve the way players learn to play League of Legends when they’re first starting out. These champions were picked because of how easy they can be learned and how enjoyable most new players find them.
- These changes will be turned on at a later date
- Players new to League of Legends will now have a static roster of free champions to play during their first few levels; after which, they will use the normal Free to Play rotation

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Posted 1/15/2014 5:14:48 PM"keep an eye out for an invasion from the Outside" it's read at the end of the mini-web
I hope it's something like Europe colonizing America and we get all of this new champions from different cultures and techs than the ionia,demacia,void,noxus stuff
Imagine an England colonizing demacia or a Spain conquering noxus, the whole continent fighting for freedom! the reactions of everyone would be so awesome to see! :)
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Posted 1/15/2014 7:44:22 PMIt's more likely about Void or Shurima themed patch. New Baron looks pretty void-y and shurima was given out long ago by site and lore changes on pbe.
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Posted 1/17/2014 4:52:52 PMthat would make more sence, but I really would've like the very outside
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Posted 1/15/2014 12:56:18 PMThat login screen! <33
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Posted 1/15/2014 11:17:13 AM-
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Posted 1/15/2014 9:49:52 AMMan why did they make the map even more asymmetric? Feels kind of wrong, but i guess it's the only way to prevent 2v1s (,which are admittedly more symmetric than 2v2, yet still not healthy for the game).
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Posted 1/15/2014 11:02:52 AMEh I think 2v1s can be healthy, they give teams the opportunity to shut down hyper scaling solo laners, and give teams a chance to give a hypercarry marksman a free early game pass against potential lane bully 2v2 matchups, it also allows teams to pick supports with weak pre 6 potential without fear of their carry Losing the lane in a traditional 2v2. So long as 2v2 and 2v1 strategies are in balance.
champions like twitch and vayne can struggle against the likes of Lucian, draven, Annie, Leona early on putting then in the 2v1 relieves that pressure. Janna and sona while strong later on can have trouble dealing with the aforementioned burstastic bot lane combos so put em in a 2v1 free passes for both of em, and people like nasus or jax could be hard to keep down now with all the nerfs to shyvana, and bruiser itemization in general, forcing a 2v1 is effective for holding these guys down.
if properly balanced the potential to effectively 2v1 lane swap is good for pick diversity. It just wasn't balanced before 2v1 with the timed 3v1 turret dive was just too common. 2v1 should be nerfed but overall it is healthy.
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Posted 1/16/2014 9:57:45 PMWeak early laning, high snowball potential and so on is part of balancing those champions though. When laning is their weakness they're usually really strong late, and if you can negate that weakness completely by lane swapping you're going to have an unbalanced champ --> nerfs. Now, these champs will be even worse of, flat underpowered, if you do NOT lane swap which is the case in most non-competitive games. So, basically Riot has to choose between hypercarries being too strong in competitive or too weak in ordinary play. Fair matchups 2v2 and 1v1 makes for way easier balancing and more enjoyable lanes, Riot "enforcing" that makes perfect sense.
Don't think "Jax would stomp every game if we couldn't 2v1 shut him down", think "if 2v1's didn't mess Jax up so hard he'd be overpowered right now, and thus nerfed, and thus be manageable in a fair 1v1 lane."
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Posted 1/15/2014 2:27:02 PMHow can a choice of strategy be "unhealthy"? That's BS. Heroes, items, summoner's, I'll agree that these can be unhealthy, but how you choose to lane, there I draw the line. Riot is handling this the wrong way, and actively reducing the chance for strategic innovation. Maybe if the map was MORE symmetrical, instead of less so, it would be better off, as lane choices would be purely strategic decisions instead of a meta. Riot is bending over backwards to tweak in response to specific strats, instead of creating a holistically balanced sandbox for players to play in, and that's antithetical to good player-driven game design.
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Posted 1/15/2014 8:58:41 AMGoddamn, they keep nerfing Rengo in every way possible, yet Mundo is untouched and his game play cannot be named healthy for sure. Riots focus on competitive play when it comes to balancing keeps making top lane more and more boring. Also Anivia buffs is just the beginning, I can bet you that Lissandra and Anivia will be must ban status in no time.
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Posted 1/15/2014 8:35:51 AMIe removed on 3v3 ... Well adc's are completely useless now.
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Posted 1/15/2014 9:08:55 AMThank god you can read so well -.-'
"Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), we’re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Damm’s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time."
So basically they got better build path for the same cost? I'm no expert but that seems like a buff to me?
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Posted 1/15/2014 6:02:58 AMThis is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.
You got to be kidding.
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Posted 1/15/2014 8:12:22 AMWell, it is still a ranged point and click hard CC. Fiddle is still the same stupid support bot lane.
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Posted 1/15/2014 9:09:48 AMBut the duration nerf was really felt.
He doesn't need another buff, IMO
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Posted 1/15/2014 4:36:09 AMI don't have that login screen ._.
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Posted 1/15/2014 4:31:56 AMSome of my own thoughts and own breakdown of the changes (if anyone wants to know :P)
Things i wanted to see
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Posted 1/15/2014 4:29:24 AMSo no Kog'Maw changes yet?
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Posted 1/15/2014 2:15:30 AMYay! An overall buff for Jinx.
Rengar is all over the place - I can't really see if he is in tatters or as OP as people have claimed for the last couple of months (after an ocean of tears were cried about his ruinedness because he wasn't a tanky monster. With the exact same abilities (internet wisdom is stupidity)).
Eve - she should result in a refund of MPen runes, so we can switch to APen/MPen runes, without having to grind for weeks.
...
I know our teams "fun" trick will be to 5 man push bot lane. Even with all the extra protection it would go down in 2 waves
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Posted 1/15/2014 3:46:18 AMwhere u see buff to jinx? xD