The official Patch 5.5 notes are released, featuring a huge set of buffs on some uncommon picks on the rift as well as a few champions they nerfed to oblivion. Check out the full scoop inside!...
Introduction
The official Patch 5.5 notes are here, featuring a huge set of buffs on some uncommon picks on the rift as well as a few champions they nerfed to oblivion. Check out the full scoop below:
Buffs: Azir, Gragas, Kassadin, Nautilus, Shyvana, Skarner, Sona, Tristana, Trundle, Urgot, Varus, Veigar, Volibear, Xin Zhao, Zac, Zilean
Nerfs: Lissandra, Nidalee, Sion, Vi,
Patch 5.5 notes
Greetings, Summoners.
Toot toot! That's the sound of the patch 5.5 buff barge, sailing the ocean of champion diversity. There were a few we had to slap on the wrist for overstaying their welcome but, for the most part, we've got a lot of +1s on the way. As a caveat, while it might feel great for every patch to be held aboard the S.S. Buff Barge, we're being very conscientious about making the directionally right change for each champion. It's still very, very important for champs to remain strategically unique from one another, so we're always hoping to accentuate strengths (or weaknesses) through each update.
So what's our current narrative? For today it's the jungle. We're going to say this up front: we haven't been as communicative on the topic of the jungle as we should have been. Additionally, when we have made changes, we haven't been empathetic to player pain surrounding each patch.
With that said, our focus is to increase champion diversity in the jungle. Some of you might be worried about "double dipping" buffs with the new Cinderhulk enchantment combining with tanky jungler buffs, but these are aimed at two separate things. Bami's Cinder (and Cinderhulk) creates a clear mid to end game item for tanky junglers to pursue, while a lot of our champion-specific buffs are aimed at improving the feel of early clears. We're a little concerned some tank junglers (looking at you, Sejuani & Amumu) might just start rampaging from the forest, but are taking a more "wait and see" approach for now. You've been warned.
But wait there's more! Beyond the jungle, we've also got a new +120 ability power item coming to the game to fill the void left by Deathfire Grasp's departure. There isn't much else we can contextualize in the foreword versus the actual item context, so go read down there.
P.S. We're also at the end of the updated Summoner's Rift Beta! While it's hard to define an 'end point' for these things - since we're always going to be iterating - it's nice to put a "finished for now" sticker while we can. We're shipping some final map-wide iterations for Summoner's Rift (and animated end of game victory / defeat graphics!), so you shouldexpect a hefty download compared to our normal patches. We appreciate all the feedback you've given over this course of time!
And that's all for us! We've got a lot of changes packed into this patch, but we hope you'll make it through it.
Toot toot!
Chris "Pwyff" Tom & Patrick "Scarizard" Scarborough
Champions
Azir
Increased the range at which soldiers can attack and spears 'pass through' to hit things further. Also base attack speed up.
Recent balance changes haven't been kind to Azir, so we're giving the Emperor some love targeted at his early-game feel when it comes to commanding soldiers. While these buffs don't solve all of Azir's problems, strengthening his sustained damage should ensure he isn't totally mummified.
General
BASE ATTACK SPEED0.600 ⇒ 0.625
SOLDIER ATTACK RANGE325 ⇒ 375
SPEAR PASSTHROUGH RANGE100 ⇒ 50 (total range unchanged)
Gangplank
Weird bugs, man.
Passive - Grog-Soaked Blade
BUGFIXFixed a bug where slow immune targets were also unaffected by the DoT
Gragas
Base mana up, damage cap versus monsters also up.
While not always thought of primarily as a Jungler, with the Buff Barge 2K15 docking at Jungle Island we thought it'd be a great time to pull back some of Graggy's stat restrictions to help drink Gromp and his friends under the table.
General
MANA300 ⇒ 400
W - Drunken Rage
DAMAGE CAP VS MONSTERS250 ⇒ 300
Karma
E - Defiance (Mantra)
BUGFIXFixed a bug where allied champions were granted the inspire portion of the shield, instead of half of the defiance damage
Karthus
W - Wall of Pain
BUGFIXFixed a bug where enemy champions could sometimes dash through Karthus' Wall of Pain without being slowed
Kassadin
R cooldown and mana costs are down, range up slightly.
Unlike Riftwalk, we went a little too far last patch. The focus of the changes were to lower the amount of instant mobility Kassadin had access to without changing his long-term movement too dramatically - this patch, we're tuning up his ultimate to put a little spring back into his Riftstep.
General
VISUALSUpdated model, textures, animations and slight VFX changes for base and all skins
ICONSNew ability icons
R - Riftwalk
COOLDOWN7/5/3 seconds ⇒ 6/4/2 seconds
RANGE450 ⇒ 500
COST60 mana ⇒ 50 mana
Lissandra
Q damage down.
