I thought Veigar got 5 AP from Baleful Strike passive when he kills a champ? Did that change at some point or am I insane?
My guess is that they kept it a separate interaction. He gains one AP for any unit killed with his Q and it also has a passive gain of one per level if he kills a champ with it. Maybe they felt like being able to gain twelve AP for free was too good and didn't put it in.
also, seems like they're trying to cut down on the whole ranked "profiling" by loking-ing your teammates
don't enjoy the LP penalty to dodging ranked though. I get their point about cherry picking your promotion match ups or whatever, but there are some real trolls out there that you shouldn't have to put up with.
Don't try and sell me any junk.
Bother me on steam: kabbypan
the thing that i don't get about the katarina nerfs is that they aren't nerfing her W even though that's what most people have been maxing on her????
Maxing W is a high risk move you can be punished pretty hard for it so it's ok if it's worth the risk. Q however is very safe and therefore needs to be weaker to compensate.
I don't know many people who max W on her though.
Delphinidaes on
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
the thing that i don't get about the katarina nerfs is that they aren't nerfing her W even though that's what most people have been maxing on her????
Maxing W is a high risk move you can be punished pretty hard for it so it's ok if it's worth the risk. Q however is very safe and therefore needs to be weaker to compensate.
I don't know many people who max W on her though.
Not first, anyways. I usually do Q>E>W>R myself, because low CD on shunpo is huge.
I thought Veigar got 5 AP from Baleful Strike passive when he kills a champ? Did that change at some point or am I insane?
My guess is that they kept it a separate interaction. He gains one AP for any unit killed with his Q and it also has a passive gain of one per level if he kills a champ with it. Maybe they felt like being able to gain twelve AP for free was too good and didn't put it in.
The passive on Baleful Strikes is a build up for champ kills? So at rank 5 Veigar still gets 5 AP for killing a champ?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
is this a cost-effectiveness nerf to zhonya's? 20 more AP but 310 more gold
and it builds out of a different item (the new AP/armor thing instead of chain vest)
Woah, they've removed the mana regen from Nashor's Tooth?
This is a major nerf to attack speed Orianna.
+1
Options
StragintDo Not GiftAlways DeclinesRegistered Userregular
Ok, with rank 5 Baleful Strikes Veigar gets 5 AP for champ kills. So I wasn't imagining shit. Does this mean Veigar will get a total of 7 AP now if Veigar kills a champ with Baleful Strikes?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Ok, with rank 5 Baleful Strikes Veigar gets 5 AP for champ kills. So I wasn't imagining shit. Does this mean Veigar will get a total of 7 AP now if Veigar kills a champ with Baleful Strikes?
Since they said it doubled, it may be 2 ap for cannon minions and large monsters and 10 for champions
Could somebody copy/paste the patch notes for those of us on work computers? Thanks
No. Do some goddamn work.
League System
The League System has arrived for ranked play!
Players and teams will now be placed into a League upon finishing their placement matches
Leagues are assigned to a skill tier and are split into divisions, e.g. Gold IV
Winning and losing matches will now cause you to gain and lose of League Points (LP)
Advancing to 100 LP will now start a Division or Promotion Series
Top players and teams can now advance to the Challenger tier, which is visible to all in the client
Champion losses and win ratios will no longer be displayed to other players
Elo ratings have been replaced by matchmaking ratings (MMR) which are no longer displayed
The time penalties for queue dodging have been shortened and an LP penalty has been added
Annie
Annie has received a visual upgrade! Click here for more details.
Blitzcrank
Base mana reduced to 240 from 300
Rocket Grab
Mana cost increased to 120 from 110
Cho'Gath
Feral Scream
Silence duration reduced to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Diana
Pale Cascade
Adjusted orbs to better account for enemy model size
Elise
Neurotoxin
Mana cost increased to 80/85/90/95/100 from 60
Cocoon
Mana cost reduced to 50 from 65
Ezreal
These changes are a continuation of our earlier effort to carefully scale back some of Ezreal’s excess power. Although these nerfs affect AP Ezreal, right now we’re focused on stabilizing AD Ezreal. After that we’ll assess the state of AP Ezreal.
Base movement speed reduced to 325 from 330
Rising Spell Force
Duration reduced to 5 seconds from 6
Trueshot Barrage
Damage falloff per target hit increased to 10% from 8%
Heimerdinger
Though these aren’t all the Heimerdinger changes we’d eventually like to do, these are some quality of life adjustments that should help smooth out Heimer’s current gameplay.
