Hey all,
I just wanted to clarify a few points about the patch preview video since there's been a lot of negative feedback due to a few things not being clear. As a note Phreak has pointed these things out but I thought it would be good to make a thread.
First, about mana regeneration. Nothing has really been taken away from a level 30 summoner with Meditation and yellow mp5 glyphs. We liked that approximate pacing for mana regen, but the difference between having that and not was simply too high, no matter how you look at it. Monetarily, Meditation was one of the best two masteries for your point (besides one pointers/gold medal masteries) - Strength of Spirit being the other. To be explicitly clear, Meditation lost 2 Mp5 total; all champions with mana gain 2.5 Mp5. Yellow and blue clarities now provide slightly less mana regeneration, but all champions have had their base regenerations per level incresed too. Only if you take yellows and blues will you see a slight loss in mp5, and only after around level 5 or so.
Another way to look at it is that it's not so much that we wanted to nerf mana regen runes/mastery, because we liked the amount of regen you had in that state. We didn't like the amount you had without those tools, so we buffed base mana regens substantially. But in that case, the amount of regen you had with those runes/mastery was too high, so they had to be reduced to make sure you couldn't get too much. So it's pretty much a breakeven now if you take them, and a win if you don't.
I think flat mana regeneration runes become a little stronger now too (off the top of my head you get around 15 mp5 base on most champions)
Doran's items were compensated in stats for their increase in cost, so it's not a net loss. Even though they don't build into anything, their extremely high stats per cost made them too much of a no-brainer. It still can be OK to start with them sometimes, and they are still effective to grab a couple of them on your first trip back. I think overall there will be a bit less health overall (if for example you choose Meki and 2 potions, you might be more likely to get Fort Quints, or if you have Veteran's Scars and Fort Quints you might feel OK about starting something else). But it's harder to have lots of starting health, mitigation, and tons of regen. The changes to Fort Quints and Veteran's Scars are pretty small.
Rammus is getting a small nerf to the effects of the Powerball slow as well as the fix to taunt cooldown.
I'll try to answer questions in the thread periodically as well if I can![]()
Thanks,
Guinsoo
For more information about the rune changes, please read http://www.leagueoflegends.com/board...d.php?t=480979
League of Legends will be updated during scheduled maintenance on 2/1/2010 from 1:30AM until 10AM PST.
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- Sun Goddess Karma
- Sakura Karma
- Lion Dance Kog’Maw
- Djinn Malzahar
League of Legends v1.0.0.110
Karma, the Enlightened One
- Heavenly Wave: Karma sends forth hidden blades from her fans, dealing magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone based on a % of their missing life.
- Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Allied anchors have increased movement speed and enemy anchors have reduced movement speed. Enemy units that come in contact with the beam take magic damage. Karma strengthens the bond to double the effect of the movement speed modifier.
- Soul Shield: Karma summons a protective shield that absorbs incoming damage. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing damage to enemy units around Karma's target.
- Mantra: Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
- Inner Flame (passive): Karma gains increased Ability Power corresponding to her % of missing Health.
Akali
- Twin Disciplines no longer deals bonus damage to towers
Cassiopeia
- Twin Fang range increased to 700 from 675
Ezreal
- Rising Spell Force now has a particle to indicate the amount of stacks
- Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
- Fixed a bug where some of Ezreal's spells were displaying incorrect text on cast
Galio
- Resolute Smite's area of effect size and projectile speed have been increased slightly
Gragas
- Fixed a bug where Barrel Roll was not properly drawing aggro from towers and monsters
Jax
- Fixed a bug where Jax would lose health while leveling in some instances
Katarina
- Death Lotus
- Base Damage per dagger increased to 50/65/80 from 40/50/60
- Ability power ratio reduced to .25 from .3
- Attack damage ratio reduced to .5 from .55
Miss Fortune
- Fixed a bug where Strut sometimes wouldn't show a particle while active
- Fixed a bug with Bullet Time where it would occasionally scale off of ability power instead of attack damage even though attack damage provided slightly more overall damage
Mordekaiser
- Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
- Shield generation increased to 25/27.5/30% from 20/25/30%
Olaf
- Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit
Rammus
- Powerball slow duration reduced to 3 seconds from 4
- Powerball slow percent reduced to 20/25/30/35/40 from 28/36/44/52/60
Renekton
- Cull the Meek
- Cooldown changed to 8 seconds from 12/11/10/9/8
- Base damage increased to 60/90/120/150/180 from 40/70/100/130/160
- Attack Damage ratio increased to 0.8 from 0.6
- Healing reduced to 7.5% from 15% (Fury-enhanced heal unaffected)
- Champion healing increased to 4x from 3x
- Ruthless Predator cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
- Slice and Dice armor reduction changed to 15/17.5/20/22.5/25% from 10/15/20/25/30
- General
- Health per level increased to 87 from 82
- Base health increased to 513 from 508
- Armor per level increased to 3.8 from 3.2
- Base armor increased to 19 from 17.2
- Fixed a bug where Renekton was gaining bonus attack damage while wounded
Shaco
- Fixed a bug where Deceive could be dodged
Soraka
- Astral Blessing
- Base heal changed to 60/120/180/240/300 from 80/130/180/230/280
- Ability power ratio reduced to 0.9 from 1
- Buff duration reduced to 4 from 9
- Armor buff increased to 20/35/50/65/80 from 15/20/25/30/35
- Removed Innervating Locket from her tips
Teemo
- Move Quick - Ability Rework
- Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
- Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit
Vladimir
- Sanguine Pool
- Slow percentage reduced to 40% from 50%
- Slow duration reduced to 1 second from 1.5 seconds
- Tides of Blood health cost reduced to 30/40/50/60/70 from 30/45/60/75/90
- Fixed a bug where Vladimir would lose health when leveling in some instances
Items
- Boots of Speed now shows Ionian Boots of Lucidity as a build option instead of Ninja Tabi
- Doran's Shield
- Cost increased to 475 from 435
- Armor increased to 9 from 8
- Health regen per 5 seconds increased to 10 from 8
- Doran's Blade
- Cost increased to 475 from 435
- Damage increased to 9 from 8
- Doran's Ring
- Cost increased to 475 from 435
- Mana regen per 5 seconds increased to 5 from 4
- Last Whisper cost increased to 2290 from 2090
- Fixed a bug with Lich Bane where the cost was inadvertently increased and the mana gain lowered
- Rabadon's Deathcap cost increased to 3600 from 3400
Summoner Spells
- Rally
- Fixed a bug where Rally provided ability power whether or not you had the mastery
- Fixed a bug where Rally was granting less ability power and attack damage than it stated
- Each unit now gains ability power and attack damage based on the caster's level, rather than each individual unit's level
Masteries
- Strength of Spirit mana to health regeneration converted reduced by about 33% and clarified the tooltip to show that it was regeneration per 5 seconds
- Meditation mana regeneration reduced by 40%
- Veteran's Scars health reduced to 12/24/36/48 from 15/30/45/60
Runes
- Clarity Runes reduced in effectiveness by about 33%
- Quintessences of Fortitude reduced in effectiveness by about 20%
General
- Fixed several spells that did not preload properly, causing a delay the first time used in game
- Adjusted many champions' PVP.net attack, defense, spell, and difficulty ratings
- Removed many PVP.net tags (like heal, stun, and pet) and made the remaining tags more accurate
- Updated many Champion's recommended item lists
- All Champions with mana had their base mana regeneration increased by 2.5 mana per 5 seconds and mana regeneration per 5 seconds per level increased by 0.2
- Dragon is now immune to disables