Patch 4.10: Nuevos posibles cambios en Items

dicon

Aun no estan siquiera en el PBE pero es lo que andan barajando, ahora no puedo traducir la noticia pero como mas o menos se entiende casi todo porque son stats lo dejo asi, de noche la traducire si nadie lo ha hecho ya.

Estaba comentado por algun hilo pero creo que se merecia uno para ello solo.

Items de ataque


Attack Damage: 45 --> 50


Attack Damage: 70 --> 80


Total Cost: 3700 --> 3800
Attack Damage: 60 --> 80
Active: Now also gives the Movement Speed to ranged characters.

Notes: We've generally liked the fact that AP items have three distinct tiers of AP, 60 / 80 and 120 for major Ability Power items. We're taking some steps to get Attack Damage into similar tiers for the major Attack Damage items with 80 as our high-end point.

Items de velocidad de ataque


Active: Now lasts 6 seconds on ranged characters.

Notes: We've tried to remove ranged/melee splits on most of the locations on which they didn't seem to make sense anymore in the modern game.
...Yeah, we'll probably have to nerf Heal. Stop looking at me like that.


Total Cost: 400 --> 450
Attack Speed: 12% --> 15%


Total Cost: 1175 --> 1100
Attack Speed: 18% --> 20%

Notes: Attack Speed is a hard stat to commit to - mostly because it's very trivial to overcommit to the stat - as by the end-game, you have a healthy amount of Attack Speed. What we're doing here is making the build up to a complete Attack Speed grant more Attack Speed along the way and be smoother on the way there.


Total Cost: 950 --> 1000
Attack Speed: 20% --> 25%

Notes: This is more tier 2 boot consolidation into the 1000 gold range - while keeping the deviations from the 1000 gold range intentional and part of that specific boots' strength or weakness.

Items de Robo de Vida


Health: 80 --> 70
Attack Damage: 8 --> 7
Removed: Life on Hit Passive
(NEW) Life Steal: 0% --> 3%

Explanation: Yes, this is essentially a directional revert to S2 days of Doran's Blade. Basically, we tried to phase out Life Steal as an early game statistic in the transition from S2 to S3 - as Life Steal should feel compelling or expensive.
However, in that environment, sustain or defensive supports were at an all time high. A carry character didn't need much in the way of life steal early because there was a reliable source of sustain in their lane (the support.)

With the addition of offensive supports and the continuing rise of non-sustain supports, the limited amount of life steal options essentially forced all carries down a single path - Vampiric Scepter - as the sustain factor required in lane wasn't being provided from either the support or their Doran's Blade.
With only a single large source of life steal - carry players only had two options for life steal - Either stay at 4.5% from quints or dramatically overshoot and get 14.5% from Vampiric Scepter - which kind of makes sustain supports redundant to begin with.

I'm retuning life steal as a more expensive stat that is highly accessible in many different sources rather than it being more concentrated power because the reality of the situation is that there isn't a single life steal value that is correct if you cannot rely on a surplus of sustain from your support pick.
Hence, AD carry players need a wider array of smaller more flexible options that can build up to their ideal amount of life steal - based on the needs of the lane, their opponents and who their support is. In a high sustain lane, you might be able to get away with a Doran's Blade into an infinity edge, for example - whereas in a low sustain lane, you might need a couple of blades and a vampiric scepter - but the lack of offense on your side is compensated by the fact that you hav an offensive support.

TL;DR - A wider amount of smaller life steal options will make ADC builds more flexible because they'll be able to tailor the right amount of life steal for the situation - rather than be railroaded down one path if they need any amount of sustain.


Life Steal: 10% --> 8%


Life Steal: 12% --> 8%


Life Steal: 15% --> 10%
Proc Damage: 5% Current Health --> 8% Current Health
Active Nuke Damage: 15% Maximum Health --> 10% Maximum Health
Active Movement Speed Slow: 30% Movement Speed Steal --> 25% Movement Speed Steal

Notes: Shifting this item to be a little more about the proc damage and less about the active nuke - which will shift it a bit more towards the sustained damage space rather than the burst space. This item looks nerfed - but only because so many things are changing around it - which you'll see in the followup posts - mostly Dagger becoming a better value in the build up to the item as well as Warden's Mail and Randuin's Omen which heavily impact this item more than any of the other items listed here.