H-28G Evolution Turrets
Now displays timer of when Heimerdinger will get his next ammo charge
Turrets will now attempt to prioritize enemies hit by Heimerdinger’s basic attacks or his CH-1 Concussion Grenade
UPGRADE!!!
Cast time removed
Katarina
These changes are focused on once again increasing the risk of Katarina’s gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.
Bouncing Blades
Initial damage reduced to 60/85/110/135/160 from 60/90/120/150/180
Shunpo
Damage reduction duration reduced to 1.5 seconds from 3
Death Lotus
Total ability power ratio increased to 2.0 from 1.75
Kennen
Slicing Maelstrom
No longer has an energy cost
Lulu
Pix, Faerie Companion
Damage adjusted to 9-105 from 15-87
Master Yi
Meditate
Total heal amount increased to 200/350/500/650/800 from 140/280/420/560/700
Total ability power ratio reduced to 2.0 from 4.0
Mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110
Miss Fortune
Bullet Time
Bonus attack damage ratio reduced to 0.35 from 0.45
Targeting cone is now attached to Miss Fortune
Nasus
Nasus now gains double the bonus from Siphoning Strike when it’s used to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Siphoning Strike
Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster
Nunu
These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.
Base movement speed increased to 350 from 340
Blood Boil
Duration reduced to 12 seconds from 15
Attack speed bonus reduced to 25/30/35/40/45% from 25/35/45/55/65%
Movement speed bonus reduced to 8/9/10/11/12% from 11/12/13/14/15%
Olaf
Undertow
Slow now fades over the duration
Vicious Strikes
Cooldown increased to 16 seconds from 12
Ragnarok
No longer passively grants bonus armor penetration
Now only grants bonus armor penetration while active
Shaco
Deceive
Range reduced to 400 from 500
Two-Shiv Poison
Slow reduced at earlier ranks to 10/15/20/25/30% from 20/22.5/25/27.5/30%
Shen
Ki Strike
Cooldown reduction per attack reduced to 1 second from 1.5
Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3
Sion
Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Enrage
Permanent max health bonus is now doubled to 2/3/4/5/6 upon killing a champion, large minion or large monster
Tristana
Rapid Fire
Mana cost reduced to 50 from 80
Explosive Shot
Damage increased to 110/150/190/230/270 from 110/140/170/200/230
Tryndamere
Base Attack Speed increased to 0.670 from 0.644
Fury decay now begins after 8 seconds of being out of combat from 5 seconds
Veigar
Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Baleful Strike
Permanent ability power gain is now doubled to 2 when killing a champion, large minion, or large monster
Vi
Updated Recommended Items
Vault Breaker
Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
Fixed a bug where Improved Recall was refunding Vault Breaker's cooldown and mana cost
Excessive Force
Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded
Volibear
Volibear’s base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.
Base attack speed increased to 0.658 from 0.625
Items
Seeker's Armguard (New Item)
Recipe: Cloth Armor + Cloth Armor + Amplifying Tome + 125 gold = 1160 gold
+30 armor
+25 ability power
Unique passive: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
Zhonya's Hourglass
Recipe changed: Seeker's Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100)
Ability Power increased to 120 from 100
Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
Recipe changed: Ruby Crystal + 475 gold = 950 gold (from 700)
Health increased to 180 from 100
Gold reward for Sightstone wards increased to 25 from 10
Ruby Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
Total cost increased to 1550 gold from 1300
Health increased to 360 from 300
Gold reward for Ruby Sightstone wards increased to 25 from 10
Giant's Belt
Health reduced to 380 from 400
Warmog's Armor
Recipe changed: Giant's Belt + Ruby Crystal + Rejuvenation Bead + Rejuvenation Bead = 2830 gold (from 2650)
Sunfire Cape
Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)
Fiendish Codex
This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.
Faerie Charm removed from recipe
Total cost is now 820 gold from 1000
No longer grants any mana regen
Nashor's Tooth
Combine cost reduced to 200 gold from 250 (total cost reduced to 2270 gold from 2500)
No longer grants any mana regen
Banner of Command
Recipe changed: Fiendish Codex + Emblem of Valor + 890 gold = 2360 gold (from 2400)
Deathfire Grasp
Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000)
Ability power increased to 120 from 100
Morellonomicon
Recipe changed: Faerie Charm + Fiendish Codex + Kage's Lucky Pick + 435 gold = 2200 gold
Athene's Unholy Grail
Combine cost reduced to 900 from 920 (total cost reduced to 2600 gold from 2800)
The Bloodthirster
Combine cost increased to 850 gold from 650 (total cost increased to 3200 gold from 3000)
The Black Cleaver
We are now fairly comfortable with Black Cleaver’s strategic niche, but we want to scale back some excess power.
