Thứ Sáu, 15 tháng 8, 2014

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Karthus

R - Requiem

BUGFIX : Fixed a bug where Requiem's team ult HUD indicator (green dot on the left!) would display as available even when it wasn't Froggen - Teemo vs Yasuo
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Jax

Even though Jax is intended to be a champ that scales well into the late game, he's currently so well-rounded that 'scaling well' ultimately turns him into an offensive brick wall with very few defensive weaknesses. Faker - Yasuo vs Apdo - Zed

General

BASE HEALTH : 561 ⇒ 535
HEALTH PER LEVEL : +98 ⇒ +85
ARMOR PER LEVEL : +3.5 ⇒ +3.0
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Heimerdinger

General

NEWCLARITY : Added a new 'Turret Focus Target' particle for Heimerdinger when he marks an opponent for Turret death Faker Lee Sin vs Riven
NEWCLARITY : Added new 'Turret Aggro' and 'Turret Focus Aggro' particles for the player being shot by Heimerdinger's turrets
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Braum

Braum's passive does less damage and the timing window that players have to activate his stun is now shorter.
While we're happy with Faker Mid Khazix vs Zed  how Braum does in equal matchups, he can still completely shut down a lane when he picks up a small advantage. These changes are to give a little more breathing room against this muscular shield man. As a clarification, the reduction in the debuff time to activate Concussive Blows means Braum (or his teammates) now have less time to proc the stun. It does not mean the stun lasts longer or that Braum can stun people more often (wouldn't that be terrifying).

Passive - Concussive Blows

DAMAGE : 70 + 10 per level ⇒ 50 + 12 per level
DEBUFF TIME TO PROC STUN : 5 seconds ⇒ 4 seconds

W - Stand Behind Me

C'MON BRAUM : Fixed a bug where when Faker Mid Khazix Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.
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Turrets

PENETRATING BULLETS :Turrets now gain +25% ⇒ 37.5% damage per hit
WARMING UP : Turrets now finish 'warming up' after 3 hits ⇒ 2 hits (maximum +75% bonus damage remains unchanged) Faker 4 12 Lucian Pentakill
TURRET APM : Turrets select targets slightly faster
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Bounty Rewards

EARLY KILL LIMITS : Early kills now reward 60% ⇒ 75% of normal value (scaling up to 100% at 4 minutes)
FIRST BLOOD BONUS : First Blood bonuses are unaffected by early kill reward limitations, so First Blood in the first 2 minutes of the game will now give +280 gold ⇒ +325 gold
KILL STREAK BOUNTY : Personal bounty increases by 20% ⇒ 16.5% per kill.
Faker Leblanc vs Ziggs SS4
KILL STREAK BOUNTY CAP : Players will cap in value at 500 gold after 4 kills ⇒ 5 kills
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Kill dudes, buy boots. Turrets hit harder and ramp up faster. Lane minion experience range has been increased.
When we talk about 'snowballing' in League of Legends, we're mainly talking about teams rolling into victories through a single skirmish Doublelift Vayne - LoL or unlucky fight without having to earn their win through multiple displays of skill. Like we've mentioned in our design values dev blog about mastery, we want to ensure there are systems in place that reward the consistently skilled team who can continually make intelligent choices - even when they're behind - to win the game.

Along that line of thought, back at the start of the 2014 season we made some 'anti-snowball' changes to First Blood mechanics so that it would still give rewards but not so much as to derail a game through one unsuccessful jungle invade. Doublelift Vayne We still want to make sure League has exciting potential - even after first blood - but we felt we could spice up the incentives for successful early aggression.

As for the Turret and experience range changes, we wanted to make sure that Turrets remain a safe(ish) place to be in early levels and that players in 'lost' lanes (like 2v1 lanes or completely blown out matchups), can still function later in the game. While these upgrades are aimed specifically at competitive, they also affect other levels of play as players who fall behind in lane have virtually no safe place to hide. Finally, if the enemy team has a dive-heavy jungler (ie: Pantheon, Elise, Lee Sin, etc), Doublelift weak turrets can skew champion diversity such that players can only choose champions who don't rely on turrets for protection (this is particularly true for solo lanes like top and mid).