League of Legends - UpdateCrazy https://updatecrazy.com/tag/league-of-legends/ Game Patch Notes for PS4, Xbox One and PC Thu, 09 Sep 2021 06:29:19 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.1 LOL Update 11.18 Patch Notes (lol 1.18) – OFFICIAL https://updatecrazy.com/lol-update-11-18-patch-notes-lol-1-18-official/ Thu, 09 Sep 2021 06:28:40 +0000 https://updatecrazy.com/?p=50107 [League of Legends] LOL patch 11.18 notes are now available for players. According to the lol 11.18 patch notes, the latest update added nerfs to staple frontliners (Ivern, Jax, Volibear), continuing to adjust Radiant Items, and making 3-star 4-costs feel as dangerous as they should be. Apart from this, LOL update 11.18 will also include […]

The post LOL Update 11.18 Patch Notes (lol 1.18) – OFFICIAL appeared first on UpdateCrazy.

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[League of Legends] LOL patch 11.18 notes are now available for players. According to the lol 11.18 patch notes, the latest update added nerfs to staple frontliners (Ivern, Jax, Volibear), continuing to adjust Radiant Items, and making 3-star 4-costs feel as dangerous as they should be. Apart from this, LOL update 11.18 will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.18 will fix a few of these issues.

LOL 11.18 Patch Notes (Updating..)

CHAMPIONS

APHELIOS

Base attack damage decreased.

Aphelios’ early game is very consistent right now, which explains his elevated presence in Pro play recently. We’re nerfing his laning phase to make it harder for him to get to his first item and scale. Uh, something something moonstones.


BASE STATS

BASE ATTACK DAMAGE 57  55

ASHE

W cooldown increased early.

Ashe’s lane control early game goes a bit too far and wide. We’re giving her opponents more space to play back without getting pierced by cones and cones of crystalline arrows.


W – VOLLEY

COOLDOWN 14/11.5/9/6.5/4 seconds  18/14.5/11/7.5/4 seconds

CAMILLE

Passive cooldown increased early.

Camille’s steel-like resilience is a bit too high for her scaling power, so we’re nerfing her shield early to make her more vulnerable in lane.


PASSIVE – ADAPTIVE DEFENSES

COOLDOWN 16/13/10 seconds (at levels 1/7/13)  20/15/10 seconds (at levels 1/7/13)

DRAVEN

R now executes based on Adoration stacks.

We’re giving the Glorious Executioner something he’s wanted for a long time—an execute—but putting it on the ability in his kit with the most counterplay. Rather than just staying away from him the entire game, opponents will now be more incentivized to kill Draven than ever before. Let the games begin.


PASSIVE – LEAGUE OF DRAVEN

UPDATEDI DON’T DO SUBTLE Draven’s Adoration stack count updates will now be displayed in All chat, not just Team chat

R – WHIRLING DEATH

NEWKILLS AND CASH SECURED If Whirling Death drops an enemy’s health to or below Draven’s current Adoration stacks, it executes them.

DR. MUNDO

R grants bonus HP on-cast instead of healing for missing health; healing over time decreased late.

While it’s true that Grievous Wounds is the standard against healing champs, it’s left Dr. Mundo rather sickly at higher levels of play. Anti-healing items tend to undermine champions like him and Soraka whose entire identities are designed around big beefy heals. The immediate health gained from his ult will now ignore Grievous Wounds, but the healing over time will still be affected by it. This should make the anti-heal effect less sharp of a counter but still enough of a jab to hurt Mundo good. We’re also juicing up his jungle potential to make him more appealing as a Pro flex pick.


Q – INFECTED BONESAW

MAXIMUM DAMAGE TO MONSTERS 300/350/400/450/500 ⇒ 350/425/500/575/650

R – MAXIMUM DOSAGE

UPDATEDEMBIGGENATEOn cast, immediately heals 20% of missing HP ⇒grants 15/20/25% of missing HP as Bonus HP for 10s
UPDATEDHEALIMIFYHeals 20/45/70% ⇒20/40/60% of max HP over 10s

FIZZ

Passive damage reduction increased against basic attacks. W base damage increased. R damage reduced.

A lot of Fizz’s power is in his ult, which is inconsistent in skilled play since more players at that level know to either dodge or Zhonya’s it. His R will still pack a punch, but we’re borrowing some of its bite and putting it into his early game threat with W as well as giving him a thicker skin against basic attacks to help his survivability in lane.


PASSIVE – NIMBLE FIGHTER

DAMAGE REDUCTION VS BASIC ATTACKS 4 (+1% Ability Power)  8 (+2% Ability Power), damage reduction vs other sources unchanged

W – SEASTONE TRIDENT

ON-HIT DAMAGE 10/15/20/25/30 (+35% Ability Power)  20/25/30/35/40 (+35% Ability Power)

R – CHUM THE WATERS

GUPPY DAMAGE 150/250/350 (+80% Ability Power)  150/225/300 (+70% Ability Power)
CHOMPER DAMAGE 225/325/425 (+100% Ability Power)  200/275/350 (+85% Ability Power)
GIGALODON DAMAGE 300/400/500 (+120% Ability Power)  250/325/400 (+100% Ability Power)

GANGPLANK

Base health and health growth increased.

Last patch, we changed Gangplank’s Q so that it would count as a ranged instead of melee attack. He’s lost a lot of durability now that he doesn’t benefit as much from Grasp of the Undying (and thus the rest of the Resolve tree) anymore. Giving this pirate some of his burliness back to help him survive the choppy waters of early top lane.


BASE STATS

HEALTH 540  570
HEALTH GROWTH 82  90

JAYCE

Passive duration decreased.

Jayce is an all-around power slam in highly skilled hands. Rather than reduce his wattage damage output, we’re turning down his ability to outrun ganks and quickly traverse the map, both of which are particularly useful for the Pro scene.


PASSIVE – HEXTECH CAPACITOR

BONUS MOVE SPEED AND GHOST DURATION 1.25 seconds  0.75 seconds

JINX

Q mana cost reduced early for Fishbones.

We’re boosting Jinx’s lane push power to make her a more viable pick and increase her early game overall. Katchoo!


Q – SWITCHEROO!

FISHBONES MANA COST 20  16/17/18/19/20

KAI’SA

E cooldown reduced late.

Kai’Sa represents a hypercarry style that we haven’t seen much of in this meta’s bully-focused bot lane. Since she’s known for her scaling capability, we’re buffing exactly that while keeping both her lane vulnerability and Q burst damage intact.


E – SUPERCHARGE

COOLDOWN 16/15/14/13/12 seconds  16/14.5/13/11.5/10 seconds

KALISTA

R knockup duration decreased early.

Kalista’s ult with a melee support is almost guaranteed to kill with chain CC, especially in Pro-level high coordination gank setups. We’re giving her opponents a slightly bigger window to escape her wrath.


R – FATE’S CALL

KNOCKUP DURATION 1.5/1.75/2 seconds  1/1.5/2 seconds

KARMA

Base armor increased. E base shield increased.

Karma’s changes in 11.16 were effective at reducing her dominance in Pro play while avoiding major nerfs to her everywhere else. Since she’s been on the weaker side overall, we’re upping her winrate across the board with some generic buffs. She really does always catch up, huh?


BASE STATS

BASE ARMOR 26  28

E – INSPIRE

BASE SHIELD 80/125/170/215/260  90/135/180/225/270

KOG’MAW

E AP scaling increased.

AD Kog is in a healthy spot now, but AP Kog has all but shriveled up. While our very hungry caterpillar should be weaker than other champions early in the game, he simply hasn’t been a viable pick mid. We’re buffing his waveclear to more reasonable levels to help him become the beautiful butterfly he really is.


E – VOID OOZE

DAMAGE 75/120/165/210/255 (+50% Ability Power)  75/120/165/210/255 (+70% Ability Power)

LEE SIN

Base attack damage decreased.

Despite all his previous nerfs, Lee Sin has still been a super duper high priority Pro pick in jungle. (The blind monk was so popular, he got either picked or banned in 100% of LCK games during patch 11.16!) Tapping him down yet again with an early game nerf to clear the jungle champ pool for Worlds.


BASE STATS

BASE ATTACK DAMAGE 70  68

LILLIA

Base health regen decreased. Passive healing on large monsters increased. Q stack duration increased. E cooldown decreased.

Lillia’s been very strong in top lane, limiting our ability to buff her jungling capabilities. Her early sustain will now be fairly conditional on hitting jungle monsters, making her a riskier pick in aggressive lanes and freeing up room for us to help her prance, dance, and—oops!—trip in the jungle.


BASE STATS

BASE HEALTH REGEN 1.5  0.5
HEALTH REGEN GROWTH 0.75  0.55

PASSIVE – DREAM-LADEN BOUGH

HEALING AGAINST LARGE MONSTERS 18-94 (based on level)  27-104 (based on level)

Q – BLOOMING BLOWS

PASSIVE STACK DURATION 5.5 seconds  6.5 seconds

E – SWIRLSEED

COOLDOWN 18 seconds  16 seconds

MISS FORTUNE

Number of R waves increased.

Miss Fortune has unfortunately been missing out on wins at all levels of play. Giving her ult some more bang to spice up the wombo combos. We’ve got a good feeling about this. 😉


R – BULLET TIME

TOTAL WAVES 12/14/16  14/16/18

MORGANA

E cooldown decreased.

Morgana has fallen as a support in both Average and Pro play. Giving her more access to her unique CC blocking shield should help, especially in matchups where she’s historically excelled. (Looking at you, hard stun and knockup supports.)


E – BLACK SHIELD

COOLDOWN 26/24/22/20/18 seconds  24/22/20/18/16 seconds

QIYANA

Base attack speed increased. Health regen decreased. Q damage against monsters increased. E+Q combo targeting changed. E base damage decreased.

We removed Qiyana’s ability to jungle back when she was a dominant mid/jungle flex pick in Pro. Her standings in mid have gone down since then, so we’re cautiously optimistic about reintroducing her to the jungle. Our empress also has a staggeringly high-tier-biased winrate (sort of like Amumu, but the inverse). A likely reason for this skew is that her E+Q auto-aim combo can’t be dodged at all, invalidating many would-be outplays which feels really bad. We’re revising its targeting mechanisms to empower opponents who are quick enough to dare challenge her.


BASE STATS

BASE ATTACK SPEED 0.625  0.688
HEALTH REGEN 1.8  1.5

Q – EDGE OF IXTAL / ELEMENTAL WRATH

NEWYOU’RE IN MY ELEMENT Now does 25% bonus damage against monsters
UPDATEDOKAY, YOU CAN RUN If Qiyana’s target begins a dash or teleport during her E+Q buffer, Q will aim at their last position before dashing/teleporting
UPDATEDAND YOU CAN HIDE If Qiyana has an E+Q buffered but does not have vision of her target when the cast completes, Q will aim the last position she could see her target in

E – AUDACITY

BASE DAMAGE 60/90/120/150/180  50/80/110/140/170

RENEKTON

Empowered W stun duration decreased; empowered W lockout now matches normal W behavior.

Renekton continues to live up to his name in Pro play, butchering his foes left and right. We’re nerfing his crowd control specifically by changing the way his W works when empowered by Passive – Reign of Anger. This’ll make it notably harder for him to lock down targets throughout the game, both in lane ganks and teamfights.

To explain that weird self-lockout note below: Previously, Renekton was able to bypass his empowered W’s additional lockout by attacking or moving at just the right time. We’re making this decreased lockout time the baseline so the croc isn’t CCing himself for almost as long as his target.


W – RUTHLESS PREDATOR

EMPOWERED STUN DURATION 1.5 seconds  1 second
UPDATEDEMPOWERED SELF-LOCKOUT DURATION 0.75 seconds  0.52 seconds (matches normal W)

RUMBLE

Passive bonus attack speed decreased early; now scales with level. W cooldown decreased and no longer scales.

In 11.13, we simmered down Rumble’s early game to temper his extreme jungle power in Pro play. This ended up being a huge damper to Rumble players all around, so we’re rekindling his flame by buffing that back and nerfing his early jungle clear using a different approach. Now we’re cookin’!


PASSIVE – JUNKYARD TITAN

OVERHEATED ATTACK SPEED 50%  20-80% (based on level)

W – SCRAP SHIELD

COOLDOWN 7/6.75/6.5/6.25/6 seconds  6 seconds

SINGED

Damage dealt during R now applies Grievous Wounds.

As a damage-over-time champion in the top lane, Singed can struggle to make his damage stick against enemy healing. We’re juicing up the mad chemist’s signature concoction so he can counteract this when going for that kill with his ultimate… Slowly, but surely.


R – INSANITY POTION

NEWDRINK UP Singed now applies Grievous Wounds on targets upon dealing any damage during Insanity Potion’s duration

SORAKA

R now clears Grievous Wounds before healing.

Like Dr. Mundo, Soraka’s been particularly pained by Grievous Wounds over the past few seasons. While anti-healing items should be a valid counter to Soraka’s sustain, it’s starting to severely impede on her core gameplay. We’re making every Soraka player’s wish come true by giving her a limited tool to respond and make those clutch heals, but only on her ult (which has a pretty long cooldown).


R – WISH

NEWUPON A STAR Clears Grievous Wounds on allies before applying the heal

TALIYAH

Casting Q on Worked Ground now refunds its cooldown. Worked Ground radius and duration decreased.

Taliyah’s found solid footing in the jungle but she’s still on shaky ground in mid. Her kit has a number of rules that feel more punishing than empowering, so we’re loosening up by reframing Worked Ground as an optional way to cast successive Qs rather than a severe movement tax on her higher-damage full Qs.


Q – THREADED VOLLEY

NEWSKIPPING STONES Casting Threaded Volley on Worked Ground now refunds 50% of the spell’s cooldown
WORKED GROUND RADIUS 450  300
WORKED GROUND DURATION 45 seconds  25 seconds

TALON

Q base damage decreased late. W now deals bonus damage vs monsters.

We’re attempting to introduce some new assassin-y options into the jungle meta. Talon’s got a clear advantage here with his high-mobility E—hardcore parkour!—so increasing his clear speed should make him a reasonable option in the role. Talon mid is also getting a little too powerful, so we’re dulling his blades in late game a smidge.


Q – NOXIAN DIPLOMACY

BASE DAMAGE 65/90/115/140/165  65/85/105/125/145

W – RAKE

NEWTHESE ARE SHARP Now deals 50% bonus damage against monsters

THRESH

Base Move Speed decreased. E passive damage decreased early; bonus damage per Soul increased.

Thresh has arguably been the best support champ in Pro meta for much of the year despite multiple nerfs. We’re taking a larger swing here at his ability to nullify popular melee support engages (think Leona, Nautilus, Rell) as well as his offensive threat to those same laners. Since this is a pretty big nerf, we’re compensating some of the lost early damage with better Soul scaling, which is usually lower priority in Pro.


BASE STATS

MOVE SPEED 335  330

E – FLAY

MAXIMUM PASSIVE BONUS MAGIC DAMAGE 100/125/150/175/200% Attack Damage + 1 per Soul  80/110/140/170/200% Attack Damage + 1.5 per Soul

TRUNDLE

E slow decreased.

Trundle’s become a potent jungle/support flex pick in professional play. We’re tamping down the troll king’s power in his secondary role a bit by nerfing his E, which supports typically max first and junglers usually max third.


E – PILLAR OF ICE

SLOW 32/39/46/53/60%  30/34/38/42/46%

TWITCH

R bonus AD increased.

Many of Twitch’s skirmishes in higher level play involve sneaking around and blasting his enemies with his ult. We’re ripening the damage only on his R to make his best-case surprise engagements more powerful without overbuffing his jungle or non-ultimate DPS.


R – SPRAY AND PRAY

BONUS ATTACK DAMAGE 30/45/60  40/55/70

URGOT

Q cooldown and mana cost reduced.

Urgot is pretty solid, but he struggles against ranged champions that often dominate the Pro top lane meta. This is a light buff that’ll help him handle those situations more reliably.


Q – CORROSIVE CHARGE

COOLDOWN 12/11/10/9/8 seconds  10/9.5/9/8.5/8 seconds
MANA COST 80  70

VARUS

Base AD decreased. Passive bonus AS decreased early but increases with levels.

Varus has been bullying his lanes pretty hard, especially in Pro play. These changes should weaken his early game a bit on all fronts.


BASE STATS

ATTACK DAMAGE 61  59

PASSIVE – LIVING VENGEANCE

BONUS ATTACK SPEED ON NON-CHAMPION KILLS 20%  10/15/20% at levels 1/7/13

YONE

W shielding per champion hit after the first increased.

Despite his reasonable power level in Average play, Yone falls behind at higher skill bands. Rather than directly buffing his 1v1 or assassination potential, we’re enhancing one of Yone’s more skill-based outputs on W to improve his skirmishing and teamfighting when piloted well.


W – SPIRIT CLEAVE

SHIELDING PER CHAMPION HIT AFTER THE FIRST 25% of base  50% of base

YUUMI

Passive cooldown decreased.

Yuumi can make for a catty bot lane when chosen as a niche pick. We’re encouraging her to play more aggressively early so that she can be more influential in lane. This’ll also give enemies more opportunities to pet play with engage the kitty early on. These dynamic changes should be less frustrating for both Yuumi players and opponents alike, but if her claws get a bit too sharp, we’ll look to trim the less interactive parts of her kit like her late-game scaling and sustain while keeping her early game power feisty.


PASSIVE – BOP ‘N’ BLOCK

COOLDOWN 18-6 seconds (based on level)  14-6 seconds (based on level)

ZED

Passive deals bonus damage against monsters.

Zed’s another assassin we’re attempting to introduce into the jungle meta. Our buffs to Zed jungle earlier in the season didn’t really land, so we’re taking another stab at making him viable in the role by buffing his passive’s damage vs monsters again.


PASSIVE – CONTEMPT FOR THE WEAK

NEWCTRL-ZED Now deals 100% bonus damage against monsters (still capped at 300 against epic monsters)

ZOE

E cooldown decreased.

Zoe was putting way too many champions to sleep, so we increased her E cooldown back in 9.6. Now that she’s no longer as much of a nightmare, we’re reverting the nerf so she can contribute more throughout a fight. Prepare for trouble. And make it bubble.


E – SLEEPY TROUBLE BUBBLE

COOLDOWN 20/18.5/17/15.5/14 seconds  16/15/14/13/12 seconds

ITEMS

RAVENOUS HYDRA

If an enemy champion stands next to the tower you’re attacking, Ravenous Hydra’s AoE passive triggers turret aggro, which is rather counterintuitive to split-pushing top laners who want to take down towers.

REMOVEDTURRET CLEAVE Ravenous Hydra’s cleave no longer activates on turrets

TITANIC HYDRA

Repeat the above except say “Titanic” instead of “Ravenous”. We put a titanic amount of effort into writing this paragraph.

REMOVEDTURRET CLEAVE Titanic Hydra’s cleave no longer activates on turrets

UMBRAL GLAIVE

Umbral Glaive’s stats and cost were bumped up last preseason to match it more closely with other lethality-focused Legendary items. However, this left it at a pretty weak state while also pricing it out of budget for supports like Senna and Pyke. We’re shrinking the cost yet again and (hopefully!) bringing lethality supports back into Pro play.

COST 2600  2400
LETHALITY 12  10

RUNES

PREDATOR

Increasing Predator’s ganking power to push it up to Pro viability for junglers who gotta go fast—like former users Skarner, Hecarim, and Lillia.

MOVE SPEED RAMP-UP TIME 1.5 seconds  1 second
MAXIMUM MOVE SPEED 45%  60%

VOID CLASH

 Team formation for the second weekend of the Void-themed Clash will open starting on September 13 and the tournaments will be on September 18 and 19.

WEB MATCH HISTORY

 We turned off the Web Match History site on September 7. The in-client version is still available!