Combine Cost: 850 --> 1100
Total Cost: 3250 --> 3500
Base Attack Damage: 70 --> 80
Base Life Steal: 12% --> 15%
Removed: Attack Damage / Life Steal - Stacking Passive
New Passive: "Your life steal can now overheal you, granting a shield that can block from 50 to 410 damage, based on champion level. This shield decays rapidly if you have not taken or dealt damage in the last 15 seconds."

Note: Passive is heavily non-linear scaling. At level 6, the shield is around 100. At level 16, the shield is around 330 - to give you an idea of how far up it scales.

Notes: Bloodthirster is kind of the ultimate snowball item design. If you rush it first, you get sustain and an AD advantage - that then keeps growing as you stay in lane for longer.
However - it was kept down by the fact that it was relative poor scaling compared to other options - an I.E. for example would dramatically outclass its damage mid game when combined with a multiplier item.
However, with the rise of ratio driven carries being the default rather than the exception - coupled with the sustain issues that made Vampiric Scepter the default rather than the exception - Bloodthirster proves to be a fairly unhealthy item in its current stacking iteration.
We've retuned Bloodthirster to be a heavy life steal / defensive option.

Notes: In the short term, we are aware that this leaves stacking Attack Damage builds in a bit of a pinch as there won't be an option for something like triple Bloodthirster heavy stack - it'll be something we'll be trying to figure out how to better support without running straight into Caster / Ratio driven carries dominating lane and suppressing traditional Attack Speed carries and then falling completely off the map - causing the entire carry role to feel somewhat anemic.

b Essence Reaver[/b]

RECIPE: Vampiric Scepter + Pickaxe + 950 Gold = 2650 Total Gold Cost
Attack Damage: 50
Life Steal: 10%
Cooldown Reduction: 10%
UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana drain increases based on how much Mana you are missing.

Notes: While iterating with life steal slots - we realized that caster based carries are split into two camps: One that needs mana - and one that wants ratios. While we were iterating, we stumbled across this item that seemed to allow for a really intensive mana spam/attack combat pattern that seemed fun especially on Ezreal (Q) /Graves (Q) / Corki / Draven (W) / Sivir (W).

Items de support


New Recipe: Chalice of Harmony + Forbidden Idol + 870 G = 2450 Gold Total
Mana Regeneration per 5 seconds: 10 --> 20
Cooldown Reduction: 0% --> 10%

Notes: Mikael's Crucible is dominant in competitive play and shuts down the value of our utility focused carries (Varus/Ashe) while being fairly ineffective against the more spammy pick patterns of everyone else (Elise 'E' for example). While we like what Crucible brings to the table - we'd like to shift it towards our more mana hungry supports (who tend to be more defensive) rather than being a generically good pickup for everyone.

b Ardent Censer[/b]

Recipe: Forbidden Idol + Aether Wisp + 250 G = 1900 Total Cost
30 Ability Power
10 Mana Regeneration per 5 seconds
10% Cooldown Reduction
8% Movement Speed
Unique Passive: Whenever you heal or shield another champion, they gain 25% Attack Speed for 6 seconds.

Notes: We wanted to create a mid-tier support item for supports now that Mikael's sits at a higher price point. We also want to see how you guys respond to this particular trigger effect as it has interesting interactions across supports. Thresh, for example, has an AoE AS boost from this item - while Janna and Lulu both offer attack steroids that synergize well with the Attack Speed.
And it's probably overkill on Nidalee.

Note this is your heals and shields on other champions - so self-healing is right out. When we tested it, there was a lot of weird rules cases and edge cases that seemed to make very little sense - how would you expect Malphite's passive to interact with this, for example?