Health reduced to 200 from 300
Maximum stacks increased to 5 from 4
Armor reduction per stack reduced to 5% from 6%
Fixed a bug where spells were applying more reduction than intended
Trinity Force
Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
Spirit Stone
Combine cost reduced to 40 gold from 140 (total cost reduced to 700 gold from 800)
Spirit of the Spectral Wraith
Combine cost reduced to 100 gold from 400 (total cost reduced to 2000 gold from 2400)
Frozen Heart
Combine cost reduced to 400 gold from 500 (total cost reduced to 3000 gold from 3100)
Doran's Shield
Health regen per 5 seconds increased to 8 from 5
Matchmaking
The matchmaking system will now take into account matchmaking rating and number of wins in the player's current queue when creating matches
General
We've made database upgrades which have cleared displayed match history in player profiles. All stats are still stored, but your previous 10 games will not show up.
Tenacity now appears on the character sheet as a stat.
All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.
e.g. Singed, Trundle, Irelia, Garen, etc.
Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
Fixed a bug where Rengar and Kha'zix "On The Hunt" quest might fail to activate when Kha'zix was dead.
Fixed a bug where chat messages from Anivia would display the incorrect champion name while she was in egg form.
Inhibitors and turrets now have kill callouts.
Co-op vs. AI:
Bots will occasionally chat at the beginning and end of games
Added Jarvan IV bot to all maps
Improved retreat logic for bots with dashes.
Lets not forget what the greatest thing in this patch is.
Bots will occasionally chat at the beginning and end of games
+3
Options
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Well I'm glad you guys like it because I can't really think of the AP jungler I'd put it on. Maybe if I'm going AP on Amumu or something?
Honestly more excited for Seeker's Armguards for AP jungle. Then again, I don't really play a lot of AP junglers. There's like Diana who might use it, and Fiddle who I can't imagine would bother.
Well I'm glad you guys like it because I can't really think of the AP jungler I'd put it on. Maybe if I'm going AP on Amumu or something?
Honestly more excited for Seeker's Armguards for AP jungle. Then again, I don't really play a lot of AP junglers. There's like Diana who might use it, and Fiddle who I can't imagine would bother.
i was thinking diana, or just as an all-purpose item to build on mids that like spell vamp and cooldown reduction (i was thinking ahri?? i dunno it just sounds like a good item)
It gives ap mid some better early game recourse against AD mid.
0
Options
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I mean if the efficiency is there mids might like it. I don't think it would be bad on Diana if you were just going balls to the wall AP Carry out of the jungle but usually as an initiator I go for more not dying than damage.
QUESTION
is spirit of the spectral wraith cost effective IGNORING THE JUNGLE STUFF with the new stats on it
bceause it looks nuts on junglers that use AP
Wraith gave like ~2440 worth of stats for 2400, making it pretty terrible and easily the worst of the three. They then gave it CDR and reduced the price, making something like 2600g for 2000g.
Posts
Speaking of skins. I really want the Arcade Sona skin so when I have spare money I'm gonna grab it. I was sure it would be gone after PAX was done.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
That's a new one.
The turret targeting priority is huge - poke with wrench, and the turrets will zone them. Forever.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
don't enjoy the LP penalty to dodging ranked though. I get their point about cherry picking your promotion match ups or whatever, but there are some real trolls out there that you shouldn't have to put up with.
Bother me on steam: kabbypan
Maxing W is a high risk move you can be punished pretty hard for it so it's ok if it's worth the risk. Q however is very safe and therefore needs to be weaker to compensate.
I don't know many people who max W on her though.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Not first, anyways. I usually do Q>E>W>R myself, because low CD on shunpo is huge.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The passive on Baleful Strikes is a build up for champ kills? So at rank 5 Veigar still gets 5 AP for killing a champ?
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Ah I haven't run her top yet. I like maxing Q personally for the reasons stated above. That may change with this change we'll see
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Personally though with the increased MS from W and the damage reduction from shunpo I never really found poking with W a big deal.
and it builds out of a different item (the new AP/armor thing instead of chain vest)
that's a good + obvious point now that you say it
and with deathcap not getting any changes i'll probably just start ignoring the deathcap and building zhonya's in that slot on every mage...
This is a major nerf to attack speed Orianna.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
is spirit of the spectral wraith cost effective IGNORING THE JUNGLE STUFF with the new stats on it
bceause it looks nuts on junglers that use AP
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Since they said it doubled, it may be 2 ap for cannon minions and large monsters and 10 for champions
No. Do some goddamn work.
