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Patch 5.13 Core AP Items Changes, New HUD turned off on PBE


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Zypppy

Zypppy

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All credits go to these sites : http://www.newsoflegends.com/ and   http://www.surrenderat20.net 


 

 

Xypherous has released a massive list of tentative changes to core AP items that’ll ship with Patch 5.13 (we’re currently in the 5.12 PBE cycle). Speaking of the PBE, the new HUD has been turned off and won’t ship with the next patch. Also, a new ban wave will hit botters and cheaters this week.

 

 

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vLemon: Hey guys,

In preparation for the 5.12 patch we disabled the new HUD as we’re not going to be releasing it with this patch. The reason for this is that the closer we get to the patch date we want to get confidence on the builds that we plan on shipping to all regions.

We will be re-enabling the new HUD on PBE at once with 5.13!

[ Link to Post }

 

 

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Note: These changes aren’t on the PBE yet! But will on the PBE once we switch over to testing the new patch stuff.

TL;DR – We’re changing AP Items! NLR is cheaper! More things give 80 AP! More things build out of NLR! Most things top out at 100 AP – but you’ll still probably have the same amount of AP in your full build!

EDIT: Okay, you guys usually don’t outnumber me by this much when I make a post like this. Going to pass out – probably won’t be able to respond to comments until the changes hit PBE and players start playing on them.

Rationale

Ability Power is a relatively easy thing to optimize in the current ecosystem and the current AP builds are a little more generic than I’d like.

AP mages bring a mix of damage and utility but the AP items have accidentally converged around damaging AP builds far outpacing more utility or counter-centric ones.

Needlessly Large Rod and the ‘120 AP’ Build

The crux of this issue is the fact that if you want a relatively high amount of AP – you were constrained to a fixed set of items that greatly synergize with each other due to the high amounts of base AP on them (Zhonya’s, Ludens, Deathcap). These items also tend to be more gold efficient because they’re behind the huge barrier of Needlessly Large Rod, in order to reward players for taking a power dip.

As time has passed – this NLR has created some odd side effects – the strongest AP items also have terrific utility or potential, which places every other AP item in a semi-awkward spot. It’s hard to justify a utility item over a build full of NLR items – especially since an NLR item gave something on the order of +52 / 78 more AP innately per slot after Deathcap or other potential multipliers.

What we’ve seen is that because this particular combination is so favored – it heavily narrows the types of mage patterns to those that can best use this particular offensive combination, effectively pushing out more control oriented mage playstyles or sustained mage playstyles in favor of whatever kits work well with a large amount of raw AP and care about burst damage.

This means that mages who have a core item or side item that don’t contain the default 4 items are heavily unfavored relative to their counterparts. While a certain degree of optimization around the items will exist – the power gap between different AP styles really doesn’t have to be on the order of 50-75 AP per slot in order to be meaningful.

What we’re doing

Tactically, we’re hitting the high end items in terms of AP while retouching and doing an update on the AP of most of the other items such that they compare more favorably to each other. Some items have been raised or lowered to 100 AP – while others have been lifted up to 80 Ability Power. We want to keep the overall amount of AP you get about the same at the end – but we want there to be more variations on the type items there – in case you need to deviate from a standard core.

Here goes – It’s a pretty big changelist but it’s mostly a cleanup and tier adjustment pass.

Changelist

 

Buff-Box7.pngBlasting Wand

  • Cost decreased from 860 Gold to 850

 

Change-Box4.pngNeedlessly Large Rod

  • Cost decreased from 1600 Gold to 1250
  • Ability Power decreased from 80 to 60

 

NLR being at such a high price / AP point means that almost any item that builds from NLR would have to have greater than 100 Ability Power on it when combined with any other Ability Power component. This proved to be a pretty huge constraint in using NLR as a stepping stone for certain items – going to retarget NLR as a smaller item. While this does have some implications on lane timing (You no longer need a double kill to get NLR first back, for example) – It was either this or inflate AP as a whole across the board.

This has some… interesting ramifications in terms of the stability of mid lane purchases.

 

Change-Box4.pngRabadon’s Deathcap

  • Recipe Change: Needlessly Large Rod + Blasting Wand + Amplifying Tome
  • Total Cost increased from 3300 Gold to 3500
  • Ability Power UNCHANGED: 120 AP
  • UNIQUE Passive now grants 35% Ability Power Amp, increased from 30%

 

Deathcap’s change mostly revolves around keeping total final AP of the damage build the same – while being able to nerf the individual AP items to have more comparable numbers to each other. As Deathcap is thekeystone I want a lot of AP item – we pushed the power here.