In all levels of play, Lissandra can be summed up in one word: consistency. In each lane she sees play, her relative safety (thanks to her amazing waveclear) sets her up as a top-tier threat thanks to Frozen Tomb's unforgiving CC. Not wanting to over-do it, we're hitting Ice Shard as a way to tone down her damage, clear (and by extension, safety) all in one go.
Q - Ice Shard
DAMAGE75/110/145/180/215 magic damage ⇒ 70/100/130/160/190 magic damage
Nautilus
W damage down, E's cooldown, mana costs, and slow duration are all reduced.
By being the cornerstone to both his offensive AND defensive ability, Titan's Wrath forces Nautilus into a playstyle that is very binary - break the shield and he's harmless, or suffer if you fail to do so. Shifting power into Riptide lets him clear faster and take more actions per teamfight, which are two key areas we thought were weighing him down.
W - Titan's Wrath
DAMAGE40/55/70/85/100 magic damage ⇒ 30/40/50/60/70 damage
RATIO7/9.5/12/14.5/17% max health ⇒ 9/11/13/15/17% max health
E - Riptide
COOLDOWN10 seconds at all ranks ⇒ 7/6.5/6/5.5/5 seconds
COST60/70/80/90/100 mana ⇒ 40/50/60/70/80 mana
RATIO0.5 ability power ⇒ 0.3 ability power
SLOW DURATION2 seconds ⇒ 1.5 seconds
Nidalee
Trap damage now deals flat magic damage rather than a lower base damage + current health damage.
With the introduction of her rework, Bushwhack's current-health paradigm existed to soften up targets for big takedowns and secure vision to play with her new Hunt passive. Now one of the hottest junglers in the scene, it's enabled her to have the fastest clears in the game. For a skill with so many different uses as-is, we're re-balancing the damage so that while still useful with ability power, doesn't trivialize fighting the toughest monsters out there.
W - Bushwhack
DAMAGE10/40/60/80/100 (+10/12/14/16/18 (+0.02 ability power)% current health) magic damage ⇒ 40/80/120/160/200 (+0.2 ability power) magic damage
Rek'Sai
E - Tunnel
TUNNEL COUNTNow uses the ward spawning UI to show the number of existing tunnels vs the maximum as well as displaying which tunnel will be destroyed once you've reached the limit
Shyvana
E's damage proc up!
When looking to punch Shyvana's ticket aboard the Buff Barge, we decided a more general boost to her effectiveness would suffice. Often used for her mixed-damage and innate defensive stats, we like Shy most when she actually has to punch the stuffing out of you to win fights - so that's exactly what we're reinforcing here!
E - Flame Breath
BONUS DAMAGE AGAINST MARKED TARGETS2% maximum health per autoattack ⇒ 2.5% maximum health per autoattack
Singed
It's called "Mega Adhesive," not "Adequate Adhesive." Fling in peace, summoners.
E - Fling
BUGFIXFixed several cases where Flinging an enemy into Mega-Adhesive would not immediately root them
Sion
Q's mana costs down, ratio slightly up. E's mana costs up at later ranks.
When it comes to Super-Tanks in top lane, we actually like what Sion brings to teams and how he interacts with opponents, with the exception of his laning phase - so we're keeping things "power-netural" for the big zombie. Shifting power from screaming at minions to dropping the chopper on frightened opponents means it requires a little more effort to win the wet-noodle-war than just never running out of mana.
Q - Decimating Smash
COST45/50/55/60/65 mana ⇒ 45 mana at all ranks
RATIO0.6-1.8 total attack damage ⇒ 0.65-1.95 total attack damage
E - Roar of the Slayer
COST35 mana at all ranks ⇒ 35/40/45/50/55 mana
Skarner
Q's damage up (hey, it stacks up man), E's damage at later ranks up.
You're not the only one that misses your kind, Skarner. Another beneficiary of our focus on jungles this patch, we're aiming to give more damage back to the scorpion, especially in the later-game where his rank-ups can feel relatively poor.
Q - Crystal Slash
DAMAGE18/28/38/48/58 physical damage ⇒ 20/30/40/50/60 physical damage
BONUS MAGIC DAMAGE18/28/38/48/58 magic damage per stack of Crystal Energy ⇒ 20/30/40/50/60 magic damage per stack of Crystal Energy
E - Fracture
MAGIC DAMAGE40/60/80/100/120 ⇒ 40/75/110/145/180
Sona
For a while we've been normalizing mana costs on ultimates, and Sona's the recipient of the next round. Sona buffs. What a time to be alive.
