Karma, the Enlightened One

Karma rework, yay!

  • Gathering Fire (Passiva)
    • Le abilità e gli attacchi di Karma riducono il Cooldown del Mantra

  • Inner Flame (Q)
    • Proiettile che causa danno e rallenta i nemici nell’area.
    • Mantra Bonus – Soulflare: Aumenta i danni e lascia dietro di sè una sfera che rallenta i nemici. Dopo un breve ritardo la sfera esplode causando danno ad Area.
  • Focused Resolve (W)
    • Laccio che causa danno continuato ad un nemico. Se il legame tra Karma ed il nemico non viene spezzato, questo viene bloccato al termine dell’abilità.
    • Mantra Bonus – Renewal: Causa danno aggiuntivo, ed inoltre cura Karma finché il legame non viene spezzato.
  • Inspire (E)
    • Scuda un alleato, e gli dona un breve bonus alla vlocità.
    • Mantra Bonus – Defiance: Lo scudo esplode danneggiando i nemici vicini. L’esplosione inoltre difende gli alleati vicini e gli dona un bonus alla velocità..
  • Mantra (Ultimate)
    • Potenzia la prossima abilità di Karma, donandole nuovi effetti.

Akali

Altro buff ad akali yay! Adesso tutti pronti a bannarla!

  • Twilight Shroud
    • Akali ora scompare/riappare immediatamente nella zona nebbiosa
    • Akali scompare appena utilizza Twilight Shroud su di sè
    • Akali riappare appena compie un attacco anzichè dover causare danno
    • Ritardo per la sparizione aumentato di 0.15 secondi

Anivia

  • Crystallize
    • Risolto un bug con Crystallize che poteva bloccare Unstoppable Force di Malphite

Ashe

  • Focus
    • Mostra la Critical Strike bonus sulla barra dei buff

Draven

  • Spinning Axe
    • Non lo capita se qualcuno me la spiega mi fa un favore, in teoria hanno migliorato la distanza di atterraggio in base alla velocità?
    • L’ascia non finirà più nei muri

Hecarim.

  • Spirit of Dread
    • Cooldown aumentato a 22/21/20/19/18 secondi da 18/17/16/15/14

Master Yi

  • Double Strike
    • La velocità del doppio colpo aumenta con la velocità d’attacco di Master Yi
    • Risolto un bug per cui Double Strike poteva causare critico sulle torri

Riven

  • Wind Slash
    • Risolto un bug per cui Riven poteva usare Wind Slash una seconda volta dopo l’utilizzo dello Zhonya’s Hourglass (eh già, riven AP too good)

Rumble

Ma non l’avevo già fatta questa modifica?

  • Electro-Harpoon
    • Risolto un bug per cui l’animazione non combaciava con il raggio dell’abilità
  • The Equalizer
    • Azzerato il danno iniziale
    • Danno al secondo aumentato a 130/185/240 (+0.3 Ability Power) da 100/140/180 (+0.2 Ability Power) (danno totale non modificato)

Trundle

  • Pillar of Filth
    • Risolto un bug per cui Pillar of Filth poteva bloccare Unstoppable Force di Malphite

Udyr

Tanta roba per Udyr.

  • Costo di tutte le abilità diminuito a 47/44/41/38/35 da 55/50/45/40/35
  • Monkey’s Agility
    • Ora da 5 Movement Speed per stack anzichè 4% Armor e Magic Resistance Bonus
  • Turtle Stance
    • Eliminato il mana leech
    • Scudo aumentato a 60/100/140/180/220 da 60/95/130/165/200
    • Udyr può causare danni critici durante la Turtle Stance
  • Bear Stance
    • Udyr ignora la collisione con le unità mentre l’attiva è…attiva
    • Udyr ora fa un breve scatto verso l’avversario mentre l’attiva è attiva
    • Gli attacchi durante la forma Bear non sono interrompibili
    • Movement speed aumentato a 15/20/25/30/35% da 15/18/21/24/27%
    • Movement speed durata ridotta a 2/2.25/2.5/2.75/3 secondi da 2/2.5/3/3.5/4
  • Phoenix Stance
    • Il danno ad area si attiva anche con il primo attacco in modalità Phoenix
    • Eliminati i bonus AD e AP
    • Rateo AP aumentato a 0.45 da 0.15
    • Migliorato l’effetto visivo dell’abilità

Warwick

  • Hunter’s Call
    • Mostra il raggio posizionando il cursore sopra l’abilità
  • Blood Scent
    • Mostra il raggio sulla minimappa posizionando il cursore sopra l’abilità

Zed

  • Living Shadow
    • Risolto un bug per cui l’ombra spuntava in una direzione random

Items

  • Nashor’s Tooth
    • Costo aumentato a 430 gold da 200 (costo totale aumentato a 2500 gold da 2270)
  • Spirit of the Elder Lizard
    • Passiva UNICA, danno ridotto a 6-40 in 3 secondi da 14-50
  • Maw of Malmortius
    • Risolto un bug che rendeva lo scudo attivo per 3 secondi anzichè 5
  • Champion Select AFK Detection
    • Quando un giocatore non seleziona un personaggio, la partita si annulla.
    • Quando un giocatore non seleziona un personaggio riceve una Penalità Dodge (è la stessa di quando si abbandona la champion select).
    • I Giocatori che avevano selezionato un personaggio torneranno in queue..
    • Idem per i premade.
    • Premade con giocatori che non scelgono nessun campione, torneranno nella lobby pre-partita.
    • Tutto questo vale solo per partite trovate con il Matchmaking, le Custom non avranno penalità.