BUGFIXES & QOL CHANGES

  • Quinn’s base voice lines have been remastered to sound clearer, cleaner, and smoother
  • Viego can no longer access Ornn’s Passive – Living Forge to forge items while possessing him
  • Fixed a bug where breaking a spell shield on Akshan would interrupt his E – Heroic Swing
  • Fixed a bug where Akshan was unable to cancel E – Heroic Swing while being silenced
  • Fixed a bug where Dr. Mundo would ignore all subsequent CC from a dragon or Rift Herald after it broke his Passive – Goes Where He Pleases spell shield once
  • Fixed a bug Samira’s Q – Flair did not apply lifesteal when cast during E – Wild Rush
  • Fixed a bug where Camille’s E – Hookshot would get cancelled upon using any consumables
  • Fixed a bug where Shen’s Passive – Ki Barrier shield would break when hit by a basic attack while standing in W – Spirit’s Refuge‘s zone
  • Fixed a bug where buffing an ally with Sona’s Melody aura from Q – Hymn of Valor did not grant her a Mana Charge stack on Tear of the Goddess
  • Fixed a bug where Sona’s Q – Hymn of Valor would incorrectly grant a stack of Accelerando even if negated by a spell shield
  • Updated Singed’s W – Mega Adhesive tooltip to include its Slow percentage
  • Fixed Lucian’s R – The Culling tooltip so that it no longer states dealing bonus damage to monsters
  • Updated Ekko’s Passive – Z-Drive Resonance tooltip to include the additional damage dealt against jungle monsters
  • Updated Soraka’s E – Equinox tooltip to state that it deals damage to enemy champions only

TEAMFIGHT TACTICS

Champions: Tier 4

  • Draven Attack Damage: 90 ⇒ 95
  • Draven Spinning Axes Flat Damage: 150/200/800 ⇒ 150/225/900
  • Draven Spinning Axes Attack Damage scaling: 170/180/340% ⇒ 170/180/400%
  • Galio Shield of Durand Damage: 200/300/1200 ⇒ 200/300/1500
  • Galio Shield of Durand Damage Reduction: 60/70/90% ⇒ 55/60/95%
  • Ivern’s Daisy Knockup Duration: 1.5/2/6 ⇒ 0.5/0.5/6 seconds
  • Ivern’s Daisy Health: 1500/2400/10000 ⇒ 1600/2600/10000
  • Ivern’s Daisy Attack Damage: 80 ⇒ 90
  • Jax Health: 1000 ⇒ 950
  • Jax Empowered Strike Attack Speed Bonus: 30/35/100% ⇒ 20/30/100%
  • Jax Empowered Strike slam Attack Damage scaling: 200/220/300% ⇒ 200/220/400%
  • Lucian The Culling magic Damage per shot: 50/90/400 ⇒ 40/70/400

Champions: Tier 5

  • Kayle Attack Damage: 75 ⇒ 80
  • Kayle First Ascension Attack Damage Scaling: 80/90/1000% ⇒ 50/60/1000%
  • Volibear Doombringer no longer destroys shields. Instead it will deal double damage to shields.
  • Volibear Doombringer damage: 150/300/5000 ⇒ 125/250/5000

Items

  • (Radiant) Blessed Bloodthirster Health Shield Percent: 60% ⇒ 40%
  • (Radiant) Dvarapala Stoneplate: Armor and Magic Resist per Enemy: 40 ⇒ 30
  • (Radiant) Locket of Targon Prime NEW: Radiant Bonus grants 200 Health for all allies at the start of combat
  • (Radiant) Locket of Targon Prime Shield: 600/700/800 ⇒ 400/500/600
  • (Radiant) Statikk Favor Magic Resist Shred: 50% ⇒ 70%

Traits

  • Hellion Attack Speed: 10/30/70/130% ⇒ 10/30/80/140%

Champions: Tier 1

  • Gragas Drunken Rage Damage: 175/250/400 ⇒ 175/250/475

Champions: Tier 2

 He’s making a list, and checking it twice.


Champions: Tier 3

  • Nidalee Health: 800 ⇒ 750
  • Nunu Consume Damage: 500/750/1800 ⇒ 450/700/1750
  • Yasuo Burning Blade cast time reduced

Champions: Tier 4

  • Aphelios Dark Vigil Attack Damage scaling: 350/375/425% ⇒ 350/375/450%
  • Aphelios Dark Vigil Base Damage: 150/200/400 ⇒ 150/200/500
  • Diana Moonfall Damage: 300/450/2000 ⇒ 300/450/3000
  • Fiddlesticks Crowstorm Damage: 150/200/600 ⇒ 150/200/750
  • Karma Soulflare Damage: 230/290/750 ⇒ 230/290/850
  • Karma Soulflare Mana Reduction: 15/15/30 ⇒ 15/15/40

Champions: Tier 5

  • Viego Sovereign’s Domination Damage: 180/360/2000 ⇒ 150/400/2000

Items

  • (Radiant) Frozen Heart of Gold Starting Mana: 60 ⇒ 45
  • Gargoyle’s Stoneplate Armor and Magic Resist per Enemy: 20 ⇒ 18
  • Giantslayer Damage Amplification when over threshold: 70% ⇒ 60%
  • (Radiant) Rapid Lightcannon Radiant Bonus Attack Speed: 40% ⇒ 30%

BUG FIXES

  • No more hitting yourself: Players who miss AFK checks will no longer be unintentionally forced to serve a Queue Dodge penalty like their League of Legends Rift pals would face.
  • Brambling on and on: Bramble Vest no longer blocks more critical strike damage than intended
  • Cruel sightings: Teemo’s Ability now specifies that its Attack Speed slow lasts 3 seconds
  • Culminated—again: Kennen’s and Riven’s stuns now properly cause Lucian to stop firing his Ability
  • Shooting blanks: Cannoneers holding Deathblade will no longer fire a nonfunctional Deathblade-related visual in rare and odd scenarios
  • Error 111151: TFT is about skillfully controlling variance. Some players have been able to ignore variability and skillfully link together firsts in pro-play. We are keeping an eye on this and discussing balance levers for pro players that are dominating tournaments too consistently. Explorations include: live bees, spilling Milk on keyboards, and more live bees.

Download free lol update 11.18.

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LOL Update 11.17 Patch Notes details (lol 1.17) – New Champion VEX https://updatecrazy.com/lol-update-11-17-patch-notes-details-lol-1-17-new-champion-vex/ Tue, 07 Sep 2021 17:33:50 +0000 https://updatecrazy.com/?p=49952 LOL patch 11.17 details are now available for PC players. According to the lol 11.17 patch notes, the latest update added a new champion VEX and various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17 will also include stability fixes. Previously, a big update was released with various quality of […]

The post LOL Update 11.17 Patch Notes details (lol 1.17) – New Champion VEX appeared first on UpdateCrazy.

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LOL patch 11.17 details are now available for PC players. According to the lol 11.17 patch notes, the latest update added a new champion VEX and various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17 will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.17 will fix a few of these issues.

LOL 11.17 Patch Notes

Vex’s original gameplay, designed by Nathan “Lutzburg” Lutz, created portals that extended the distance allied missiles traveled. You’d essentially have Miss Fortune ults that went double distance, Blitzcrank hooks from out of nowhere, and all these other really scary, but really cool experiences. Except there was one problem: It cost multiple years of VFX budget.

That’s not an exaggeration. Nearly every missile ability in League needed to be completely redone with updated VFX just to interact with Vex’s kit. And that just wasn’t feasible.

Vex’s artillery mage kit was centered around the extension mechanic, so when that was scrapped her entire kit needed to be reconsidered. Taking a step back to rethink her kit, the team realized they were overlooking the thing they loved most about Vex: her personality.

Vex is annoyed by everything around her, especially if it’s hyper and, *shudder* peppy. And you know what’s high-energy and annoying in League? Dashes. There are so. Many. Dashes. And Vex is having none of it.

The official lol patch 11.17 notes will be available later.

More details for lol update 11.17 is coming.

The post LOL Update 11.17 Patch Notes details (lol 1.17) – New Champion VEX appeared first on UpdateCrazy.

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League of Legends (LOL) Update 11.17 Patch Notes – August 24, 2021 https://updatecrazy.com/league-of-legends-lol-update-11-17-patch-notes-august-24-2021/ Wed, 25 Aug 2021 05:18:54 +0000 https://updatecrazy.com/?p=48812 League of Legends (LOL) update 11.17 is now available to download on PC players. According to the official League of Legends 11.17 patch notes, the latest update added various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17 will also include stability fixes. Previously, a big update was released with various […]

The post League of Legends (LOL) Update 11.17 Patch Notes – August 24, 2021 appeared first on UpdateCrazy.

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League of Legends (LOL) update 11.17 is now available to download on PC players. According to the official League of Legends 11.17 patch notes, the latest update added various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17 will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s League of Legends update 11.17 will fix a few of these issues.

League of Legends 11.17 Patch Notes

LEAGUE CLIENT IMPROVEMENTS

 We’re updating the web browser at the heart of the League Client! This’ll mean fewer crashes, lower memory consumption, and faster performance. It also unlocks our ability to make future improvements so there’s plenty more to come.

RP PRICING UPDATE

 We’re updating RP pricing for some regions for Teamfight Tactics and League of Legends on September 8. Brazil, Latin America, Russia, and Turkey will see increased prices due to exchange rates and tax changes. From August 23 to September 8, players will receive double Bonus Currency from all RP purchases. Check the link for specific numbers and times!

CHAMPIONS

AKSHAN

E base damage decreased late; AD ratio increased. Akshan can no longer revive teammates when he’s dead. R cooldown upon cancellation decreased.

Players are still figuring out Akshan, so we’re being cautious with any changes to this charismatic rogue. We’re also cleaning up some pesky bugs and making his E-max a little less overpowered. This’ll make his AD builds more appealing while also making up for the damage loss in Q-max builds. Finally, the change to his W should give opponents a way to stop Akshan from reviving all his allies—in other words, kill him first!


W – GOING ROGUE

COUNTERPLAY Akshan can no longer claim Scoundrels when he’s dead

E – HEROIC SWING

DAMAGE PER SHOT (30/55/80/105/130 + 10% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed)  (30/50/70/90/110 + 17.5% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed)

R – COMEUPPANCE

COOLDOWN UPON CANCELLATION 15 seconds  5 seconds

BUGFIXES

  • Passive – Dirty Fighting‘s second attack will more consistently complete on targets when the first attack was executed at max range
  • Passive – Dirty Fighting Now correctly predicts whether the first attack will kill the target, including through shields and with Akshan’s on-hit effects
  • A placeholder icon no longer appears under Akshan after gaining a shield from Passive – Dirty Fighting
  • E – Heroic Swing will no longer end early on turrets
  • E – Heroic Swing‘s cooldown no longer gets reset when it kills a Scarecrow Effigy from Fiddlesticks’ Passive – A Harmless Scarecrow or a clone from Shaco’s R – Hallucinate
  • E – Heroic Swing no longer gets extra range if he casts spells on enemies or places wards outside of its maximum distance
  • R – Comeuppance now consistently executes minions regardless of armor bonuses (like Hullbreaker or Baron Nashor)
  • Addressed an issue where a single bullet from Akshan’s R – Comeuppance dealt unusually lethal damage to Yorick’s R – Eulogy of the Isles‘s Maiden

AMUMU

Q now has 2 charges. W damage increased early; decreased late. R stun duration no longer scales. Health and armor growth decreased.

Our sad little mummy’s been left out of high level play for ages. While there’s an easy joke here about Amumu having no friends, we wanted to address this long-standing problem and ensure he can find his way in the world of modern League. In particular, we wanted to up his engage threat in the early game where high MMR players prioritize securing small leads that can snowball into victory. One subtle benefit of 2-charge Q, beyond the obvious stuff: It reduces the pressure to spam Q on cooldown, since you aren’t “wasting” uptime by holding onto your first charge as long as the second is recharging. This creates a new avenue for skill expression: When should Amumu use both charges, and when should he hold one?

All this said, Amumu’s late game has never really been his problem. We tossed in a few nerfs to his later scaling to even out his newly-increased potential to get ahead early. From a raw stats perspective, he’ll be innately weaker at higher levels, but now he’ll get there faster and have more items when he does.


BASE STATS

HEALTH GROWTH 80  75
ARMOR GROWTH 3.8  3.5

Q – BANDAGE TOSS

NEWLET’S PLAY AGAIN SOMETIME Amumu now has 2 charges of Q
DAMAGE 80/130/180/230/280 (+70% Ability Power)  70/100/130/160/190 (+85% Ability Power)
CHARGE COOLDOWN 16/15.5/15/14.5/14 seconds
COOLDOWN BETWEEN CASTS 3 seconds (not reduced by Ability Haste)
REMOVEDORIGINAL COOLDOWN 10/9.5/9/8.5/8 seconds

W – DESPAIR

 As a reminder, W ticks twice per second, so each tick deals half the listed damage below!

BASE DAMAGE PER SECOND 8/12/16/20/24  12/16/20/24/28
MAX HEALTH DAMAGE PER SECOND 1/1.25/1.5/1.75/2% (+0.5% per 100 AP) of target’s maximum health  1/1.15/1.3/1.45/1.6% (+0.5% per 100 AP) of target’s maximum health

R – CURSE OF THE SAD MUMMY

STUN DURATION 1.5/1.75/2 seconds  1.5 seconds

EKKO

Passive damage against monsters increased.

Ekko is played more in the jungle than in mid lane, yet jungle Ekko is languishing in terms of power. We’re juicing up his jungle clear speed to help him shatter more camps in less… time.


PASSIVE – Z-DRIVE RESONANCE

INCREASED DAMAGE VS MONSTERS 150%  200%

EVELYNN

R cooldown decreased.

Eve’s been left in the dark by recent nerfs to her early core items like Lich Bane and Dark Seal. We’re lowering the cooldown on her ultimate early so our lovely demon lady can still find victims opportunities to create leads.


R – LAST CARESS

COOLDOWN 140/110/80 seconds  120/100/80 seconds

GANGPLANK

Q now counts as a ranged basic attack. E scales better with crit. Barrel recharge time increased but max charges now increase with rank.

Gangplank’s interaction with Grasp of the Undying made his poke pattern of clicking Q every 4 seconds a nightmare for counterplay, which made his lane power pretty explosive. As a result, we’ve had to limit his scaling in a way that’s been unsatisfying for Gangplank players, given that late game power has traditionally been core to his identity. We’re walking back on that plank by lowering his early advantages and bringing them back ashore in late game with extra crit-skewed spice. More barrels!


PASSIVE – TRIAL BY FIRE

MOVE SPEED 30%  15-30% by level

Q – PARRRLEY

UPDATEDPISTOLS GO PEW Counts as a ranged basic attack

E – POWDER KEG

NEWBARRELS GO BOOM Benefits from critical strike damage at 125% effectiveness
MAX BARRELS 3 at all ranks  3/3/4/4/5
RECHARGE TIME 18/16/14/12/10 seconds  18/17/16/15/14 seconds

GRAVES

Q mana cost increased.

Graves has been cropping up as a dominant mid pick, so we’re nerfing his ability to control lane priority with his wave-clearing Q in a way that still retains his jungle power.


Q – END OF THE LINE

MANA COST 60  80

SKIN SPLASH UPDATE

CRIME CITY Crime City Graves’ splash art has been updated!

IRELIA

Q healing decreased.

Irelia’s blades are still a bit too deadly. We’re tapping down her innate sustain so that she’s a bit more punishable when she makes mistakes. This’ll also nerf the Ionian blade dancer’s ability to spin around seemingly-doomed teamfights at super low health.


Q – BLADESURGE

HEAL 12/14/16/18/20% Attack Damage  8/10/12/14/16% Attack Damage

KAYN

Assassin Kayn passive damage decreased.

Blue Kayn’s been overshadowing games too regularly, especially with his Goredrinker build. We’re reducing assassin Kayn’s damage to encourage him to build more offensively in order to reap his enemies.


PASSIVE – THE DARKIN SCYTHE

SHADOW ASSASSIN BONUS DAMAGE 12-44% magic damage  8-30% magic damage

LEONA

W bonus resistances decreased.

Leona’s been shining a bit too bright with her ability to soak up any damage that comes her way when she’s locking down opponents. We’re making her a little easier to kill so that opponents still have the opportunity to fight back. SPF still recommended.


W – ECLIPSE

BONUS ARMOR AND MAGIC RESIST 20/25/30/35/40  15/20/25/30/35

LISSANDRA

Base attack damage increased. Q mana cost decreased.

Lissandra’s been frozen at pretty mediocre numbers across the board, even into her favorable matchups. We’re giving her some slight buffs to make the ice witch a more attractive pick.


BASE STATS

BASE ATTACK DAMAGE 53  55

Q – ICE SHARD

MANA COST 60/65/70/75/80  55/60/65/70/75

LUCIAN

Base attack damage decreased. Lucian now gains on-hit damage when buffed by allies. R bullets now scale with crit chance rather than R rank.

Lucian’s been struggling quite literally everywhere except in Pro mid lane. We’re purifying his odds by empowering his duo lane synergy without compromising his solo capabilities. For example, his ult’s been super powerful in solo lanes due to its heavy level scaling, so we’re smoothing it out to scale better with gold. AP Lucian is also getting some compensation buffs since we know it’s a fun (although weak) build that gets affected by these AD-encouraging changes. Don’t worry, we haven’t forgotten about you, fans of the off-meta lulz.


BASE STATS

BASE ATTACK DAMAGE 64  62

PASSIVE – LIGHTSLINGER

NEWVIGILANCE Ally buffs empower Lucian’s next 2 basic attacks to deal an additional 14 (+10% Attack Damage) magic damage. Lucian can store up to 4 Vigilance basic attacks at a time.

W – ARDENT BLAZE

MANA COST 70  60
NEWTHANKS, FRIEND Triggers Vigilance when an allied champion damages a marked target

R – THE CULLING

NUMBER OF SHOTS 22/28/34  22 (+25% Critical Strike Chance)
DAMAGE PER SHOT 20/40/60 (+25% Attack Damage)(+10% Ability Power)  15/30/45 (+25% Attack Damage)(+15% Ability Power)

NAMI

Base health increased. W mana cost decreased late.

We haven’t gotten to sea Nami much lately, so we’re shifting the current by giving the tidecaller some blessings to improve her survivability in trades and allow her to use her costliest skill more.


BASE STATS

BASE HEALTH 475  490

W – EBB AND FLOW

MANA COST 70/85/100/115/130  70/80/90/100/110

SENNA

Critical Strike Damage penalty reduced. Soul drop rate increased.

Senna’s DPS focused builds have mist the mark recently. We’re buffing up her crit to better synergize with damage items and giving her more souls on minion kills to help out players who run her as farming carry.


PASSIVE – ABSOLUTION

CRITICAL STRIKE DAMAGE 150%  160%
SOUL DROP RATE 4.166%  10% for minions and small monsters Senna kills (other drop rates unchanged)

TEEMO

E on-hit damage increased.

Teemo could use a power-up in lane where we expect him to be able to whittle down his opponents, especially in favorable matchups when he can execute a series of Toxic Shots. Hut, two, three, four… :^)


E – TOXIC SHOT

MAGIC DAMAGE ON-HIT 11/22/33/44/55 (+30% Ability Power)  14/25/36/47/58 (+30% Ability Power)

VIEGO

Attack range reduced. Base healing on possession reduced; scaling increased. Q damage multiplier from crit chance increased. E camo radius increased. R slow duration decreased.

Viego’s been breaking too many hearts in the pro scene, so we’re bringing down the sovereign’s domination a notch. His tanky builds are offering too much pop-off potential, so we’re significantly cutting back the power of his resets if he’s not building damage. We’re also increasing his camouflage detection range and reducing his basic attack range which, combined, will make it much harder for Viego to hide in the Black Mist as a source of safety. Lastly, we’re reducing the CC on his ult since that wasn’t really its main intent.