Passive - Power Chord
BUGFIXNo longer consumed on hitting blue trinket ward or Kalista's Sentinel
R - Crescendo
COST100/150/200 mana ⇒ 100 mana at all ranks
Soraka
Q - Starcall
BUGFIXFixed a bug where Starcall's bonus damage sweetspot was not multiplying the bonus damage from Soraka's AP
Tristana
Rapid Fire's cooldown is reduced by 1 second for each basic attack she lands against an Explosive Charge'd champion.
When it comes right down to it, hyper-carries amongst marksmen usually care about one thing: basic attacking. As her primary source of damage, Tristana often felt awkward about giving up DPS to cast Explosive Shot, only to have them escape before she could make use of its damage potential. Adding the cooldown incentive should make it up to her, as well as giving her things to do when she's forced to shoot the durdling brawlers and tanks that try to scrap deep behind enemy lines.
Q - Rapid Fire
RAPIDEST FIREEach basic attack against a target marked with Explosive Charge reduces the cooldown of Rapid Fire by 1 second
Trundle
Passive range upped to match experience range. W's healing amp is now the same at all ranks, and R's been slightly buffed due to a bugfix.
What's a Tank to a King? While most of these changes are focused on bugfixes and feel improvements, we felt it wouldn't be fair to address such a large number of tanks and tank-enablers without mentioning their natural predator. Focusing on sustain and regen should let Trundle keep pace with his opponents, biding his time before he goes all-out clubbing and takes their hard-earned stats.
Passive - King's Tribute
RANGE1000 ⇒ 1400
W - Frozen Domain
HEALING AMPLIFICATION8/11/14/17/20% ⇒ 20% at all ranks
R - Subjugate
BUGFIXFixed a bug that caused Subjugate to only steal 36% of the target's Armor and Magic Resistance instead of 40%
Urgot
Urgot's shield now also scales with total mana, and R's cooldown has been reduced at later levels.
Urgot's going to need a lot more under-the-hood work before he can hit the big-time, but in the interim we thought he could use some help. A Mana ratio on W makes his beefy/CDR build more rewarding, keeping him active in sustained fights without adding to his snowball potential once the Acid Hunters set their sights on you. Although he has a dark, secret past, even the buff barge couldn't resist giving some love to League's original scuttle-crab.
W - Terror Capacitor
BASE SHIELD80/130/180/230/280 ⇒ 60/100/140/180/220
NEWMANA RATIO8% total mana
R - Hyper-Kinetic Position Reverser
COOLDOWN120/110/100 ⇒ 120/100/80
Varus
Cooldown now starts ticking the moment he starts charging.
More of a quality of life change, Varus players should feel encouraged to charge their arrows instead of feeling penalized.
Q - Piercing Arrow
IONIAN SNIPERNow begins its cooldown at charge start, rather than when the arrow fires
Veigar
E's delay before walls appearing has been reduced slightly. Q is around 14% faster!
One of the larger themes for his 5.4 update was lowering reliability in favor of creating consistent high moments for master Veigar players. It appears we overshot (not a short joke), so we're dialing back to help Veigar feel less like a sitting duck when it comes to intense situations. Throw in some 'Quality of Doom' changes for Event Horizon, and the tiny master of evil should be turning tables and cackling like a super villain all the way to the nexus.
Q - Baleful Strike
MISSILE SPEED1750 ⇒ 2000 (~14% faster)
BUGFIXFixed a bug where Baleful Strike would fail to cast if you got CCed during the cast
E - Event Horizon
DELAY BEFORE WALLS APPEAR0.75 ⇒ 0.5
WARNING PARTICLE DISPLAYAfter cast time ⇒ On cast
Vi
Movement speed down, R damage down at early and mid ranks.
Known for punching first (and asking questions while punching), Vi's never been good about giving her opponents much of a chance to fight back. Being one of the toughest champions to peel (combined with devastating ganks) make fighting her feel stacked - so we're draining some power from these areas to even the odds.
General
MOVEMENT SPEED350 ⇒ 345
R - Assault and Battery
PHYSICAL DAMAGE200/325/450 ⇒ 150/300/450
Viktor
E - Death Ray
BUGFIXFixed a bug where the detonation on upgraded Death Ray was canceling Viktor's autoattacks
Volibear
Bite a monster, get half your cooldown back. Winning!
W - Frenzy
NEWTASTES LIKE RAPTORSRefunds half of the cooldown if used on a monster
Xin Zhao
W's base healing up at early levels, E's damage up at later levels.
As a jungler on the borderline of viability, we're giving X to the Z a bump towards his strengths (sustain and skirmishing) to help him get down to business.
W - Battle Cry
BASE HEAL26/32/38/44/50 ⇒ 30/35/40/45/50
E - Audacious Charge
DAMAGE70/105/140/175/210 magic damage ⇒ 70/110/150/190/230 magic damage
Zac
Chunks now reduce W's cooldown, even if he casts it slightly after he picks up a chunk. E knocks up for longer.
