3.13 Patch Notes
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3.13 Patch Notes
Surrender at 20: 3.13 Patch Notes
The official patch notes for Patch 3.13 are up and they are MASSIVE! Server maintence to apply the Patch 3.13 is currently scheduled for 10/30. Check this thread for more info.
Continue reading for the full list, including Sivir's relaunch, Heimerdinger's rework, and a ton of other changes!
PvP.net Service / Client
- We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
- We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games
- Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
- The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
- We've also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
- Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
- Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
- Fixed an issue where purchased champions or skins would disappear in rare circumstances
- Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
- This will fix the following:
- Online friends appearing offline
- Opening the wrong friend when clicking on another
- Friends appearing to be another friend
- Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
- Group Chat Panels received a visual update to match the new updated friends list
- Fixed a bug where some options, such as move camera on respawn, would not save
- Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom
Attack Speed slows
Summary: Attack speed slows (IE: Nasus' Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.
Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we're looking to treat all slows the same, whether they're movement or attack speed based.
Champions with dashes tied to their ultimates
- Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
- Affected champion abilities and items:
- Gragas’ Barrel Roll
- Malphite’s Ground Slam
- Randuin's Omen
- Warden's Mail
Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete their ability, but be snared at the end.
- Crowd control effects can now be received during "unstoppable" movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
- Affected champions:
- Jarvan IV's Cataclysm
- Nocturne's Paranoia
- Vi's Assault and Battery
- Malphite's Unstoppable Force
- Hecarim's Onslaught of Shadows
- Stealthing now causes a self-only screen tint visual effect.
- Affected champions:
Summary: Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).
Context: Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we're lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.
Blades of Torment
- Passive Attack Speed changed to 30/35/40/45/50/55% (upgrades every 3 champion levels) (from 50% flat)
- Damage reduced to 75/110/145/180/215 (from 75/120/165/210/255)
Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush's base damage and AP ratios have been slightly reduced.
Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:
- Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them
- Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
- Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding
- Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp)
- Mana cost reduced to 50 (from 60)
- Diminishing returns effect on same-target hits increased to 70% (from 50%) (best case is now 100% + 30% + 30%)
- This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
- Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount
- Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
- Mana cost changed to 85 (from 50/65/80/95/110)
- Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165 (+0.35 Ability Power))
- This reduces the max damage per target to 210/330/450 (+0.9 Ability Power) (from 255/375/495 (+1.05 Ability Power))
Summary: Corki's base attack speed has been reduced. Missile Barrage's base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he's too overwhelming to play against. Here we're reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.
- Base Attack Speed reduced to 0.625 (from 0.658)
- Base damage reduced to 100/180/260 (from 120/190/260)
- Cooldown between missile shots increased to 2 seconds (from 1.2)
- Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
Summary: The active ability power ratio of Seastone Trident has been reduced significantly.
Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
Playful / Trickster
- Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
- Active Ability Power ratio reduced to 0.15 (from 0.35)
Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.
UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing.
Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!
Passive: Techmaturgical Repair Bots
H-28G Evolution Turret
- Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen
- Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
- Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
- Cost: 20 Mana and 1 Kit
- Cooldown: 1s
- H-28G Evolution Turret Stats
- Health: 150 (+25 per champion level)
- Attack - Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
- Attack - Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
- Maximum Turrets: 3
CH-1 Electron Storm Grenade
- Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
- Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
- Targeting the ability closer to Heimerdinger increases projectile spread
- Cost: 70/80/90/100/110 Mana
- Cooldown: 11s
- Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
- Enemies in the center of the blast are also stunned for 1.25 seconds
- Cost: 85 Mana
- Cooldown: 18/16/14/12/10
- Heimerdinger's next basic spell is free and has bonus effects
- H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds
- Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))
- CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
- Cooldown: 100/85/70
- Cost: 100 Mana
Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.
Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.
Switcheroo! - Minigun
- Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)
- Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
- Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
- No longer reveals stealthed units
Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.
Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.
