theredeye 发布于十一月 3, 2013 分享 发布于十一月 3, 2013 · 只看该作者 辛苦翻譯沒回復、沒點擊、沒加分…老子不幹了,棄坑。 資料來源:surrenderat20 Balance Changes* Remember *: The PBE is a testing grounds for new and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! [align=center]Champions[/align] Janna Tailwind (Passive) - no longer global, not 1300 range Tailwind (Passive) - movement speed up to 5% Howling Gale (Q) - AP ratio reduced to .35 from .75 Howling Gale (Q) - Now has a .1 AP per second ratio on Howling Gale charge. Howling Gale (Q) - damage lowered to 14/20/25/30/35 from 20/30/40/50/60 Zephyr (W) - Movement speed passive now has a .04% AP Ratio Zephyr (W) - Damage AP ratio reduced to .5 from .6 Zephyr (W) - Movement speed slow now has a .12% AP ratio Eye of the Storm (E) - "Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield)" Leona Eclipse (W) - armor and magic resist bonus lowered to 25/35/45/55/65 from 30/40/50/60/70 Eclipse (W) - Now gets a bonus armor equal to .2 Armor Eclipse (W) - Now gets bonus magic resist equal to .2 MR Lucian The Culling ( R ) - damage increased to 50/55/60 per shot from 40/50/60. The Culling ( R ) - cooldown increased to 110/85/60 from 100/75/50 Lulu Pix, Faerie Companion (Passive) now has a .15 AP scaling Pix, Faerie Companion (Passive) Base damage recuded to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105 Glitterlance (Q) - Minimum slow % now has an AP ratio of 1% per 7.50 AP Whimsy (W) - now grants 30 movement speed down from 35 Whimsy (W) - No longer grants AP boost Whimsy (W) - now has an AP ratio to increase the movement speed 1% per 10 AP Help, Pix! (E) - Shield AP ratio increased to .7 from .6 Help, Pix! (E) - Damage reduced to .5 from .6 Wild Growth ® - Health bonus lowered to 250/375/500 from 300/450/600 Nami Surging Tides (Passive) - Now has a .01 AP to 1% movement speed ratio. Aqua Prison (Q) - Aqua Prison AP ratio reduced to .5 from .65 Ebb and Flow (W) - Flat % from bounces removed, Now scales between 15% to 0% at 200 AP and can go over 0 which gives increased effects on bounces. Tidecaller's Blessing (E) - Now has an AP ratio to increase slow percentage equal to .05 AP ( 100 AP = 5% ) Tidal Wave ® - AP ratio reduced to .6 from .7 Sona Power Chord (Passive) - Now has a .2 AP Scaling Power Chord (Passive) - Damage reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192) Hymn of Valor (Q) - AP ratio reduced to .5 from .7 Aria of Perseverence (W) - Base heal reduced to 40/55/70/85/100 from 40/60/80/100/120 Song of Celerity (E) - Base movespeed increase lowered to 4/6/8/10/12 from 6/8/10/12/14 Song of Celerity (E) - Movespeed increase now has an .02 AP ratio to increase the % Song of Celerity (E) - Power Chord slow now has an .02 AP ratio to increase slow % Crescendo ® - AP ratio reduced to .4 from .8 Soraka Base health increased to 405 from 375 Health Per Level incrased to 76 from 71 Base Armor increased to 9.4 from 7.4 New Passive - Salvation: "Soraka's health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing." Starcall (Q) - Damage increased to 60/95/130/165/200 from 65/85/110/135/160. Starcall (Q) - Magic reduction now 6 (+ .15 AP) from 8/9/10/11/12 Starcall (Q) - New Effect - If Starcall hits at least one neemy champion, Astral Blessing's cooldown is reducecd by 5/6.25/7.5/8.75/10% Starcall (Q) - Mana cost changed to 30/40/50/60/70 from 20/35/50/65/80 [align=center]Text:[/align][align=center]Lv1, 30 mana, 2.5 sec CD[/align]Strike all nearby enemies dealing 60(+8) magic damage, and reduce their magic resist by 6(+0) for up to 5 seconds. (stack up to 10 times). If a startcall hits at least one enemy champion, Astral Blessing's cooldown is reducecd by 5%. Astral Blessing (W) - heal lowered to 70/120/170/220/270 from 70/140/210/280/350 Astral Blessing (W) - heal AP ratio lowered to .35 from .45 Astral Blessing (W)- Base armor bonus now 50/65/80/95/100 from 25/45/65/85/105 Astral Blessing (W) - Bonus Armor duration reduced to 2 seconds from 3 seconds Astral Blessing (W)- Armor bonus now has an AP ratio of .15 AP Astral Blessing (W)- Mana cost lowered to 80/100/120/140/160 from 80/110/140/170/200 [align=center]Text:[/align][align=center]Lv1, 80 mana, 20 sec CD[/align]Restores 70(+7) health, and temporarily grant 50(+3) bonus armor to an Ally for two seconds. Infuse (E) - Mana restore changed to 20/40/60/80/100 plus 5% of Soraka's Max Mana from 40/80/120/160/200 Infuse (E) - mana cost on ally changed to 5% of Soraka's mana Infuse (E) - Magic damage now deals 40/70/100/130/160 ( +.4 AP ) magic damage plus 5% of Soraka's Maximum mana from 50/100/150/200/250 ( .6 AP )e Infuse (E) - Has a New beam like particle [align=center]Text:[/align][align=center]Lv1, no cost on enemy / 5% of maximum mana on ally, 10 sec CD[/align]On ally cast: Restores mana equal to 20 plus 5% of Soraka's maximum mana (+27) to an enemy champion (Cannot be cast on self). On enemy cast: Deals magic damage equal to 40(+8) plus 5% of Soraka's maximum mana (+27) magic damage to an enemy and temporarily silences them for 1.5 seconds. Wish ® - Heal reduced to 150/250/350 (.55 AP) from 200/320/440 ( .7 AP ) Taric Gemcraft (Passive) - New: "After casting a sepell, Taric's next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns." Imbue (Q) - Cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16 Imbue (Q) - Base heal AP ratio reduced to .3 from .6 Imbue (Q) - Heal now scales on 5% of Taric's bonus health. Imbue (Q) - Mana cost reduced to 60/80/100/120/140 from 80/95/110/125/140 Imbue (Q) - Attacks no longer reduce CD [align=center]Text:[/align][align=center]Lv1, 60 mana, 18 sec CD[/align]Taric brings forth earthen energy to heal an target ally and himself for 60(+0)(+0) (5% of Taric's bonus health). If he targets himself, the heal increases by 40% restoring 84(+0)(+0) health. Shatter (W) - damage lowered to 40/80/120/160/200 from 50/90/130/170/210 Shatter (W) - AP Ratio removed Shatter (W) - Armor Ratio increased to 50% from 20% Dazzle (E) - AP ratio reduced to .2 to .4 from .4. to .8 Dazzle (E) - Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10 Radiance ® - Cooldown increased to 75 at all levels from 60 Radiance ® - Damage AP ratio lowered to .5 from .7 [align=center]Items:[/align] Updated Support Items Philospher's Pebble $ 365 +5 health regen per 5 seconds. +3 mana regen per 5 seconds. UNIQUE Passive - Harvest: Grant 2 gold each time a nearby minion dies that you didn't kill. Limited to 1 gold income item. Philosher's Stone Builds out of Philosopher's Pebble$850 +8 health regen per 5 seconds. +11 mana regen per 5 seconds. +2 gold per 10 seconds. UNIQUE Passive - Harvest: Grant 4 gold each time a nearby minion dies that you didn't kill. Limited to 1 gold income item. Shurelya's Reverie Builds out of Philospher's Stone and Faerie Charm$2000 +20% Cooldown reduction. +10 health regen per 5 seconds. +15 mana regen per 5 seconds. +2 gold per 10 seconds. UNIQUE Passive - Harvest: Grant 4 gold each time a nearby minion dies that you didn't kill. UNIQUE Active: Grant nearby allies +40% movement speed for 3 seconds (60 seconds cooldown). Limited to 1 gold income item. Kage's Pick $365 +10 Ability power +3 mana regen per 5 seconds. +2 gold per 10 seconds. UNIQUE Passive - Pickpocket: Basic attacks against champion grant 4 gold up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. Limited to 1 gold income item. Kage's Lucky Pick Builds out of Kage's Pick$850 +20 Ability power +7 mana regen per 5 seconds. +4 gold per 10 seconds. UNIQUE Passive - Spellthief: Spells and Basic attacks against champion grant 8 gold up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. Limited to 1 gold income item. Shard of True Ice Builds from Kage's Lucky Pick + Amplifying Tome$850 +50 Ability power +10 mana regen per 5 seconds. +4 gold per 10 seconds. UNIQUE Passive - Spellthief: Spells and Basic attacks against champion grant 8 gold up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. UNIQUE Active - Frost nova: Slows target enemy and all nearby enemies movement speed to 50% for 2 seconds (60 seconds cooldown.) Limited to 1 gold income item. Executioner's Emblem $365 +50 Health +6 Health regen per 5 seconds. UNIQUE Passive - Execute: Basic attacks execute minions below 200 health if an allied champion is nearby. This effect can occur up to twice per minute. UNIQUE Passive - Soul Tithe: Minions killed by Execute restore 2% of your maximum health to the nearest allied champion and grant them gold equal to the kill plus 5. Limited to 1 gold income item. Reaper's Emblem Builds out of Executioner's Emblem$850 +175 Health +12 Health regen per 5 seconds. UNIQUE Passive - Execute: Basic attacks execute minions below 200 health if an allied champion is nearby. This effect can occur up to twice per minute. UNIQUE Passive - Soul Tithe: Minions killed by Execute restore 2% of your maximum health to the nearest allied champion and grant them gold equal to the kill plus 10. Limited to 1 gold income item. Martyr's Call Builds out of Executioner's Emblem and Ruby Crysta$2000 +400 Health +25 Health regen per 5 seconds. UNIQUE Passive - Execute: Basic attacks execute minions below 200 health if an allied champion is nearby. This effect can occur up to twice per minute. UNIQUE Passive - Soul Tithe: Minions killed by Execute restore 2% of your maximum health to the nearest allied champion and grant them gold equal to the kill plus 10. UNIQUE Active - Healthbomb: Consumes 20% of your current health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds the target explodes dealing 10% of your maximum Health as magic damage in an area. Limited to 1 gold income item. Updated Jungle Items Spirit of Ancient Golem Health reduced to 350 from 500 New Unique Passive - Conseravation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation triggered. $2000 +350 Health +10% Cooldown Reduction +14 Health regen per 5 seconds. UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%. UNIQUE Passive - Butcher: Damage dealt to monsters increased by 30%. UNIQUE Passive - Conservation: Upon killing a Large or