Smoothing out Unstable Matter's CDR mechanic and doubling E's knockup time so Zac players can feel better about doing what they've always done: throw yourself with reckless abandon into the enemy team.
W - Unstable Matter
SLAM CHUNKPicking up a chunk now briefly gives Zac a "reservoir" of CDR, even if he casts W within the 1 second following pickup of a chunk.
E - Elastic Slingshot
KNOCKBACK DURATION0.5 seconds ⇒ 1 second
Zilean
Q cooldown down.As with all changes that both increase complexity and skill-ceiling, Zilean saw a pretty dramatic shift last patch. While we want to give more time for players to learn how to use him effectively, this change enables his Q+W+Q combo that folks are used to.
Q - Time Bomb
COOLDOWN12/11/10/9/8 seconds ⇒ 10/9.5/9/8.5/8 seconds
Mass Texture Rebalance (Part 8)
We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Reminder: texture rebalancing isn't meant to replace - and doesn't delay - larger-scale updates!
Cho'Gath
- Base, Gentleman, Jurassic, Loch Ness, Nightmare
Janna
- Base, Frost Queen, Hextech, Tempest, Victorious
Taric
- Base, Armor of the Fifth Age, Bloodstone, Emerald
Warwick
- Base, Big Bad, Feral, Firefang, Grey, Hyena, Tundra Hunter, Urf
Items
NEW
Luden's Echo
IT'S HAPPENING!!!
Our new 120 ability power item is here to fill the void left by the passing of Deathfire Grasp (rest in pieces). Goals up front: we want to provide a unique item that helps out movement-focused, spell-slinging mages, like kitey Lux, bursty-train Akali, or even spell-slingy (that's a word) Karthus. Try it out and let us know what combinations work with you - we'll be keeping a close eye here as new experiments get brought out. It's also important to note that this works on spell hits, not basic attacks!
RECIPENeedlessly Large Rod + Aether Wisp + 650 gold (total cost: 3100 gold)
ABILITY POWER120
MOVEMENT SPEED7%
UNIQUE PASSIVEGains charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+0.15 per level) bonus magic damage to up to 4 targets on hit. Applies spell Effects (e.g., Spell Vamp, Rylai's, etc).
Sweeping Lens (Tier 2 Red Trinket)
When the cooldown on the upgraded red trinket was increased, we missed the fact that the middle tier red trinket now had a lower cooldown than the item it upgraded into. We changed the tooltip last patch and we're making the actual change now.
COOLDOWN AT LEVEL 9+60 seconds ⇒ 75 seconds
Wards
THEATRICSUnskinned Sight and Vision Wards now have spawn and death animations to provide better feedback. Don't get distracted.
Jungle Items
NEW
Bami's Cinder
Baby sunfire.
We've mentioned this before, but one of our goals with this 'new' tanky jungle enchant was to provide an item that not only provides valuable tank stats but also helps junglers with their early to mid game clears. We've had to be very careful in balancing champions with this new item (ie: Amumu and Sejuani probably don't need anything in addition to the new Cinder), but we're excited to see what possibilities emerge. Want to play a tank jungler? GET FIRED.
RECIPERuby Crystal + 600 gold (1000 gold total)
HEALTH300
UNIQUE PASSIVEImmolate - Deals 5 (+ 1 per champion level) magic damage to nearby enemies. Deals 50% bonus damage to minions and monsters.
NEW
Cinderhulk Enchantment
Juggernaut has been replaced by Cinderhulk.
See above with our point regarding a tanky item that also boosts clear speeds. This is that item all grown up. It's also important to note that +25% bonus health stat. Note it. Appreciate it.
RECIPETier 2 Jungle Item + Bami's Cinder + 350 gold (2200 gold total)
HEALTH350
UNIQUE PASSIVEGrants +25% bonus health
UNIQUE PASSIVEImmolate - Deals 16 (+ 1 per champion level) magic damage to nearby enemies. Increases with time in combat up to 24 (+ 1.5 per champion level).
Sunfire Cape
Sunfire now builds out of Bami's Cinder instead of Giant's Belt.
Just a very small directional change to make Sunfire Cape more focused on wave clearing for tanky dudes. There's a little less health on that build path, but you can get to your area-effect burn a little faster.
RECIPEChain Vest + Bami's Cinder + 850 gold (2600 gold total [unchanged])
STATSUnchanged. Just so you know.
NEWPASSIVEIs now UNIQUE so you know you can't stack it
Strategic Itemization
Raptor Cloak
BUFFS!
Since those two item build paths are so situational, we want you to feel better about just sitting on a Raptor Cloak.