BASE STATS

ATTACK RANGE 225  200

PASSIVE – SOVEREIGN’S DOMINATION

HEALING UPON POSSESSION 8% (+2.5% Bonus Attack Damage)(+1.5% Ability Power)(+2.5% Attack Speed)  3% (+3% Bonus Attack Damage)(+2% Ability Power)(+5% Attack Speed)

Q – BLADE OF THE RUINED KING

DAMAGE MULTIPLIER FROM CRIT CHANCE 0-75% (at 0-100% crit chance)  0-100% (at 0-100% crit chance)

E – HARROWED PATH

CAMOUFLAGE DETECTION RADIUS 400  450

R – HEARTBREAKER

SLOW DURATION 0.5 seconds  0.25 seconds

BUGFIXES

  • Addressed an issue where, when Viego possesses Zoe using Passive – Sovereign Domination, recasting Q – Paddle Star would launch a second star that disappears
  • Addressed an issue where Viego’s basic ability cooldowns would get permanently reduced after gaining Accelerando stacks while possessing Sona with Passive – Sovereign’s Domination
  • Addressed an issue where, when Viego has Kled’s W – Violent Tendencies buff active as his possession ends, Viego’s W – Spectral Maw will be on cooldown
  • Addressed an issue where, when Viego casts Kindred’s W – Wolf’s Frenzy just as his possession ends, he would no longer be able to cast W – Spectral Maw

XAYAH

Q cast time now decreases with attack speed. R damage increased.

We’re back with a third round of Xayah buffs! We’ve been steadily bringing up her winrate while trying not to increase her pick rate in Pro too much. The rebel hasn’t taken off in Pro play yet, so we can still give her a bit more room to fly. Xayah’s Q tends to interrupt her basic attack flow at higher attack speeds, so this should let her feathers glide more smoothly throughout the game. (For Q’s scaling, remember Xayah gains 70% bonus AS from levels and 55% from W!)


Q – DOUBLE DAGGERS

CAST TIME 0.25s  0.25-0.1 (at 0-215% bonus attack speed)

R – FEATHERSTORM

BASE DAMAGE 125/250/375  200/300/400

ZED

Q ratio increased. E ratio decreased. R cooldown increased late.

Once Zed gets some items under his belt, his kill pattern becomes too reliable, especially for a champion with such flexible mobility tools to slip in and out of the shadows. We’re asking the master of shadows to master more shurikens to secure his kills. His ult cooldown is also getting nerfed late to match its power level more appropriately.


Q – RAZOR SHURIKEN

RATIO 100% Bonus Attack Damage  110% Bonus Attack Damage

E – SHADOW SLASH

RATIO 80% Bonus Attack Damage  65% Bonus Attack Damage

R – DEATH MARK

COOLDOWN 120/90/60 seconds  120/100/80 seconds

ITEMS

DIVINE SUNDERER

Divine Sunderer has been the go-to choice for fighters all across the spectrum, and even some marksmen. We’re looking to nerf its generic power to let its more aggressive item competitors outshine it when they’re supposed to.

ATTACK DAMAGE 40  35

HULLBREAKER

While Hullbreaker is a strong early rush on a few champions, its opportunity cost is too large to be a great choice compared to other Legendary fighter items that have more generic value. We’re giving it a bit of beef so that players feel a bit more inclined to go on a raiding party.

HEALTH 300  400

SERPENT’S FANG

Rather than being a situational item against shield-heavy enemies, Serpent’s Fang has become a staple in the second item slot for physical assassins. We want to preserve its low gold cost so that it’s still an accessible situational pickup, but with stats that are more proportional.

LETHALITY 18  12

WIT’S END

Wit’s End has become a powerful early rush item for a variety of attack speed champions. While it’s good to offer early attack speed options, Wit’s End often becomes the best choice regardless of how much magic damage the enemy team has. We’re reshaping its damage scaling so that it’s just as powerful late but isn’t only being picked up for its early damage value.

ON-HIT MAGIC DAMAGE 15-80 (linear scaling levels 1-18)  15 at levels 1-8, 25-80 at levels 9-18

YOUMUU’S GHOSTBLADE

Youmuu’s went from being a beloved aggressive pick to an underutilized niche item. We nerfed its generic power last season to give room for other situational items, but we’re seeing now that we went a little too far. AD assassins have been yearning for a good general item rather than defaulting to counter pick-ups like Serpent’s Fang. So, *drumroll please*… we’re reverting the patch 10.23 changes and welcoming back 2020’s Youmuu’s Ghostblade!

TOTAL COST 3000 gold  2900 gold
BUILD PATH Serrated Dirk + Pickaxe + 1025 gold  Caulfield’s Warhammer + Serrated Dirk + 700 gold
ATTACK DAMAGE 60  55
NEWABILITY HASTE 15

RUNES

FLEET FOOTWORK

Fleet Footwork just hasn’t been a very good pick for marksmen. Rather than a straight buff to make it more viable, we’re increasing healing against champions for everyone and reducing healing against minions depending on attack type to avoid too much power in lane sustain. Healing against minions for melee is getting reduced more than ranged because melee champions have already been using it very effectively for that very reason, making this an overall buff for ranged and closer to neutral for melee.

HEALING 3-60 (based on level) (+30% bonus AD) (+20% AP)  10-100 (based on level) (+40% bonus AD) (+30% AP)
HEALING VS MINIONS 100% (melee)/20% (ranged)  20% (melee)/10% (ranged)

VOID CLASH

 The first weekend of the Void-themed Clash will be September 4 and 5. Team formation for the first weekend will open starting on August 30. The second weekend will be September 18 and 19, and team formation will open starting on September 13.

UPDATED SYSTEM REQUIREMENTS

 Minimum system requirements for League of Legends and Teamfight Tactics on desktop are changing. In particular, Macs are now required to run macOS 10.12 or later. We update these requirements so that we can focus on delivering new features rather than maintaining older hardware. If your system meets or exceeds these specs, you’re still good to go!

BUGFIXES

  • LEAGUE CLIENT: Addressed an issue that caused excessive slowness during the end of the game
  • Addressed an issue where Tahm Kench’s ultimate availability HUD indicator was not graying out after his ult was used
  • Addressed an issue where Sylas’s R – Hijack cooldown would sometimes not revert correctly if he died while casting a hijacked ultimate
  • Fixed several visual bugs that occured when Sylas hijacked Gun Goddess Miss Fortune’s R – Bullet Time
  • Shaco’s clone now correctly gains 10 gold from killing a ward, not 20
  • Addressed an issue where Kassadin would sometimes be unable to cast his E – Force Pulse
  • When Mordekaiser uses R – Realm of Death on Graves, Graves’ W – Smoke Screen will now properly remain in the realm that it was cast in
  • Addressed an issue where charms would briefly lose functionality when hitting enemy champs who were spamming move commands with certain abilities that allow movement while casting
  • Addressed an issue where Kalista was still able to basic attack and lunge with Passive – Martial Poise if she was charmed at the beginning of a basic attack wind-up
  • Addressed an issue where, when an enemy immobilized Dr. Mundo while standing on top of him, his Passive – Goes Where He Please canister would get destroyed before it hit the ground
  • Addressed an issue where Wukong was able to entirely cancel the animation for Q – Crushing Blow by entering a stop command
  • Addressed an issue where Lillia’s W – Watch out! Eep!‘s extended tooltip was missing the information that it deals 50% damage to minions
  • Addressed an issue where Caitlyn’s R – Ace in the Hole‘s extended tooltip and level-up tooltip did not contain its damage ratio
  • Addressed an issue where the Cloth Armor and Refillable Potion starting bundle would display “+1 More” text even though it does not grant a third item
  • Addressed an issue where Nunu would get yeeted off the screen when hit by Rek’Sai’s W – Un-burrow while channeling W – Biggest Snowball Ever!
  • Addressed an issue where Nunu’s E – Snowball Barrage was missing its tooltip when hovering during mid-cast
  • Fixed another bug where Nunu’s E – Snowball Barrage tooltip was incorrectly displaying damage as “total damage” when it is actually “per snowball”
  • Addressed an issue where Ravenous Hunter was healing against wards. Its tooltip now also correctly displays the total amount of healing done
  • Addressed an issue where Eternal Winter (Everfrost’s Ornn upgrade) was not displaying the actual number of champions rooted and slowed by the item’s active in the inventory tooltip
  • Fixed a few bugs where Neeko’s voice lines in-game weren’t always playing correctly or even at all, especially when entering a disguise with Passive – Inherent Glamour. Neeko’s voice will also accurately play from Neeko’s location instead of the center of the screen

Download free LOL update 11.17 on PC.

The post League of Legends (LOL) Update 11.17 Patch Notes – August 24, 2021 appeared first on UpdateCrazy.

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LOL 11.17 Patch Notes (New LOL Patch 1.17) – August 25, 2021 https://updatecrazy.com/lol-11-17-patch-notes-new-lol-patch-1-17-details/ Fri, 13 Aug 2021 18:11:02 +0000 https://updatecrazy.com/?p=48012 LOL patch 11.17 (August 25, 2021) is now available to download on PC. According to the lol 11.17 patch notes, the latest update added various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17will also include stability fixes. Previously, a big update was released with various quality of life improvements and […]

The post LOL 11.17 Patch Notes (New LOL Patch 1.17) – August 25, 2021 appeared first on UpdateCrazy.

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LOL patch 11.17 (August 25, 2021) is now available to download on PC. According to the lol 11.17 patch notes, the latest update added various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.17 will fix a few of these issues.

LOL Update 11.17 Patch Notes – August 25, 2021

Lucian update in 11.17.

  • Solo Lane early damage slightly down
  • Lucian gains bonus on-hit damage when buffed by allies (including the Move Speed from W)
  • R damage shifted to scale better with crit but starts at lower base damage

Lucian’s been quite weak in regular play for most of Season 11 in all his roles (Bot, Mid, and occasionally Top). The game devs have to nerf a champion for being too strong in a place where most players aren’t interested in playing them.

Despite Mid Lane having a lower winrate than Bot Lane in most skill bands, whenever Lucian is viable in solo queue, he quickly starts to dominate Mid Lane picks and bans in Pro play. This means that without a way to buff Lucian only in Bot, his Bot power in regular play is bound by his Mid power in coordinated play.

After understanding the core reasons why Lucian is more powerful in coordinated play, we moved on to seeing how we could address some of these points to hit the ultimate goal of the project: give power to Lucian Bot without Lucian Mid and Lucian Top dominating Pro Play. Explorations centered on the most obvious difference between the lanes… bot lane Lucian almost always has a support.

This brings up a critical third goal. Lucian is already incredibly fun, he’s just a bit weak. We’re not aiming to reinvent the wheel and create complex rules and hooks that take away from Lucian’s core appeal. Sometimes, simple is all that’s needed. Keeping this in mind, we landed on granting Lucian bonus damage whenever buffed by an ally. This version creates a new avenue for supports to help Lucian bully enemies early-game, and also doesn’t warp Lucian’s spell-spamming, highly-mobile pattern. With some new power to snowball a lead in Bot Lane, Lucian can remain a more relevant threat before he begins falling off during the endgame.

Lastly, there’s Lucian’s ultimate, an ability that scales heavily with levels, which come faster in solo lanes. That extra XP means solo Lucian gets his ult earlier than bot Lucian too, so it impacts a longer portion of lane phase. Threatening to kill level 6 opponents from pretty high health is also a big part of how solo lane Lucian can completely take over a lane. To solve this, we shifted one of The Culling’s scalings (number of bullets) from experience-based to item-based, which is more consistent between lanes. This way, Bot Lucian doesn’t have to wait till levels 11 and 16 for his next spike in ultimate damage. Also, watching The Culling blast more bullets as you get more items is pretty freaking cool.

After a few more touches on base stats and visual effects, Lucian should have a few more tools to help him feel better about heading to the bot lane while still sticking close to his independent, gunslinger identity.

LEAGUE CLIENT IMPROVEMENTS

 We’re updating the web browser at the heart of the League Client! This’ll mean fewer crashes, lower memory consumption, and faster performance. It also unlocks our ability to make future improvements so there’s plenty more to come.

RP PRICING UPDATE

 We’re updating RP pricing for some regions for Teamfight Tactics and League of Legends on September 8. Brazil, Latin America, Russia, and Turkey will see increased prices due to exchange rates and tax changes. From August 23 to September 8, players will receive double Bonus Currency from all RP purchases. Check the link for specific numbers and times!

CHAMPIONS

AKSHAN

E base damage decreased late; AD ratio increased. Akshan can no longer revive teammates when he’s dead. R cooldown upon cancellation decreased.

Players are still figuring out Akshan, so we’re being cautious with any changes to this charismatic rogue. We’re also cleaning up some pesky bugs and making his E-max a little less overpowered. This’ll make his AD builds more appealing while also making up for the damage loss in Q-max builds. Finally, the change to his W should give opponents a way to stop Akshan from reviving all his allies—in other words, kill him first!


W – GOING ROGUE

COUNTERPLAY Akshan can no longer claim Scoundrels when he’s dead

E – HEROIC SWING

DAMAGE PER SHOT (30/55/80/105/130 + 10% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed)  (30/50/70/90/110 + 17.5% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed)

R – COMEUPPANCE

COOLDOWN UPON CANCELLATION 15 seconds  5 seconds

BUGFIXES

  • Passive – Dirty Fighting‘s second attack will more consistently complete on targets when the first attack was executed at max range
  • Passive – Dirty Fighting Now correctly predicts whether the first attack will kill the target, including through shields and with Akshan’s on-hit effects
  • A placeholder icon no longer appears under Akshan after gaining a shield from Passive – Dirty Fighting
  • E – Heroic Swing will no longer end early on turrets
  • E – Heroic Swing‘s cooldown no longer gets reset when it kills a Scarecrow Effigy from Fiddlesticks’ Passive – A Harmless Scarecrow or a clone from Shaco’s R – Hallucinate
  • E – Heroic Swing no longer gets extra range if he casts spells on enemies or places wards outside of its maximum distance
  • R – Comeuppance now consistently executes minions regardless of armor bonuses (like Hullbreaker or Baron Nashor)
  • Fixed a bug where a single bullet from Akshan’s R – Comeuppance dealt unusually lethal damage to Yorick’s R – Eulogy of the Isles‘s Maiden

AMUMU

Q now has 2 charges. W damage increased early; decreased late. R stun duration no longer scales. Health and armor growth decreased.

Our sad little mummy’s been left out of high level play for ages. While there’s an easy joke here about Amumu having no friends, we wanted to address this long-standing problem and ensure he can find his way in the world of modern League. In particular, we wanted to up his engage threat in the early game where high MMR players prioritize securing small leads that can snowball into victory. One subtle benefit of 2-charge Q, beyond the obvious stuff: It reduces the pressure to spam Q on cooldown, since you aren’t “wasting” uptime by holding onto your first charge as long as the second is recharging. This creates a new avenue for skill expression: When should Amumu use both charges, and when should he hold one?

All this said, Amumu’s late game has never really been his problem. We tossed in a few nerfs to his later scaling to even out his newly-increased potential to get ahead early. From a raw stats perspective, he’ll be innately weaker at higher levels, but now he’ll get there faster and have more items when he does.


BASE STATS

HEALTH GROWTH 80  75
ARMOR GROWTH 3.8  3.5

Q – BANDAGE TOSS

NEWLET’S PLAY AGAIN SOMETIME Amumu now has 2 charges of Q
DAMAGE 80/130/180/230/280 (+70% Ability Power)  70/100/130/160/190 (+85% Ability Power)
CHARGE COOLDOWN 16/15.5/15/14.5/14 seconds
COOLDOWN BETWEEN CASTS 3 seconds (not reduced by Ability Haste)
REMOVEDORIGINAL COOLDOWN 10/9.5/9/8.5/8 seconds

W – DESPAIR

 As a reminder, W ticks twice per second, so each tick deals half the listed damage below!

BASE DAMAGE PER SECOND 8/12/16/20/24  12/16/20/24/28
MAX HEALTH DAMAGE PER SECOND 1/1.25/1.5/1.75/2% (+0.5% per 100 AP) of target’s maximum health  1/1.15/1.3/1.45/1.6% (+0.5% per 100 AP) of target’s maximum health

R – CURSE OF THE SAD MUMMY

STUN DURATION 1.5/1.75/2 seconds  1.5 seconds

EKKO

Passive damage against monsters increased.

Ekko is played more in the jungle than in mid lane, yet jungle Ekko is languishing in terms of power. We’re juicing up his jungle clear speed to help him shatter more camps in less… time.


PASSIVE – Z-DRIVE RESONANCE

INCREASED DAMAGE VS MONSTERS 150%  200%

EVELYNN

R cooldown decreased.

Eve’s been left in the dark by recent nerfs to her early core items like Lich Bane and Dark Seal. We’re lowering the cooldown on her ultimate early so our lovely demon lady can still find victims opportunities to create leads.


R – LAST CARESS

COOLDOWN 140/110/80 seconds  120/100/80 seconds

GANGPLANK

Q now counts as a ranged basic attack. E scales better with crit. Barrel recharge time increased but max charges now increase with rank.

Gangplank’s interaction with Grasp of the Undying made his poke pattern of clicking Q every 4 seconds a nightmare for counterplay, which made his lane power pretty explosive. As a result, we’ve had to limit his scaling in a way that’s been unsatisfying for Gangplank players, given that late game power has traditionally been core to his identity. We’re walking back on that plank by lowering his early advantages and bringing them back ashore in late game with extra crit-skewed spice. More barrels!


PASSIVE – TRIAL BY FIRE

MOVE SPEED 30%  15-30% by level

Q – PARRRLEY

UPDATEDPISTOLS GO PEW Counts as a ranged basic attack

E – POWDER KEG

NEWBARRELS GO BOOM Benefits from critical strike damage at 125% effectiveness
MAX BARRELS 3 at all ranks  3/3/4/4/5
RECHARGE TIME 18/16/14/12/10 seconds  18/17/16/15/14 seconds

GRAVES

Q mana cost increased.

Graves has been cropping up as a dominant mid pick, so we’re nerfing his ability to control lane priority with his wave-clearing Q in a way that still retains his jungle power.


Q – END OF THE LINE

MANA COST 60  80

SKIN SPLASH UPDATE

CRIME CITY Crime City Graves’ splash art has been updated!

IRELIA

Q healing decreased.

Irelia’s blades are still a bit too deadly. We’re tapping down her innate sustain so that she’s a bit more punishable when she makes mistakes. This’ll also nerf the Ionian blade dancer’s ability to spin around seemingly-doomed teamfights at super low health.


Q – BLADESURGE

HEAL 12/14/16/18/20% Attack Damage  8/10/12/14/16% Attack Damage

KAYN

Assassin Kayn passive damage decreased.

Blue Kayn’s been overshadowing games too regularly, especially with his Goredrinker build. We’re reducing assassin Kayn’s damage to encourage him to build more offensively in order to reap his enemies.


PASSIVE – THE DARKIN SCYTHE

SHADOW ASSASSIN BONUS DAMAGE 12-44% magic damage  8-30% magic damage

LEONA

W bonus resistances decreased.

Leona’s been shining a bit too bright with her ability to soak up any damage that comes her way when she’s locking down opponents. We’re making her a little easier to kill so that opponents still have the opportunity to fight back. SPF still recommended.


W – ECLIPSE

BONUS ARMOR AND MAGIC RESIST 20/25/30/35/40  15/20/25/30/35

LISSANDRA

Base attack damage increased. Q mana cost decreased.

Lissandra’s been frozen at pretty mediocre numbers across the board, even into her favorable matchups. We’re giving her some slight buffs to make the ice witch a more attractive pick.


BASE STATS

BASE ATTACK DAMAGE 53  55

Q – ICE SHARD

MANA COST 60/65/70/75/80  55/60/65/70/75

LUCIAN

Base attack damage decreased. Lucian now gains on-hit damage when buffed by allies. R bullets now scale with crit chance rather than R rank.

Lucian’s been struggling quite literally everywhere except in Pro mid lane. We’re purifying his odds by empowering his duo lane synergy without compromising his solo capabilities. For example, his ult’s been super powerful in solo lanes due to its heavy level scaling, so we’re smoothing it out to scale better with gold. AP Lucian is also getting some compensation buffs since we know it’s a fun (although weak) build that gets affected by these AD-encouraging changes. Don’t worry, we haven’t forgotten about you, fans of the off-meta lulz.


