Cambios en PBE - Posible Patch 3.10

Petterrr

Notas

Despues de ver que ha funcionado el hilo de "Cambios de PBE - Posible Patch 3.9" Intentaré abrir uno nuevo con cada Patch para no amontonar toda la información en el mismo post

Champions

Elise
Spider Form ( R ) spiderlings reduced damage changed to 20% at all ranks from 10/20/30.

Karthus
Defile ( E ) AP ratio reduced to .2 from .25.

Lucian
Piercing Light ( Q ) mana cost increased to 60/65/70/75/80 from 50/55/60/65/70.
Ardent Blaze ( W ) movement speed bonus decreased to 40% at all ranks from 40/45/50/55/60%.
Ardent Blaze ( W ) range reduced to 900 from 1100.
Ardent Blaze ( W ) ad ratio reduced to .6 from .9
The Culling ( R ) base damage changed to 40/50/60 (.3 AP) ( .3 AD ) damage per bullet from 35/50/60 ( .4 AP ) ( .33 AD )
The Culling ( R ) now deals 400% damage to minions, up from 300%.
The Culling ( R ) attack speed scaling is now 2.5/3.0/3.5 (was 2.5/3.0/3.75)

Master Yi ( Kit Reworked )
These are the changes from the above:
Alpha Strike ( Q ) damage changed to 25/60/95/130/165 (1 Total AD ) from 10/45/80/115/150 ( 1.1 Total AD )
Alpha Strike ( Q ) mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120.
Meditate ( W ) base healing changed to 30/50/70/90/100 from 20/45/70/95/120
Wuju Style ( E ) now grants flat 15% AD instead of 10/12.5/15/17.5/20%
Wuju Style ( E ) now has scaling damage on his passive - 10/15/20/25/30

Nunu
Consume ( Q ) cooldown increased to 18/16.5/15/13.5/12 from 17/15/13/11/9.

Olaf
Undertow ( Q ) damage lowered to 75/115/155/195/235 from 80/125/170/215/260.
Undertow ( Q ) slow no longer fades over time.
Vicious Strikes ( W ) mana cost lowered to 25 at all ranks from 40/45/50/55/60 mana.
Vicious Strikes ( W ) now also states : "receives 1% increased healing from all sources for every 2% of health missing".
Ragnarok ( R ) mana cost lowered to 0 at all ranks from 100/75/50.
Ragnarok ( R ) cooldown changed to 120/100/80 from 100 at all ranks.
Ragnarok ( R ) new passive: grants Olaf 10/25/40 armor and magic resist. Olaf loses this passive while his R is active.
Ragnarok ( R ) active now lasts 5 seconds down from 6 seconds.
Ragnarok ( R ) while active Olaf loses passive and gains double the attack speed from Berserker Rage.

Ryze
Base movement speed increased to 340 from 335.
Overload ( Q ) range lowered to 600 from 650
Rune Prison ( W ) mana cost lowered to 60/70/80/90/100 from 80/90/100/110/120.
Rune Prison ( W ) ranged reduced to 600 from 625.
Spell Flux ( E ) range reduced to 600 from 700.
Desperate Power ( R ) movement speed increased to 60/70/80 from 35/45/55.

Thresh
Base health reduced to 500 from 541.
Base armor reduced to 12 from 18.

Zac
Elastic Slingshot ( E ) damage reduced to 80/120/160/200/240 from 80/130/180/230/280.

Jayce - Reajuste completo

Passive Statistics
Shifting around his statistics to favor mana regeneration as Jayce should be more of an active laner focused around spells to achieve victory. The shift in regeneration should also compensate for the removal of Mana on Hit from Static Field.

HP/5 reduced to 5 from 7
HP/5 per Level reduced to 0.5 from 0.7
MP/5 increased to 10 from 7
MP/5 per level increased to 1.0 from 0.7
Jayce may no longer level Transform but his abilities have 6 ranks. 

Hextech Capacitor
Moved a portion of his transform passives onto his character passive. Additionally, Hextech Capacitor is weak at character levels 1-3 but stronger at 6 and 9 to smooth out power differences between the fact that he has multi-form abilities and no ultimate.

* Now additionally grants 5 to 130 magic damage for the first attack after transformation, based on character level.

To the Skies!
To the Skies! had some early game spike power and late game spike power. Normalizing this curve such that you don't have to stack a ton of early Attack Damage or a ton of late Penetration in order to utilize this ability effectively for burst.