 

Change-Box4.pngZhonya’s Hourglass

  • Total Cost decreased from 3300 Gold to 3000
  • Now grants 100 Ability Power, decreased from 120

 

Change-Box4.pngLuden’s Echo (Summoner’s Rift)

  • Total Cost decreased from 3100 Gold to 3000
  • Now grants 100 Ability Power, decreased from 120
  • Now grants 10% bonus Movement Speed, increased from 7%

 

Luden’s is a terrifying item in terms of the general poke power it adds – Luden’s probably needs a more solid identity that ‘raw power’ – so we’ve been pushing the item to be more and more about being mobility focused rather than spam spell focused.

I suspect we’ll eventually need to do more to the item but it’d most likely be more of a slow burn.

 

Change-Box4.pngArchangel’s Staff (Summoner’s Rift)

  • Recipe Change: Needlessly Large Rod + Tear of the Goddess + 1030 Gold
  • Total Cost increased from 2700 Gold to 3000
  • Now grants 80 Base Ability Power, increased from 60

 

Making more items build out of NLR in the hopes of expanding the high-tier AP space. AAA is definitely deserving of being one of the high tier AP slots, given its general growth pattern and the fact that it’s attached to a quest in order to achieve maximum AP potential.

 

Buff-Box7.pngSeraph’s Embrace (Summoner’s Rift)

  • Now grants 80 Base AP, increased from 60

 

…For completion’s sake.

 

Change-Box4.pngRod of Ages (Summoner’s Rift)

  • Total Cost decreased from 2800 Gold to 2700
  • Now grants 300 Base Health, decreased from 450
  • Grants 400 Base Mana, decreased from 450
  • The passive growth now gives 40 Mana per minute, increased from 20, up to a maximum of 400, increased from 200
  • Passive now grants 4 AP per minute, increased from 2 AP, up to a maximum of 40 AP, increased from 20

 

Rod is currently leaning a bit too much towards favoring AP Heavies with the statline – while not really solving Mana / AP concerns for mages who want to pick it up. Going to adjust the item to more favor the Mana and Offensive statistics of this item, especially over time.

 

Change-Box4.pngNashor’s Tooth

  • Total cost increased from 2920 Gold to 3000
  • Now grants 40% Attack Speed, decreased from 50%
  • Now grants 80 AP, increased from 60

 

We’re also pushing more items up to compete in the 80 Ability Power range – While Nashor’s is a fine purchase for people who already have strong on-hit procs – the ratio of Attack Speed to Spells favored these characters probably a bit too hard.

Nashor’s should be acceptable as a niche for certain mages that can use their autoattacks well – but also have decent ratios.

(I’m not being biased here at all. I don’t know who you’re talking about.)

 

Buff-Box7.pngRylai’s Crystal Scepter

  • Recipe Change: Needlessly Large Rod + Amplifying Tome + Giant’s Belt
  • Total Cost increased from 2900 Gold to 3000
  • On single targets, the slow strengh has been increased from 35% for 1.5 seconds to 40% for 1.5 seconds
  • The AoE slow strength has been increased from 15% for 1.5 seconds to 40% for 1 second
  • For Passive DotS and “zone spells”, the slow strength has been increased from 15% for 1.5 seconds to 20% for 1 second

 

Note: If a spell is both an AoE and a DoT – they use the DoT value.

Rylai’s is currently good in a few scenarios, namely – do you have a spammable single target spell and a train pattern – a large part of this is the fact that the AoE / DoT portions of the slow are so weak in comparison to the single target slow. Changing the tactic here to make those slows have less overall duration rather than penalizing the direct effect.

This is a very powerful push in terms of Rylai’s overall power – but we’ll be looking at modifying and cleaning up of the slow rules as well either now or in the near future.

(Also added a self-only freeze particle effect so you can watch everyone become ice cubes when you’re slowing them. FOR CLARITY.)

 

Nerf-Box7.pngHaunting Guise

  • Total Cost has been increased from 1480 Gold to 1500

 

Wait for it…

 

Buff-Box7.pngLiandry’s Torment

  • Recipe Change: Haunting Guise + Blasting Wand
  • Total Cost has been increased from 2900 Gold to 3000
  • Now grants 80 Base AP, increased from 50

 

Liandry’s Torment is designed to be able to fit as a High Health / Low Resistance shredder (hence the combination of health damage + flat penetration). However, the lower AP on the item frequently meant your kit didn’t actually work. Aggressively pushing the power of this build to be able to compete with the more immediate damage type builds – like proc builds.