BASE STATS

BASE ATTACK DAMAGE 64  62

PASSIVE – LIGHTSLINGER

NEWVIGILANCE Ally buffs empower Lucian’s next 2 basic attacks to deal an additional 14 (+10% Attack Damage) magic damage. Lucian can store up to 4 Vigilance basic attacks at a time.

W – ARDENT BLAZE

MANA COST 70  60
NEWTHANKS, FRIEND Triggers Vigilance when an allied champion damages a marked target

R – THE CULLING

NUMBER OF SHOTS 22/28/34  22 (+25% Critical Strike Chance)
DAMAGE PER SHOT 20/40/60 (+25% Attack Damage)(+10% Ability Power)  15/30/45 (+25% Attack Damage)(+15% Ability Power)

NAMI

Base health increased. W mana cost decreased late.

We haven’t gotten to sea Nami much lately, so we’re shifting the current by giving the tidecaller some blessings to improve her survivability in trades and allow her to use her costliest skill more.


BASE STATS

BASE HEALTH 475  490

W – EBB AND FLOW

MANA COST 70/85/100/115/130  70/80/90/100/110

SENNA

Critical Strike Damage penalty reduced. Soul drop rate increased.

Senna’s DPS focused builds have mist the mark recently. We’re buffing up her crit to better synergize with damage items and giving her more souls on minion kills to help out players who run her as farming carry.


PASSIVE – ABSOLUTION

CRITICAL STRIKE DAMAGE 150%  160%
SOUL DROP RATE 4.166%  10% for minions and small monsters Senna kills (other drop rates unchanged)

TEEMO

E on-hit damage increased.

Teemo could use a power-up in lane where we expect him to be able to whittle down his opponents, especially in favorable matchups when he can execute a series of Toxic Shots. Hut, two, three, four… :^)


E – TOXIC SHOT

MAGIC DAMAGE ON-HIT 11/22/33/44/55 (+30% Ability Power)  14/25/36/47/58 (+30% Ability Power)

VIEGO

Attack range reduced. Base healing on possession reduced; scaling increased. Q damage multiplier from crit chance increased. E camo radius increased. R slow duration decreased.

Viego’s been breaking too many hearts in the pro scene, so we’re bringing down the sovereign’s domination a notch. His tanky builds are offering too much pop-off potential, so we’re significantly cutting back the power of his resets if he’s not building damage. We’re also increasing his camouflage detection range and reducing his basic attack range which, combined, will make it much harder for Viego to hide in the Black Mist as a source of safety. Lastly, we’re reducing the CC on his ult since that wasn’t really its main intent.


BASE STATS

ATTACK RANGE 225  200

PASSIVE – SOVEREIGN’S DOMINATION

HEALING UPON POSSESSION 8% (+2.5% Bonus Attack Damage)(+1.5% Ability Power)(+2.5% Attack Speed)  3% (+3% Bonus Attack Damage)(+2% Ability Power)(+5% Attack Speed)

Q – BLADE OF THE RUINED KING

DAMAGE MULTIPLIER FROM CRIT CHANCE 0-75% (at 0-100% crit chance)  0-100% (at 0-100% crit chance)

E – HARROWED PATH

CAMOUFLAGE DETECTION RADIUS 400  450

R – HEARTBREAKER

SLOW DURATION 0.5 seconds  0.25 seconds

BUGFIXES

  • Fixed a bug where, when Viego possesses Zoe using Passive – Sovereign Domination, recasting Q – Paddle Star would launch a second star that disappears
  • Fixed a bug where Viego’s basic ability cooldowns would get permanently reduced after gaining Accelerando stacks while possessing Sona with Passive – Sovereign’s Domination
  • Fixed a bug where, when Viego has Kled’s W – Violent Tendencies buff active as his possession ends, Viego’s W – Spectral Maw will be on cooldown
  • Fixed a bug where, when Viego casts Kindred’s W – Wolf’s Frenzy just as his possession ends, he would no longer be able to cast W – Spectral Maw

XAYAH

Q cast time now decreases with attack speed. R damage increased.

We’re back with a third round of Xayah buffs! We’ve been steadily bringing up her winrate while trying not to increase her pick rate in Pro too much. The rebel hasn’t taken off in Pro play yet, so we can still give her a bit more room to fly. Xayah’s Q tends to interrupt her basic attack flow at higher attack speeds, so this should let her feathers glide more smoothly throughout the game. (For Q’s scaling, remember Xayah gains 70% bonus AS from levels and 55% from W!)


Q – DOUBLE DAGGERS

CAST TIME 0.25s  0.25-0.1 (at 0-215% bonus attack speed)

R – FEATHERSTORM

BASE DAMAGE 125/250/375  200/300/400

ZED

Q ratio increased. E ratio decreased. R cooldown increased late.

Once Zed gets some items under his belt, his kill pattern becomes too reliable, especially for a champion with such flexible mobility tools to slip in and out of the shadows. We’re asking the master of shadows to master more shurikens to secure his kills. His ult cooldown is also getting nerfed late to match its power level more appropriately.


Q – RAZOR SHURIKEN

RATIO 100% Bonus Attack Damage  110% Bonus Attack Damage

E – SHADOW SLASH

RATIO 80% Bonus Attack Damage  65% Bonus Attack Damage

R – DEATH MARK

COOLDOWN 120/90/60 seconds  120/100/80 seconds

ITEMS

DIVINE SUNDERER

Divine Sunderer has been the go-to choice for fighters all across the spectrum, and even some marksmen. We’re looking to nerf its generic power to let its more aggressive item competitors outshine it when they’re supposed to.

ATTACK DAMAGE 40  35

HULLBREAKER

While Hullbreaker is a strong early rush on a few champions, its opportunity cost is too large to be a great choice compared to other Legendary fighter items that have more generic value. We’re giving it a bit of beef so that players feel a bit more inclined to go on a raiding party.

HEALTH 300  400

SERPENT’S FANG

Rather than being a situational item against shield-heavy enemies, Serpent’s Fang has become a staple in the second item slot for physical assassins. We want to preserve its low gold cost so that it’s still an accessible situational pickup, but with stats that are more proportional.

LETHALITY 18  12

WIT’S END

Wit’s End has become a powerful early rush item for a variety of attack speed champions. While it’s good to offer early attack speed options, Wit’s End often becomes the best choice regardless of how much magic damage the enemy team has. We’re reshaping its damage scaling so that it’s just as powerful late but isn’t only being picked up for its early damage value.

ON-HIT MAGIC DAMAGE 15-80 (linear scaling levels 1-18)  15 at levels 1-8, 25-80 at levels 9-18

YOUMUU’S GHOSTBLADE

Youmuu’s went from being a beloved aggressive pick to an underutilized niche item. We nerfed its generic power last season to give room for other situational items, but we’re seeing now that we went a little too far. AD assassins have been yearning for a good general item rather than defaulting to counter pick-ups like Serpent’s Fang. So, *drumroll please*… we’re reverting the patch 10.23 changes and welcoming back 2020’s Youmuu’s Ghostblade!

TOTAL COST 3000 gold  2900 gold
BUILD PATH Serrated Dirk + Pickaxe + 1025 gold  Caulfield’s Warhammer + Serrated Dirk + 700 gold
ATTACK DAMAGE 60  55
NEWABILITY HASTE 15

RUNES

FLEET FOOTWORK

Fleet Footwork just hasn’t been a very good pick for marksmen. Rather than a straight buff to make it more viable, we’re increasing healing against champions for everyone and reducing healing against minions depending on attack type to avoid too much power in lane sustain. Healing against minions for melee is getting reduced more than ranged because melee champions have already been using it very effectively for that very reason, making this an overall buff for ranged and closer to neutral for melee.

HEALING 3-60 (based on level) (+30% bonus AD) (+20% AP)  10-100 (based on level) (+40% bonus AD) (+30% AP)
HEALING VS MINIONS 100% (melee)/20% (ranged)  20% (melee)/10% (ranged)

VOID CLASH

 The first weekend of the Void-themed Clash will be September 4 and 5. Team formation for the first weekend will open starting on August 30. The second weekend will be September 18 and 19, and team formation will open starting on September 13.

UPDATED SYSTEM REQUIREMENTS

 Minimum system requirements for League of Legends and Teamfight Tactics on desktop are changing. In particular, Macs are now required to run macOS 10.12 or later. We update these requirements so that we can focus on delivering new features rather than maintaining older hardware. If your system meets or exceeds these specs, you’re still good to go!

BUGFIXES

  • LEAGUE CLIENT: Fixed a bug that caused excessive slowness during the end of the game
  • Fixed a bug where Tahm Kench’s ultimate availability HUD indicator was not graying out after his ult was used
  • Fixed a bug where Sylas’s R – Hijack cooldown would sometimes not revert correctly if he died while casting a hijacked ultimate
  • Fixed several visual bugs that occured when Sylas hijacked Gun Goddess Miss Fortune’s R – Bullet Time
  • Shaco’s clone now correctly gains 10 gold from killing a ward, not 20
  • Fixed a bug where Kassadin would sometimes be unable to cast his E – Force Pulse
  • When Mordekaiser uses R – Realm of Death on Graves, Graves’ W – Smoke Screen will now properly remain in the realm that it was cast in
  • Fixed a bug where charms would briefly lose functionality when hitting enemy champs who were spamming move commands with certain abilities that allow movement while casting
  • Fixed a bug where Kalista was still able to basic attack and lunge with Passive – Martial Poise if she was charmed at the beginning of a basic attack wind-up
  • Fixed a bug where, when an enemy immobilized Dr. Mundo while standing on top of him, his Passive – Goes Where He Please canister would get destroyed before it hit the ground
  • Fixed a bug where Wukong was able to entirely cancel the animation for Q – Crushing Blow by entering a stop command
  • Fixed a bug where Lillia’s W – Watch out! Eep!‘s extended tooltip was missing the information that it deals 50% damage to minions
  • Fixed a bug where Caitlyn’s R – Ace in the Hole‘s extended tooltip and level-up tooltip did not contain its damage ratio
  • Fixed a bug where the Cloth Armor and Refillable Potion starting bundle would display “+1 More” text even though it does not grant a third item
  • Fixed a bug where Nunu would get yeeted off the screen when hit by Rek’Sai’s W – Un-burrow while channeling W – Biggest Snowball Ever!
  • Fixed a bug where Nunu’s E – Snowball Barrage was missing its tooltip when hovering during mid-cast
  • Fixed another bug where Nunu’s E – Snowball Barrage tooltip was incorrectly displaying damage as “total damage” when it is actually “per snowball”
  • Fixed a bug where Ravenous Hunter was healing against wards. Its tooltip now also correctly displays the total amount of healing done
  • Fixed a bug where Eternal Winter (Everfrost’s Ornn upgrade) was not displaying the actual number of champions rooted and slowed by the item’s active in the inventory tooltip
  • Fixed a few bugs where Neeko’s voice lines in-game weren’t always playing correctly or even at all, especially when entering a disguise with Passive – Inherent Glamour. Neeko’s voice will also accurately play from Neeko’s location instead of the center of the screen

More details for LOL update 11.17 is coming.

The post LOL 11.17 Patch Notes (New LOL Patch 1.17) – August 25, 2021 appeared first on UpdateCrazy.

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LOL Patch 11.16 Notes (LOL 11.16) – August 11, 2021 https://updatecrazy.com/lol-patch-11-16-notes-lol-11-16-august-11-2021/ Wed, 11 Aug 2021 02:53:02 +0000 https://updatecrazy.com/?p=47765 LOL update 11.16 is now available to download on PC. According to the lol 11.16 patch notes, the latest update added balancing and various other gameplay optimizations. Apart from this, LOL patch 11.16 will also include stability fixes. Previously, a big update was released with various quality of life improvements and changes. Unfortunately, since the […]

The post LOL Patch 11.16 Notes (LOL 11.16) – August 11, 2021 appeared first on UpdateCrazy.

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LOL update 11.16 is now available to download on PC. According to the lol 11.16 patch notes, the latest update added balancing and various other gameplay optimizations. Apart from this, LOL patch 11.16 will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.16 will fix a few of these issues.

LOL Patch 11.16 Notes

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CHAMPIONS

DIANA

Passive damage to non-epic monsters decreased.

Since our 11.8 changes, Diana’s become a popular jungle pick, and a powerful one at that, especially in competitive play. Although we’re happy that Diana’s found a second home, she’s a little too strong. To nudge down her jungle strength, we’re nerfing her jungle clear.


PASSIVE – MOONSILVER BLADE

DAMAGE TO NON-EPIC MONSTERS 300% ⇒ 250%

FIORA

E cooldown increased later.

Fiora’s been on the strong side for a while, especially in higher levels of play. We’re bringing down her split pushing and tower whacking power in mid to late phases of the game.


E – BLADEWORK

COOLDOWN 11/9.5/8/6.5/5 seconds ⇒ 11/10/9/8/7 seconds

JARVAN IV

Passive damage increased. R bonus damage ratio increased.

The Exemplar of Demacia hasn’t been excelling in any level of play. We’re amping up Cataclysm to help him make a bigger impact while also buffing his dueling and clearing potential.


PASSIVE – MARTIAL CADENCE

DAMAGE 8% of target’s current health ⇒ 10% of target’s current health

R – CATACLYSM

BONUS DAMAGE RATIO 150% AD ⇒ 180% AD

JHIN

W damage increased. R minimum damage ratio increased.

Jhin has been feeling rather lackluster, and he hasn’t been making the cut into most games. With a deadlier flourish and an even deadlier finale, he’ll have a better shot at picking off enemies when playing off of allies and in key fights.


W – DEADLY FLOURISH

DAMAGE 50/85/120/155/190 ⇒ 60/95/130/165/200

R – CURTAIN CALL

MINIMUM DAMAGE RATIO 20% AD ⇒ 25% AD

KARMA

Passive on-hit cooldown reduction removed; cooldown reduction from abilities now flat. Q base damage decreased early; cooldown increased early and decreased later; cost decreased. Q2 initial damage increased. E base shield increased later; bonus movement speed now flat; Defiance now only grants allies bonus movement speed.

Karma’s been much stronger in coordinated Pro play than in solo queue for a while. Rather than continuing to make minor changes, we’re attempting to make bigger ones to help Karma succeed in the hands of all players.

To do so, we’re targeting her consistent early game pressure and waveclear, along with her R-E shield-and-speed buff for her full team. In return, we’re rewarding her with more Mantras when she lands abilities on champions, which will also be helped by her Q’s lower cooldown and cost. We’re also strengthening her R-Q so that she’s still able to obliterate her foes when she’s on her own.


PASSIVE – GATHERING FIRE

REMOVEDON-HIT COOLDOWN REDUCTION No longer reduces Mantra’s cooldown by 1 second whenever she uses her basic attacks against an enemy champion
COOLDOWN REDUCTION FROM ABILITIES 2/3.5/5 seconds (level 1/6/11) ⇒ 5 seconds

Q – INNER FLAME

BASE DAMAGE 90/135/180/225/270 ⇒ 70/120/170/220/270
COOLDOWN 8/7.5/7/6.5/6 seconds ⇒ 9/8/7/6/5 seconds
COST 55 mana ⇒ 45 mana

Q2 – SOULFLARE

INITIAL DAMAGE 25/75/125/175 ⇒ 40/100/160/220

E – INSPIRE

BASE SHIELD 80/120/160/200/240 ⇒ 80/125/170/215/260
BONUS MOVEMENT SPEED 40/45/50/55/60% ⇒ 40%
DEFIANCE BUFFS TO NEARBY ALLIED CHAMPIONS 30% of the total shield’s amount, 100% bonus movement speed ⇒ 30% of the total shield’s amount, 30% bonus movement speed

LEE SIN

W omnivamp decreased.

Lee Sin came out of our 11.13 nerfs kicking, making his way from dominating lanes straight into dominating the jungle. This time, we’re laying down a straightforward nerf that should curb his early- to mid-game dueling power.


W – IRON WILL

OMNIVAMP 10/15/20/25/30% ⇒ 5/10/15/20/25%

LULU

W cooldown increased. R cooldown increased early.

While Lulu’s power in Average play is balanced, she’s strong in Skilled and even stronger in Elite. Back in patch 11.9, we purposefully buffed Lulu, targeting these skill brackets by reducing the cooldown on her W and increasing its bonus attack speed. The increased uptime on reliable peel made her a highly frustrating champion to play against, which has been reflected in her high ban rates. To get her back in action, we’re reverting the buff on her Skilled-skewed mechanic of instant CC and increasing her R cooldown.


W – WHIMSY

COOLDOWN 15/14/13/12/11 seconds ⇒ 16/15/14/13/12 seconds

R – WILD GROWTH

COOLDOWN 110/95/80 seconds ⇒ 120/100/80 seconds

MAOKAI

Passive heal increased. E detonation damage decreased.

Top Maokai has been struggling to stay in lane even with his tank builds, so we’re increasing his sustain. On the other hand, Support Mao and his saplings have been causing a commotion in the bot lane, where AP builds offer powerful scaling. Maokai will still have strong poke, but we’re toning it down.

One more thing: Maokai’s original passive values were bugged. He was healing for less of his maximum health (5-13% instead of 6-13%) and it wasn’t scaling properly (it was scaling linearly at every level instead of its intended breakpoints of level 1/6/9…). so the previous values of his passive’s heal reflect the bugged, in-game values. Now, the scaling has been corrected, and the heal from his maximum health has an even bigger bump than his tooltip would have you believe.


PASSIVE – SAP MAGIC

HEAL 5-65 (+5-13% maximum health) ((level 1-18) (due to heal and scaling bugs) ⇒ 5/15/25/35/45/55/65 (+7/8.5/10/11.5/13/14/15% maximum health) (level 1/6/9/11/13/15/17)

E – SAPLING TOSS

DETONATION DAMAGE 25/50/75/100/125 (+7/7.25/7.5/7.75/8% (+0.8% per 100 AP) of target’s maximum health) ⇒ 20/45/70/95/120 (+7/7.25/7.5/7.75/8% (+0.7% per 100 AP) of target’s maximum health)

NUNU

Base movement speed increased. E damage ratio per snowball increased.

Nunu & Willump have hit a slump, it’s time to give them a good ol’ bump! To get the snowball rolling, we’re reverting part of their nerf from patch 11.2 while throwing them more damage when they’re building more aggressively.


BASE STATS

MOVEMENT SPEED 340 ⇒ 345

E – SNOWBALL BARRAGE

DAMAGE RATIO PER SNOWBALL 6% AP ⇒ 10% AP
TOTAL DAMAGE RATIO 54% AP ⇒ 90% AP

SHACO

Q orange smoke VFX removed. R bugfixes.

Okay, so last patch (11.15), we fixed a longstanding bug where Shaco’s smoke poof wasn’t showing up through the Fog of War. And by longstanding, we mean like, 2 years. This change also sparked a conversation around proper counterplay in League. Constantly panning around to look for orange smoke isn’t the type of gameplay we want to enforce, so we’re reverting the poof and fixing some of his goofs.


Q – DECEIVE

REMOVEDPOOF GOES THE WEASEL Shaco’s orange smoke VFX no longer appears from the enemy’s point of view when cast through Fog of War

R – HALLUCINATE

WARD CLONE PATHING BUGFIX When Shaco’s clone kills a ward, it will no longer override all commands and attempt to repeatedly path back to Shaco
IDLE CLONE PATHING BUGFIX When Shaco’s clone does not receive additional commands for ten seconds, it will no longer path back to Shaco
WARD GOLD BUGFIX Wards killed by Shaco’s clone now properly grants gold to Shaco
CLONE DEATH EXPLOSION When killed by reflected damage, Shaco’s clone now properly explodes into mini-boxes

SIVIR

W damage ratio increased later.

Sivir’s a team-shredding, boomerang mercenary, but even her crit builds have left her feeling incomplete, so we’re sharpening up her blades.


W – RICOCHET

DAMAGE RATIO 30/40/50/60/70% AD ⇒ 30/45/60/75/90% AD

SONA

New passive! Mana costs reduced and aura mana refunds removed. R now also hits minions and monsters.

