Patch 4.2 Notes

UPDATE: The patch just hit the live servers, but it hasn't been activated yet. You can have a look at the schedule for the maintenance here

Patch 4.2 Notes (Official)

Originally Posted by Riot (View Original Source)

Hey Summoners,

Riot Pwyff here with another League of Legends update! There’s a lot of new content in this patch, including the newly reworked Skarner and Xerath, so we’re taking it light with our other champion changes.

Looking at the overall content of this update, our goal is to create healthier gameplay patterns with champions who are particularly strong. Look at Kayle or Riven and you can see more optimal ways to play as (and against) them. At the end of the day, some of these changes are nerfs, but hopefully you’ll try to understand them (and try them out!) first. Anyways, on with the notes!


LoL Client Updates

Repair System

With our improved repair system, any 3rd party modifications to the League of Legends client are at risk of being deleted if they cause the game to crash. Be careful!

  • If you crash out of the game due to corrupt or missing data, the League of Legends patcher will automatically fix that bad data the next time you open it (so you don’t crash again)
  • Soft Repair will not delete custom item sets while repairing your install

Ticker

The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.

  • Upgraded the notification box to handle more service status messages while also providing more information where necessary

Game invites

We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.

  • Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity

Journal of Justice

Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.

  • The lore tab (aka the feather) has been removed from the front of the LoL client 

Leagues

Pick Order

We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience - not to mention there are some odd side effects for duo queue players - so we’re taking a different approach.

  • All players will now have an equal (random) chance of being first pick
  • For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer 

Vision System

Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future.

  • Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight

Additionally, we’ve made some progress in our long battle against the minimap visual bug demons. Completely solving the issue is a larger project we’re hoping to tackle, but these changes should significantly improve the situation.

  • Fixed a number of minimap visual bugs. While this isn’t a complete fix, it should improve things overall. 

General

We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.

Icon Updates

The following icons have been updated:

  • Soraka’s ability icons
  • Ashe’s ability icons

Particle Updates

The following summoner spells have been updated:

  • Flash (particles and sound)
  • Clairvoyance (particles and sound)
  • Ghost (particles)
  • Revive (particles) 

Reworks

Xerath

Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.

This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.

General

  • BASE MANA :: 250 (+45 per level)  238 (+47 per level)
  • BASE MANA REGEN :: 7 per 5 seconds (+0.6 per level)  6 per 5 seconds (+0.65 per level)
  • ATTACK RANGE :: 550  525
  • VISUAL :: Attack animation has been shortened slightly

Passive - Mana Surge

  • Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
  • EFFECT :: Attacking an enemy champion restores double the amount of mana

Q - Arcanopulse

  • FIRST CAST :: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
  • SECOND CAST :: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
  • COOLDOWN :: 9/8/7/6/5 seconds
  • MANA COST :: 80/90/100/110/120
  • RANGE :: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
  • EFFECT :: Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
  • EFFECT :: While channeling this spell, Xerath gradually slows his movement speed by up to 50%

W - Eye of Destruction

  • AOE DAMAGE & SLOW :: Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%
  • CENTER OF BLAST :: Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
  • COOLDOWN :: 14/13/12/11/10 seconds
  • MANA COST :: 70/80/90/100/110
  • RANGE :: 1000

E - Shocking Orb

  • SKILLSHOT NUKE :: Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds (the stun duration is based on how far the orb traveled)
  • COOLDOWN :: 13/12.5/12/11.5/11 seconds
  • MANA COST :: 60/65/70/75/80
  • RANGE :: 1000

R - Rite of the Arcane

  • ULTIMATE :: Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit. Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
  • COOLDOWN :: 130/115/100 seconds
  • MANA COST :: 100 at all ranks
  • RANGE :: 3200/4400/5600
----------------

Skarner

We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.

We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.

General

  • BASE ATTACK SPEED :: lowered by 1%

Passive - Energize

  • EFFECT :: Unchanged

Q - Crystal Slash

  • EFFECT :: When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
  • SLOW :: No longer slows  moved to Fracture

W - Crystalline Exoskeleton

  • COOLDOWN :: 18 seconds  16 seconds
  • MOVEMENT SPEED BONUS :: from 15/17/19/21/23%  16/20/24/28/32% (now ramps up over the first 3 seconds)
  • BASE SHIELD AND ABILITY POWER RATIO :: 70/115/160/205/250 (0.6 ability Power) increased to 80/135/190/245/300 (0.8 ability Power)
  • EFFECT :: No longer provides an Attack speed bonus

E - Fracture

  • COOLDOWN :: 10 seconds  14 seconds
  • EFFECT :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
  • MISSILE RANGE :: 800  1000
  • MISSILE WIDTH :: reduced slightly
  • MISSILE SPEED :: lowered slightly
  • EFFECT :: Heal mark removed

R - Impale

  • ROOT TIMING :: Impale now roots the target during the windup animation
  • VOICE OVER :: Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target 

Champions

Ashe

We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks.