Generale

  • Torri
    • Le torri ora infliggono il 105% di danni ai campioni con il primo attacco, rispetto al 94.5% precedente.
    • Le torri ora infliggono il 25% di danni aggiuntivi per gli attacchi consecutivi sullo stesso campione (fino a un massimo del 225%), rispetto al 20% precedente (fino a un massimo del 210%).
    • Siege Minion
      • I minion d’assedio ora ricevono il 70% di danni dalle torri rispetto al 50% precedente.
      • I minion d’assedio ora infliggono il 150% di danni alle torri, rispetto al 200% precedente.
    • Super minion
      • I super minion ora ricevono il 70% di danni dalle torri rispetto al 50% precedente.
  • Teleport
    • Corretto un bug a causa del quale l’effetto grafico “in arrivo” del Teleport sull’unità selezionata spariva se lanciato su un’unità temporanea, come lo stendardo di Jarvan o la lanterna di Thresh.
  • Corretto un bug per il quale i nuovi giocatori non potevano essere invitati in una stanza di Matchmaking dopo che i propri compagni di squadra avevano declinato una partita.
  • Migliorato lo Smart Cast

Karma, the Enlightened One

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.

  • Gathering Fire (Passive)
    • Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).
  • Inner Flame (Q)
    • Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
    • Mantra Bonus – Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
  • Focused Resolve (W)
    • Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
    • Mantra Bonus – Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.
  • Inspire (E)
    • Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
    • Mantra Bonus – Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.
  • Mantra (Ultimate)
    • Karma empowers her next ability within 8 seconds for an additional effect.

Akali

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

  • Twilight Shroud
    • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
    • Akali is now immediately stealthed when casting Twilight Shroud directly on herself
    • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
    • Delay on re-stealthing increased by 0.15 seconds

Anivia

  • Crystallize
    • Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

Ashe

  • Focus
    • Now displays the Critical Strike chance bonus on the buff bar

Draven

  • Spinning Axe
    • Now leads Draven more accurately when he is benefiting from Movement Speed increases
    • Axe drop location will no longer be placed partially inside walls / terrain

Hecarim

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

  • Spirit of Dread
    • Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14

Master Yi

  • Double Strike
    • Double Strike swing time now scales with Master Yi’s Attack Speed instead of being fixed at 0.6 seconds
    • Fixed a bug where the second strike of Double Strike could critically hit turrets

Riven

  • Wind Slash
    • Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya’s Hourglass

Rumble

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we’re adjusting The Equalizer to better match its original intent.

  • Electro-Harpoon
    • Fixed a bug where the visual effect would disappear before the actual end of the projectile
  • The Equalizer
    • No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
    • Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)

Trundle

  • Pillar of Filth
    • Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

Udyr

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

  • Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35
  • Monkey’s Agility
    • Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance
  • Turtle Stance
    • No longer returns mana when dealing damage
    • Shield increased to 60/100/140/180/220 from 60/95/130/165/200
    • Udyr can now critically strike in Turtle Stance
  • Bear Stance
    • Udyr now ignores unit collision while the movement speed bonus is active
    • Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
    • Bear stance attacks can no longer be self-interrupted mid-attack
    • Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
    • Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4
  • Phoenix Stance
    • First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
    • No longer grants bonus Ability Power and Attack Damage when activated
    • Ability Power ratio on the fire cone increased to 0.45 from 0.15
    • Updated the fire cone’s spell effect to be more visible

Warwick

  • Hunter’s Call
    • Now displays range indicator on mouseover
  • Blood Scent
    • Now displays range indicator on minimap on mouseover

Zed

  • Living Shadow
    • Fixed a bug where Living Shadow would sometimes cast in a random direction

Items

  • Nashor’s Tooth
    • Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)
  • Spirit of the Elder Lizard
    • UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50
  • Maw of Malmortius
    • Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5
  • Champion Select AFK Detection
    • When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
    • A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
    • Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
    • Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
    • Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
    • Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
    • This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.

General

  • Turrets

    In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

    • Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
    • Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
  • Siege Minions
    • Siege Minions now take 70% damage from Turrets, increased from 50% damage
    • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions
    • Super Minions now take 70% damage from Turrets, increased from 50% damage
  • Teleport

    We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

    • Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
  • Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
  • Smart casting with charge-up abilities should be more responsive now

7 Commenti

  1. Usando Draven in questi giorni mi sono accorto che una volta usata la Q, il movimento di draven viene leggermente influenzato come se ci fosse un po’ di lag.. e questo difetto aumentava man mano che aumentava la velocità, soprattutto se lo usi in combo con la W

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