The League System has arrived for ranked play!
Players and teams will now be placed into a League upon finishing their placement matches
Leagues are assigned to a skill tier and are split into divisions, e.g. Gold IV
Winning and losing matches will now cause you to gain and lose of League Points (LP)
Advancing to 100 LP will now start a Division or Promotion Series
Top players and teams can now advance to the Challenger tier, which is visible to all in the client
Champion losses and win ratios will no longer be displayed to other players
Elo ratings have been replaced by matchmaking ratings (MMR) which are no longer displayed
The time penalties for queue dodging have been shortened and an LP penalty has been added
Annie
Annie has received a visual upgrade! Click here for more details.
Blitzcrank
Base mana reduced to 240 from 300
Rocket Grab
Mana cost increased to 120 from 110
Cho'Gath
Feral Scream
Silence duration reduced to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Diana
Pale Cascade
Adjusted orbs to better account for enemy model size
Elise
Neurotoxin
Mana cost increased to 80/85/90/95/100 from 60
Cocoon
Mana cost reduced to 50 from 65
Ezreal
These changes are a continuation of our earlier effort to carefully scale back some of Ezreal’s excess power. Although these nerfs affect AP Ezreal, right now we’re focused on stabilizing AD Ezreal. After that we’ll assess the state of AP Ezreal.
Base movement speed reduced to 325 from 330
Rising Spell Force
Duration reduced to 5 seconds from 6
Trueshot Barrage
Damage falloff per target hit increased to 10% from 8%
Heimerdinger
Though these aren’t all the Heimerdinger changes we’d eventually like to do, these are some quality of life adjustments that should help smooth out Heimer’s current gameplay.
H-28G Evolution Turrets
Now displays timer of when Heimerdinger will get his next ammo charge
Turrets will now attempt to prioritize enemies hit by Heimerdinger’s basic attacks or his CH-1 Concussion Grenade
UPGRADE!!!
Cast time removed
Katarina
These changes are focused on once again increasing the risk of Katarina’s gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.
Bouncing Blades
Initial damage reduced to 60/85/110/135/160 from 60/90/120/150/180
Shunpo
Damage reduction duration reduced to 1.5 seconds from 3
Death Lotus
Total ability power ratio increased to 2.0 from 1.75
Kennen
Slicing Maelstrom
No longer has an energy cost
Lulu
Pix, Faerie Companion
Damage adjusted to 9-105 from 15-87
Master Yi
Meditate
Total heal amount increased to 200/350/500/650/800 from 140/280/420/560/700
Total ability power ratio reduced to 2.0 from 4.0
Mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110
Miss Fortune
Bullet Time
Bonus attack damage ratio reduced to 0.35 from 0.45
Targeting cone is now attached to Miss Fortune
Nasus
Nasus now gains double the bonus from Siphoning Strike when it’s used to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Siphoning Strike
Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster
Nunu
These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.
Base movement speed increased to 350 from 340
Blood Boil
Duration reduced to 12 seconds from 15
Attack speed bonus reduced to 25/30/35/40/45% from 25/35/45/55/65%
Movement speed bonus reduced to 8/9/10/11/12% from 11/12/13/14/15%
Olaf
Undertow
Slow now fades over the duration
Vicious Strikes
Cooldown increased to 16 seconds from 12
Ragnarok
No longer passively grants bonus armor penetration
Now only grants bonus armor penetration while active
Shaco
Deceive
Range reduced to 400 from 500
Two-Shiv Poison
Slow reduced at earlier ranks to 10/15/20/25/30% from 20/22.5/25/27.5/30%
Shen
Ki Strike
Cooldown reduction per attack reduced to 1 second from 1.5
Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3
Sion
Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Enrage
Permanent max health bonus is now doubled to 2/3/4/5/6 upon killing a champion, large minion or large monster
Tristana
Rapid Fire
Mana cost reduced to 50 from 80
Explosive Shot
Damage increased to 110/150/190/230/270 from 110/140/170/200/230
Tryndamere
Base Attack Speed increased to 0.670 from 0.644
Fury decay now begins after 8 seconds of being out of combat from 5 seconds
Veigar
Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
Baleful Strike
Permanent ability power gain is now doubled to 2 when killing a champion, large minion, or large monster
Vi
Updated Recommended Items
Vault Breaker
Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
Fixed a bug where Improved Recall was refunding Vault Breaker's cooldown and mana cost
Excessive Force
Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded
Volibear
Volibear’s base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.