Basically, we wanted Hawkshot to feel more valuable at rank 1.

E - Hawkshot

  • COOLDOWN :: 60 at all ranks  60/55/50/45/40
  • BONUS GOLD ON KILL :: 1/2/3/4/5  3 at all ranks
------------------

Dr. Mundo

Mundo’s cleavers got skinnier.

Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.

Q - Infected Cleaver

  • MISSILE WIDTH :: 80  60
---------------

Evelynn

The closer Evelynn is to her target, the faster her Hate Spike projectile travels.

We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.

Q - Hate Spike

  • MISSILE SPEED :: Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
----------------

Kayle

We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.

Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.

Q - Reckoning

  • ABILITY POWER RATIO :: 1.0  0.6

W - Divine Blessing

  • HEAL/ABILITY POWER RATIO :: 0.35  0.45
  • MOVEMENT SPEED BONUS :: now scales with ability power (+7% per 100 ability power)

R - Intervention

  • MANA COST :: 100/75/50  none
----------------

Riven

We lowered Riven’s base health regen and increased the power of Valor’s shield.

We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.

General

  • BASE HEALTH REGEN :: 5.5 per 5s  2.5 per 5s

E - Valor

  • SHIELD :: 70/100/130/160/190  90/120/150/180/210
----------------

Rumble

Flamespitter looks… okay.

Rumble now spits real flame instead of meatballs.

Q - Flamespitter

  • VISUAL UPDATE :: Spell effect has been updated
----------------

Thresh

Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.

General

  • BASIC ATTACK RANGE :: 475  450
----------------

Yasuo

It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.

We made some general quality of life changes to Yasuo in patch 4.1 , but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.

Passive - Way of the Wanderer

  • MOVEMENT TO GENERATE A UNIT OF FLOW :: increased by 15%

Q - Steel Tempest

  • VISUALS :: Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available

E - Sweeping Blade

  • PASSIVELY GRANTS FLOW WHEN HE DASHES :: 4/8/12/16/20%  3/6/9/12/15%

R - Last Breath

  • CAST RANGE :: 1300  1200
  • BUG FIX :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range
----------------

Ziggs

Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.

Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Zigg’s early game harass.

Passive - Short Fuse

  • BASE DAMAGE ::20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 (20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18) 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 (20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18)
  • RATIO :: 0.35 at all levels  0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18

E - Hexplosive Minefield

  • MINION DAMAGE :: 100% from all mines  40% damage for each mine they hit beyond the first 

Minor Changes and Bug Fixes

In our ongoing effort to create a more consistent League of Legends viewing experience, we’re standardizing certain elements of our user interface. Players using the old legacy floating combat text prior to this change will be assimilated into the collective player experience. Beep boop.

  • Removed legacy floating combat text
  • Added ticks to Vilemaw's health bar
  • Fixed a bug that stopped the HUD from scaling while the game was paused

Akali

R - Shadow Dance

  • CLARITY :: Akali's Shadow Dance stacks can once again be seen in her buff bar
----------------

Elise

R - Spider Form

  • COLLISION SIZE :: Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
----------------

Maokai

R - Vengeful Maelstrom

  • BONUS DAMAGE :: Fixed a bug where bonus damage stored was lower than intended (now 25% higher)
----------------

Sona

E - Song of Celerity

  • TOOLTIP TEXT :: Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio
  • HASTE RATIO BUG :: .01 AP Ratio  .02 AP Ratio
  • SLOW RATIO BUG :: .02 AP Ratio  .04 AP Ratio
----------------

Teemo

  • SPELL EFFECT :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
----------------

Yorick

  • GHOUL IMMUNITIES :: Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed) 

Items

Statikk Shiv

  • PASSIVE CRIT :: Passive now only critically strikes when the associated attack critically strikes
----------------

Warden’s Mail

UNIQUE Passive - Cold Steel

  • SLOW BUG :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow
----------------

Randuin’s Omen

UNIQUE Passive - Cold Steel

  • SLOW BUG :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow 

Masteries

Perseverance

Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.

  • HEALTH REGEN :: 0.7%/1.35%/2% of missing health per 5s  0.35%/0.675%/1% of missing health per 5s 

Summoner’s Rift

The changes affect Summoner’s Rift Only

Turrets

Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.

Top and mid lane outer turrets

  • FLAT DAMAGE REDUCTION AGAINST CHAMPIONS :: permanent  first 8 minutes

Twisted Treeline

These changes affect Twisted Treeline only

Kha’Zix

Same changes that exist on the Crystal Scar

Q - Taste Their Fear

  • ISOLATION DAMAGE BONUS :: 45%  35%

Evolved Enlarged Claws

  • MISSING HEALTH DAMAGE :: 8%  6%

Comments

  • #77 Frikgeek

    Where the hell are you people pulling this "math" from. I can prove that even with a 2 defensive item build(and let's face it, most Riven players get 4 damage items+GA) you'll do less damage with your Q while ulting(which is the only lategame scenario that really matters).So, if you have Hydra+LW+Black Cleaver, standard 21/9/0 masteries and AD marks and quints, you'll have 205,8 bonus AD without ult.