Epic monster, grants up to 30 bonus gold based on the last time Conservation triggered. Limited to 1 gold income item. Spirit of the Elder Lizard Attack damage lowered to 25 from 30 Passive damage increased to 16-50 from 7-40 Passive now procs on physical damage New Passive - Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold. $2000 +20 attack damage +10% Cooldown Reduction +14 Health regen per 5 seconds. +7 mana regen per 5 seconds. UNIQUE Passive : Deals 16-50 (based on level) true damage over 3 seconds on dealing physical damage. UNIQUE Passive - Butcher: Damage dealt to monsters increased by 30%. UNIQUE Passive - Bounty Hunter: Champion kill, assists and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold. Limited to 1 gold income item. Spirit of the Spectral Wraith Now Builds from Spirit Stone + Fiendish Codex Ability power increased to 50 from 40 Now grants 14 health per 5 seconds Mana regen per 5 lowered to 7 from 10 No longer reduceds cooldown of smite New Passive - bounty hunter: Champion kills, assists, and epic monsteres grant 30 bonus gold and large monsters grant 10 bonus gold. New Passive - 5% of spell damage dealth to monsters is restored as health and mana $2000 +50 Ability Power +10% Cooldown Reduction +14 Health regen per 5 seconds. +7 mana regen per 5 seconds. UNIQUE Passive : 5% of spell damage dealt to monsters is restored to health and mana. UNIQUE Passive - Butcher: Damage dealt to monsters increased by 30%. UNIQUE Passive - Bounty Hunter: Champion kill, assists and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold. Limited to 1 gold income item. Wriggle's Lantern Now builds out of MAdred's Razer + Dagger + Dagger Total cost down to 1800 from 2000 No longer grants life steal No longer grants attack damage Armor reduced to 20 from 25 Now grants 25% attack speed Maim now heals 10 health on hit on basic attacks to mosnters New Passive: Gain 40% increased gold from Monsters $1800 +25% Attack speed +20 Armor UNIQUE Passive - Main: Basic attacks to monsters deal 100 bonus magic damage and heal 10 health on hit. UNIQUE Passive - : Gain 40% increased gold from monsters. UNIQUE Active: Places a Stealth ward that reveals the surronding for 180 seconds (180 second cooldown). Limited to 1 gold income item. New Trinkets Scrying Orb Free but limited to 1 trinket reveals a location within 1100 range for 1 sec. (150 sec cd) $ free Limited to 1 Trinket. Passive : Becomes Greater Orb at level 9 and can be further upgraded with gold. UNIQUE Active: Reveals a small location within 1100 range for 1 seconds (150 second cooldown). (Trinkets cannot be used in the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds.) Greater Orb Free upgrade at level 9 cast range increased to 2000. Farsight Orb 475 gold + Greater Orb Cast Range increased to 2500, (120 second cooldown) Sweeping Lens Free but limited to 1 trinket disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd) $ free Limited to 1 Trinket. Passive : Becomes Greater Lens at level 9 and can be further upgraded with gold. UNIQUE Active: Reveals and disables nearby invisible traps and invisible wards for 4 seconds in a small radius (180 second cooldown.) (Trinkets cannot be used in the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds.) Greater Lens Free upgrade at level 9 sweep area of effect increased by 100%, cooldown reduced to 150 sec. Oracle's Lens 475 Gold + Greater Lens Additionally grants True Sight for 10 seconds after activation (90 second cooldown) Warding Totem Free but limited to 1 trinket places an stealth ward for 60 sec. (120 sec cooldown) $ free Limited to 1 Trinket. Passive : Becomes Greater Totem at level 9 and can be further upgraded with gold. UNIQUE Active: Places a Stealth ward that lasts 60 seconds (120 second cooldown.) Limit 3 stealth ward on the map per player. (Trinkets cannot be used in the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds.) Greater Totem Free upgrade at level 9 places a stealth ward for 120 sec Greater Vision Totem 475 Gold + Greater Totem Places a vision ward (180 second cooldown) Greater Stealth Totem 475 Gold + Greater Totem Places a stealth ward for 180 sec. (180 second cooldown) Ward & Vision Changes Oracle's Elixir Removed Sight Wards Renamed to Stealth Wards Limited to 3 per player Vision Wards Cost reduced to 75 from 100 Limited 1 on map Now have 5 health up from 3 No longer have a duration No longer invisible Old items Aegis of the Legion Cost Increased to 1950 from 1900 Avarice Blade Now reads "Limited to 1 Gold Income Item" Banner of Command Cost Increased to 2400 Cooldown reduction increased to 20% from 10% AP increased to 80 from 40. No longer grants Armor or health regen Doran's Blade Cost reduced to 440 from 475 Attack damage lowered to 8 from 10 Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone. Eleisa's Miracle No longer has passive that boosts summoner spells Enthropy Cost decreased to 3475 from 3500 Morellonomicon Now builds out of Faerie Charm + Fiendish Codex + Amp Tome