 

Buff-Box7.pngWill of the Ancients

  • No longer grants 20% Spell Vamp
  • New Passive: Your spells and abilities heal you for 15% of the damage dealt, calculated BEFORE your opponent’s resistances. 33% effect for AoE Spells.

 

You need so many things to get a Spell Vamp build to work. You have to be resistant enough to not get bursted. You have to deal a sufficient amount of raw damage in order to heal. You probably need to be ahead to outscale the opponent’s resistances. You need a ton of base damage. Therefore – this change is trying to reduce the number of dependencies needed in order to ‘turn on.’ You won’t need Pen to heal from this item on champions. Spell Vamp builds are fairly problematic to control once they get rolling – so they tend to be pretty binary.

The hope here is that there’s a lower spell vamp value and less healing generally in exchange for not needing so much to get started.

 

Change-Box4.pngOmNomNomicon

  • Recipe Change: Fiendish Codex + Forbidden Idol + Amplifying Tome
    Total Cost unchanged

 

Wanted to increase the number of potential purchase options at the ~1200 G level.

I’m attempting to make Codex + Book or Wisp + Book potentially attractive choices compared to NLR, especially on your first back. You’ll get more interim power than the NLR – at the slight cost of strongly telegrahing what you’re going to build and locking yourself into a build. It’s mostly an experiment to see if players like having this kind of choice between 800 + 400 component vs. ~1200 mid-tier.

It makes the recipe a bit bloated but… yeah.

 

Change-Box4.pngAthene’s Unholy Grail

  • Recipe Change: Fiendish Codex + Chalice of Harmony + Amplifying Tome
    Total Cost unchanged

 

See Omnomnomicon Above.

 

Nerf-Box7.pngVoid Staff

  • Total Cost has been increased from 2295 Gold to 2500
  • Now grants 80 Ability Power, increased from 70

 

Void Staff’s raw efficiency is pretty high compared to some of the other items on the list.

While % Penetration will always be a great multiplier for damage for any damage oriented mage – you don’t really need it to also be such a great source of Ability Power. This pushes Void Staff’s efficiency more in line with some of the other items with comparable multipliers. Also adding a bit of AP to ensure that players end up at roughly the same amount of AP they did pre-patch.

[ Link to Post ]

 

 

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1 second slow refreshing for each tick.

[ Link to Post ]

 

 

 

 

Will-we-also-see-changes-to-Hextech-Revo

I have some thoughts in this space – but I wanted to do an isolated Core AP pass.

I do have some ideas for Gunblade though. I’d remove the lifesteal and spellvamp and essentially convert to a global damage steal from all sources of damage – which I think fits better the concept of Gunblade entirely.

So like

No Lifesteal
No Spellvamp
Unique Passive: You heal 12% of the damage from ALL sources of damage you deal, including items.

Which creates some interesting synergizes with characters with strong on-hit magic damage and procs.

[ Link to Post ]

 

 

Will-you-make-a-new-Hybrid-item.jpg

I really dislike hybrid items personally. The more hybrid items that exist that are good – the weaker hybrid characters have to be innately in terms of their champion kits.

Put it this way, if a hybrid item exists that is merely efficient – then it’s not particularly attractive to hybrid characters compared to other AP items. So it has to be super efficient on the hybrid character compared to other options. However – once this happens, that means that the power spike from a single item that Hybrid characters you get can get crazily high – so then we nerf their ratios to compensate.

The end result of this is that less items are viable on hybrid characters because they are now balanced around having two crazy efficient items in their inventory.

That said – this is just the history of hybrid items. It could be that we’re making both hybrid items and hybrid characters completely incorrectly.

[ Link to Post ]

 

 

I-dont-see-how-these-changes-will-divers

I actually agree that we might need to go harder on this direction – but the reason I’m doing a light pass instead of something fairly heavy is that I really want to see if I like the overall direction on the game. There’s some rough bits (the triple components) that I can’t smooth with the time that I have (and there’s a serious gap in AP/CDR without Mana) but I’d like to take this step by step.