ARMOR30 ⇒ 40
NEWUNIQUE PASSIVEPoint Runner - You now gain the movement speed while near fallen turrets
Zz'rot Portal
MORE BUFFS!
Now that we think players have good ways to deal with this (see: ability power damage to structures, etc), we're giving it some extra love. Also, please don't build this item against Nasus. Trust us.
ARMOR50 ⇒ 60
MAGIC RESISTANCE50 ⇒ 60
NEWUNIQUE PASSIVEPoint Runner - You now gain the movement speed while near fallen turrets
VOIDSPAWN BASE DAMAGE AGAINST STRUCTURES50 ⇒ 100
VOIDSPAWN BASE DAMAGE AGAINST NON-STRUCTURES20 ⇒ 50
VOIDSPAWN TIME UNTIL THEY BEGIN TO DECAY4 seconds ⇒ 5.5 seconds
VOIDSPAWN ACQUISITION RANGE AGAINST INHIBITORS300 ⇒ 350
VOIDSPAWN ACQUISITION RANGE AGAINST NEXUS300 ⇒ 450
Ohmwrecker
CASUALTY OF THE RAPTOR CLOAK BUFFS.
NEWUNIQUE PASSIVEPoint Runner - You now gain the movement speed while near fallen turrets
Righteous Glory
This item is actually very close to a healthy spot. We're just pushing it a little further so getting it earlier in the game improves its synergy with the new Cinderhulk enchantment.
HEALTH+500 ⇒ +650
Banner of Command
This item seems to actually be in a pretty healthy state. It's good for breaking delayed out sieges against an Anivia or Ziggs, and it's a strong augment to your own siege with a Baron buff. Only calling this out to note that we're still looking if it needs anything for later patches. In other words, we're just talking. Hello, how are you. We're fine.
UNCHANGEDUNCHANGED. We just wanted to talk about Banner of Command, man.
Global Summoner's Rift Changes
Inhibitor Turrets
Inhibitor turrets give reduced gold and no experience.
This is going to get a little designer-talkish but here we go: the main advantage of taking down a laser turret is mainly to modify the game state - that is, access to either the inhibitor or nexus. Since taking (or not taking) these turrets are more about access to strategic buildings, the gold they provided acted as more of a "win more" mechanic than an incentive for the opposing team to take action. We're clarifying that! Designer talk over.
GLOBAL TEAM GOLD ON INHIBITOR TURRETS175 ⇒ 50
GLOBAL TEAM EXPERIENCE ON INHIBITOR LASER TURRETS100 ⇒ 0
Nexus Turrets
Laser turrets give reduced gold and no experience.
See above! We can copy paste it here, that's okay: this is going to get a little designer-talkish but here we go: the main advantage of taking down a laser turret is mainly to modify the game state - that is, access to either the inhibitor or nexus. Since taking (or not taking) these turrets are more about access to strategic buildings, the gold they provided acted as more of a "win more" mechanic than an incentive for the opposing team to take action. We're clarifying that! Designer talk over.
GLOBAL TEAM GOLD ON NEXUS LASER TURRETS150 ⇒ 50
GLOBAL TEAM EXPERIENCE ON NEXUS LASER TURRETS120 ⇒ 0
Shield Turrets (inner turrets)
Middle lane inner turrets no longer have a shielding mechanic. Top and bottom lane turrets shield for less, but all turrets have more health.
The goal of turret shields has always been to mitigate the oppressiveness of poke-heavy teams when they hit their stride. That said, the shields are a little too weighted in favor of the defending team, and we're seeing common stallouts on mid-lane inner turrets. With this change, we still want to reward split pushing and smart map rotations as counters to stall-focused teams, but we're reducing a little strength here so they're not just artificially drawing out games.
REMOVEDGET POKEDMiddle lane inner turrets no longer shield nearby champions
TOP AND BOTTOM LANE TURRET SHIELD HEALTH200 ⇒ 30
INNER TURRET HEALTH2000 ⇒ 2300
Minion Health
Minions got healthier, but turrets still do the same damage to them.
The unsung hero of sieging in League of Legends: minions. That said, they're currently not living up to their full potential and are getting washed out before any meaningful sieging can be done. Realizing this, we sent the minions to the gym so they'll be a little more resilient when marching down the lane. Our goal wasn't to affect last-hitting under turrets (hence the weird turret damage upgrade), but a bug made the timing slip by about 1.5 minutes. In other words, from 9:00 to 10:30, when you're last hitting minions under the turret, melee minions will have 6 more health when in "last hit" range (ie: after two turret shots), caster minions will have 3 more health (after one turret shot), and siege minions will have 9 more health.