instead of Kages+Fiendish+Charm Locket of the Iron Solari Cost increased to 2550 from 2500 Long Sword Cost decreased to 360 from 400 Mandred's Razors Armor reduced to 20 Mikael's Crucible Cost lowered to 1600 from 2500 No longer grants health regen Mana regen reduced to 12 per 5 from 18 per 5 $1600 +40 magic resist UNIQUE Passive - Mana Font: Increases mana regen by 1% for every 1% of missing mana. UNIQUE Active: Remove all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that chamion for 150(+10% of maximum Health)(180 second cooldownd). Ohmwrecker Cost decreased to 2000 from 2835 No longer grants 15 health and mana regen Phage Cost decreased to 1325 from 1350 The Black Cleaver Cost decreased to 2920 from 3000 The Bloodthrister Cost decreased to 3000 from 3200 Trinity Force Cost decreased to 3703 from 3728 Twin Shadows Price increased to 2000 from 1900 AP increased to 50 from 40 Will of the Ancients Cost reduced to 2000 from 2550 Now grants 10% CD Now grants 10 mana regen per 5 sec No longer grants an 30 AP and 20% spell vamp aura $2000 +50 Ability Power +10 mana regen per 5 seconds +10% cooldown reduction UNIQUE Passive: +20% spell vamp Zeke's Herald Cost decreased to 2450 from 2650 Riot's Changelist ALRIGHT - Instead of the typical change hunting for balance changes, Riot has provided us with pretty specific change lists for the Vision, Support, Summoner Spells, Jungle, and Game Flow changes that hit the PBE in this updates. I hope you are ready to read and please be aware that some of these changes ARE NOT IN THIS BUILD ( I'm looking at you jungle & mastery changes! ) Support Changes Source: http://community.pbe.leagueoflegends.com/c/gameplay/fs3jrmYy-new-support-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our support changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: We want all roles and positions to have the opportunity to fulfill their endgame fantasies within each game. Currently Support champions as a role experience the lowest amount of growth in comparison to other roles, and we want to supplement their story. We’re also looking to create a stronger identity for utility-focused supports with additional utility scaling on their abilities (as opposed to simply adding more raw damage). Added a mastery that grants experience every 5 sec. Added the Life Insurance mastery to the Utility tree - grants bonus gold when enemy lane minions die. Added increased assist rewards (assist bonuses) when a player has a very large number of assists (see our Game Flow post for more information) Support Items Kage's Pick now grants gold on dealing damage to an enemy. (10 sec cooldown. Cooldown triggers on killing a minion.) Philosopher's Stone now transmutes minions into gold when they die, but you didn't kill them. Reaper's Emblem now shares the gold from your last hits with the nearest ally and heals them (30 sec cd) Kage's Pick, Philosopher's Stone and Reaper's Emblem build from 365 gold starter versions that are intended to be starting items for support lanes Mid-Game Support Items The above items turn into midgame support items. Kage's Pick becomes Shard of True Ice, which grants 50 AP and now casts a frost nova on a ranged enemy. Philospher's Stone becomes Shurelia's Reverie, which no longer grants health and instead grants 20% CDR and additional mana regen. Reaper's Emblem becomes Martyr's Call, a high health item which allows you to sacrifice your health to shield allies and deal damage to opponents near the target. Champions Summaries are more focused on high-level changes rather than each individual change. Soraka Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health. Context: We wanted to provide a link between Soraka's primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays. Base Stats Base health increased to 405 (was 375) Health per level increased to 76 (was 71) Base Armor increased to 9.4 (was 7.4) Passive - Consecration New Passive: Salvation: Soraka's health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing.Q - Starcall Magic Resistance reduction changed to 6 at all levels + 0.01 AP (was 8-12) Mana cost changed to 30-70 (was 20-80) If Starcall hits at least one enemy champion Astral Blessing's cooldown is reduced by 5%/6.25%/7.5%/8.75%/10% W - Astral Blessing Healing reduced to 70-270 (from 70-350) + 0.35 (from +0.45) Armor granted now scales with AP (0.15 ratio) Armor duration reduced to 2s (was 3s) Base armor changed to 50-110 (was 25-105) Lowered mana cost to 80-160 (was 80-200) E - Infuse Allied cast changed to give an ally 20/40/60/80/100 mana + donate 5% of Soraka's max mana (was 40-200 for no cost) Can no longer be cast on allies who do not use mana or are already at max mana Enemy cast changed to deal damage equal to 40/70/100/130/160 + 5% of Soraka's max mana + 0.4 AP (was 50-250 + 0.6 AP) Added a spell effect from Soraka to her target R - Wish Healing reduced to 150-350 (from 200/320/440) + (0.55 (from +0.7)) Now affects untargetable allies Taric Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased. Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.* Passive - Gemcraft Gives Taric a buff that deals 40% of his armor as bonus magic damage on the next auto attack after casting a spell Passive empowered auto attacks reduce the cooldown of all abilities by 2s Q - Imbue Cooldown reduction on auto attacks removed (moved to passive) Base cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16 AP ratio lowered to 0.3 from 0.6 Added scaling from 5% of bonus health W - Shatter Base damages lowered to 40/80/120/160/200 from 50/90/130/170/210 Armor Ratio increased to 50% from 20% AP ratio lowered to 0 from 0.6 E - Dazzle Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10 AP Ratio lowered to 0.2/0.4 from 0.4/0.8 R - Radiance AP Ratio lowered from 0.7 to 0.5 Cooldown increased from 60 to 75 seconds Leona Summary: Eclipse’s bonus Armor and Magic Resistance now scales with ability power. Context: Leona’s general utility and Ability Power ratios have transitioned well to the preseason changes, so we’re not changing much with her current kit. W - Eclipse Changed base Armor / Magic Resistance from 30/40/50/60/70 to 25/35/45/55/65. Added (+0.2 AP) bonus armor and magic resist ratios to the armor/magic resist bonus respectively.Janna Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged. Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power. Passive – Tailwind Converting to a localized area (1300 range; equivalent to sight range) Increased movement speed bonus to 5% from 3% Q - Howling Gale Added a .1 AP per second that Howling Gale is charged before release Ability Power ratio lowered to .35 from .75 Lowered charge damage to 14/20/25/30/35 from 25/30/40/50/60 W – Zephyr Added an AP ratio to both her passive self-haste and slow amount on the active. These values are .04 for the self-haste and .12 for the slow Lowered damage ratio to .5 from .6 Lowered base slow to 24%/28%/32%/36%/40% from 24%/30%/36%/42%/48% E - Eye of the Storm Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield)Nami Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power. Passive - Surging Tides Added a 0.1 AP to 1% movement speed ratio to her movement speed buffQ -Aqua Prison Reduced AP ratio to .5 from .65W - Ebb and Flow Removed % drop off from bounces. Goes from 15% to 0% at 200 AP and can go over 0, leading to increased effects off every bounceE - Tidecaller's Blessing Increased the slow amount by a .05 AP ratio (100 AP is 5% additional slow)R - Tidal Wave * Reduced AP Ratio to .6 from .7 Sona Summary: Power Chord now scales with Ability Power. Song of Celerity’s speed boost now scales with ability power. Passive - Power Chord Power Chord reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192) Added .2 AP scaling to Power Chord Damage Q - Hymn Of Valor Ratio Reduced to .5 from .7W - Aria of Perseverance Base heal amount reduced at later ranks to 40/55/70/85/100 from 40/60/80/100/120E - Song of Celerity Activated speed boost reduced to (.04/.06/.08.10/.12) from (.08/.10/.12.14/.16) Added .02 Scaling to activated speed boost Added .02 Scaling to power chord slow R – Crescendo Ratio reduced to .4 from .8Lulu Summary: Pix, Faerie Companion now scales with Ability Power. Glitterlance’s slow now scales with Ability Power. Whimsy no longer boosts Ability Power but now scales its bonus movement speed with Ability Power. Passive - Pix, Faerie Companion Base damage reduced to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105 Added .15 AP scaling Q – Glitterlance Added minimum speed on slow falloff: 1% per 7.5 AP.W – Whimsy Removed AP boost Reduced base move speed increase from 35% to 30% Added AP ratio for movespeed, added a movespeed ratio of 1% per 10 AP. E - Help Pix! Increased AP ratio for shield to .7 from .6 Reduced AP ratio for damage to .5 from .6 R - Wild Growth Reduced base to 250/375/500 from 300/450/600" ============================================================ Vision Changes source: http://community.pbe.leagueoflegends.com/c/gameplay/4e873pBu-new-vision-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our vision changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets. Vision Trinkets (Summoner’s Rift Only) To encourage all players to participate in providing vision for their allies, we're providing unique item options dedicated to vision on Summoner’s Rift. Added a 7th Item slot, which can only contain a vision trinket Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens Warding Totem - places an stealth ward for 60 sec. (120 sec cooldown) Scrying Orb - reveals a location within 1100 range for 1 sec. (150 sec cd) Sweeping Lens - disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd) - These items upgrade at Champion Level 9: Greater Totem - places a stealth ward for 120 sec. (120 sec cooldown) Greater Orb - cast range increased to 2000. Greater Lens - sweep area of effect increased by 100%, cooldown reduced to 150 sec. - These items can then be upgraded at the shop for 475 Gold: Greater