    Old Riven lvl 18 base AD was 103, so with ult you'd get 267,56 bonus AD, your Q would deal 130+0,7bonusAD, 317,3 damage.

    Riven's new lvl 18 base AD is 105, and her new Q deals 90+0,6 total AD. With ult her total AD is 372,96 and her Q would deal 313,8 damage.

    Now you might dismiss this as just 5 damage less, 15 on 3 strikes, but this was with a relatively low AD build. If you build 4 offensive items and add an elixir or even baron buff to that you'll get 15-20 less damage per strike.

    I really have no idea where you people are getting your "math" from.

  • #82 Gameguy301

    GP is awaiting a rework anyways, so effort put in now would be wasted, GP has a bit of a toxic streak in him to boot, you can't tell now because he's so weak but trust me his season 1 glory days were quite horrible. He was one of the very first relaunches ever and I feel riot regretted his design shortly after ad they were quite hasty to renerf him imiddiately after his original relaunch, it seems in their haste to get rid of the god aweful raise morale deny mechanic they neglected to fix anything else, they even fumbled by adding a free perma slow passive of course in those days it was 35%.

    Last edited by Gameguy301: 2/10/2014 6:54:59 PM
  • #108 registermyaccount

    I remember when Riven had 7 (or was it 9?) hp regen....

  • #109 Gameguy301

    10.4 at one point. her healing per level healing was aslo higher back then.

    Last edited by Gameguy301: 2/13/2014 6:18:17 PM
  • #35 AwesomeGuy09

    statik shiv nerf, is a direct nerf to gp, its as if his damage wasn't low enough as is.

  • #59 Simhacantus
    Quote from AwesomeGuy09 »

    statik shiv nerf, is a direct nerf to gp, its as if his damage wasn't low enough as is.

    Hardly a nerf, its now doing what its intended to do. Before, Shiv checked for crits twice, once if the attack that triggered crit, and if it didn't it checked for an independent crit. This was an accidental effect. As noted, now it only crits if the attack crits, which makes much more sense.

  • #70 Arcane_Azmadi

    As if anyone cares about GP anyway, least of all Riot.

  • #98 WinterFaux
    Quote from AwesomeGuy09 »

    statik shiv nerf, is a direct nerf to gp, its as if his damage wasn't low enough as is.

    Yasuo?

  • #110 AwesomeGuy09

    yasuo is irrelevant to my statement

  • #24 Grabari

    R.I.P. Perseverance, even if not remembered too good.

  • #16 Thunderlinth

    It is a good patch overall. I am just mad that they didnt nerfed the health of jinx as they did on pbe. She has almost the highest health of all adcs and when trading this counts a lot.

    As for lucian i dont think that he needs nerfs. I think he is good.

    edit xd

    Last edited by Thunderlinth: 2/10/2014 1:38:03 PM
  • #19 Gameguy301

    that jinx health nerf already happened in 4.1 you might have missed it.

    http://www.reignofgaming.net/news/27006-patch-4-1-notes-plus-a-new-login-screen

    Last edited by Gameguy301: 2/10/2014 1:08:10 PM
  • #32 Thunderlinth

    lol i am such an idiot how didnt i saw it! xd THX MAN :P

  • #36 Sanear

    gameguy as always on duty ;)

  • #14 Gameguy301

    just a little napkin math on the stattik shiv change as it pertains to yasou, statik shiv used to auto crit if the attack that triuggered it crit, otherwise it would roll for crit all by itself. what does this mean? well a with a 50% chance to crit stattik shiv will crit 75% of the time. now lets get back to yasou, yasou applies a doubled crit chance and a 10% crit penalty, this means that just stattik shiv gives you a 64% chance to crit for 180 magic damage. with the change to shiv this means that yasuo loses a 24% chance to deal 80 bonus damage or in otherwords he loses 19.2 magic damage on average per shiv proc.

    Last edited by Gameguy301: 2/10/2014 12:57:56 PM
  • #13 Magnapinna

    That Teemo "bug fix". 

  • #38 Nakhan

    It's not a bug fix.... it's a nerf.  I think it's great they're nerfing Teemo, but call it a nerf, not a bug fix.

  • #40 ordosan

    are you daft? do you not see the "quote" the short hand for sarcasmn?

  • #50 Magnapinna

    Yes, sorry if I was not clear enough, but yes it is a major nerf in the form of a "bug fix". I do not understand riots need to prevent toxic shot from interacting with anything

  • #60 Simhacantus

    Mostly because it has no need for extra power? Its add extra damage AND a DOT to all of Teemo's basic attacks for no drawback at all. No mana, no reduced damage, nothing. Its basically the ideal move for an AA based champ. Giving it further interactions would drive it way past the OP line.

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