In patch 10.4, our baby girl was given a mana refund mechanic to prevent oppressive playstyles. This wasn’t a particularly fun mechanic, and sometimes it put Sona in situations where she was punished for using her spells correctly, like rotating around the map with E by herself. To fix this, we’re replacing the mechanic with a new one that should feel much more like a reward than a punishment.

Now Sona has a stacking mechanic that rewards her for using some of her abilities, eventually giving her more access to her ult, and giving you all those Crescendo plays that you definitely never miss.


PASSIVE – POWER CHORD

NEWACCELERANDO Sona’s basic abilities grant her permanent Accelerando stacks. She gains +.5 non-ultimate ability haste per stack, up to 60 non-ultimate ability haste. Once she reaches 60 non-ultimate ability haste, instead of gaining additional Accelerando stacks, her ultimate ability’s current cooldown reduces by 1.5 seconds each time she would gain an Accelerando stack.
NEWHOLD THAT NOTE Now persists through revives (such as Zilean’s ult and Guardian Angel)

Q – HYMN OF VALOR

COST 75/80/85/90/95 mana ⇒ 50/55/60/65/70 mana
NEWEVERY BOLT YOU TAKE Now grants a stack of Accelerando for each bolt that hits an enemy champion
REMOVEDAURA MANA REFUND Granting an ally Hymn of Valor’s aura no longer refunds 30 mana per cast

W – ARIA OF PERSEVERANCE

COST 105/110/115/120/125 mana ⇒ 80/85/90/95/100 mana
NEWEVERY SHIELD YOU MAKE Aria of Perserverance’s aura now grants a stack of Accelerando each you time you heal another injured ally or prevent at least 25-125 damage from another ally with the aura’s shields
REMOVEDAURA MANA REFUND Granting an ally Aria of Perserverance’s aura no longer refunds 30 mana per cast

E – SONG OF CELERITY

COST 90 mana ⇒ 65 mana
REMOVEDAURA MANA REFUND Granting an ally Song of Celerity’s aura no longer refunds 30 mana per cast

R – CRESCENDO

REMOVEDABILITY COOLDOWN REDUCTION No longer reduces Sona’s basic abilities
NEWI’LL BE WATCHING YOU Hits champions ⇒ Hits champions, minions, and monsters

TAHM KENCH

Passive base damage decreased early. Q base heal decreased.

Tahm Kench’s early game power has been especially strong in top lane, where he’s able to issue beatdowns and heal through brawls. We’re dialing both back to give his enemies more time to lick their wounds.


PASSIVE – AN ACQUIRED TASTE

BASE DAMAGE 12-60 (level 1-18) ⇒ 8-60 (level 1-18)

Q – TONGUE LASH

BASE HEAL 15/20/25/30/35 ⇒ 10/15/20/25/30

VLADIMIR

Passive AP to bonus health conversion increased; bonus health to AP conversion increased.

 Top Vlad has been dragging behind his mid lane counterpart. To help him hold his own in top lane, we’re increasing his passive bonuses, which should also let him reap the benefits of building tankier items.


PASSIVE – CRIMSON PACT

AP TO BONUS HEALTH CONVERSION 140% ⇒ 160%
BONUS HEALTH TO AP CONVERSION 2.5% ⇒ 3.3333333%

XIN ZHAO

Base attack damage decreased.

 Even after our last set of nerfs in patch 11.14, Xin Zhao is still one of the top dogs in the jungle at all levels of play. With longer ranges on his new W and E, Xin doesn’t need to be one of the best-in-class early game bullies, since he has better access to his targets than ever before. We’re trimming his base damage so that he’s still strong early, but isn’t as easily able to overwhelm other junglers.


BASE STATS

ATTACK DAMAGE 66 (level 1) ⇒ 63 (level 1)

ZIGGS

Base mana increased. E base damage per mine decreased early and increased later; slow decreased early.

 Our 11.14 nerf to bot lane Ziggs seemed to fizzle out, so we’re giving back his mana and dialing back his second-max ability instead. This should curb his power more in bot lane, which shouldbe more easily recouped in mid.


BASE STATS

MANA 420 (level 1) ⇒ 480 (level 1)

E – HEXPLOSIVE MINEFIELD

BASE DAMAGE PER MINE 40/75/110/145/180 ⇒ 30/70/110/150/190
SLOW 30/35/40/45/50% ⇒ 10/20/30/40/50%

ITEMS

DARK SEAL

While Dark Seal is meant to be a high-risk, high-reward item, it’s become a consistently high-value option for most AP users, even for champions that appreciate the mana on Doran’s Ring. We’re pulling back on the stacking pace of the item so that there’s more risk involved when opting into Dark Seal.

DREAD AP PER GLORY STACK ⇒ 4
GLORY STACKS LOST ON DEATH ⇒ 5

REDEMPTION

Redemption is being overshadowed by the other Enchanter items and has struggled to find its niche this season. We’re increasing the power and availability of its exciting moments so that it can be more effective in more team fights.

INTERVENTION HEAL 180-360 (based on ally’s level) ⇒ 200-400 (based on ally’s level)
INTERVENTION COOLDOWN 120 seconds ⇒ 90 seconds

BANDLE CITY CLASH

 The second weekend of the Bandle City-themed Clash will be August 21 and 22. Team formation for the second weekend will be open starting on August 16.

RANKED UPDATES

UPDATEDTHIRD QUEUE DODGE PENALTY A third penalty tier for queue-dodging has been added. Players that dodge three times in a 24-hour period will experience a 12-hour MOBA queue lockout and a 10 LP loss (the first two dodge penalties are unchanged). 
NEWFRIENDS LEADERBOARD You always suspected you were better than your friends, but now you can find out for sure! We’ve added a new social leaderboard inside Ranked Summoner’s Rift lobbies. You can access this leaderboard by clicking on the new leaderboard button in the upper right corner of the Solo/Duo or Flex lobby.
FLEX QUEUE Master and above Flex players can no longer queue with other Flex players rated below Platinum

BUG FIXES/QOL CHANGES

  • Fixed a bug where Warwick’s R – Infinite Duress cancels mid-jump if the target flashes
  • Champions can now acquire blue buff if they kill the Blue Sentinel while in a zombie state, such as Sion’s Passive- Glory in Death (this is already true for red buff)
  • Fixed a bug where players would lose their red or blue buffs when executing to non-epic jungle monsters
  • Fixed a bug where a champion’s bounty value did not reset back to 0 in the scoreboard even after their bounty is claimed
  • Sandshrike’s Claw’s tooltip counter for damage dealt now properly displays the amount of damage done to the enemy
  • Fixed a bug where, if Steel Shoulderguards are refunded or sold before purchasing and activating Relic Shield, buffs for both items appear in the buff bar
  • Fixed a bug where a champion was able to teleport to a destroyed tower if the teleport channel bar has 0.3 seconds remaining
  • Fixed a bug where Tryndamere’s W – Mocking Shout would not contribute towards Eclipse’s Ever Rising Moon if the enemy champion was facing him
  • Umbral Glaive is no longer able to deal bonus damage to a ward that is invulnerable (due to being teleported to)

Sona is currently planned for lol patch 11.16, which ships next month!

The post LOL Patch 11.16 Notes (LOL 11.16) – August 11, 2021 appeared first on UpdateCrazy.

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LOL Update 11.16 Patch Notes (League of Legends Update) https://updatecrazy.com/league-of-legends-update-11-16-patch-notes-lol-11-16/ Fri, 09 Jul 2021 17:24:17 +0000 https://updatecrazy.com/?p=45673 LOL update 11.16 will soon roll out on PC. According to the League of Legends patch notes, the latest update added some changes to Sona and various other gameplay optimizations. Apart from this, LOL patch 11.16 will also include stability fixes. Previously, a big update was released with various quality of life improvements and changes. […]

The post LOL Update 11.16 Patch Notes (League of Legends Update) appeared first on UpdateCrazy.

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LOL update 11.16 will soon roll out on PC. According to the League of Legends patch notes, the latest update added some changes to Sona and various other gameplay optimizations. Apart from this, LOL patch 11.16 will also include stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.16 will fix a few of these issues.

LOL Patch 11.16 Notes

According to game developers, Sona was briefly meta as a top laner who took the support item and just harassed and roamed, without really trying to even last hit.

Last year update made some changes to Sona which added a mana refund that tied her to sharing auras with allies, and increased her mana costs. Functional, but not very fun: Sona loves to cast lots of spells, and her auras are actually a small amount of the mindshare of each one. Preventing her from casting spells (by running her out of mana) unless she played around an effect she often didn’t think about made for a less fun version of Sona.

The upcoming Sona update will replace this mana refund mechanic with something that Sona players will be more excited about. In place of high mana costs and a mana refund, the new patch will replac the Sona’s Ultimate cooldown passive with a stacking mechanic that rewards her for using Q and W in a way that matches the mindshare of those spells. A positive incentive rather than a negative one that doesn’t punish her by preventing her from casting future spells will make for a generally more enjoyable experience.

Now, when Sona damages enemy champions with Q – Hymn of Valor or uses W – Aria of Perseverance to heal an injured ally or protect them from damage with the shield (the full base value; a tiny bit of ambient damage won’t count), she will permanently gain a stack of Accelerando, granting ability haste for her basic abilities (up to a cap). Striking two different champions with Q will grant two stacks, and W can grant up to 5 stacks if it heals an ally and blocks damage on all four allies. This new passive rewards Sona for using Q and W well in a duo lane, rather than penalizing her like the mana refund did.

After Sona reaches the cap for Accelerando, subsequent stacks will instead refund a bit of R – Crescendo‘s cooldown. The game devs chose ultimate cooldown refund as a reward here to encourage very exciting, aggressive Crescendo plays.

CHAMPIONS

DIANA

Passive damage to non-epic monsters decreased.

Since our 11.8 changes, Diana’s become a popular jungle pick, and a powerful one at that, especially in competitive play. Although we’re happy that Diana’s found a second home, she’s a little too strong. To nudge down her jungle strength, we’re nerfing her jungle clear.


PASSIVE – MOONSILVER BLADE

DAMAGE TO NON-EPIC MONSTERS 300%  250%

FIORA

E cooldown increased later.

Fiora’s been on the strong side for a while, especially in higher levels of play. We’re bringing down her split pushing and tower whacking power in mid to late phases of the game.


E – BLADEWORK

COOLDOWN 11/9.5/8/6.5/5 seconds  11/10/9/8/7 seconds

JARVAN IV

Passive damage increased. R bonus damage ratio increased.

The Exemplar of Demacia hasn’t been excelling in any level of play. We’re amping up Cataclysm to help him make a bigger impact while also buffing his dueling and clearing potential.


PASSIVE – MARTIAL CADENCE

DAMAGE 8% of target’s current health  10% of target’s current health

R – CATACLYSM

BONUS DAMAGE RATIO 150% AD  180% AD

JHIN

W damage increased. R minimum damage ratio increased.

Jhin has been feeling rather lackluster, and he hasn’t been making the cut into most games. With a deadlier flourish and an even deadlier finale, he’ll have a better shot at picking off enemies when playing off of allies and in key fights.


W – DEADLY FLOURISH

DAMAGE 50/85/120/155/190  60/95/130/165/200

R – CURTAIN CALL

MINIMUM DAMAGE RATIO 20% AD  25% AD

KARMA

Passive on-hit cooldown reduction removed; cooldown reduction from abilities now flat. Q base damage decreased early; cooldown increased early and decreased later; cost decreased. Q2 initial damage increased. E base shield increased later; bonus movement speed now flat; Defiance now only grants allies bonus movement speed.

Karma’s been much stronger in coordinated Pro play than in solo queue for a while. Rather than continuing to make minor changes, we’re attempting to make bigger ones to help Karma succeed in the hands of all players.

To do so, we’re targeting her consistent early game pressure and waveclear, along with her R-E shield-and-speed buff for her full team. In return, we’re rewarding her with more Mantras when she lands abilities on champions, which will also be helped by her Q’s lower cooldown and cost. We’re also strengthening her R-Q so that she’s still able to obliterate her foes when she’s on her own.


PASSIVE – GATHERING FIRE

REMOVEDON-HIT COOLDOWN REDUCTION No longer reduces Mantra’s cooldown by 1 second whenever she uses her basic attacks against an enemy champion
COOLDOWN REDUCTION FROM ABILITIES 2/3.5/5 seconds (level 1/6/11)  5 seconds

Q – INNER FLAME

BASE DAMAGE 90/135/180/225/270  70/120/170/220/270
COOLDOWN 8/7.5/7/6.5/6 seconds  9/8/7/6/5 seconds
COST 55 mana  45 mana

Q2 – SOULFLARE

INITIAL DAMAGE 25/75/125/175  40/100/160/220

E – INSPIRE

BASE SHIELD 80/120/160/200/240  80/125/170/215/260
BONUS MOVEMENT SPEED 40/45/50/55/60%  40%
DEFIANCE BUFFS TO NEARBY ALLIED CHAMPIONS 30% of the total shield’s amount, 100% bonus movement speed  30% of the total shield’s amount, 30% bonus movement speed

LEE SIN

W omnivamp decreased.

Lee Sin came out of our 11.13 nerfs kicking, making his way from dominating lanes straight into dominating the jungle. This time, we’re laying down a straightforward nerf that should curb his early- to mid-game dueling power.


W – IRON WILL

OMNIVAMP 10/15/20/25/30%  5/10/15/20/25%

LULU

W cooldown increased. R cooldown increased early.

While Lulu’s power in Average play is balanced, she’s strong in Skilled and even stronger in Elite. Back in patch 11.9, we purposefully buffed Lulu, targeting these skill brackets by reducing the cooldown on her W and increasing its bonus attack speed. The increased uptime on reliable peel made her a highly frustrating champion to play against, which has been reflected in her high ban rates. To get her back in action, we’re reverting the buff on her Skilled-skewed mechanic of instant CC and increasing her R cooldown.


W – WHIMSY

COOLDOWN 15/14/13/12/11 seconds  16/15/14/13/12 seconds

R – WILD GROWTH

COOLDOWN 110/95/80 seconds  120/100/80 seconds

MAOKAI

Passive heal increased. E detonation damage decreased.

Top Maokai has been struggling to stay in lane even with his tank builds, so we’re increasing his sustain. On the other hand, Support Mao and his saplings have been causing a commotion in the bot lane, where AP builds offer powerful scaling. Maokai will still have strong poke, but we’re toning it down.

One more thing: Maokai’s original passive values were bugged. He was healing for less of his maximum health (5-13% instead of 6-13%) and it wasn’t scaling properly (it was scaling linearly at every level instead of its intended breakpoints of level 1/6/9…). so the previous values of his passive’s heal reflect the bugged, in-game values. Now, the scaling has been corrected, and the heal from his maximum health has an even bigger bump than his tooltip would have you believe.


PASSIVE – SAP MAGIC

HEAL 5-65 (+5-13% maximum health) ((level 1-18) (due to heal and scaling bugs)  5/15/25/35/45/55/65 (+7/8.5/10/11.5/13/14/15% maximum health) (level 1/6/9/11/13/15/17)

E – SAPLING TOSS

DETONATION DAMAGE 25/50/75/100/125 (+7/7.25/7.5/7.75/8% (+0.8% per 100 AP) of target’s maximum health)  20/45/70/95/120 (+7/7.25/7.5/7.75/8% (+0.7% per 100 AP) of target’s maximum health)

NUNU

Base movement speed increased. E damage ratio per snowball increased.

Nunu & Willump have hit a slump, it’s time to give them a good ol’ bump! To get the snowball rolling, we’re reverting part of their nerf from patch 11.2 while throwing them more damage when they’re building more aggressively.


BASE STATS

MOVEMENT SPEED 340  345

E – SNOWBALL BARRAGE

DAMAGE RATIO PER SNOWBALL 6% AP  10% AP
TOTAL DAMAGE RATIO 54% AP  90% AP

SHACO

Q orange smoke VFX removed. R bugfixes.

Okay, so last patch (11.15), we fixed a longstanding bug where Shaco’s smoke poof wasn’t showing up through the Fog of War. And by longstanding, we mean like, 2 years. This change also sparked a conversation around proper counterplay in League. Constantly panning around to look for orange smoke isn’t the type of gameplay we want to enforce, so we’re reverting the poof and fixing some of his goofs.


Q – DECEIVE

REMOVEDPOOF GOES THE WEASEL Shaco’s orange smoke VFX no longer appears from the enemy’s point of view when cast through Fog of War

R – HALLUCINATE

WARD CLONE PATHING BUGFIX When Shaco’s clone kills a ward, it will no longer override all commands and attempt to repeatedly path back to Shaco
IDLE CLONE PATHING BUGFIX When Shaco’s clone does not receive additional commands for ten seconds, it will no longer path back to Shaco
WARD GOLD BUGFIX Wards killed by Shaco’s clone now properly grants gold to Shaco
CLONE DEATH EXPLOSION When killed by reflected damage, Shaco’s clone now properly explodes into mini-boxes

SIVIR

W damage ratio increased later.

Sivir’s a team-shredding, boomerang mercenary, but even her crit builds have left her feeling incomplete, so we’re sharpening up her blades.


W – RICOCHET

DAMAGE RATIO 30/40/50/60/70% AD  30/45/60/75/90% AD

SONA

New passive! Mana costs reduced and aura mana refunds removed. R now also hits minions and monsters.

In patch 10.4, our baby girl was given a mana refund mechanic to prevent oppressive playstyles. This wasn’t a particularly fun mechanic, and sometimes it put Sona in situations where she was punished for using her spells correctly, like rotating around the map with E by herself. To fix this, we’re replacing the mechanic with a new one that should feel much more like a reward than a punishment.

Now Sona has a stacking mechanic that rewards her for using some of her abilities, eventually giving her more access to her ult, and giving you all those Crescendo plays that you definitely never miss.


PASSIVE – POWER CHORD

NEWACCELERANDO Sona’s basic abilities grant her permanent Accelerando stacks. She gains +.5 non-ultimate ability haste per stack, up to 60 non-ultimate ability haste. Once she reaches 60 non-ultimate ability haste, instead of gaining additional Accelerando stacks, her ultimate ability’s current cooldown reduces by 1.5 seconds each time she would gain an Accelerando stack.
NEWHOLD THAT NOTE Now persists through revives (such as Zilean’s ult and Guardian Angel)

Q – HYMN OF VALOR

COST 75/80/85/90/95 mana  50/55/60/65/70 mana
NEWEVERY BOLT YOU TAKE Now grants a stack of Accelerando for each bolt that hits an enemy champion
REMOVEDAURA MANA REFUND Granting an ally Hymn of Valor’s aura no longer refunds 30 mana per cast

W – ARIA OF PERSEVERANCE

COST 105/110/115/120/125 mana  80/85/90/95/100 mana
NEWEVERY SHIELD YOU MAKE Aria of Perserverance’s aura now grants a stack of Accelerando each you time you heal another injured ally or prevent at least 25-125 damage from another ally with the aura’s shields
REMOVEDAURA MANA REFUND Granting an ally Aria of Perserverance’s aura no longer refunds 30 mana per cast

E – SONG OF CELERITY

COST 90 mana  65 mana
REMOVEDAURA MANA REFUND Granting an ally Song of Celerity’s aura no longer refunds 30 mana per cast

R – CRESCENDO

REMOVEDABILITY COOLDOWN REDUCTION No longer reduces Sona’s basic abilities
NEWI’LL BE WATCHING YOU Hits champions  Hits champions, minions, and monsters

TAHM KENCH

Passive base damage decreased early. Q base heal decreased.

Tahm Kench’s early game power has been especially strong in top lane, where he’s able to issue beatdowns and heal through brawls. We’re dialing both back to give his enemies more time to lick their wounds.


PASSIVE – AN ACQUIRED TASTE

BASE DAMAGE 12-60 (level 1-18)  8-60 (level 1-18)

Q – TONGUE LASH

BASE HEAL 15/20/25/30/35  10/15/20/25/30

VLADIMIR

Passive AP to bonus health conversion increased; bonus health to AP conversion increased.