Stealth Totem - Places a stealth ward for 180 sec. (180 second cooldown) Greater Vision Totem - Places a vision ward (180 second cooldown) Farsight Orb - Cast Range increased to 2500, (120 second cooldown) Oracle's Lens - Additionally grants True Sight for 10 seconds after activation (90 second cooldown) Wards Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team. Sight Wards Sight (Green) wards renamed to "Stealth Wards" Sight wards limited to a max of 3 placed per player Ward tooltips display how many stealth wards are currently placed Vision Wards Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of 'Pink' Ward destruction. By positioning Vision Wards as having different strengths and trade-offs - we hope to create a better defined role for both Sight and Vision Wards. Vision (Pink) wards no longer stealthed Vision wards have 5 health Vision wards have infinite duration Vision wards cost reduced to 75 from 100 Vision wards limited to 1 placed on the map Sightstone / Ruby Sightstone Sightstones no longer have their own restriction but are restricted by your stealth ward capGeneral Placing a ward will now display your ward count and the ward that will be destroyed.Oracle's Elixir We’re removing Oracle's Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision. Removed from Summoner's Rift" =================================================================== Jungle Changes source: http://community.pbe.leagueoflegends.com/c/gameplay/abvPJyL3-jungle-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. *If you’re interested in the core philosophies around our jungle changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.* Summary: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes! Jungle The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level. Jungle monsters now have levels Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up) Jungle monster level determines their HP/Damage and XP/Gold value Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap Added an extra camp (the Wight) near the Blue Golem and Wolves Crest of the Ancient Golem (“Blue Buff”) Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available. Cooldown Reduction reduced to 10% from 20%Jungle Monster Statistics All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game Ancient Golem Health increased to 1500 from 1400 Gold reduced to 60 from 66 Elder Lizard Health increased to 1500 from 1400 Gold reduced to 60 from 66 Lizard Attack Damage reduced to 10 from 11 Experience reduced to 20 from 50 Gold increased to 7 from 5 Giant Wolf Attack Damage increased to 40 from 35 Experience reduced to 110 from 170 Gold reduced to 40 from 55 Wolf Attack Damage increased to 14 from 8 Experience increased to 25 from 10 Gold increased to 8 from 4 Golem Attack Damage increased to 55 from 54 Experience reduced to 140 from 160 Small Golem Health increased to 450 from 300 Attack Damage reduced to 25 from 30 Experience increased to 40 from 38 Wraith Experience reduced to 90 from 103 Gold increased to 35 from 30 Lesser Wraith Health increased to 250 from 150 Attack Damage increased to 12 from 10 Experience increased to 20 from 4 Gold increased to 4 from 3 Wight (New Camp) 1400 Health 75 Attack Damage 15 Armor 55 Gold 150 Experience Jungle Items *In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items Madred's Razors Armor reduced to 20 from 25Wriggle's Lantern Recipe: Madred's Razors + Dagger + Dagger (Total 1800) 20 Armor 25% Attack Speed Unique Passive: Deals 100 magic damage and heals 10 health per hit against monsters Unique Passive: Gain 40% increased gold from monsters Spirit of the Elder Lizard Attack Damage reduced to 25 from 35 Incinerate passive now procs on physical damage, damage increased to 16-50 from 7-40 Unique Passive: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters Spirit of the Ancient Golem Health reduced to 350 from 500 Unique Passive: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Maximum stacks: 30. Spirit of the Spectral Wraith Recipe: Spirit Stone + Fiendish Codex (Total 2000) 50 Ability Power 10% Cooldown Reduction 14 Health regen per 5 7 Mana regen per 5 Unique Passive: 5% of magic damage dealt to monsters is restored as Health and Mana Unique Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters Unique Passive: Damage dealt to monsters increased by 30%" ================================================================ Summoner Spell Changes Source: http://community.pbe.leagueoflegends.com/c/gameplay/o81eXTWd-new-summoner-spells-masteries-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game. Summoner Spells Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice. Ghost Cooldown rescaled to 180/160/140/120 from 180 Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed Grants 75% Multiplicative Movement Speed in the first second Now immediately updates your pathing on cast Ghost cannot be cast if you are immobilized Ignite Damage rescaled based on game time Now also reveals the target for the duration. Exhaust