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Мб Добавлен: 9 ноября 2014 Комментариев: 3 Понравилось: 5. Kyit: В новом патче Champions League 07 вы сможете увидеть: -32 клуба, принимающих участие в Лиге Чемпионов, с обновленными составами.
The changes to Volibear were meant to give him the ability to disrupt mobility, allowing him a better chance to stick to targets who would otherwise dash away. However, the long duration is also just making it too consistent as a primary initiation or disengage tool. Primarily, Q does less AoE damage, and instead of applying More Sparkles!
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Does bonus base damage by level. Basic attack and W ranges increased.
Now that we've taken away Zoe's oppressive strengths, we're looking to put power back in her kit where it's appropriate. We're decoupling Paddle Star from More Sparkles! But buffing its base damage and ratio and giving it its own per-level scaling. We're also upping Zoe's basic attack range and Spell Thief's damage to incentivize her to stick around after landing Paddle Star. This pushes Zoe to stay in threat range for a bit longer to hit her full damage output, giving opponents more of a chance to fire back in return.
Siege minion bonus damage to turret effects from Banner of Command and Hand of Baron no longer stack. We knew going into last patch that we'd need to watch our changes to Hand of Baron closely—particularly when combined with Banner of Command on siege minions. Baroned+Bannered siege minions still deal more damage to turrets than they did in 8. (due to the bonus attack damage bugfix), but to a lesser extent than in 8. As the meta has grown more favorable to tanks—especially jungle tanks—Cinderhulk has gained in popularity, to the point where non-tanks like Jax are picking it up. We brought the damage on GLP's active down when we updated it last patch since its component Lost Chapter is more appealing to bursty champs than Catalyst of Aeons, and we didn't want to turn GLP into a must-buy.
While we did sidestep that risk, GLP is unappealing to everyone right now. We're upping its damage nerfs to make GLP a more enticing option. Upon further inspection, said damage nerfs missed the patch 8.
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The ability to poke, trade, and harass champions before forcing a fight is critical to many champions' play patterns, not to mention the whole laning phase. When poke doesn't stick, champions who rely on whittling down opponents are unable to set up favorable fights or even just force the enemy out of lane. On the whole, this discourages them from interacting with the enemy altogether. The Warmog's Heart passive is currently forcing this passivity too early in the game, and specifically at too low of an investment.
We want champions to be able to opt into resisting poke patterns, but it should take more of a durability investment than just Warmog's Armor to do so.
League of Legends Patch 718: Notes, balance updates and new skins
FREE BUGFIX: The turret item tooltip for damage dealt to minions incorrectly listed 45%. That number is now correct. Rather than only granting out-of-combat movement speed, now grants movement speed at all times that increases while out of combat. Cloud Drake has always been good for pick-based compositions who want to catch opponents out of position, but not as appealing for other comps. We're shifting the movement speed to have both in and out of combat applications so more teams find it rewarding to take.
Domination gives fewer stats than Sorcery because the keystones have more raw power. Somebody taking Domination secondary isn't getting a Domination keystone, so they should get the full stat bonus. Last patch, we sought to reduce a bit of the power Press the Attack had in the laning phase—particularly in duo lanes where two champions could take advantage of it. We went overboard, so we're returning to a midpoint.
List of Patches
A number of marksmen are using Fleet Footwork like old Warlord's Bloodlust: to coast through the laning phase by using minions as health batteries. The counter to sustain should be an aggressive lane which can overcome it and all-in, but at the moment the main counter to Fleet Footwork is. Fleet Footwork, which means it's too strong. We're weakening that sustain so that opponents have a better shot at getting a meaningful laning advantage through poke and trades. When Aftershock activates, you can't kill its user. Then it explodes, and they damage you.
In theory, you should now fight them in their window of weakness, but that window isn't meaningfully long (less than a minion wave! Later this patch, it’s getting easier for friends and friends of friends to hop into your party ahead of game.
Sending a bunch of game invites is a pain in the ass. Open parties now make your game appear on your friends’ um, friends lists. They can see what queue you’re in, your current party size, and join your team with one click. SHUT THE FRONT DOOR: Can be turned off on the party screen with one click. The client remembers your setting. We’ve posted full loot tables on the Player Support site, which we'll keep updated whenever we make changes. BIG DROP, FREE UNLOCK: Ultimate and Mythic skins will now drop as auto-redeeming permanents (no orange essence required to upgrade them).