* Mana Cost fixed at 30 at all ranks from 40/50/60/70/80
* Damage rescaled to 25/75/125/175/225/275 (+0.6 Bonus) physical damage from 20/65/110/155/200 (+1.0 Bonus) physical damage 


Static Field

Static Field should encourage Jayce to stay in Hammer form and engage on his opponents for prolonged periods of time while his Cannon Transform is unavailable.
Also experimenting with a W -> R -> W swap combo - though the current gameplay is a little unintuitive.

* Passive mana gain on-hit removed.
* Damage rescaled to 60/110/160/210/260/310 (+1) from 100/170/240/310/380 (+1)
* Basic Attacks during static field now deal an additional 10/15/20/25/30/35 (+0.2) magic damage on hit. Numbers even more highly experimental and subject to change on this one. * Cooldown rescaled to 13/12/11/10/9/8 from 10 

Thundering Blow
Thundering Blow in top lane was often Jayce's easy-mode button. If Jayce was in a bad spot - he could simply Thundering Blow to escape. Aggressively gating the Mana Cost on this ability means that eventually, Jayce's second chances will run out.
However, we wanted to preserve Jayce's engagement pattern if he chooses to be active - hence the To the Skies! Mana changes.

* Mana cost fixed at 85 from 40/50/60/70/80
* Now has a rank 6 that deals 23% health damage and up to 700 magic damage versus minions. 

Transform: Mercury Hammer
* Now grants 5 to 35 Armor and Magic Resistance, based on character level.

Shock Blast
Changes here are mostly to increase the dodgability of Shock Blast, especially from fog of war + acceleration gate circumstances.

The acceleration of gate also favors using E after launching Q - as this will give the opponent the smallest amount of time to react. [/i]

* Damage rescaled to 60/105/150/195/240/285 (+1.2 Bonus) from 60/115/170/225/280 (+1.2 Bonus) - Probably needs to be scaled up a tad. * Missile Speed increased to 1450 from 1350
* Missile Width decreased to 50 from 60.
* Missile Area of Effect decreased to 160 from 175
* Accelerated Missile Width remains at 60.
* Accelerated Missile Area of Effect decreased to 225 from 250
* Accelerated Shock Blast initial speed increased to 2550 from 2350
* Accelerated Shock blast now decays down to 1550 during flight 

Hyper Charge
Hyper Charge harass becomes more dominating depending on the rank of the spell in a lot of cases. Early ranks of Hyper Charge tend to be less than mana efficient in a lot of ways. These changes are designed to reduce some of obtuse abuse cases of Hyper Charge with IE or priming the skill but to also make Hyper Charge's cost roughly equivalent to its effect.

* Damage reduced to 70/80/90/100/110/120% from 70/85/100/115/130%
* Critical strikes now simply add 100% of your total AD to the damage (this can be further modified by critical strike damage) rather than being dependent on the rank of the skill.
* Cooldown rescaled to 14/12/10/8/6/4 from 14/12/10/8/6
* Cooldown now begins when Hyper Charge is fully consumed
* Mana Cost rescaled to 30/38/46/54/62/70 from 40

Acceleration Gate
Jayce brings Acceleration Gate as his primary team utility. The Jayce player should feel confident that his team contribution shouldn't be necessarily gated by his playstyle or what he is forced to build. The cooldown nerfs in 3.9 should control Gate''s spamminess and uptime - and thus the Mana Cost here seems to be unnecessarily restricting him to Mana intensive builds.

* Mana Cost reduced to 20 from 50
* Has a 6th rank that increases Movement Speed by 55%. 


[b]Transform: Mercury Cannon[/b]
This proc effect was mostly unnecessary - while it ensured Jayce made it to late game, the combined effect of the proc means that Jayce effectively ignored far too much of his opponent's armor than was healthy. 

* No longer has an armor and magic resist reducing proc."