Attack Speed reduction reduced to 30% from 50% Movement Speed reduction rescaled to 30/35/40/45% from 30%. Heal Now a targeted spell, casting this on yourself will target you and the closest nearby ally Cast Range increased to 900 from 600 Cooldown reduced to 180 seconds from 300 seconds Grants 30% movespeed to both targets for 1 second Teleport Cooldown reduced to 180 seconds when targetting an allied building Cooldown increased to 300 seconds when cancelled or interrupted Cleanse Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy's back slightly.Smite Cooldown lowered to 40 sec. Damage reduced at early character levels, same damage at level 18. Clarity Now only available on Howling AbyssRevive Now only available on DominionMasteries Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree. Masteries have been updated." =================================================================== Game Flow Changes Source: 官方PBE討論論壇 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our game flow changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game. Turrets The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We've adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles Base damage adjusted to match minion health growth Base damage against minions increased to make last-hitting under turrets consistent Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early. Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret Inhibitor turrets now grant 175 global gold per player Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We're shifting this global experience to a phase of the game in which it'll be more appreciated and less likely to cause odd level ups and snowball advantages. Outer towers no longer give 30 global experience when destroyed Inhibitor towers now give 100 global experience when destroyed from 70 Defending against a split pusher is extremely taxing, but ultimately unrewarding. We've added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room. Inhibitor Turrets gained 15 hp / 5 secondsDragon To reduce the early snowball effect of Dragon and to give it a 'mid-game comeback' value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters. Dragon level minimum 6, maximum 15 Dragon local experience: 150 to 510 based on Dragon's level, divided between nearby allied Champions Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra) Inhibitors Inhibitor death timers reduced to 4 minutes from 5 minutes Inhibitors no longer grant a global buff to all minions when destroyed Inhibitors now grant a stronger damage and durability buff to minions in their specific lane Minion Experience The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We're removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we'll address that with future tuning over other systems Lane Minions now have a level, which is equal to the average level of champions in the game. Currently this has no effect on the game but will be expanded upon in the future. Lane Minions are no longer worth more experience based on game time. Minions will still become worth more gold and gain more statistics over time. Bounty Changes Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase. Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced. Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 minsPlayers who are present for a large number of assists aren't rewarded appropriately for their contribution to team fights Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 minsAssist Bonuses If players have 2 more assists than kills they get 30g additional gold per assist Additional assists increase this bonus by 15 gold, capping at 60 gold Creep Score Reducing Death Sprees Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn't being accurately updated to account for your actual value (due to farming minions). Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1Death Timers Early death timers were a little too punishing, given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing. Early Game death timers have been reduced Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game" 链接到点评
theredeye 发布于十一月 3, 2013 作者 分享 发布于十一月 3, 2013 · 只看该作者 [backcolor=white]資料來源:surrenderat20 前略 [/backcolor][align=center]英雄[/align][align=center][backcolor=white](置中括號內的東西是原效果)[/backcolor][/align][backcolor=white] [/backcolor][align=center][backcolor=white]Janna(風暴女)[/backcolor][/align][align=center][backcolor=white]被動(加所有友方英雄跑速)[/backcolor][/align] [backcolor=white]被動:不再是全圖,現在(懷疑 not 為 now 的誤值)距離 1300[/backcolor] [backcolor=white]被動:移動速度最多加5% [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]Q:(創造一個龍捲風並最多集氣3秒後發射,發射後把路經的敵軍擊飛)[/backcolor][/align] [backcolor=white] :AP傷害係數從 0.75 降為 0.35[/backcolor] [backcolor=white] :現在有每多集氣一秒加 .1AP 傷害[/backcolor] [backcolor=white] :額外傷害/每秒集氣 從 20/30/40/50/60 降到 14/20/25/30/35 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]W:(被動:加跑速並穿過單位 主動:指定傷害並緩速)[/backcolor][/align] [backcolor=white] :被動移速有 0.4%AP[/backcolor] [backcolor=white] :AP傷害係數從 .6 降到 .5[/backcolor] [backcolor=white] :AP增加緩速效果 係數0.12 [/backcolor] [backcolor=white](100 AP + 4%跑速?