CASTER MINIONSCaster minion health increased by 3 at 9 minutes, and an additional 3 every 90 seconds thereafter
MELEE MINIONSMelee minion health increased by 6 at 9 minutes and an additional 6 every 90 seconds thereafter
SIEGE MINIONSSiege minion health increased by 9 at 9 minutes and an additional 9 every 90 seconds thereafter
OUTER AND INNER TURRETSOuter and inner turrets (non-laser) deal 3 damage per minion upgrade at 10.5 minutes and an additional 3 every 90 seconds thereafter
Jungle Camps
Some of the inequalities between camp camps were a bit too pronounced, with some jungle routes being much, much better than others. Since one of our goals with the 2015 season was to ensure there wasn't a single best path for the jungle, but that junglers had to modify their clears (and jungle buffs) according to the pace of the game, we're adjusting. TLDR: Making camps easier.
GROMP ATTACK DAMAGE90 ⇒ 83
LARGE RAPTOR DAMAGE55 ⇒ 45
SMALL RAPTOR DAMAGE20 ⇒ 16
BIG WOLF REWARD48 gold ⇒ 53 gold
SMALL WOLF REWARD14 gold ⇒ 16 gold
Gromp Buff Buffs
Say that three times fast. Gromp buff now scales with bonus health so jungle tanks can scale better in their jungle clears, even without Cinderhulk.
GROMP POISON4 + (8 x level) ⇒ 10 + 10% of bonus health
Rift Scuttler Speed Boost
This includes all other things considered 'pets,' so Tibbers, Voidlings, and even clones. It's technically a Shaco buff too, which is concerning.
NEWHERE COMES TIBBERSThe Rift Scuttler speed shrine now affects pets
NEW
Dragon Buff Counter for Spectator
Counts buffs, not kills. Also glows when a team hits 5 stacks. Very exciting.
NEWEXISTSIs now a thing
End of Summoner's Rift Beta
Patch 5.5 marks the end of the Summoner's Rift Beta we launched last November! We're celebrating this milestone with a comprehensive colors pass and the animated Victory/Defeat screens we teased back in our beta announcement video.
Though the beta has come to an end, we're continuing to look for opportunities to update the rift. We really appreciate all the feedback you've given us and hope that, together, we've made Summoner's Rift a place you want to spend your game time in.
Visual Rebalance
We've heard a lot of player feedback around the art style of the updated Rift: many of you feel the new map is less vivid and lively than the original. We've been working on a comprehensive pass to bring back some of the vibrance of the old Summoner's Rift without sacrificing the clarity and readability the update offers.
HUE & SATURATIONAmped up to make the environment feel warmer and help the more colorful map elements pop
VALUE RANGEWidened while maintaining champion and particle contrast against the environment
MAP DETAILSMore have been added to help anchor your champion on the map, similar to how each quadrant of the jungle has a distinct feel. We also added a duck, but he's pretty noncommittal so you might not see him too frequently.
LIGHTING & SHADOWSRedone to be more consistent across the map and give a greater sense of direction and three-dimensionality
Victory & Defeat Banners
Looks cool but we ran into technical issues when we launched the beta, so we decided to ship without them. That's…about all the context we have.
VICTORY & DEFEAT BANNERSImage ⇒ Animated
Landing Page Articles
We're making a change to the landing page which'll allow you to read news articles in-client instead of being linked out to your web browser. We've got a bit more testing to do following the release of patch 5.5 so this won't be active right off the bat, but look for this quality-of-life improvement in the weeks to come!
Upcoming Skins
The following skins will be released at various times during patch 5.5:
Hey Suntastic, the changes for Gragas were a nerf btw, not a buff (they increased his mana costs alot).
ReplyDeleteHow do you think the lissandra nerfs will affect her performance in top lane?
ReplyDeleteDo you think that the Azir nerfs were good compensation and he's a solid pick for top and/or mid now?
On a side note, thanks for all the articles you post ^_^
The way I see it, Sion, Cho'gath and Sejuani got a HARD BUFF
ReplyDeletethe thing is I didn't really undestand the new crit AP item, is it gonna be OP on AP assassins (such as diana, katarina, akali)?