New Items

Spellbreaker:

Melee Only
Total Cost 2800
Build Path: Hexdrinker + Avarice Blade
40 AD
25 MR
20% Crit
Unique Passive-  Tenacity 35%
Unique Passive- Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that asborbs 400 magic damage for 5 seconds ( 90 second cooldown ).
Available on SR/Dom

Spectre's Cowl

Total Cost: 1350
Build Path: Ruby Crystal + Neg Cloak
Builds Into Spirit Visage and Banshee's Veil
200 HP
45 MR
Unique Passive - Grants

Items

Banshee's Veil
Total cost increased to 2750 from 2520
Build path now Spectre's Cowl + Ruby Crystal
Health increased to 450 from 400
Magic resist increased to 55 from 45.
Additional new unique passive: Grants 45 Health Regen per 5 seconds for up to 10 seconds after taking damagefrom an enemy champion or when the spellshield breaks.

Blade of the Ruined King
Active slow duration reduced to 3 seconds from 4.

Frozen Heart
Total cost reduced to 2900 from 3000.

Guardian Angel
Total cost increased to 2920 from 2600.
Now grants 40 MR from 30.

Randuin's Omen
Total cost reduced to 3000 from 3100
Unique Passive Cold Steel duration reduced to 1 from 2.

Spirit Visage
Total cost increased to 2625 from 2200
Health increased to 400 from 200
Magic Resist increased to 55 from 50.
Now grants +20 health regen per 5 seconds.
Recipe now includes Spectre's Cowl

Warden's Mail
Total item cost reduced to 1000 from 1100.
Unique Passive - Cold Steel duration reduced to 1 seconds from 2 seconds.

Cambio en el icono de varios Items

Skins

While actually present in the 7/9 Patch, there are a few files for a "Forecast Janna" skin. Nothing tangible though. This could be a while off or something we see soon. Name isn't finalized.

SkAmiKaZ

mi pobre ryze... :( NOT FAIR !!!!

3
Paillo

Me gusta lo que le han hecho al spirit visage, lo han dejado muy interesante ahora.

1
Neodux

Pues Nunu seguirá op xD

Que tal veis a Olaf?

1
B

¿Lo de Karthus o es mi ingles o es un cambio muy grande no?

1 respuesta
SkAmiKaZ

#5 baja en 0.05 el ratio. Era 0.25 y ahora 0.20

1 1 respuesta
Shandalar

No sense el nerf a Karthus, un pj que prácticamente no se usa, y lo nerfean.

Lo de Ryze se veía venir, está siendo permapicked en la LCS, y en top ownea basto. Jayce al baúl, y nerf merecido a Thresh, pero seguro que se come más.

1 2 respuestas
pkjn

#7 Es riot, vale mas tocar personajes que no se juegan que los 20 de siempre xDDDDDDDDDDDDDD es un jodido nonsense, es como si mañana le bajan el ap ratio a cassiopeia xDDDD

1
B

#6 Entendido, creia que pasaba de .25 a .02

1 respuesta
Kraug

a Thresh le va reducir mucho?

Edit: Me refiero si el nerf va ser contundente de daño y armadura?

legendcr7

#7 En NA Karthus se ve partido si partida también y cuando no es porque está ban xD

Hay que balancear el juego pensando en la scene de NA, un punto intermedio entre el soloq y el competitivo.

1 respuesta
rafator_16

si os fijáis, a Ryze le reducen rango de todas las habilidades, pero le bajan coste de mana en otras. Sinceramente, prefiero eso a que le bajen daño y le suban costes de mana..

Y sí, admito que Ryze esta rotisimo, he aqui uno que ha subido a platino solo jugandolo a el #likeathene's xD

AikonCWD

Se sabe si spirit visage arrastrará la pasiva del item Spectres Cowl?

Edit: Soy idiota y no se leer. xD

1
Rubios

Me encanta que cada dia cambien a Jayce, así no me aburro.

:D

Ochocinco

Me pensaba pillar a Zac pero ya veo que mejor no

2 respuestas
KONRA

jayce y ryze pal baul me temo.

no entiendo una mierda porque cambios en olaf si yastaba bastante metido en el cajon.

denon

#15 Es uno de los champions que aunque lo nerfeen, la gente por la LCS lo seguirá usando. O eso apuesto yo. Solo le han reduciedo un poco el daño de su E, pero por el resto esta impecable

KueS

Alguien resume los cambios de Jayce? He intentado leermelos 3 veces pero me da una pereza de muerte :c

1 respuesta
Culebrazo

#18

resumido: baul

vi el otro dia varios cambios que le querian hacer y es cargarselo por todas partes. no se si seran los mismos. no quiero ni mirar :S

B

#15 si por esa mierda de nerf piensas no pillartelo es para hacerselo mirar, sinceramente

IIpereII

ahh bienvenido de vuelta Olaf

1
GeO-Granada

bye jayce, hasta dentro de unos meses que te vuelvan a tocar

SkAmiKaZ

#9 no, cuando veas un 0.2 es lo mismo que un 0.20 o un 0.200 esos 0 extras representan otras unidades. centesimas, milesimas...