Base attack speed increased to 0.658 from 0.625
Items
Seeker's Armguard (New Item)
Recipe: Cloth Armor + Cloth Armor + Amplifying Tome + 125 gold = 1160 gold
+30 armor
+25 ability power
Unique passive: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
Zhonya's Hourglass
Recipe changed: Seeker's Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100)
Ability Power increased to 120 from 100
Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
Recipe changed: Ruby Crystal + 475 gold = 950 gold (from 700)
Health increased to 180 from 100
Gold reward for Sightstone wards increased to 25 from 10
Ruby Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
Total cost increased to 1550 gold from 1300
Health increased to 360 from 300
Gold reward for Ruby Sightstone wards increased to 25 from 10
Giant's Belt
Health reduced to 380 from 400
Warmog's Armor
Recipe changed: Giant's Belt + Ruby Crystal + Rejuvenation Bead + Rejuvenation Bead = 2830 gold (from 2650)
Sunfire Cape
Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)
Fiendish Codex
This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.
Faerie Charm removed from recipe
Total cost is now 820 gold from 1000
No longer grants any mana regen
Nashor's Tooth
Combine cost reduced to 200 gold from 250 (total cost reduced to 2270 gold from 2500)
No longer grants any mana regen
Banner of Command
Recipe changed: Fiendish Codex + Emblem of Valor + 890 gold = 2360 gold (from 2400)
Deathfire Grasp
Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000)
Ability power increased to 120 from 100
Morellonomicon
Recipe changed: Faerie Charm + Fiendish Codex + Kage's Lucky Pick + 435 gold = 2200 gold
Athene's Unholy Grail
Combine cost reduced to 900 from 920 (total cost reduced to 2600 gold from 2800)
The Bloodthirster
Combine cost increased to 850 gold from 650 (total cost increased to 3200 gold from 3000)
The Black Cleaver
We are now fairly comfortable with Black Cleaver’s strategic niche, but we want to scale back some excess power.
Health reduced to 200 from 300
Maximum stacks increased to 5 from 4
Armor reduction per stack reduced to 5% from 6%
Fixed a bug where spells were applying more reduction than intended
Trinity Force
Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
Spirit Stone
Combine cost reduced to 40 gold from 140 (total cost reduced to 700 gold from 800)
Spirit of the Spectral Wraith
Combine cost reduced to 100 gold from 400 (total cost reduced to 2000 gold from 2400)
Frozen Heart
Combine cost reduced to 400 gold from 500 (total cost reduced to 3000 gold from 3100)
Doran's Shield
Health regen per 5 seconds increased to 8 from 5
Matchmaking
The matchmaking system will now take into account matchmaking rating and number of wins in the player's current queue when creating matches
General
We've made database upgrades which have cleared displayed match history in player profiles. All stats are still stored, but your previous 10 games will not show up.
Tenacity now appears on the character sheet as a stat.
All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.
e.g. Singed, Trundle, Irelia, Garen, etc.
Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
Fixed a bug where Rengar and Kha'zix "On The Hunt" quest might fail to activate when Kha'zix was dead.
Fixed a bug where chat messages from Anivia would display the incorrect champion name while she was in egg form.
Inhibitors and turrets now have kill callouts.
Co-op vs. AI:
Bots will occasionally chat at the beginning and end of games
Added Jarvan IV bot to all maps
Improved retreat logic for bots with dashes.
I'm pretty sure it is if you want the mana regen or CDR. I might actually be tempted to pick that up on some mid laners now if I need sustain.
according to LoL wiki it's cost effective now without the jungle passive AND the spell vamp
this just sounds better than wota?
Honestly more excited for Seeker's Armguards for AP jungle. Then again, I don't really play a lot of AP junglers. There's like Diana who might use it, and Fiddle who I can't imagine would bother.
i was thinking diana, or just as an all-purpose item to build on mids that like spell vamp and cooldown reduction (i was thinking ahri?? i dunno it just sounds like a good item)
Wraith gave like ~2440 worth of stats for 2400, making it pretty terrible and easily the worst of the three. They then gave it CDR and reduced the price, making something like 2600g for 2000g.
I actually can't remember the last time I built WotA on a mid, I only pick it up on supports
So I'm not exactly unhappy about the possibility of another spellvamp item being worth it on a laner
"Get extra bonus RP when you purchase RP from now through January 31 at 11:59 PM Pacific"
Getting down to the proverbial wire. Is this something I ought to do?
If you're thinking about throwing riot some money then absolutely.
If you plan on purchasing RP in the near future, yeah I would. The RP sales don't come around often.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Trinity Force
Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!