not crit. just does a shiv proc
ReplyDeleteMy thoughts:
ReplyDeleteBard with incredible troll potential via ult, and his long cooldowns and high mana costs make me think he won't do too well ( based off pbe so don't quote me )
Azir got a small buff, though he was hardly good before they destroyed him, i guess this might make him viable for bots XD
not an expert on gangplank so not gonna worry about it
Gragas is slowly comming back, and this may have put him in a good spot, but again not an expert on him either
Karma being my go to champion at this moment (not oppressive but strong at all points of the game + 1 shot squishies with Q+R late game) its sad that i have no idea how this will affect her
Karthus just a small buff
Kassidin with a 1 second riftwalk (assuming you build cdr) GTFO RITO, but this really doesn't help his weak early, clear buff but not that huge
Lissandra seems to have gotten a little love tap to let people know that Riot is ready to kill her
Nautilus sees to have been nerfed? not really sure its seems like a rebalance leaning towards the nerf side
You simply cannot stop nidalle, no matter how much riot switches her up she always gets back to the top of the ban list, small nerf no big deal
I personally like Shyvana, but i don't think this buff is anything overly huge
Sion was changed so that his Q,while crazy easy to dodge, will be his new bread and butter, which is what i think riot originally intended, he will still be strong
Nice late game and Clearspeed buffs on Skarner, i don't think it will make him a Pick/ban champion, but definitely will make him worth picking up
Sona is the best support in my eyes, and i guess this is sort of a buff... i have never had problems with mana mid/late game so i don't think its that big of a deal
Soraka buff? nothing huge
Not sure how to feel about the trist buff
In my opinion trundle was already good, but now i think he will come out pretty far up
Don't make me laugh urgot, go back to tier 4
More of a quality of life buff on varus, if they gave him some movespeed that would be nice XD
Veigar got a well deserved boost, i think he might be viable again, not sure
Vi, Well i was hoping for something..... well a little More
Voli was already a stupid champion and now he's stupider, thanks riot
Xin with a better late game would make sense.... if they took some of his early
And zac is still subpar wthout a coordinated team IMO
Zilean has finally hit a point where i would personally pick him, even though i don't think he is quite op status
Not getting into how item changes affected half the champions in the game XD
Reread that and yeah, it does more damage with the abilities, and not AA.
ReplyDeleteNow I gotta wait 2 days until lista... :$
Leona jungle incoming!
ReplyDeleteSion is still insane. Wow
ReplyDeleteI had this cool idea for a skin for Zac: Squid Queen Zac. It's a bunch of red squids (Kinda like the color/texture of deep terror thresh's head) holding on to/wrapped around each other to form the shape of Zac. Zacs blobs could be squids that fall off of the squid queen and his passive could be four Squids that slowly inch together and wrap around each other to form the shape of Zac again. His Q could be two tentacles stretch out and hit people. It's a creative skin that I think the community would find funny and intuitive. :)
ReplyDeleteShurima! Your emperor has returned.
ReplyDeleteFinally we can start to use again tank jungler...
ReplyDeleteJust tested Cinderjulk on Sejuani... GG.
ReplyDeleteHmmm nope?
ReplyDeleteGeneral
MANA300 ⇒ 400
W - Drunken Rage
DAMAGE CAP VS MONSTERS250 ⇒ 300
I actually don't think Azir's buff will be all that noticeable. I may be wrong, but they technically only buffed his attack speed by 0.025 and left his range unchanged based on the nerf on spear passthrough.
ReplyDeleteLissandra's nerfs will definitely affect her, but I don't think they're gamebreaking enough for people to drop meta that quickly.
Will this bring Kass back to viability?
ReplyDeleteDo the Sion changes really count as nerfs? The only "nerf" was the mana changes to his E while his Q was buffed.
ReplyDeleteSkarner and Varus buffs? Thank you based Rito!
ReplyDeleteLets say goodbye to the fast games and say hello to long and bored tanky games..
ReplyDeleteI was thinking the same.
ReplyDeleteIt's a nerf to his in-lane poke as he will run out of mana if he maxes it first. Although with the Q buff it seems that his lategame will be stronger, since mana is usually less of an issue at that point.
ReplyDeleteSo is the new AP item proc damage supposed to be 100 (+.15 AP)? or maybe +15*level, cuz +.15*level is basically nothing
ReplyDeleteIt's basically an item that increases a mages burst damage by 100-200 damage, So it's like DFG in a way, but just way weaker than DFG. I'm not sure how fast it builds its charges so it might be similar to Static Shiv.
ReplyDeleteI kinda wish the item had the 10% CDR that DFG had, but the 7% speed will be good for slow mages that can't use Lich Bane well (read: Karthus). Also build it on Teemo, since faster Teemo=more enemy rage.
http://www.lolking.net/guides/preview/335903 for all you folks trying out bard today. I would love it if you could upvote this for visibility, as I'm the author
ReplyDeletebut man, you HAVE to max E first as lane Sion, that is your poke, thats what makes you sion, the Q is just the follow-up after a good E
ReplyDeleteThat new item on Morde.... try Hextec Revolver > Sorcs > Deathap > Ludens > Zhonya's > Lichbane > WOTA, or Hexteck gunblade for extra damage, the damage is screwed up
ReplyDeleteThus begins what will one day be known as "Urgod Rises"
ReplyDeleteI totally love the new jungle item .... I won 2 games with Sejuani... totally stomping all lanes. Her clear speed after trailblazer is not bad but with cinderhulk... I was clearing all camps before even one of them could respawn... it felt like I was playing Master Yi or Udyr. Plus scaling %HP and inbuilt fire cape is what Sejuani really needs. She will be my go to tanky jungler from now on unless we have some other engage tank in our team. Well done Riot! :D
ReplyDeleteKassidino's ult can be now be called "Rift step" as opposed to "Rift struggle"
ReplyDeleteThe CD for his E does get lower per rank, fyi. 2 secs per rank I believe.