[ Link to Post ]

 

 

Wont-the-new-Rylais-be-broken-on-ChoGath

His ‘E’ is an AoE spell isn’t it? Eeeeugh. Well – I guess it’s really no worse than Frozen Mallet…. I think? hides

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I’m actually kind of terrified of Rylai’s AoE slow on him but definitely agree that he’s getting more powerful in multiple axis.

[ Link to Post ]

 

 

 

3-component-recipes-just-bother-me-a-lot

I know – it bugs me too. It gets kind of constraining towards the end game to feel like your options are becoming less efficient.

However, you get a 50 AP bump when finishing Morello – and that’s kind of rough.

If I had time to do another component item, it’d probably be some kind of upgrade from Fiendish Codex (Codex + Book) = 50 AP, 10% CDR item + Lane Passive) thing to smooth it out. However – I’d like to prove out this concept first before deep diving it some more.

[ Link to Post ]

 

 

What-if-Deathcap-built-out-of-two-Needle

While totally sweet – that means that Mid gets snowbally as hell. icon_razz.gif

The losing champion wouldn’t really have a good path into Deathcap and would be forced into a utility build – which would probably shrink the pool of mage champions down to hyperscaling utility champions.

[ Link to Post ]

 

 

 

With-3-main-items-mages-will-now-have-40

Quick questino, how are you getting 405 from the DCap/Zhonya’s/Luden’s Combo?

(100 + 100 + 120) * 1.35 = 432.

This combination is also 200 gold cheaper total – which is roughly 10 AP~ or 13.5 after deathcap.

Which puts it at 450 vs. 468. It’s still an overall nerf (mainly because – yes, this is a Luden’s nerf.) – but the more AP you have from other sources, like runes and masteries – the smaller the gap becomes overall.

The gap shrinks or reverses if your build included any of the following items: Nashor’s Tooth, Liandry’s Torment, Rod of Ages or AAAA.

[ Link to Post ]

 

 

Deathcap-Runeglaive-new-jungle-enchantme

Wait.. how are you getting 60 AP lost on Runeglaive + New Deathcap?

Deathcap is still at 120 AP – hence:

(120 + 40) * 1.35 = 216.

vs.

(120 + 80) * 1.3 = 260.

It should be 216 vs. 260 – in terms of net AP and Runeglaive has a quasi Lich Bane built right into it which should make up the difference pretty easily – unless your Fiddlesticks and have absolutely zero interest in autoattacking whatsoever.

Even AP Amumu cares about autoattacking because 25 MR shred is INSANE.

[ Link to Post ]

 

 

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Hey everyone,

Last week, we banned accounts found to be cheating. This week, we’re banning botted accounts. We want each and every game to feel competitive, and having bots on your team cripples your ability to work together as a team toward victory. As a result of these bans, we expect players will encounter fewer bots in their games, but there’s still more we can do in our efforts against bots.

We wish we could provide more context, but we won’t be answering questions about how we detect bots to avoid being reverse engineered. Just know that we’re committed to keeping these bots down. We’ll continue to improve detection as bots try to get around it, and we’re working toward other solutions that will decrease motivations for botting.

[ Link to Post ]

 

 

Will-you-add-a-cheating-botting-option-t

Getting community support to identify bots can be helpful for investigations, and I’m excited to hear you want to help. We’ve thought about this feature, but aren’t sure if we want to add it yet. One reason is that we can’t simply ban bots off of reports alone…we need to be able to identify and ignore false reports.

For now, I’d suggest using an existing category that most closely matches the bot’s activity (usually players use ‘Intentional Feeding’ or “Refused to Communicate with Team’). In the report comments, tell us that you’re reporting a suspected bot and describe the activity that tipped you off.

[ Link to Post ]

 

 

Are-you-banning-accounts-that-were-bough

We’re focused on detecting and banning botted accounts before they can be sold. This doesn’t mean that buying a botted account makes you innocent (our Terms of Use prohibit the buying and selling of accounts). That being said, let me answer your question directly: yes, accounts that were botted and sold are in-scope for these ban waves.

[ Link to Post ]

 

 

Why-dont-you-let-people-buy-level-30-acc

The best answer I can give you right now is “It’s complicated.”

We hear that players want secondary accounts. As for the reasons why, we’re sympathetic to some (e.g. “I want to play with my friends who just signed up”), but not others (e.g. “I want to stomp noobs”). We’re not sure that selling level 30 accounts is the best solution. There may be other ways we can support the ‘good’ use cases for smurfing in a way that doesn’t require creating a secondary account.