 Top Vlad has been dragging behind his mid lane counterpart. To help him hold his own in top lane, we’re increasing his passive bonuses, which should also let him reap the benefits of building tankier items.


PASSIVE – CRIMSON PACT

AP TO BONUS HEALTH CONVERSION 140%  160%
BONUS HEALTH TO AP CONVERSION 2.5%  3.3333333%

XIN ZHAO

Base attack damage decreased.

 Even after our last set of nerfs in patch 11.14, Xin Zhao is still one of the top dogs in the jungle at all levels of play. With longer ranges on his new W and E, Xin doesn’t need to be one of the best-in-class early game bullies, since he has better access to his targets than ever before. We’re trimming his base damage so that he’s still strong early, but isn’t as easily able to overwhelm other junglers.


BASE STATS

ATTACK DAMAGE 66 (level 1)  63 (level 1)

ZIGGS

Base mana increased. E base damage per mine decreased early and increased later; slow decreased early.

 Our 11.14 nerf to bot lane Ziggs seemed to fizzle out, so we’re giving back his mana and dialing back his second-max ability instead. This should curb his power more in bot lane, which shouldbe more easily recouped in mid.


BASE STATS

MANA 420 (level 1)  480 (level 1)

E – HEXPLOSIVE MINEFIELD

BASE DAMAGE PER MINE 40/75/110/145/180  30/70/110/150/190
SLOW 30/35/40/45/50%  10/20/30/40/50%

ITEMS

DARK SEAL

While Dark Seal is meant to be a high-risk, high-reward item, it’s become a consistently high-value option for most AP users, even for champions that appreciate the mana on Doran’s Ring. We’re pulling back on the stacking pace of the item so that there’s more risk involved when opting into Dark Seal.

DREAD AP PER GLORY STACK 5  4
GLORY STACKS LOST ON DEATH 4  5

REDEMPTION

Redemption is being overshadowed by the other Enchanter items and has struggled to find its niche this season. We’re increasing the power and availability of its exciting moments so that it can be more effective in more team fights.

INTERVENTION HEAL 180-360 (based on ally’s level)  200-400 (based on ally’s level)
INTERVENTION COOLDOWN 120 seconds  90 seconds

BANDLE CITY CLASH

 The second weekend of the Bandle City-themed Clash will be August 21 and 22. Team formation for the second weekend will be open starting on August 16.

RANKED UPDATES

UPDATEDTHIRD QUEUE DODGE PENALTY A third penalty tier for queue-dodging has been added. Players that dodge three times in a 24-hour period will experience a 12-hour MOBA queue lockout and a 10 LP loss (the first two dodge penalties are unchanged). You can read more about it here.
NEWFRIENDS LEADERBOARD You always suspected you were better than your friends, but now you can find out for sure! We’ve added a new social leaderboard inside Ranked Summoner’s Rift lobbies. You can access this leaderboard by clicking on the new leaderboard button in the upper right corner of the Solo/Duo or Flex lobby.
FLEX QUEUE Master and above Flex players can no longer queue with other Flex players rated below Platinum

BUGFIXES/QOL CHANGES

  • Fixed a bug where Warwick’s R – Infinite Duress cancels mid-jump if the target flashes
  • Champions can now acquire blue buff if they kill the Blue Sentinel while in a zombie state, such as Sion’s Passive- Glory in Death (this is already true for red buff)
  • Fixed a bug where players would lose their red or blue buffs when executing to non-epic jungle monsters
  • Fixed a bug where a champion’s bounty value did not reset back to 0 in the scoreboard even after their bounty is claimed
  • Sandshrike’s Claw’s tooltip counter for damage dealt now properly displays the amount of damage done to the enemy
  • Fixed a bug where, if Steel Shoulderguards are refunded or sold before purchasing and activating Relic Shield, buffs for both items appear in the buff bar
  • Fixed a bug where a champion was able to teleport to a destroyed tower if the teleport channel bar has 0.3 seconds remaining
  • Fixed a bug where Tryndamere’s W – Mocking Shout would not contribute towards Eclipse’s Ever Rising Moon if the enemy champion was facing him
  • Umbral Glaive is no longer able to deal bonus damage to a ward that is invulnerable (due to being teleported to)

Sona is currently planned for lol patch 11.16, which ships next month!

The post LOL Update 11.16 Patch Notes (League of Legends Update) appeared first on UpdateCrazy.

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League of Legends Update 11.14 Patch Notes (LOL 11.14) – July 8, 2021 https://updatecrazy.com/league-of-legends-update-11-14-patch-notes-lol-11-14-july-8-2021/ Thu, 08 Jul 2021 04:01:30 +0000 https://updatecrazy.com/?p=45523 League of Legends update 11.14 is now available to download on PC. According to the League of Legends patch notes, the latest update added a new champion (Akshan) and various other gameplay changes. Apart from this, the new LOL update 11.14 also includes stability fixes. Previously, a big update was released with various quality of […]

The post League of Legends Update 11.14 Patch Notes (LOL 11.14) – July 8, 2021 appeared first on UpdateCrazy.

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League of Legends update 11.14 is now available to download on PC. According to the League of Legends patch notes, the latest update added a new champion (Akshan) and various other gameplay changes. Apart from this, the new LOL update 11.14 also includes stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL patch 11.14 will fix a few of these issues.

League of Legends Patch 11.14 Notes

CHAMPIONS

AKALI

Q can no longer be cast when dashing with E. R base recast damage decreased.

 The last set of changes in patch 11.6 brought Akali back in line in Average and Elite levels of play, but she’s still a force to be reckoned with in the Pro scene. With this change, she’ll be slowed down before her full burst of damage, giving enemies a chance to strike back.


Q – FIVE POINT STRIKE

REMOVEDDASH AND CAST Five Point Strike can no longer be cast while dashing with E – Shuriken Flip

R – PERFECT EXECUTION

BASE RECAST MINIMUM DAMAGE 75/145/215  60/130/200
BASE RECAST MAXIMUM DAMAGE 225/435/645  180/390/600

DARIUS

Passive Noxian Might bonus attack damage increased. E cooldown decreased.

 With the removal of Stridebreaker’s dash in 11.13, Darius could use some help getting his enemies in position for that sweet, sweet dunk. Reverting his nerf in patch 11.2, which was a direct result of his access to a dash.


PASSIVE – HEMORRHAGE

NOXIAN MIGHT BONUS ATTACK DAMAGE 20-205 (level 1-18)  30-230 (level 1-18)

E – APPREHEND

COOLDOWN 26/24/22/20/18 seconds  24/21.5/19/16.5/14 seconds

DR. MUNDO

Base attack speed increased. Passive health regen now scales; cooldown increased early. Q now heals more when it hits a monster. E now swats small monsters and does more damage to monsters.

 The good doctor has been going where he pleases in top lane, but has been significantly behind in the jungle. In order to keep both roles at a similar level, we’re giving him several buffs that should help start the meatball rolling in the jungle, while also tapping down his laning power and sustain. These changes should also set him up for our next patch, where we plan to further doctor him up for all roles and skill levels.


BASE STATS

ATTACK SPEED 0.67  0.72

PASSIVE – GOES WHERE HE PLEASES

HEALTH REGEN 2% of maximum health  1-2% of maximum health (level 1-18)
COOLDOWN 45-15 (level 1/3/6/8/11/13/16)  60-15 (level 1/3/6/8/11/13/16)

Q – INFECTED BONESAW

NEWMORE MONSTERS, MORE HEALTH Infected Bonesaw now heals for 100% of the health cost if it hits a monster (now the same as when it hits an enemy champion)

E – BLUNT FORCE TRAUMA

NEWFLY SWATTER Small monsters are immediately sent flying away (regardless of whether it dies)
BONUS DAMAGE TO MONSTERS 140%  200% (bonus damage to minions unchanged at 140%)

GAREN

Q bonus movement speed increased. R damage from target’s missing health increased.

 To adjust for changes to Garen’s most loved items this patch (Stridebreaker and Dead Man’s Plate), we’re bumping up his movement speed. We’re also adding extra oomph to his ult so that even if he can’t get to squishier targets, his ult will be more powerful against tankier frontlines.


Q – DECISIVE STRIKE

BONUS MOVEMENT SPEED 30%  35%

R – DEMACIAN JUSTICE

DAMAGE FROM TARGET’S MISSING HEALTH 20/25/30%  25/30/35%

GRAVES

Base attack damage increased.

 Buffing up Graves the only way we know how (and also, he’s been really struggling in the current meta).


BASE STATS

ATTACK DAMAGE 66  68

ILLAOI

Base movement speed increased.

 With long cast times and highly-predictable plans of attack, Illaoi can’t really adapt on the fly. While immobility is an important weakness for juggernauts, this has significantly gated her performance in higher skill tiers, making her more pub stompy than is long-term healthy. With more movement speed, she’ll be more able to dodge skillshots, close gaps, and be in the right place at the right time. Overall, this should help her feel more adaptable while also leaving her in a better position for future tuning.


BASE STATS

MOVEMENT SPEED 340  350

IRELIA

Base health and magic resist decreased; health growth increased. Passive max stacks decreased, bonus attack speed per stack decreased early but increased later; empowered damage decreased. Q bonus damage to minions now scales with champion level. W damage reduction now works against magic damage; maximum damage increased. E can no longer be recast while CC’d. R has a new passive.

 We’ve got a set of changes for Irelia, who’s been dealing with some long standing issues. The gist: We’re smoothing out her power curve, toning down her dominance in Pro play by giving her enemies more opportunities for counterplay, and polishing up her kit to make it feel better to play overall.


BASE STATS

HEALTH 580  520
MAGIC RESIST 32  28
HEALTH GROWTH 95  110

PASSIVE – IONIAN FERVOR

MAX STACKS 5  4
BONUS ATTACK SPEED PER STACK 8/12/16% (level 1/7/13)  7.5/13.75/20% (level 1/7/13)
EMPOWERED DAMAGE 15-66 (+25% bonus AD) (level 1-18)  10-61 (30% bonus AD) (level 1-18)

Q – BLADESURGE

DASH SPEED 1500 + 100% movement speed  1400 + 100% movement speed
BONUS DAMAGE TO MINIONS 55/75/95/115/135  55 (+12 per champion level)

W – DEFIANT DANCE

BASE DAMAGE REDUCTION 50% physical  40-80% physical, 20-40% magic (levels 1-18)
MAXIMUM DAMAGE 20/50/80/110/140 (100% AD) (80% AP)  30/75/120/165/210 (150% AD) (120% AP)

E – FLAWLESS DUET

MISSILE TRAVEL TIME Based on distance  0.25 seconds
REMOVEDCC’D RECASTING E can no longer be recast while affected by crowd control

R – VANGUARD’S EDGE

NEWPASSIVE Vanguard’s Edge now reduces Q – Bladesurge’s cooldown by 0.5/1.5/2.5 seconds before ability haste

IVERN

E base shield increased later.

 With patch 11.13’s nerf to Shurelya’s Battlesong and the popularity of a certain snake’s tooth, Ivern has felt weaker in the jungle. We’re returning the shield power that he lost in 11.3 so that he can protect his friends (and the forest) a little better.


E – TRIGGERSEED

BASE SHIELD 80/110/140/170/200  80/115/150/185/220

KARMA

Base attack damage decreased.

 Karma has risen in the ranks of Pro play as a safe top or mid pick that scales well with other carries. We’re drawing back her solo lane power by lowering her ability to consistently harass and push waves against short-ranged enemies.


BASE STATS

ATTACK DAMAGE 54  51

LILLIA

Base health regen decreased; armor increased. Passive damage increased and now heals. Q cost increased; max stacks decreased; bonus movement speed per stack decreased and lasts longer; cooldown now scales; base damage increased. W damage increased. E cooldown increased; slow is now flat; damage increased. R damage ratio increased; sleep duration decreased; slow decreased and no longer increases over the duration.

 You know there’s a lot coming up when the summary line is a paragraph, so here’s the TL;DR—we’re buffing Lillia so that she’s less bashful when bonking down enemies in solo combat.

How? We’re shifting some of her power out of her fast clear and coordination-dependent CC, which are often leveraged in higher levels of play into duel-focused strengths. This means that we’re bringing down her early game clear and movement speed, but helping her quickly recoup the losses once she gets her hooves on some AP and reaches mid-to-late game. With the addition of innate sustain, she’ll be able to stay healthy in extended fights and when she isn’t able to perfectly clear camps.


BASE STATS

HEALTH REGEN 9  7.5
ARMOR 20  22

PASSIVE – DREAM-LADEN BOUGH

DAMAGE 5% of target’s maximum health  6% of target’s maximum health (1.5% per 100 AP of target’s maximum health) (capped damage against monsters unchanged)
NEWHEALLIA Lillia heals for 12-140 (12% AP) health against champions and 18-94 (6% AP) health against large monsters over the duration of the burn damage (Lillia can only heal off of one monster at a time).

Q – BLOOMING BLOWS

COST 45 mana  65 mana
MAX PRANCE STACKS 5  4
BONUS MOVEMENT SPEED PER STACK 7/8/9/10/11 (1% per 100 AP)  3/4/5/6/7 (3% per 100 AP)
BONUS MOVEMENT SPEED DURATION 5 seconds  5.5 seconds
TIME BEFORE STACK LOSS 1 second  1.5 seconds
COOLDOWN 4 seconds  6/5.5/5/4.5/4 seconds
BASE DAMAGE 30/45/60/75/90  35/50/65/80/95

W – WATCH OUT! EEP!

DAMAGE 70/85/100/115/130 (30% AP)  70/90/110/130/150 (35% AP)

E – SWIRLSEED

COOLDOWN 12 seconds  18 seconds
SLOW 25/30/35/40/45%  40%
DAMAGE 70/90/110/130/150 (40% AP)  70/95/120/145/170 (45% AP)

R – LILTING LULLABY

DAMAGE RATIO 30% AP  40% AP
SLEEP DURATION 2/2.5/3 seconds  1.5/2/2.5 seconds
INITIAL DROWSY SLOW 25%  10%
REMOVEDINCREASED SLOW Lilting Lullaby’s slow no longer increases

MALZAHAR

Base health reduced. Q damage ratio decreased.

 Malzahar was one of the few mages that was already strong before the buffs to mana Mythics last patch. Now that we know exactly where he’s landed, we know just how much to reel him back in. We’re lowering the scaling on Malzahar’s Q so that his power continues to come from his most unique and character-defining abilities.


BASE STATS

HEALTH 537  510

Q – CALL OF THE VOID

DAMAGE RATIO 65% AP  55% AP

NOCTURNE

Passive damage decreased against minions.

 Nocturne has been a consistent force to be reckoned with, but the Stridebreaker reshape kicked him into overdrive. We’re nerfing Stridebreaker this patch, but we don’t expect that to fully knock him down from his pedestal, particularly in lane. One of Nocturne’s key strengths is his ability to sit in lane and sustain off of waves, shrugging off most harass that comes his way. Similar to the reasoning behind Viego’s nerf last patch, Nocturne is relying on an unhealthy pattern of resourceless sustain. He should be earning his keep instead of relying on his passive, and opponents should feel like they can make a dent in his shadows.


PASSIVE – UMBRA BLADES

NEWWAIT A MINION Umbra Blades’ damage and healing is decreased by 50% against minions

REK’SAI

Q1 base damage increased, Q2 base damage increased later.

 The nerf to Prowler’s Claw in patch 11.13 left Rek’Sai very sad. We’re giving her some direct compensation with a touch of mid-game burst.


Q – QUEEN’S WRATH

BASE DAMAGE 20/25/30/35/40  21/27/33/39/45

Q – PREY SEEKER

BASE DAMAGE 60/90/120/150/180  60/95/130/165/200

SERAPHINE

Q damage increased.

 The Songstress has been feeling out of tune in both support and mid, so we’re helping her practice her scales (damage scaling, you know?) on one of her more aggressive abilities.


Q – HIGH NOTE

DAMAGE RATIO 40/45/50/55/60% AP  45/50/55/60/65% AP

SHACO

Base health and movement speed reduced.

 Whether AD or AP, Jungle Shaco is simply very strong. We’re targeting both builds by making him a little more squishy and a little less slippery, given his many tools of elusion and mayhem.


BASE STATS

HEALTH 587  560
MOVEMENT SPEED 350  345

TAHM KENCH

Passive bonus damage now scales. Q now deals Passive damage to enemy champions; heal scaling updated. W cooldown refund bugfix; cooldown and mana cost refund increased. R base shield increased early; ally self slow decreased early.

 One of our goals with Tahm Kench’s mini-rework in 11.13 was to get him off the “he can’t be buffed because of Pro play” bench, and to help him find more success as a support. As of right now, we suspect he’s weaker than where he should be, so we’re cautiously buffing him until we have conclusive results from Pro play.

Another goal was to push the Kench more towards support, whereas before he was mostly seen in the jungle or top lane in solo queue. He’s not seeing as much support play as we expected, so we’re adjusting his scaling to be less gold and experience dependent.


PASSIVE – AN ACQUIRED TASTE

BONUS DAMAGE 2.5% of maximum health  12-60 (+2.5% bonus health) (levels 1-18)

Q – TONGUE LASH

NEWAN ACQUIRED LASH Tongue Lash now also deals damage from Passive – An Acquired Taste to enemy champions
HEAL 6/7/8/9/10% of missing health  15/20/25/30/35 (+4/4.5/5/5.5/6% of missing health)

W – ABYSSAL DIVE

UPDATEDBUGFIX Fixed a bug where Abyssal Dive’s cooldown refund didn’t scale down with ability haste
COOLDOWN AND MANA COST REFUND 30%  40%

R – DEVOUR

BASE SHIELD 300/450/600  400/500/600
ALLY SELF SLOW 40/25/10%  30/20/10%
UPDATEDBUGFIX Fixed a bug where he could Devour an enemy without full stacks of An Acquired Taste if he queued the spell before the stacks fell off

TARIC

Q cost decreased. E cost decreased.

 Taric has been in a constant struggle with mana dependence this season, so we’re directly dropping his costs so he can sparkle like the enchanting jewel he is.


Q – STARLIGHT’S TOUCH

COST 70/75/80/85/90 mana  65/70/75/80/85 mana

E – DAZZLE

COST 60 mana  40 mana

XIN ZHAO

W cooldown increased later.

 Xin Zhao is at the top of his game and the jungle roster, especially with recent nerfs to his competitors (Rumble and Udyr). To knock him down a peg, we’re reducing how often he’s able to threaten enemies at a distance.


W – WIND BECOMES LIGHTNING

COOLDOWN 12/10.5/9/7.5/6 seconds  12/11/10/9/8 seconds

ZIGGS

Base mana reduced.

 Bot Ziggs has been toeing the line for a while now, and with his 11.12 buffs, 11.13 mage item buffs, and his unending supply of bombs (where does he even pull them out from?), he’s finally crossed it. Although his buff in 11.12 lent a hand to this, we believe those changes were important to help Ziggs’ abilities deliver on their gameplay promise, so we’re opting for a nerf that should hit his bot lane early game the hardest.


BASE STATS

MANA 480  420

ITEMS

DEAD MAN’S PLATE

 Dead Man’s Plate’s changes from last patch led to a win rate drop for tanks since it lost movement speed and gained damage-scaling. To offset, we’re upping its armor to give tanks more tank to tank.


BASE STATS

ARMOR 40  45

STRIDEBREAKER

Stridebreaker landed strong after its change last patch. One of our goals for the item was to give fighters a way to stick to a target for a period of time, but they don’t need to bring their unlucky foe to a complete standstill to do that. So we’re toning down how much it can slow, but keeping its slow over time.

Also, we did an oopsie—the changes also caused Stridebreaker to lose 5 AD on completion. That’s fixed now.