- Magic Resist per level reduced to 0 (from 1.25)
- Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280)
- Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from 1/1.4/1.8/2.2/2.6)
- Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110)
- Base damage increased to 80/100/120 (from 60/70/80)
- Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
- Added 0.1 Ability Power ratio per stack
- Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion
Summary: Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.
Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.
- Attack Range increased to 450 (from 425)
- Base Attack Speed increased to 0.625 (from 0.579)
- Improved basic attack responsiveness
- Damage per second changed to 24/38/52/66/80 (+0.22 Ability Power) (from 25/40/55/70/85 (+0.2 Ability Power))
- Tormented Soil's damage now increases by up to 50% based on the enemy's missing Health
- Damage application cadence increased to every 0.5 seconds from every 1 second
- No longer applies a Magic Resist reduction debuff
Summary: Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.
Context: We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.
- Slow duration increased to 1.5 - 2.5 seconds (from 1.0 to 2.0)
- Mana cost changed to 60 (from 55/60/65/70/75)
- Attack Speed increased to 40/50/60/70/80% (from 20/35/50/65/80%)
- Self-damage reduced to 30% damage dealt (from 40% damage dealt)
- Rammus received a texture update
Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).
Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics.
- Sivir has received a visual update!
- Attack Speed per level reduced to 1.6 (from 3.28)
- Now when activated, Sivir's next 3 basic attacks will Ricochet
- No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
- Now bounces to the closest target (instead of a random target within the bounce radius)
- Deals 50/55/60/65/70% damage to all secondary targets (falling off by 20% per subsequent target)
- No longer has a base damage
- Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)
On The Hunt
- Reduced Mana cost to 0 (from 75)
- Mana return reduced to 60/75/90/105/120 (from 150)
- No longer has a cast time
- Active no longer grants Attack Speed
- Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
- Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
- Cooldown changed to 120/90/60 seconds (from 100/90/80)
Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. All shadows will stay around longer and Zed can switch places with his shadows at a longer range.
Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.
- Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)
- Now spawns the Living Shadow at Zed's starting position rather than behind the target
- Increased the time Zed remains untargetable before dashing to the target to 0.75 seconds (from 0.35)
- Death Mark shadow duration increased to 6 seconds (from 4)
- Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)
Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.
Context: We've improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!
- Max damage increased to 150 (from 139) (now scales non-linearly)
- Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)
- Radius increased to 325 (from 275)
Mega Inferno Bomb
- No longer deals reduced damage on multiple hits to minions
- Damage radius per mine increased to 150 (from 135)
- Now deals double damage to minions
Summary: Deadly Bloom's damage has been reduced overall but her AP ratio has been increased. Rampant Growth's passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.
Context: Our overall strategy here is to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.
- Range reduced to 800 (from 825)
- Damage changed to 70/105/140/175/210 (+0.65 Ability Power) (from 75/115/155/195/235 (+0.6 Ability Power))
- Passive Cooldown Reduction reduced to 2/4/6/8/10% (from 4/8/12/16/20%)
- Plant base damage changed to 23 (+6.5 per champion level) (from 26 (+6 per champion level))
- Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds (from 3)
- Range increased to 825 (from 800)
- Fixed a bug where spells would rarely not turn seeds into plants
- Stun no longer persists after the knockup ends
- Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
Minor Changes and Bug Fixes
Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
Dragon Strike / Demacian Standard
- Jarvan's knockup collision radius reduced to 180 from 260
Void Spike - Evolved Spike Racks
- Slow increased to 30% from 20%
Context: Our original reasons for having Meditate's mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.
- Master Yi will no longer be hit by targeted spells during Alpha Strike
- Mana cost reduced to 50 (from 50/65/80/95/110)
- Fixed a bug where Siphoning Strike ignored Spell Shields
Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.
Thrill of the Hunt
- Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth
Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.
- Collision radius has been reduced at the start and end points of the dash
Context: We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.
- Now additionally restores 9% of maximum Mana on champion kill/assist
Summary: Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.
Scatter the Weak
- Range increased to 700 (from 650)
- Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
- Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired
- Fixed a bug where mushrooms gave experience
- Attack Speed per level increased to 3% (from 1%)
- Thresh's basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%
Context: We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.
- Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)
- Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation
Mana Cost Reductions on Ultimates
Context: Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.
Enchanted Crystal Arrow
- Mana cost reduced to 100 (from 150)
- Mana cost reduced to 100 (from 100/150/200)
- Mana cost reduced to 100 (from 100/175/250)
Chain of Corruption
- Mana cost reduced to 100 (from 120)
- Mana cost reduced to 100 (from 125/175/225)
Alternate Map Balance
Twisted Treeline out of beta
Context: With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn't mean design iteration will stop – we'll continue with champion balancing, system tweaks, and maybe even a new item or two!
The following changes are for the Crystal Scar only (Crystal Scar) Map-Specific Change: Self-Healing Penalty
Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective, so we’ve removed it.
(Crystal Scar) Map-Specific Change: Speed Shrine Buffs
- Removed global self-healing reduction buff
Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
- Speed shrine buff now decays over its duration
- Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets
Crystal Scar, Howling Abyss, and Twisted Treeline
The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only Grez's Spectral Lantern
Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
- Combine cost increased to 350 Gold (from 150)
- Total cost increased to 1450 Gold (from 1250)
- Damage reduced to 15 (from 20)
- Vision dust duration decreased to 5 seconds (from 10)
- Lingering reveal reduced to 3 seconds (from 6)
- Cast range decreased to 800 (from 1200)
Summary: The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
- Combine cost increased to 575 Gold (from 300)
- Total cost increased to 2500 Gold (from 2425)
- Now builds from Ruby Crystal instead of Pickaxe
- Now grants +200 Health
- Damage reduced to 20 (from 50)
- Armor increased to 25 (from 20)
- Lifesteal increased to 15% (from 12%)
- Vision dust duration decreased to 5 seconds (from 10)
- Lingering reveal reduced to 3 seconds (from 6)
- Cast range reduced to 800 (from 1200)
Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.
- Combine cost increased to 530 Gold (from 200)
- Total cost increased to 2300 Gold (from 1920)
- Now builds from Fiendish Codex (from two Amplifying Tomes)
- Health reduced to 250 (from 300)
- Ability Power reduced to 40 (from 50)
- No longer grants Movement Speed
- Cooldown Reduction increased to 20% (from 10%)
- Cooldown Reduction is no longer UNIQUE
- Vision dust duration reduced to 5 seconds (from 10)
- Lingering reveal reduced to 3 seconds (from 6)
- Cast range decreased to 800 (from 1200)
Context: At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.
- Combine cost increased to 600 Gold (from 500)
- Total cost increased to 2275 Gold (from 2175)
- Attack Damage reduced to 40 (from 50)
Jack in the Box
- Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer
Twisted Treeline and Howling Abyss Items
The following changes are for Howling Abyss and Twisted Treeline only General
- Turrets now have inventory items that describe turret mechanics
Summary: Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.
Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Howling Abyss.
- Combine cost increased to 970 Gold (from 720)
- Total cost increased to 2650 Gold (from 2400)
- Now grants +10% Movement Speed
- Magic damage amplification decreased to 4 seconds (from 6)
Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.
Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.
- Combine cost reduced to 535 Gold (from 735)
- Total cost reduced to 1700 Gold (from 1900)
- Ability Power reduced to 30 (from 40)
- Magic Resist reduced to 30 (from 40)
- Cooldown on active reduced to 60 seconds (from 120)
- Wraiths are now affected by speed shrines
Tutorial, Co-op vs. AI, Custom Games with bots
The following changes are for bot game modes only
- Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu
- Players who earned silver in Season 2 will now have silver profile borders until the end of the seaso
Join Date: Jun 2008
Originally Posted by Sanichi
Not that I play 3v3's often, but I'm going to hate the Sanguine Blade nerf.
It was soooooo
needed. It was way too cheap for such a ridiculously good item.
Originally Posted by Light
This update warms the cockles of my heart.
I feel luke-warm towards it. They really need to fix turtling on Twisted Treeline though.