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  • doom_xii 

    Moderator
    20 May 2021 at 11:11 pm

    <header>
    Items
    </header>

    Abyssal Mask

    At all phases of the game, Abyssal Mask is getting overlooked in
    favor of more powerful defensive options. It could use some raw power to
    compete against its peers.

    HEALTH 350 ⇒ 400

    UNMAKE DAMAGE RATIO 10% ⇒ 15%

    UNMAKE DURATION 4 seconds ⇒ 5 seconds

    Goredrinker

    Goredrinker has been on the weaker end of things for a while now
    and has been phasing out of fighter builds. Giving it a fighting chance
    by bumping up its healing.

    THIRSTING SLASH HEALING 25% AD (+8% of missing health) ⇒ 25% AD (+10% of missing health)

    Guinsoo’s Rageblade

    Guinsoo’s has been in a rough spot, so we’re making it a more
    affordable option for on-hit champions to ramp up their damage earlier
    on in the game.

    COMBINE COST 1100g ⇒ 900g

    Riftmaker

    We’re speeding up Riftmaker’s stacking time and broadening the ways
    to trigger the stacking for a more satisfying and expected feel during
    combat.

    COMBAT TRIGGER Dealing damage to enemy champions ⇒ Dealing damage to and taking damage from enemy champions

    VOID CORRUPTION INCREASED DAMAGE PER SECOND 2%, stacking up to 5 times for a maximum of 10% ⇒ 3%, stacking up to 3 times for a maximum of 9%

    <header>
    Runes
    </header>

    Phase Rush

    Phase Rush dominates high-level play with its ability to provide
    safety both in lane and in extended fights. We’re pumping the brakes for
    users across the board. We know a few champions are very tied to Phase
    Rush, and we’ll be monitoring them closely over the patch and follow up
    as needed.

    COOLDOWN 15 seconds ⇒ 30-10 seconds (based on level)

    BONUS MOVEMENT SPEED 40%-60% for melee || 25-40% for ranged ⇒ 30%-60% for melee || 15-40% for ranged

    <header>
    Jungle Update
    </header>

    Throughout patch notes history, the jungle has been changed in ways
    that have pushed PvE prowess to the highest levels of importance, where
    the priority is to farm fast to get ahead of the experience curve. This
    is even more pronounced in higher levels of play, where the champion
    pool has narrowed down to those with competitive clearing capabilities,
    making the jungle a solved system and a scary place when you fall
    behind.

    To address this, we’re relaxing camp timers to allow for more
    leniency on pathing through the jungle. We’re also reinstituting an
    improved version of the comeback experience which only kicks in when a
    jungler is significantly behind the game— now, if that’s the case, it
    shouldn’t feel impossible to win. The intent isn’t so that a strategy is
    born out of the comeback mechanism, but instead to limit the number of
    games that feel truly out of hand due to a struggling jungler with no
    path to recover.

    <hr>
    Jungle Timers and Camp Gold

    Even the fastest clearing junglers have little to no downtime
    between finishing one camp from the next. Our original intent for this
    aggressive respawn timing was that there’s always an opportunity cost to
    taking any other action on the map, and this pacing reduced jungler
    presence in lanes at the very early game. The problem it brings in hand
    is twofold: Junglers never feel like they’ve finished farming, almost
    like the game was telling them they were failing at optimizing their
    clears, and windows to set up exciting ganks were far few in between. As
    a result, we’re partially walking back camp timer respawns from last
    year’s preseason. In addition, we’re also matching camp indicators to
    how players intuitively play around them so that you aren’t constantly
    stressed about being everywhere at once.

    CAMP RESPAWN TIMER 2 minutes ⇒ 2 minutes 15 seconds

    CAMP RESPAWN GLOWING INDICATOR 15 seconds before camp spawns ⇒ 10 seconds before camp spawns

    <hr>
    Comeback Experience

    Setting a jungler behind is usually a concerted team effort of
    countering ganks, blocking off access to buffs, and controlling
    vision—not just the enemy jungler clearing faster or counter-jungling.
    This combined with the unforgiving pathing optimization due to
    aggressive 2:00 respawn timers leads to cases where junglers who fall
    behind, stay behind, and it’s far less likely they have the ability to stabilize in comparison to other roles.