ATTACK DAMAGE 40  45
HEALTH 400  300
HALTING SLASH SLOW 90%, decaying to 40% over 3 seconds  40% for 3 seconds
DREAMSHATTER (ORNN UPGRADE) ATTACK DAMAGE 50  55
DREAMSHATTER (ORNN UPGRADE) HEALTH 500  400
DREAMSHATTER (ORNN UPGRADE) HALTING SLASH SLOW 90%, decaying to 40% over 3 seconds  40% for 3 seconds

VFX UPDATES

ZILEAN

Q – TIME BOMB New VFX; AoE stun effects are now easier to identify
W – REWIND New cast effect
E – TIME WARP Cleaned up;textures adjusted to match overall changes
R – CHRONOSHIFT Modernized to match overall changes
SHURIMA DESERT ZILEAN Q now has a subtle sand effect
BLOOD MOON ZILEAN Modernized R revive effect to match base changes
SUGAR RUSH ZILEAN Modernized R revive effect to match base changes

LUCIAN

BASE SKIN Updated VFXs across his kit

RENEKTON

PROJECT: RENEKTON Fixed VFX bugs

ULTIMATE SPELLBOOK

 Sentinels of Light brings a new event game mode, Ultimate Spellbook! In this mode, you’ll pick a different champion’s ultimate to use instead of a second Summoner Spell to pull off the wombo combo of your dreams!

  • Ultimate Spellbook is blind pick
  • Your second Summoner Spell is replaced with an Ult-ernate Summoner Spell which grants access to another champion’s ult
  • When you load into game, you’ll have 30 seconds to pick from one of three ults randomly chosen from the pool below. You can’t get your own ult, and once you pick an ult it’s yours for the rest of the game.
  • You can use your Ult-ernate Summoner Spell after an initial cooldown, even before hitting 6. It ranks up at levels 11 and 13, and benefits from Summoner Spell haste.
    • Ults that only scale with AD now also scale with AP
    • Ults that only scale with AP now also scale with AD
    • Ults that only scale with Health now also scale with AD and AP
    • Ults that scale with nothing continue to scale with nothing
  • You can see everyone’s chosen Ult-ernate Summoner Spells on both the scoreboard and next to their health bar. Pay attention to a teal indicator that appears above champions’ heads when their Ult-ernate Summoner Spell is off cooldown.
  • Ultimate Spellbook has accelerated pacing similar to that of One for All. You start at level 3 and have more starting gold. Passive XP and gold gains are increased, and you share some minion gold with teammates in lane.
  • Rather than four Elemental Drakes, Ultimate Spellbook has Mordekaiser’s old drake.
    • A drake will spawn every 3 and a half minutes
    • Stacks grant a buff that makes auto attacks on towers apply a DoT that deals percentage health magic damage to towers
    • The Soul grants the ability to reanimate on death with rapidly decaying health. This ability has a 5 minute cooldown.
  • Ruination has spread to the Rift, and the map is spooky!

CHAT RESTRICTIONS

 We’re making an under-the-hood change to move League’s penalties onto our Riot-wide system. The only immediate impact is a change to how chat restrictions work, since the Riot-wide system uses time-based restrictions.

  • New chat restrictions will be issued in 3- and 7-day increments, rather than 10- and 25-game increments.

BUGFIXES/QOL CHANGES

  • LEAGUE CLIENT: Fixed a bug where new players who first log in get a popup window telling them that their settings were unable to be retrieved from the server
  • LEAGUE CLIENT: Fixed a memory leak with Champion Mastery tooltips
  • LEAGUE CLIENT: Banners now properly display in party lobbies
  • LEAGUE CLIENT: Fixed a bug where if a player is in a spectator slot in a custom game lobby when the lobby is disbanded, they are taken to a black home screen
  • Fixed a bug where Kassadin’s Passive – Void Stone and Fizz’s Passive – Nimble Fighter weren’t properly ignoring unit collision after death
  • Fixed a bug where Yasuo’s E – Sweeping Blade sometimes failed to play the proper animation and ran really fast instead
  • Galio is no longer able to Flash while channeling W – Shield of Durand if timed correctly with Hextech Flashtraption rune
  • Chilling and Challenging Smite now properly play VFX upon smiting monsters
  • Binding Anathema’s active to a target no longer counts as a spell activation
  • Fixed a bug where Sylas was unable to apply stacks of Tahm Kench’s stolen ability Passive – An Acquired Taste on his enemies
  • Fixed a bug where Sterak’s Gage would always activate during Sion’s Glory in Death, even if it was on cooldown
  • Healing projectiles from Divine Sunderer no longer interrupts attack windups
  • The debuff icon from Abyssal Mask’s passive now displays in the buff bar of the immobilized enemy champion
  • Fixed a bug where purchasing Stirring Sightstone and then a Control Ward could not be undone
  • Fiora’s W – Riposte sound will now play when successfully blocking non-immobilizing damage on base and all skins
  • Fiora’s R – Grand Challenge success or failure sound will now play correctly on base and all skins.

Download free League of Legends update 11.14 on PC.

The post League of Legends Update 11.14 Patch Notes (LOL 11.14) – July 8, 2021 appeared first on UpdateCrazy.

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League of Legends Update 11.15 Patch Notes (LOL 11.15) https://updatecrazy.com/league-of-legends-update-11-15-patch-notes-lol-11-15/ Wed, 07 Jul 2021 15:22:04 +0000 https://updatecrazy.com/?p=45511 League of Legends update 11.15 will soon roll out on PC. According to the League of Legends patch notes, the latest update added a new champion (Akshan) and various other gameplay changes. Previously, a big update was released with various quality of life improvements and changes. Unfortunately, since the last patch, players are still experiencing […]

The post League of Legends Update 11.15 Patch Notes (LOL 11.15) appeared first on UpdateCrazy.

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League of Legends update 11.15 will soon roll out on PC. According to the League of Legends patch notes, the latest update added a new champion (Akshan) and various other gameplay changes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL patch 11.15 will fix a few of these issues.

League of Legends Patch 11.15 Notes (Updating..)

Akshan, the Rogue Sentinel

Akshan’s got a lot going on. He’s a Sentinel of Light who swings into battle wielding an ancient weapon of tremendous power. He’s a man who believes in doing the right thing, no matter the cost. And he’s got a nice smile to boot!

Passive – Dirty Fighting

Every three hits from Akshan’s attacks and damaging abilities deal a burst of physical damage. If the target was a champion, Akshan also gains a shield.

After attacking, Akshan fires a second attack that deals reduced physical damage. The second shot can be canceled like a regular basic attack. If Akshan cancels the second shot he gains a burst of move speed.

Avengerang

Akshan throws a boomerang that deals physical damage and reveals enemies hit, extending its range each time it hits an enemy. Enemies can be hit once as the boomerang goes out and once as it returns.

Going Rogue

Passive: When enemy champions kill one of Akshan’s allies, they are marked as Scoundrels. When Akshan gets a takedown on a Scoundrel he gains bonus gold, all allies killed by the Scoundrel are resurrected at their base, and Scoundrel status is removed from all other enemies.

Active: Akshan becomes camouflaged for a short duration, or indefinitely while near terrain. During this time, Akshan can see trails leading toward Scoundrels and gains move speed and mana regeneration while moving toward them.

Heroic Swing

Akshan fires a hookshot that embeds in the first terrain hit. While embedded, he can recast to swing around the terrain in the cast direction, firing physical damage bullets at the nearest enemy while swinging. While swinging, he can recast again to jump off in the direction of the cursor and fire a final shot.

Heroic Swing‘s cooldown resets when Akshan earns a takedown on an enemy champion.

Comeuppance

Akshan locks onto an enemy champion and begins channeling power into his gun to store bullets. At the end of the duration or after recasting Akshan unleashes the stored bullets, each dealing physical damage based on missing health to the first minion, champion, or structure hit.

PATCH HIGHLIGHTS

Sentinel Graves, Sentinel Pyke, Sentinel Rengar, Ruined Miss Fortune, and Cyber Pop Akshan will be available July 22nd, 2021. Unbound Thresh will be available July 29th, 2021 as a token shop exclusive, and will return as a directly purchasable skin in patch 11.20.

RISE OF THE SENTINELS

 We’ve heard your feedback on the slow progression rate in the Rise of the Sentinels in-client narrative experience. Starting with the next chapter of Rise of the Sentinels, we’re adding a new, infinitely repeatable mission that awards extra Sentinels points just for playing a game. Including base TFT.

Note: Since we’re doing this mid-event, the missions are hidden, but the faster rate of progress should be immediately noticeable.

NEW MISSION Play 1 PVP matchmade game of Summoner’s Rift, ARAM, Ultimate Spellbook, or Teamfight Tactics (excluding Hyper Roll) to earn 600 Rise of the Sentinels points. This mission can be repeated infinitely. It won’t appear in your Missions log.
ACTIVATES With Chapter III of Rise of the Sentinels this week

CHAMPIONS

NEW

AKSHAN

The Rogue Sentinel

 Akshan swings into battle against Ruination on July 22nd!

ANNIE

Q damage ratio decreased.

 The small pyromaniac and her bear are taking over Skilled play! Annie does well versus short-range characters, which are her more common match-ups, so we’re lowering her upfront burst damage and lane harass.


Q – DISINTEGRATE

DAMAGE RATIO 80% AP  75% AP

AURELION SOL

Q cooldown increased.

 Aurelion Sol is toeing the line in Elite play, and he’s finally put his claw right over it. Slowing him down accordingly.


Q – STARSURGE

COOLDOWN 11/10/9/8/7 seconds  12/11/10/9/8 seconds

BLITZCRANK

Base armor and Q damage increased.

 Blitz has been cranking out pretty low lethality in the early/mid game. Considering he’s got a flashy fist, it should feel more rewarding when it actually hits. To polish him off, we’re also giving him a thicker metal skin.


BASE STATS

ARMOR 37  40

Q – ROCKET GRAB

DAMAGE 70/120/170/220/270 (+100% AP)  90/140/190/240/290 (+120% AP)

CAITLYN

Q damage ratio increased later.

 The Sheriff of Piltover could use some encouragement getting on over to the current marksman meta. She’s been finding success with Q-max builds, so we’re adding more incentive by boosting its scaling.


Q – PILTOVER PEACEMAKER

DAMAGE RATIO 130/140/150/160/170% AD  130/145/160/175/190% AD

CASSIOPEIA

E base empowered damage increased.

 Cassiopeia used to be a lane bully, but over the years, her gameplay has become farming patiently through the early game until she scales up to a point where she’s able to dish out the damage. With this change, she’ll be more able to press an advantage when she lands her Q in the early laning phase.


E – TWIN FANG

BASE EMPOWERED DAMAGE 10/30/50/70/90  20/40/60/80/100

GWEN

E bonus attack speed decreased early.

 Equipped with raw stat power and a big ol’ pair of scissors, it’s a little too easy for Gwen to snip back at even the toughest of opponents. We’re looking to sharpen her intended weakness by tapping down the speed of her slashes from level 1.


E – SKIP ‘N SLASH

BONUS ATTACK SPEED 40/50/60/70/80%  20/35/50/65/80%

IRELIA

W damage ratio decreased; damage reduction decreased later.

 After a good visit in 11.14’s patch notes, Irelia’s ended up on the strong side but in a much better position to balance moving forward. We’ll be watching to see where she lands longterm, but for now, we’re limiting the power on her W.


W – DEFIANT DANCE

DAMAGE RATIO 50% AD (150% AD maximum)  40% AD (120% AD maximum)
DAMAGE REDUCTION 40%-80% physical damage, 20-40% magic damage (levels 1-18)  40%-70% physical damage, 20-35% magic damage (levels 1-18)

KAYLE

Base magic resist decreased.

 In mid lane, Kayle’s a safe pick who can reliably stand fly her ground until she hits her power spike. Reducing her magic resist from the get-go should give opponents more opportunities to punish her vulnerable early game.


BASE STATS

MAGIC RESIST 30  26

KENNEN

Q damage increased.

 Struggling across the board, Kennen’s been out of sight for a while now. We’re upping his main ability to feel more like a strike from a storm rather than a sting.


Q – THUNDERING SHURIKEN

DAMAGE 75/115/155195/235 (+75% AP)  85/130/175/220/265 (+80% AP)

MORDEKAISER

W cooldown decreased; stored post-mitigation damage from damage dealt increased.

 The Iron Revenant’s been having trouble standing up to the current fighters in top lane, so we’re passing him more durability to help him hold his own in lane and overall throughout the game.


W – INDESTRUCTIBLE

COOLDOWN 14/13/12/11/10 seconds  12/11/10/9/8 seconds
STORED POST-MITIGATION DAMAGE FROM DAMAGE DEALT 35%  45%

NIDALEE

Base health and health growth increased.

 Nidalee is known for being fierce, but as of late, her performance across all levels of play has been anything but. With more health, she should be less afraid to bring out the cougar against her prey, and should also help her feel more accessible to players who are just picking her up.


BASE STATS

HEALTH 545 (level 1)  570 (level 1)
HEALTH GROWTH 85  95

RELL

W cooldown decreased.

 Rell is a champion who brings disruption and fury to her foes, especially when she’s able to pull out her full combo in extended fights, but she’s been weak across all levels of play. We’re reverting her 11.5 nerf so that she’ll be able to crash down on her opponents, tough out the fight, and mount up—and be able to do it all over again.


W – FERROMANCY

COOLDOWN 13 seconds  11 seconds

RUMBLE

Various Rumble heat system bugfixes and other QoL adjustments!

 We’re addressing some frustrating bugs around Rumble’s Overheated system that were left from our changes in patch 11.13. These fixes should even out some abnormalities and help players feel more in control of Tristy.


PASSIVE – JUNKYARD TITAN

UPDATEDHEAT DECAY BUGFIX Fixed a bug where Rumble’s Heat would start decaying at inconsistent times instead of the intended 4 seconds
NEWOVERHEAT CHECK Rumble now immediately Overheats upon reaching 100 Heat, instead of having a short window where multiple spells could be cast before Overheating
UPDATEDSHOP UNDO BUGFIX Rumble’s Heat no longer resets to previous values when undoing shop purchases
UPDATEDTOOLTIP Now correctly indicates Overheat duration of 5.25 seconds (actual Overheat duration unchanged)

E – ELECTRO HARPOON

UPDATEDOUT OF RANGE BUGFIX Rumble no longer stops moving when targeting Electro Harpoon at extremely long distances

SHYVANA

Q cooldown decreased early; damage ratios increased.

 Shyvana could use more oomph in her one point wonder, so we’re buffing her Q to help her clear speeds and let her really dig her teeth into her enemies. We’re also adding in some AP compensation so that both her builds can benefit equally.


Q – TWIN BITE

COOLDOWN 9/8/7/6/5 seconds  7/6.5/6/5.5/5 seconds
FIRST HIT DAMAGE RATIO 25% AP  35% AP (AD ratios unchanged)
SECOND HIT DAMAGE RATIO 15% AP  25% AP (AD ratios unchanged)

SYLAS

Q detonation damage increased. W heal decreased.

 Sylas is a versatile dueler who does what he does a little too well—healing his way through fights, often swinging the battle to his advantage, often catching his opponents off guard. Although sustain is an important part of his kit, enemies should be able to find some kink in his armor. We’re moving some of his sustain power over to his chains so that he doesn’t swing fights as hard, but can still find success when he lands his less-reliable abilities.


Q – CHAIN LASH

DETONATION DAMAGE 60/115/170/225/280 (+80% AP)  70/125/180/230/290 (+90% AP)

W – KINGSLAYER

HEAL 30/60/90/120/150 (+45% AP)  25/50/75/100/125 (+40% AP)
MAXIMUM HEAL 60/120/180/240/300 (+90% AP)  50/100/150/200/250 (+80% AP)

SYNDRA

Q cost decreased early.

 Syndra’s 10.13 mana nerf was intended to bring her down in Pro play, but it was only somewhat effective, while also causing painful detriment to her early game. Now that she’s much less present in Pro, we’re reverting the change and will find another tactic if she poses a problem in the future.


Q – DARK SPHERE

COST 60/65/70/75/80 mana  40/50/60/70/80 mana

THRESH

E cooldown increased.

 With all his tools to keep his friends alive, Thresh is one of the best at peeling enemies off of otherwise vulnerable allies. Recently, he’s been dominating Pro play, so we’re curbing his power by targeting his E’s uptime.


E – FLAY

COOLDOWN 11/10.5/10/9.5/9 seconds  13/12.25/11.5/10.75/10 seconds

VIEGO

Q base damage decreased; bonus damage against monsters increased; healing from damage against marked minions decreased.

 Despite his last visit to the patch notes in 11.13, Viego’s continued to be a popular pick in all his roles. We’re taking another pass by targeting his solo lane power and compensating with additional monster damage in the hopes he’ll end up in a more balanced state long-term .


Q – BLADE OF THE RUINED KING

BASE DAMAGE 25/40/55/70/85  15/30/45/60/75
BONUS DAMAGE AGAINST MONSTERS 10  20
HEALING FROM DAMAGE AGAINST MARKED MINIONS 50%  10%

WUKONG

Base health regen decreased.

 Wukong’s able to stay healthy in lane, even after taking a beating. We’re lowering his sustain so that while he remains a strong duelist, he’ll need more time to lick his wounds.


BASE STATS

HEALTH REGEN 4  2.5

XAYAH

R cooldown decreased.

 Xayah’s been dragging behind the rest of the flock. Some spice should really let her feathers fly.


R – FEATHERSTORM

COOLDOWN 160/145/130 seconds  140/120/100 seconds

ITEMS

HULLBREAKER

Hullbreaker could use some help as the game reaches later phases of the game. We’re giving more durability for anyone who’s hunting alone.


BOARDING PARTY BONUS RESISTANCES 20-45 bonus armor and bonus magic resistance (level 9-18)  20-60 bonus armor and bonus magic resistance (level 9-18)
BOARDING PARTY MINION BONUS RESISTANCES 60-135 bonus armor and bonus magic resistance (level 9-18)  60-180 bonus armor and bonus magic resistance (level 9-18)

ULTIMATE SPELLBOOK UPDATES

Ulternate Summoner Spell Pool

NEWMALPHITE R R – Unstoppable Force is now available, with 0 bonus ability haste and 80% ratios
REMOVEDTRYNDAMERE R R – Undying Rage is no longer available

Champion Buffs

BARD +5% damage dealt, -5% damage taken

Champion Nerfs

JAX +5% damage taken
TRUNDLE +5% damage taken
YUUMI -5% damage dealt, -20% healing and shielding  -5% damage dealt, -25% healing and shielding

Ulternate Summoner Buffs

MISS FORTUNE R 80% AD/AP ratios  100% AD/AP ratios
JHIN R 35 bonus ability haste  45 bonus ability haste
EZREAL R 80% AD/AP ratios  90% AD/AP ratios
LUX R 80% AD/AP ratios  90% AD/AP ratios
XERATH R 90% AD/AP ratios  100% AD/AP ratios

Ulternate Summoner Nerfs

OLAF R 10 bonus ability haste  0 bonus ability haste

Bugfixes and More

  • Stealth champions can now get stealth Ulternate Summoners offered to them
  • Clones will now properly copy health bar icons, including the Ulternate Summoner icon. This fix applies more broadly as well (e.g. Omnistone will now properly copy its icon over).
  • First Blood gold now correctly matches the classic Summoner’s Rift value (150 gold  100 gold)
  • Dragon Soul’s revive now triggers after champion revives
  • Fixed a bug where the announcement text for stealing a Ruined Dragon was incorrect
  • Volibear will no longer sometimes spit out missiles from his Ulternate Summoner when trying to bite

Matchmaking

  • Matchmaking for the Ultimate Spellbook queue has been reseeded! This means that your matches should now be with players of a more equal skill level. This fix happened in the middle of the last patch, but we believe it’s worth a callout here.

SUMMONER’S RIFT RANKED SPLIT 3 START

 And into the third split of Ranked we go on Sunday, August 8 at 11:59 PM local time for your region! Bop your way to the top with exclusive rewards: an Akshan summoner icon, Akshan emotes, and a Series 1 Eternals Capsule.

CLASH STARTS

  • Mount Targon Clash: The second weekend of the Mount Targon-themed Clash will be July 24th and 25th. Team formation for the second weekend will be open starting on July 19th.
  • Bandle City Clash: The first weekend of the Bandle City-themed Clash will be August 7th and 8th. Team formation for the first weekend will be open starting on August 2nd. The second weekend will be during patch 11.16.