[ Link to Post ]

 

 

When-the-bot-accounts-get-banned-will-th

Heyo!

As far as I’m aware, I believe that there is a system in place that actually frees up names on inactive accounts after awhile. This includes permanently suspended accounts too. You can read more about the Summoner Name Clean Up here.

[ Link to Post ]

 

 

Are-there-any-other-ban-waves-incoming.j

There will be regular ban waves for bots going forward icon_smile.gif

[ Link to Post ]

 

 

 

 

I-fear-there-will-be-too-many-changes-in

 

I sympathize with your concern – we did add a whole ton of stuff in the previous two seasons – designed to solve specific problems – but each of these can be refined to a certain extent.

While I can’t speak to a lot of the other work going on – I will say that a lot of my work will revolve mostly in refining the systems that I’ve created to something more streamlined and multi-functional.

For example, there are roughly ~8 trinkets doing the work that 4 trinkets could do – one of them being completely unbalanceable for early game – and they’re all super narrow in terms of purpose.

For example, one of the ideas that I’m testing is that you can merge your Tier 2 Gold item with your Sightstone if you don’t really want the added burden of managing the Tier 3 support actives and then feeling sad over that wasted ‘slot.’

If there’s anything in particular bugging you though (you seem upset at Jungle, for example) – let me know.

[ Link to Post ]

 

 

Patch-Update-June-16th.jpg

Sound effects in Fog of War

Important note: Not every ability plays SFX if it hits something in Fog of War and this update won’t change that. We’re just restoring a couple of abilities that stopped working this patch.

[ BLIND NOT DEAF ] Fixed a few cases introduced this patch where landing an ability on a target in Fog of War wasn’t playing the appropriate sound effect.

[ Link to Post ]

 

 

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Stack points for Team Up Week and enjoy double chances of unlocking Legendary skins with all Mystery Gifts and Chests. The legendary upgrade is live now and lasts all the way through June 21 at11:59 PM PDT.

[ Link to Post ]

 

 

 

Fan-Artist-Feature-Inkinesss.jpg
ink_logo.jpg

Hey Summoners! For this Fan Artist Feature we’re speaking with Inkinesss, a longtime community artist and Thresh fan with a fun and adorable style. Follow her onTumblr and Facebook to see even more of her art!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

How did you get started creating League of Legends fan art?

My first fan art was made after the champion reveal of Lulu, I was like “Hnnnng how can she so cute I need to draw her <3” At that time I had a huge room for improvement on drawing, so combining “practice drawing” and “share things I love” sounds like a great idea, and the support and response from everyone keeps me drawing, too icon_biggrin.gif

ink_lulu.jpg

What’s been your favorite piece to create, and why?

Aaagh this is hard to answer, I like most of them! If I have to choose then Corgi Nasus it is. I enjoy drawing him as a tiny fluffy puppy with short legs so much! His dramatic ult and the relationship with Renekton also gave me lots of ideas (´・ω・`)

ink_corgi.jpg

Have to mention another piece of Thresh shaking his butt, I tried to make the animation myself but it was a disaster, thanks to Racoonwolf and his awesome skills, the outcome is super cuteeee <3

ink_dance.gif

Do you have a dream project you’d like to work on?

Ahahaha *hollow laugh* I keep making doodles which look like a huge series, then stop after few pieces cause I wanted to try something new like a different brush, technique, character proportion and so on. There was a series of mini champs wallpapers sorted by area or faction, but I can’t decide where Poppy should belong to, Bandle city (Yordles) or Demacia xD”… so it ends with only three pieces.

Also I wanted to make some figures (technical difficulty! ) and T-shirts (Riot already has an adorable Thresh Tee, all I can do is instant buy)

ink_isles.jpg

Who’s your inspiration? Do you have any favorite League fan artists?

Actually every artwork or artist can be my inspiration, there’s always something like color, technique, composition that I can learn. (´・ω・`)

Markou because of the epic Battle Bunny Talon, my favorite piece! Riot please!
Artsed has a great style and fascinating skin ideas!
Kaisinel too beautiful (*´∀`*)

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Is there anything else you’d like to share with the community?

Thanks everyone for your support <3!

 

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ink_lol.jpg ink_annie1.jpg
ink_ult.jpg ink_urf.jpg


Sorry for the lack of images :) 50 Are allowed


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