Magic Resist: 40 --> 25
Mana Regeneration per 5 seconds: 15 --> 10
Mana Restoration on kill or assist: 12% --> 15%

Notes: Now that we have two Chalice of Harmony upgrades in a very similar price range, we wanted to do a pass on Athene's Unholy Grail (currently a very cost-efficient purchase) to make sure this item wasn't crowding out other items in the 'Mp5 + CDR' family. With Mikael's Crucible decisively taking the 'the defensive path' from Chalice, we choose to preserve Athene's offensive power. This meant reducing the item's Magic Resist and taking this as an opportunity to increase strength of the kill/assist passive. Those changes combined with a small adjustment to Morellonomicon should shore up the stat lines of these items.


Ability Power: 75 --> 80
Mana Regeneration per 5 seconds: 12 --> 10

Notes: Small stat adjustment as mentioned above. Though minor, this should help make Morellonomicon feel a bit better in terms of item slot efficiency as the game goes on.


Cost: 750 Gold --> 700 Gold

Notes: Small cost adjustment. All items that use Forbidden Idol as a component will have the same overall cost (e.g., Morellonomicon will still cost 2200 Gold).

Items de defensa


Unique Active will now use a recipient's level to calculate shield strength if the recipient's level is higher than the item owner's level.

Notes: This change should give a small boost to defensive support players that like to purchase Locket of the Iron Solari for their team.


Attack Speed Slow: 15% --> 10%


Attack Speed Slow: 15% --> 10%
Movement Speed Slow (On Being Hit): 10% --> 0%

Notes: This change will have heavy ramifications in the fighter space as Randuin's Omen effectively gave non gap-closing fighters a way into fights. However, this came at a significant expense to ADC kite patterns and general ADC power.

This also made carries with innate gap closing powers much more powerful in comparison to ADCs that didn't have gap closers as those abilities were unaffected by the slow of Omen.
We're aware that with the recent Heal changes, this move will probably tip the scales much in favor of the kite based ADC patterns - but we want to evaluate on live for a while before deciding just how much to scale back ADC kiting or scale up defensive itemization.

pd: de noche añado opinion personal que ahora no puedo.

Nhilum

Antes de los Worlds rito siempre tiene que dar la nota metiendo un gran parche, no me sorprende.

1 respuesta
joseluvj

#2 lo tenian preparado ya, comentaron que querian hacer un gran parche despues del all star

I

gg carry ad again.

BetoLober

Ahí dejo el cálculo de eficiencia de oro de dos objetos de support:

Mikael's Crucible

Gold Value

  • 40 magic resist = 800g
  • 10% cooldown reduction = 317g
  • 20 mana regeneration = 1200g
    .................Total Gold Value = 2317g

Gold Value per % Missing Mana

  • 0.2 mana regeneration = 12g
    .................Total Gold Value = 12g

Mikael's Crucible is 94.57% gold efficient at full mana.
Mikael's Crucible is 143.55% gold efficiency at 100% missing mana.

Alternatively, the item is gold efficient if its passive and active are worth at least 133g.

Ardent Censer

Gold Value

  • 30 ability power = 652.5g
  • 10% cooldown reduction = 317g
  • 8% movement speed = 476g
  • 10 mana regeneration = 600g
    .................Total Gold Value = 2045.5g

    Ardent Censer is 107.65% gold efficient without its passive.
B

mas diversidad siempre es bueno. Solo queda que quede balanceado

RTeks

Water you doing dicon, si ya hay un post de este parche.

Zed no se merecia este nerf y twitch no se merecia este buff. En general no creo que los adc estuviesen tan flojos como para buffarlos tanto, twitch y kogmaw ahora van a estar demasiado op.

2 respuestas
Alberteban

#7 ¿Otra vez han nerfeado a Zed? será la nueva irelia o qué?

2 respuestas
B

Ok, todos los objetos de daño con más daño excepto sanguinaria full stack y todos los objetos de defensa con menos cualidades defensivas.