BUGFIXES/QOL CHANGES

  • Recall sound effects now play for base Nautilus, Abyssal Nautilus, Subterranean Nautilus, Subterranean Nautilus, AstronNautilus, and Worldbreaker Nautilus
  • Fixed a bug on Kayn’s E SFX where it made a popping noise when it looped
  • Kayn’s global transformation SFX will now play for both allies and enemies
  • Odyssey Kayn’s dance music is now form specific
  • Kayn’s W on hit SFX is now form-specific
  • Base Kayn’s recall SFX is now form-specific
  • Kayn’s transformation SFX is now stereo for the local player
  • Fixed a bug where Lillia’s Q – Blooming Blows movement speed did not scale off of AP from runes
  • Nocturne’s Passive – Umbra Blades’ now correctly heals for the full amount against pets
  • Illaoi’s Q – Tentacle Smash’s animation no longer locks if she inputs another command right after casting the ability
  • Shaco’s Q – Deceive‘s orange smoke VFX now correctly appears from the enemy’s point of view when cast through fog of war
  • Kled and all his skins have one of his W voice lines restored
  • Marauder Kled now correctly switches between his mounted and unmounted voice lines
  • Viego will now respond to Shadow Isles voice interactions rather than Demacian
  • Zoe’s taunt voice lines for Ezreal and Lux have been restored
  • True Damage Senna’s unique skin voice lines have been restored

Akshan can move normally and cast Heroic Swing while channeling and firing Comeuppance.

The post League of Legends Update 11.15 Patch Notes (LOL 11.15) appeared first on UpdateCrazy.

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League of Legends (LOL) Patch Update 11.12 Notes [OFFICIAL] https://updatecrazy.com/league-of-legends-lol-patch-update-11-12-notes-official/ Tue, 08 Jun 2021 19:44:01 +0000 https://updatecrazy.com/?p=43646 League of Legends update 11.12 is now available to download. According to the League of Legends patch notes, the latest update brings changes to weapon combinations and nerfs to Pro outliers (Renekton, Kai’Sa). Previously, a big update was released with various quality of life improvements and changes. Unfortunately, since the last patch, players are still […]

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League of Legends update 11.12 is now available to download. According to the League of Legends patch notes, the latest update brings changes to weapon combinations and nerfs to Pro outliers (Renekton, Kai’Sa).

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL patch 11.12 will fix a few of these issues.

League of Legends Update 11.12 Patch Notes

BUGFIXES/QOL CHANGES

  • Recolored Traditional Karma’s ability VFX
  • Battlecast Skarner’s VO when he purchases Frostfire Gauntlet has been restored
  • Fixed Warden’s Mail and Randuin’s Omen’s tooltips to properly count blocked damage from their Rock Solid passives
  • Black Cleaver now properly appears in the Movement tab of the in-game shop
  • Gragas’ W – Drunken Rage now properly triggers Manaflow Band and Tear of the Goddess
  • Poppy’s W – Steadfast Presence now properly works against Stridebreaker’s Halting Slash passive
  • Trundle’s Passive – King’s Tribute no longer triggers if he’s near Baron Nashor a few seconds after it spawns
  • Dead allies can no longer stack Demolish with the player against the same turret

TEAMFIGHT TACTICS11.12 Patch Notes

SYSTEMS

Loot Orbs

  • Reforger: Use to reroll items into other items of the same evil/vanilla variant and same tier (completed/uncompleted as well as emblems).
  • It’s unnatural: Force of Nature and Force of Darkness cannot be rerolled.
  • Magnetic Remover: Use to remove items equipped to a champion.

Armory

  • 3-2 Armory (Changed): 2 Regular Components ⇒ 1 Shadow, 1 Regular
  • 4-2 Armory (Removed): Removing the 4-2 Armory to prevent against forcing builds and an overabundance of items.
  • Armory Frequency: Starting on Stage 4, the Second Round of each Stage (4-2, 5-2, 6-2, etc.) has a chance to have an additional Armory. These will have a variety of options including: Consumables (Reforger, Neeko’s, Magnetic Remover, and Loaded Dice), Spatulas, Item Components (Bow, Sword, etc.), Combined Items (Bloodthirster, Riskthirster, etc.), and Emblems (Completed Spatula Items).
  • Later stage drops are more powerful. A Stage 6+ Armory will no longer offer item components, and later Stage armories can offer Emblems for traits that you are playing.
  • Hyper Roll Armory: A bonus Armory can appear on 5-2, 7-2, 9-2, etc.
  • Hyper Roll Basic Armory rounds have been shuffled slightly to accommodate the newly stocked Armory.

Critical Strike Damage

  • Base Critical Strike Damage: 150% ⇒ 130%

TRAITS

Reach Traits

  • Dragonslayer 6: Now offers Dragonslayers 140 Ability Power and teammates 100 Ability Power
  • Ironclad 4: Allies gain 180 Armor
  • Renewer 6: Renewers Heal for 10% of their maximum Health each second, and at full Health, they restore 10% of their Mana instead.
  • Revenant 4: Revenants will revive with 75% of max Health.
  • Spellweaver 6: Spellweavers have 80 increased Ability Power and are granted an additional 8 Ability Power Per Cast, stacking up to 10 times.
  • Skirmisher 9: Skirmishers gain a shield equal to 60% of their max Health at the start of combat, and 10 bonus Attack Damage per second.

Trait Balancing

  • Cavalier Damage Reduction: Damage Reduction: 20/30/35% ⇒ 20/25/30%
  • The Monstrosity now stops charging after slamming into two targets.
  • The Monstrosity now removes Attack Speed Slows and AD Reduction effects when he casts his spell.
  • Monstrosity Armor/Magic Resist: 40/50/60 ⇒ 40/60/75
  • Monstrosity Attack Damage: 100/160/220 ⇒ 90/150/200
  • Monstrosity Bonus AD: 10/16/22 ⇒ 9/15/20
  • Dawnbringer Bonus Damage: 10% ⇒ 12%
  • Redeemed Armor/ Magic Resist/ Ability Power: 30/50/70 ⇒ 30/60/90
  • Skirmisher Max Health Shield: 20/40/60% ⇒ 25/40/60%

CHAMPIONS

Tier 1

  • Lissandra 1000 Daggers Primary Damage: 250/300/400 ⇒ 280/330/450
  • Lissandra 1000 Daggers Secondary Damage: 125/150/200 ⇒ 140/165/225
  • Vayne Silver Bolts Damage: 65/90/140 ⇒ 70/100/140
  • Vladimir Max Mana Buff: 0/85 ⇒ 0/80

Tier 2

  • Brand Mana Lock after casting: 1 ⇒ 1.5 seconds
  • Hecarim Spirit of Dread now correctly scales with Ability Power
  • Hecarim Spirit of Dread Damage: 450/600/1200 ⇒ 250/350/500
  • Hecarim Spirit of Dread Healing: 300/400/800 ⇒ 250/350/500
  • LeBlanc Ethereal Chain Damage: 200/250/500 ⇒ 100/150/250
  • LeBlanc Ethereal Chain Stun Duration: 2 ⇒ 1.5/2/2.5 seconds
  • LeBlanc Health: 550 ⇒ 600
  • Nautilus Attack Damage: 65 ⇒ 80
  • Nautilus Anchor Slam Damage: 150/250/700 ⇒ 200/300/750
  • Sejuani Attack Damage: 45 ⇒ 65
  • Thresh Attack Damage: 55 ⇒ 75

Tier 3

  • Katarina Sinister Blade Primary Damage: 200/250/450 ⇒ 200/250/420
  • Katarina Sinister Blade Secondary Damage: 100/125/225 ⇒ 100/125/210
  • Riven Blade of the Dawn Attack Damage Bonus: 90/100/150% ⇒ 90/100/130%
  • Riven Attack Damage: 90 ⇒ 85
  • Nunu Max Mana Nerf: 0/70 ⇒ 0/75
  • Zyra Max Mana Buff: 60/120 ⇒ 40/100
  • Zyra Grasping Roots Damage: 250/350/700 ⇒ 200/325/700

Tier 4

  • Aphelios Max Mana Buff: 0/100 ⇒ 0/90
  • Jax Empowered Strike Bonus Attack Speed: 20/25/60% ⇒ 30/35/100%
  • Karma Mana Lock: 1.25 ⇒ 1.5 seconds.
  • Karma Max Mana Buff: 0/60 ⇒ 0/50
  • Karma Mana Reduction Per Cast: 20/20/40 ⇒ 15/15/30
  • Karma Soulflare Damage: 200/250/600 ⇒ 240/300/700
  • Vel’koz Attack Speed: 0.65 ⇒ 0.75

Tier 5

  • Kayle Divine Ascent 3rd Ascension Attacks per Immunity: 7 ⇒ 10

ITEMS

  • Archangel’s Staff Mana Ratio: 40% ⇒ 45%
  • Archdemon’s Staff of Immortality Mana Ratio: 350% ⇒ 400%
  • Bloodthirster Lifesteal: 40% ⇒ 33%
  • Riskthirster Self Damage: 33% ⇒ 25% of max Health
  • Hand of Justice Attack Damage and Ability Power: 40 ⇒ 45
  • Ionic Spark Magic Resist Shred: 40% ⇒ 50%
  • Sacrificial Gauntlet Self Damage: 15% of max Health ⇒ 100% of max Mana multiplied by Star Level
  • Titan’s Revenge Damage: 25% ⇒ 20% of pre-mitigation damage taken
  • Vengeful Trap Claw has been renamed to Banshee’s Claw

BUG FIXES

  • Brand’s cast no longer counts twice towards on-cast effects such as Archangel’s Staff and Shadow Jeweled Gauntlet
  • Hecarim’s Spirit of Dread now correctly scales with Ability Power
  • Vel’Koz will now find a new target for his Lifeform Disintegration Ray if his current target becomes untargetable (Guardian Angel, Revenant)
  • Stick em with the pointy end: Pantheon will now face his new combat target with Aegis Assault if his current target becomes untargetable (Guardian Angel, Revenant)
  • Damage ticks from Pantheon’s Aegis Assault can now properly critically strike and be dodged
  • re-Steeling the credit: Rell is now properly credited for her shielding in the Shields & Healing chart
  • No longer chasing thunder: Units should no longer attempt to chase Kennen if he dashes very far away
  • Fixed a rare Kindred bug where Wolf would get stuck in Lamb

The post League of Legends (LOL) Patch Update 11.12 Notes [OFFICIAL] appeared first on UpdateCrazy.

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League of Legends Patch 11.11 Notes [OFFICIAL] https://updatecrazy.com/league-of-legends-patch-11-11-notes-official/ Wed, 26 May 2021 06:28:19 +0000 https://updatecrazy.com/?p=42512 League of Legends update 11.11 is now available to download. You can read the complete League of Legends patch notes here. The latest patch brings adjustments to Senna and the Frostfire Gauntlet and Duskblade. Recently, a big update was released with various quality of life improvements and changes. Unfortunately, since the last patch, players are still experiencing […]

The post League of Legends Patch 11.11 Notes [OFFICIAL] appeared first on UpdateCrazy.

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League of Legends update 11.11 is now available to download. You can read the complete League of Legends patch notes here. The latest patch brings adjustments to Senna and the Frostfire Gauntlet and Duskblade.

Recently, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s patch will fix a few of these issues.

League of Legends Update 11.11 Patch Notes

Champions

Azir

Q – Conquering Sands

  • Cost: 70 mana to 55 mana

Elise

Passive – Spider Queen

  • Spider form on-hit damage ratio: 30 percent AP to 20 percent AP
  • Ezreal

Health regen growth: 0.55 to 0.65

Armor: 22 to 24

Graves

AD growth: Three to four

Hecarim

Q – Rampage

  • Damage ratio: 70 percent bonus AD to 75 percent bonus AD

E – Devastating Charge

  • Minimum damage ratio: 50 percent bonus AD to 55 percent bonus AD
  • Maximum damage ratio: 100 percent bonus AD to 110 percent bonus AD

Lee Sin

E – Tempest

  • Cooldown: Eight seconds to nine seconds

Leona

W – Eclipse

  • Base damage: 60/95/130/165/200 to 45/80/115/150/185

Master Yi

Q – Alpha Strike

  • Damage ratio: 100 percent AD to 90 percent AD

E – Wuju Style

  • Base damage: 20/30/40/50/60 to 30/40/50/60/70

Morgana

W – Tormented Shadow

  • Damage against non-epic monsters: 185 percent to 155 percent

Nautilus

E – Riptide

  • [New] Riptide now deals 150 percent increased damage against monsters

Qiyana

W – Terrashape

  • Bonus movement speed: 5/7/9/11/13 percent to 3/5/7/9/11 percent

Rumble

Passive – Junkyard Titan

  • On-hit damage cap against monsters: 120 to 80

Ryze

Health growth: 98 to 110

Senna

Passive – Absolution

  • Bonus attack range per 20 mist stacks: 25 to 20

Q – Piercing Darkness

  • [New] Piercing Darkness’ healing now also scales with 160 percent lethality

E – Curse of the Black Mist

  • Bonus movement speed: 20 percent to 20 percent (+one percent per 20 AP)

R – Dawning Shadow

  • Damage ratio: 50 percent AP to 70 percent

Seraphine

W – Surround Sound

  • Base self shield: 75 to 150 (level one to 18) to 75 to 225 (levels one to 18)
  • Base ally shield: 50 to 100 (level one to 18) to 50 to 150 (level one to 18)

Shaco

W – Jack in the Box

  • Damage ratio: 10 percent AP (20 percent AP against single targets) to nine percent AP (18 percent AP against single targets)

E – Two-Shiv Poison

  • AP damage ratio: 55 percent to 50 percent

Singed

E – Fling

  • Cooldown: 10 seconds to 10/9.5/9/8.5/8 seconds

Teemo

W – Move Quick

  • Cooldown: 17 seconds to 14 seconds

Urgot

W – Purge

  • Modified damage ratio: 20/24/28/32/36 percent AD to 20/23.5/27/30.5/34 percent AD

Items

Bramble Vest

  • Armor: 35 to 30
  • [Rem] Bramble Vest’s reflected damage no longer scales with bonus armor

Warmog’s Armor

  • 3,000 maximum health to 1,110 bonus health

Warden’s Mail

  • 0.5 percent of maximum health to five + 0.35 percent of maximum health
  • [New] Tooltip now shows how much Rock Solid damage has been blocked

Randuin’s Omen

  • 0.5 percent of maximum health to five + 0.35 percent of maximum health

Frozen Heart

  • 0.5 percent of maximum health to seven + 0.35 percent of maximum health
  • Winter’s Caress enemy attack speed slow: 15 percent to 20 percent

Moonstone Renewer

  • Starlit Grace heal and shield power per second: Four percent, up to 20 percent to six percent, up to 30 percent

Black Cleaver

  • Carve armor reduction per stack: Four percent, up to 24 percent at six stacks to five percent, up to 30 percent at six stacks

Divine Sunderer

  • Spellblade empowered on-hit damage: 10 precent of target’s maximum health to 12 percent of target’s maximum health
  • Spellblade healing: 50 percent for melee, 30 percent for ranged to 65 percent for melee, 40 percent for ranged

Frostfire Gauntlet

  • Snowbind slow for ranged users: 25 percent (+four percent per 1,000 maximum health) to 12.5 percent (+two percent per 1,000 maximum health)
  • Snowbind cooldown for ranged users: four seconds to six seconds
  • Rimeforged Grasp (Ornn update) SNowbind slow for ranged users: 25 percent (+four percent per 1,000 maximum health) to 12.5 percent (+two percent per 1,000 maximum health)
  • Rimeforged Grasp (Ornn upgrade) Snowbind cooldown for ranged users: four seconds to six seconds

Staff of Flowing Water

  • Rapids self and ally empowerment: 20 to 40 AP (based on target’s level) for four seconds to 25 to 45 AP (based on target’s level) for four seconds

Serpent’s Fang

  • Shield Reaver shield reduction for ranged users: 25 percent to 35 percent

Wardstone

  • [Rem] Stirring Wardstone
  • [Update] Watchful Wardstone
  • Total cost: 1,100 gold
  • Health: 150
  • Ability haste: 10
  • Arcane cache: This item can store up to three purchased control wards
  • [Rem] Visions of Ixtal: Increase your stealth ward, totem ward, and control ward caps by one
  • [New] Upon reaching level 13 and completing the support quest, automatically upgrades to Vigilant Warstone
  • [Update] Vigilant Wardstone
  • Build path: Automatically upgrades from Watchful Wardstone
  • Health: 150
  • Ability haste: 15
  • Arcane cache: This item can stone up to three purchased control wards
  • Visions of Ixtal: Increase your stealth ward, totem ward, and control war caps by one
  • [New] Blessing of Ixtal: Vigilant Wardstone now increases ability power, ability haste, bonus attack damage, and bonus health by 12 percent

Runes

Hail of Blades

  • Cooldown: Eight seconds to 12 seconds

Biscuit Delivery

  • Sellback cost: 30 gold to five gold

In-game shop updates

  • The build tree has been upgraded to put some respect on the final item (it’s larger) as well as accommodate taller trees
  • Chad Mythic items with an active now have their own special Mythic active border to differentiate them from the plebeian normal active items
  • Mythic item borders now show up in the scoreboard so you can easily identify why Jhin has a dash
  • The builds-into dropdown gained some smarts and can resize based on its content
  • Emberknife and Hailblade now appear in the Starting Items section of the support tab if you load in with Smite

Nexus Blitz balance changes

  • Nexus Blitz returns for the PROJECT event and will be available from May 27 to June 28.
  • 13 percent to nine percent
  • Elder Dragon can no longer appear as a first reward
  • Rift Scuttler now uses the same shield mechanic as in Summoner’s Rift
  • Rift Scuttler base health: 3,000 to 2,800
  • Rift Scuttler base armor and magic resist: 60 to 20
  • Smite now matches Summoner’s Rift’s values (starts at 450 damage, upgrades to 900)
  • Adjusted the factors that weighed into event advantages to the losing team. Not only will it take into consideration the gold discrepancy, but the formula will also consider level differences between the two teams
  • DPS check dummy health: 1,000 (+90 health per level, +15 health per second until six minutes, then +30 health per second after) to 1000 (+90 health per level, +two health per second until six minutes, then +four health per second after)
  • Damage that would kill the DPS check dummy now puts it at one health
  • On fire movement speed towards enemies facing angle: 180° to 130°

Bug fixes in League of Legends Patch 11.11

  • Ahri’s E – Charm no longer causes jungle monsters’ health to regenerate if used out of combat
  • Updated Base Karma’s Q and E VFX to improve color range and reduce noise
  • Hitting Hextech Malzahar or Tyrant Swain will trigger more metallic sounds
  • Fixed an SFX bug where the initial portion of Worldbreaker Malzahar’s Q – Call of the Void couldn’t be heard if he casts the ability from Fog of War
  • Fixed an SFX bug for Crystal Rose Swain, where if Swain used R – Demonflare and started draining a target’s soul, the target would not hear the stereo whisper SFX or the soul drain start SFX
  • Open shop voice lines are once again available for champions and skins that have them
  • Updated Taliyah’s Close Shop VO to her open shop VO
  • Lux’s R – Final Spark VO will once again play
  • Swapping regular Smite once with Unsealed Spellbook will no longer make it deal its upgraded 900 damage when it is swapped back
  • Fixed a bug where Xin Zhao’s E – Audacious Charge would go on cooldown and use mana despite it not being actually activated when trying to cast it on an enemy outside of its range and recasting it afterward without a target
  • Rammus’ R – Soaring Slam no longer deals its damage instantly when cast at point zero
  • Alistar’s Q – Pulverize no longer grants a stack of Passive – Triumphant Roar when used on a spell-shielded target
  • Kassadin can no longer trigger Electrocute by only hitting a champion with two separate attacks

The post League of Legends Patch 11.11 Notes [OFFICIAL] appeared first on UpdateCrazy.

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