1
Petterrr

Jayce - Español

HP/5 reducido a 5 desde 7
HP/5 por nivel reducido a 0.5 desde 0.7
MP/5 incrementado a a 10 desde 7
MP/5 por nivel incrementado a 1.0 desde 0.7
Transformar no aumenta de nivel (sus habilidades ahora tienen 6 niveles)

Condensador Hextech
Ahora, además, otorga 5-130 de daño mágico para el primer ataque después de la transformación, según el nivel del campeón.

¡Hacia los cielos!
*El coste de Mana sera 30 a todos los niveles (reducido de 40/50/60/70/80)
*El daño aumentado a 25/75/125/175/225/275 (+0.6 Bonus) de daño fisico desde 20/65/110/155/200 (+1.0 Bonus)

Campo de rayos

  • Obtención de mana pasivo eliminado
  • Daño reducido a 60/110/160/210/260/310 (+1) desde 100/170/240/310/380 (+1)
  • Los ataques basicos durante el campo de rayos ahora infligen un daño magico adicional de 10/15/20/25/30/35 (+0.2) por ataque. (Sun numero altamente experimentables y sujetos a cambios)
    *El tiempo de reutilización ahora es 13/12/11/10/9/8 (Antes 10 en todos los niveles)

Golpe tormentoso

  • Ahora cuesta 85 de Mana en todos los niveles (antes 40/50/60/70/80)
  • El nivel 6 inflige un 23% de health damage y hasta 700 de daño magico en minions.

Transformar: Martillo de mercurio

  • Ahora genera 5-35 de Armadura y Resistencia Mágica, dependiendo del nivel del campeón.

Explosión eléctrica

  • El daño escala 60/105/150/195/240/285 (+1.2 Bonus) desde 60/115/170/225/280 (+1.2 Bonus) - (Problamente sea aumentado)
  • La velocidad de los orbes aumentada a 1450 desde 1350
  • Anchura del orbe reducida a 50 desde 60
  • El Area de efectos del orbe reducida a 160 desde 175
  • Los orbes acelerados mantienen el ancho de 60
  • El Area de efecto del orbe acelerado reducido a 225 desde 250
  • La velocidad de los orbes acelerados aumenta a 2550 desde 2350
  • La velocidad de los orbes acelerados cae hasta 1550 durante el vuelo

Hipercarga

  • Daño reducido a 70/80/90/100/110/120% desde 70/85/100/115/130%
  • Los golpes críticos ahora añaden 100% de AD a los daños (esto se puede modificar aún más por el daño de golpe crítico) en lugar de depender del nivel de la habilidad
  • El tiempo de reutilización es 14/12/10/8/6/4 desde 14/12/10/8/6
  • El tiempo de reutilización ahora comienza cuando Hipercarga está totalmente consumido
  • El coste de Mana escala 30/38/46/54/62/70 (Antes 40 de Mana en todos los niveles)

Portal de aceleración

  • El Coste de Mana reducido a 20 desde 50
  • El 6 nivel incremente la velocidad de movimiento un 55%


Transformar: Cañón de mercurio

Ya no da Armadura ni Resistencia Mágica

2
MsiveNNd

JUSTICIA

denon

Perdonar, pero jayce daba mucha guerra el cabron eh tenían que nerfearlo, no tanto pero algo si! :si:

HeXaN

Ryze y Jayce al baúl. Yi seguirá ahí.

1 respuesta
Petterrr

No se donde le veis el baul a Jayce, lo han modificado un poco para que consuma mas mana y la orbe sea mas skillshot y le han dado un early un poco mas flojo pero unas habilidades mas potentes en late.

Yo lo veo como una adaptacion para mid y menos top

Aparte le han subido el daño en varias habilidades y reducido la reutilizacion en otras

joseluvj

#27 ryze en top era casi intocable,debido al rango que tenia

Shandalar

#11 será en otra NA, porque lo que se ve ahí es perma Orianna, Ryze y TF. Karthus solo se banea para que no lo use uno que lo juega muy bien.