If you already own the skin, you'll be able to disenchant the permanent for orange essence. CHEAPER MASTERY: Champion mastery 6 cost will be reduced by 800BE to 2450BE.
Champion mastery 7 will be reduced by 950BE from 2950BE. The Madness passive on Haunting Guise and Liandry's Torment no longer modifies true damage, matching rules around other damage-amplifying effects (ex. Forecast Janna’s “I'm live at the scene and it's just. This page was last edited on 14 September 2017, at 20:13. Gamepedia's League of Legends Esports wiki covers tournaments, teams, players, and personalities in League of Legends.
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League of Legends Patch 82: A Farewell to Sightstone
The latest patch notes are available featuring large changes to a few champions coupled with nerfs on some of the masteries in the game creating the most issues, Aftershock and Kleptomancy. Check out this quick summary and full scoop below! The one where we make a pretty big systemic change. For the history of LoL, minions have rushed to defend their allies against any champion who hit them with a basic attack, but those same minions merely watched on as Pantheon chucked spears or Cassiopeia sank Twin Fang after Twin Fang into you.
After this patch, no more. Minions now understand that targeted spells are mean, and they'll respond just as if they were basic attacks. This is a pretty big change, so we're headlining it here, but a full list can be found below. With that being said, there are a few junglers terrorizing the Rift recently, and we're taking the chance to knock them down a peg so that laners (and junglers) everywhere can feel a bit more safer. Some goes for marksmen, and the names probably won't catch you by surprise. Bonus Attack Speed at Level 1 added. Ekko's pretty close to being able to jungle effectively, and this small bump should help him get back on that path without pushing his solo laning out of line.
UNEMPOWERED DAMAGE 4% target's maximum health (+2. Per 100 ability power) ⇒ 3% target's maximum health (+1. EMPOWERED 6% target's maximum health (+3. Per 100 ability power) ⇒ 4% target's maximum health (+2. Q damage decreased at early ranks. Kleptomancy has dramatically shifted Ezreal's power curve, making it far easier for him to get his core of Sheen/Tear of the Goddess earlier. As a result, Ezreal's power spikes (especially Trinity Force/Muramana) show up earlier and control the game for longer. It doesn't really make sense for him to have a safe lane phase (even bullying some laners) while also having best-in-class midgame power, so we're tuning down his early game strength.
Base attack damage decreased at early levels. Passive no longer stacks, but uncaps attack speed while Jinx is Excited. Minigun's attack speed no longer scales with level but scales harder with rank. We want to accentuate Jinx's wildcard nature by toning down her early game safety but ramping up her ability to snowball. That means upping her ability to take towers or win duels when she picks up early kills, and giving her a unique teamfight high when she gets rolling within a teamfight.
Kha'Zix is supposed to shine when he can isolate a target and chain his abilities on them. At the moment, the damage on his passive is a bit too high, allowing him to win nonisolated fights he probably shouldn't. As a result, we're shifting some power out of his passive and into his Q. Malzahar's burst combo is a bit too consistent so we're lessening its frequency and overall damage. Nunu now additionally does bonus magic damage on basic attacks. W now also increases ability power on both targets. Nunu just isn't very good right now. NEWMAGIC FINGERS Now additionally increases ability power by 40% (max increase: 40/60/80/100/120) on both targets.
Ornn is no longer unstoppable during W. The usual counterplay to champions who stand still (or in Ornn's case, move slowly) while they churn out sustained damage is to displace them. Being unstoppable during W - Bellow's Breath just doesn't leave players with much gameplay against him. His ultimate cooldown also isn't leaving enemy teams with good windows to be aggressive, so we're tuning it up.
We're changing the way targeted spells draw minion aggro, which has pretty significant implications for how Pantheon's passive functions. Our nerfs to Sona in response to the Runes overhaul went a little too far so we're restoring some power to her ability to poke in lane. Attack speed per level decreased. R bonus attack damage decreased. Vayne is just too strong right now.