ReplyDeleteThanks, missed that.
ReplyDeleteDamage nerf, utility buff, compensated by the addition of Cinderhulk enchant.
ReplyDeleteDoesn't this mean that Tristana becomes an idiotic strong hypercarry because of the new Q+E combo?
ReplyDeleteYeah no problem. Doesn't change the fact that it isn't worth max'ing until level 18. At least from what I can tell.
ReplyDeleteIf you don't like tanky games... You're free to play Lee Sin, Voli, Poppy, Kha, Rengar, Shaco, Fiora and a lot of other champions that can do counterjungle easily against tanks.
ReplyDeleteYES!
ReplyDeleteNo Idiotic, because she is weak on early game.
ReplyDeleteKassadin has no moves left! Kassadin used Struggle! Kassadin is damaged by rediculous nerfs! Kassadin fainted!
ReplyDeleteIt will at most decrease the CD of her Q by 4 seconds, or only 3 if she decides to explode her E with her jump. This wont rediculously increase her power
ReplyDeleteSejuani's W is still rediculously OP with its AP ratio. Full AP Sejuani can reach around 40-45% max hp damage on the auto proc. The new item helps the one area of her game that was weak (her pre-6 jungle sustain)
ReplyDeleteUrgot seems actually decent as a top lane bruiser now. He'll still be kinda awkward in an ADC role tho.
ReplyDeleteCause they may have reduced the damage on the E, but now at max rank you can use it twice as a much as you used to be able to in the same amount of time. So over time you are doing more than old nautilus E could do.
ReplyDeleteThe rework of Tristana made her AS/level 1.5% from 4%/level (4.17 and prior versions).
ReplyDeleteWhich is a significant nerf for a markman .
Her Q was buffed the AS numbers a little bit, but the active time was reduced, so it compensates for itself and is not a help to the AS nerf.
And if you compare to some other AD carry like Jinx, Jinx's Q has +150% AS permanently (+50% 3 first hits), which is a real compensation for low AS/level. Even's when Tristana has full Q active she don't have that much.
As a former Tristana main, I believe the debuff to BoRK is already a indirect nerf to her and Vayne. But Vayne got buff AS/lv and some minor stuff, whilst Tristana got "a rework" due to some whiners .
Lucian's mains who considers Tristana as a counter, laughed at such changes but soon Corki filled the gap Tristana left, Graves got a few buffs and Lucian got nerfed, finally. Now the ADC closest to the throne is Jinx, (or Graves/Corki in broze-gold divisions).
I think Riot Games made a good move by trying this buff to Tristana. At least they stop calling Tristana's rework a "buff" .
Going Full AP on Sejuani is a double edged sword ~ you get the choice to eliminate one champion almost instantly but your tankiness in team fights is almost non existent. Its like building a Full AD Jarvan IV... lots of damage but dead before doing any.
ReplyDeleteGuess who's back back again to the god tier he never seemed to left? +5% winrate Amumu ^^ http://gyazo.com/be40edb3e9e9f03d5868e7bbfad8f588
ReplyDeletewith the CC of her ult and Q, and E and the damage of a lich bane, you can eliminate a lot more than one champion. A phony's is important to have so you can survive long enough for your team to follow up on your engage, and throw out another W after it wears off. That being said, Full AP Sejuani doesn't work well in the jungle so I play her mid.... which is dangerous since you can end up feeding a Zed. (Sej shits all over Leblanc so hard tho).
ReplyDeleteAP Sejuani is fun to play but it's pretty troll so I wouldn't do it in ranked unless I know I'm going to win lane, like if they have Veigar, Annie or LeBlanc in mid lol. Anivia, Fizz, Heimer and Malzahar are some champs who will destroy you and get you reported for playing Sej mid tho...
How about mid lane?
ReplyDeletewhy would they nerf lissandra??? the high damage comes with the cost of close range! what is the point then?
ReplyDeleteif you wanna keep the damage like that you should make the q go longer when it shatters!
if there is someone's damage that needs nerfing is katarina's ult,other than that this game is balanced.
He could work in mid as long as the enemy doesn't outrange his Q too much. The problem with Urgot mid is he doesn't fit an AP carry or assassin type of role, so unless you have something like Liss or Swain in top, Urgot mid doesn't fit into team comps well.
ReplyDelete