    In lane, losing a turret means you’re farming closer to the safety
    of your base and enemies have to extend into your half of the map to
    fight you. But the jungle works counter to that, since a turret going
    down makes its neighboring section of the jungle drastically less safe
    for the rest of the game, since you have to extend past your inner
    turrets to farm it.

    All this being said, we don’t expect most players to run into this
    comeback experience, except in the most dire of circumstances. And
    ultimately, although this catchup boost is a helping hand, it won’t make
    struggling junglers as strong as they would have been, had they never
    fallen behind.

    newTHE COMEBACK KID When a jungler is at least two levels below the average level of all players in the game, they get increased XP from large and epic monsters. These camps will grant 50 XP more per level below the average level of all players in the game.

    <hr>
    Smite

    A jungler’s nothing without his Summoner Spell, so we’re slapping
    on some quality of life buffs to Smite. No longer do you have to check
    your Smite tooltip or buff bar when approaching an epic monster, and now
    you should be more equipped to secure objectives.

    SMITE DAMAGE TO MONSTERS 390-1000 (based on levels) ⇒ 450 at base, 900 after Smite quest completion

    newUNSEALED SPELLBOOK SWAP SMITE DAMAGE Smite damage now increases after swapping summoner spells twice

    newSCUTTLE ON BACK Smite now breaks Rift Scuttle’s shield before applying damage

    <hr>
    Survivability

    Putting Omnivamp on jungle items in preseason improved clarity by
    eliminating a wordy jungle-specific regen mechanic. But it also skewed
    towards benefiting champions who could clear fast (i.e. take less
    damage) and use the bonus as a health battery as the game went on. We’re
    pulling power out of Omnivamp while increasing the flat restore you get
    from Smite, and reducing jungle camp damage across the board,
    especially small AoE camps. This way, junglers are less punished when
    they aren’t able to instantly clear them.

    OMNIVAMP ON JUNGLE ITEMS 10% ⇒ 8%

    SMITE HEAL FROM MAX HEALTH 10% ⇒ 15%

    <hr>
    Jungle Monster Camp Changes

    And to top it all off, we adjusted specific jungle camps based on
    our overarching goals: 1. Reduce incoming damage from jungle camps to
    offset the reduced healing from omnivamp, 2. change jungle monsters’
    health to offset the higher Smite damage, and 3. change gold values to
    offset income lost by spawn timers.

    <hr>
    Jungle Camp Attack Damage:

    BLUE SENTINEL 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

    RED BRAMBLEBACK 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

    GROMP 80-253 (levels 1-18) ⇒ 78-234 (levels 1-18)

    MURKWOLF 42-156 (levels 1-18) ⇒ 35-105 (levels 1-18)

    SMALLER MURKWOLVES 16-59 (levels 1-18) ⇒ 10-30 (levels 1-18)

    CRIMSON RAPTOR 20-74 (levels 1-18) ⇒ 20-60 (levels 1-18)

    RAPTORS 13-49 (levels 1-18) ⇒ 10-30 (levels 1-18)

    BIG KRUG 80-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

    MEDIUM KRUG 25-93 (levels 1-18) ⇒ 20-60 (levels 1-18)

    MINI KRUGS 17-63 (levels 1-18) ⇒ 13-39 (levels 1-18)

    <hr>
    Jungle Camp Health:

    BLUE SENTINEL 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)

    RED BRAMBLEBACK 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)

    RIFT SCUTTLER 1000-2066 (levels 1-17) ⇒ 1050-2170 (levels 1-17)

    <hr>
    Jungle Camp Gold:

    MINI KRUG 12 ⇒ 13

    MURKWOLF 55g ⇒ 65g

    GROMP 85g ⇒ 90g

    CRIMSON RAPTOR 35g ⇒ 45g