1 respuesta
MaPaCHe

Vamos a cambiar todo el sistema de ADC en un parche

B

#8 los items, nerf gordo pero indirecto

#9 si, riot no sabe nerfear por partes y poco a poco. Que los adc parecen estar flojos? (hola top line) pues buffamos los items de ad y support y nerfeamos los de tanke. Fuck logics

1 respuesta
RTeks

#8 lo digo por el cambio al botrk, que es un nerf indirecto a zed

Por cierto no entiendo para nada el nerf a la ms del botrk y el nerf al randuin, como quiere rito que los bruisers lleguen a los adcs? Los renekton, shyvana,eve... se van a quedar super useless, estamos de vuelta al meta de los jungla support?

dicon

#7 Lo se lo se, pero es que es un parche con cosas bastante diferentes y creo que es mejor separarlo.

Date cuenta que los hilos de skins nuevas suelen ser un "me gusta no me gusta" y cosas asi, en cosas como cambios a personajes se habla mas de como queda el personaje, sus matchups, etc... Y en parches grandes de objetos se habla del juego en conjunto y como quedan las clases.

Yo creo que esta mejor separado pero se admiten sugerencias.

B

#11 Si, RITO siempre a lo grande. Como con Soraka, llevaba yo quejándome 8000 de que estaba totalmente imbalanced y le meten en un parche que pase de ser gratis a costar 50... fucking logics. XDD En vez de ponerle 20 o algo asi.

javidecai

Habrá que volver a usar a los ADc pues

B

Pillas Thresh, buildeas Ardent Censer, cuando estas tirando una torre/haciendo baron/en una teamfight tiras la lampara al suelo en medio de tu equipo, 25% AS durante 10 segundos por la cara cada 20/15 segundos.

Suena balanceado.

ivi14

QQ durante toda la season sin fundamento desde que nerfearon las maestrias y los buffan, esto pasa por hacer caso al grueso de la comunidad

Lhunephellio

Nadie va a comentar el cambio del grial ? Me parece una sobrada bajarle 20 de mr a un item y nerfearle los demas stats y nisiquiera bajarle un poco el precio. GG RITO.

1 respuesta
R

Adiós a shyvana, jax, twitch, etc campeones con rey arruinado, Hola otra vez renekton...

2 respuestas
RTeks

#18 Yo no encuentro ningun motivo para comprar grial en lugar de morellonomicon atendiendo a este parche.

#19 casi aciertas en algo, bueno si en el rip shyvana

1 respuesta
B

#20 yo me hacia Grial casi siempre con Malza por el 20Cdr y el magic resist y ahora se lo va a hacer Juana. Me hago el Morello que da el mismo cdr y mas ap. Aparte de la pasiva.

1 respuesta
keygy

pos nah pasamos de casi 100% de inicio en los ap con grial a morello xD, sera cuestion de acostumbrarse.

Volveremos al meta de top ap/ad no tankys again? con estos cambios veo a vayne con banrate de 200%

RTeks

#21 Ya no es solo eso, es que te da 80 de ap y 20% de cdr por 2300 de oro, es el objeto mas eficiente del juego posiblemente.

1 respuesta
keygy

#23 es que es una burrada de ap y cdr con pasiva anti top tankys/setup de heal, si pasa esto volveremos a ver desaparecer el heal en los champ fijo, aparte que han dicho que van a volver a nerfear el heal.

Lecherito

Veo equipos de 4 adcs + alistar con el item ese de 25% AS xdd

1 respuesta
keygy

#25 con esa pasiva se les ha ido mucho la cabeza xD

RTeks

community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/621miiU8-planned-410-item-changes-attack-damage-attack-speed-wardens-mail-support-itemization?comment=00340000

RIP frozen mallet

1 respuesta
joseluvj

#27 con lo facil que seria buffar el item en mi opinion

E

Va a cambiar mucho el panorama ADC con estos cambios

H

Recipe: Forbidden Idol + Aether Wisp + 250 G = 1900 Total Cost
30 Ability Power
10 Mana Regeneration per 5 seconds
10% Cooldown Reduction
8% Movement Speed
Unique Passive: Whenever you heal or shield another champion, they gain 25% Attack Speed for 6 seconds.

Vaya nerf le va a caer a ese item. Las ultis de Janna y Soraka (por ejemplo) van a ser 25% de AS para todo el team en teamfights xD

1 respuesta