老實說,我不太確定…因為他原本就沒有寫清楚到底加的是跑速還是 %跑速…如果是4%的話是很微妙的數字…S4的輔助,ap可不會像以前那樣少阿…搞不好會快到很難被追上) [/backcolor][align=center][backcolor=white]E:(主動:加盾,當盾存在的時後就加傷害 可用於塔…如果塔在套盾的情況下尾兵,那珍娜取得$)[/backcolor][/align] [backcolor=white] :現在 AP 增加盾的傷害 buff。係數0.33 基準值此技能給的基本 AD強化 [/backcolor][backcolor=white](不要問我…我也沒看懂…) [/backcolor][align=center][backcolor=white]Leona(太陽女)[/backcolor][/align][align=center][backcolor=white]W:(開啟自體加雙防,時間結束自身中心範圍傷)[/backcolor][/align] [backcolor=white] :增加的雙防降低至 25/35/45/55/65 從 30/40/50/60/70[/backcolor] [backcolor=white] :現在護甲、魔防值會增加此技能各自的加值,係數 .2 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]Lucian(雙槍歐巴馬)[/backcolor][/align][align=center][align=center][backcolor=white]R:(指定一個方向持續打擊,移動中使用可)[/backcolor][/align][/align] [backcolor=white] :傷害基本值提高到 50/55/60 /每擊 從 40/50/60 /每擊[/backcolor] [backcolor=white] :冷卻時間提高到 110/85/60 從 100/75/50 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]Lulu(紫皮巫師帽矮子)[/backcolor][/align][align=center][backcolor=white]被動(每當露露,或是當露露發出護盾時改為被加持的友軍,攻擊時,小精靈追加攻擊造成魔法傷害。可被路徑上敵軍阻擋)[/backcolor][/align] [backcolor=white]被動:現在 ap 會增加被動傷害值。係數 .15。[/backcolor] [backcolor=white] :基本傷害降低至:9/18/27/36/45/54/63/72/81 從 9/21/33/45/57/69/81/93/105[/backcolor] [backcolor=white](AS-AP流的射手?搞不好很有搞頭…) [/backcolor][align=center][backcolor=white]Q:(本體、小精靈各打出一道光線,傷害沿途經過敵人,並緩速之)[/backcolor][/align] [backcolor=white] :最低緩速效果現在隨 AP 成長。1% / 每 7.5 AP。[/backcolor][backcolor=white](官方終於用了我看的懂得英文了…你M前面的說法都語意不清…單位都沒講清楚的…) [/backcolor][align=center][backcolor=white]W:(對友軍施放:短時間加跑速加 AP。 對敵方施放:變形…變形期間不能攻擊、不能使用技能且緩速…)[/backcolor][/align] [backcolor=white] :現在加速從 35 降低至 30[/backcolor] [backcolor=white] :現在不再增加 AP[/backcolor] [backcolor=white] :現在加速隨 AP 成長, 1% / 每 10 AP。 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]E:(對友軍施放:加盾、小精靈飛到目標旁,當受加持的友軍攻擊時,小精靈同時發動攻擊[/backcolor][/align][align=center][backcolor=white] 對敵軍施放:指定傷害,並共享受害目標的視野 6 秒)[/backcolor][/align] [backcolor=white] :護盾 AP 係數降至 .7 從 .6[/backcolor] [backcolor=white] :傷害係數降至 .5 從 .6 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]R:(加持目標友軍,變大、加血、並打飛周圍敵軍,並加持緩速靈氣)[/backcolor][/align] [backcolor=white] :血量增加降至 250/375/500 從 300/450/600 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]Nami(魚女)[/backcolor][/align][align=center][align=center][backcolor=white]被動:(當娜米的技能擊中友軍,友軍加速)[/backcolor][/align][/align] [backcolor=white] :現在加速隨 AP 成長。 1% / 每 100 Ap。[/backcolor][backcolor=white](你M,英文的部份,這是同一種東西第三種說法了…麻煩統一一下好嗎…尤其是珍娜那邊的單位都沒講清楚,超討厭的) [/backcolor][align=center][backcolor=white]Q:(大水球,擊飛並傷害指定範圍內的敵軍)[/backcolor][/align] [backcolor=white] :AP 傷害係數降至 .5 從 .65 [/backcolor][backcolor=white] [/backcolor][align=center][align=center][backcolor=white]W:(釋出一道水柱在英雄間彈跳,每次彈跳削弱效果,對友軍:補血,下一個彈到敵方身上 對敵軍:傷害,下一[/backcolor][/align][/align][align=center][align=center][backcolor=white] 個彈到友軍身上)[/backcolor][/align][/align] [backcolor=white] :彈跳時削弱的效果從固定百分比改成隨 AP 降低。有 200 AP 將使削弱百分比從 0 AP時的 15% 降至 0%。並且[/backcolor] [backcolor=white] 隨著 AP 繼續上升,將從每次彈跳削弱,變成每次彈跳增強。 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]E:(被加持對象攻擊附帶魔法傷害及緩速效果)[/backcolor][/align] [backcolor=white] :現在緩速效果隨 AP 成長, 5% / 每 100 AP。 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]R:(一道潮水從娜米後方開始沿指定方向前進,傷害並擊飛及緩速沿路經過敵軍,越遠被擊中,緩速越久)[/backcolor][/align] [backcolor=white] :傷害 AP 係數降至 .6 從 .7。 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]Sona(琴女)[/backcolor][/align][align=center][backcolor=white]被動(三次施放法術後,嗩吶的普攻附加傷害及特效。特效依最後施放的能力而定。Q:附加傷害加倍 W:降低傷害 E:降低跑速)[/backcolor][/align] [backcolor=white] :附加傷害隨 AP 成長。 係數 .2[/backcolor] [backcolor=white] :基本傷害降至 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190[/backcolor] [backcolor=white] 從 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]Q:(攻擊自身中心範圍內的兩個敵人,英雄優先,並對自己附加靈氣:加AD、加AP直到彈奏下個曲子)[/backcolor][/align] [backcolor=white] :AP 傷害係數降至 .7 從 .5 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]W:(恢復自己與範圍內血量最少英雄的血量,並對自己附加靈氣:加護甲、加魔抗,直到彈奏下個曲子)[/backcolor][/align] [backcolor=white] :基本回復值降至 40/55/70/85/100 從 40/60/80/100/120 [/backcolor][align=center][backcolor=white]E:(提高自身中心範圍內的所有友方英雄跑速,並對自己附加靈氣:加跑速,直到彈奏下個曲子)[/backcolor][/align] [backcolor=white] :基本加速降至 4/6/8/10/12 從 6/8/10/12/14[/backcolor] [backcolor=white] :加速隨 AP 成長。 2% / 每 100 AP。[/backcolor] [backcolor=white] :被動能力觸發的減速隨 AP 成長。 2% / 每 100 AP。 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]R:(傷害並擊暈長方形範圍的所有敵方英雄)[/backcolor][/align] [backcolor=white] :傷害 AP 係數降至 .4 從.8 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]Soraka(星媽)[/backcolor][/align] [backcolor=white]基本血量升至 405 從 375[/backcolor] [backcolor=white]增加血量 / 每級 升至76 從71[/backcolor] [backcolor=white]基本護甲升至 9.4 從 7.4 [/backcolor] [align=center][backcolor=white]重製被動(原效果:增加周圍友軍 16 魔防)[/backcolor][/align] [backcolor=white] :索拉卡的回血、回魔技能隨著目標所損失的血量而提昇。目標每多損失 2% 血量(魔力量),治療(回[/backcolor][backcolor=white] 魔)效果就增加 1%。 (血越少,治療能力越強,魔越少,回魔效果越強。沒寫上限,也就是英雄快死的時候額外多補 50%。再配合現在的輔助 AP也不會低到哪裡去…應該是具有影響力的招式。以前老覺得他的補血沒啥影響力…說起來,跟 ADC 搭檔的時候點補血本來就挺奇怪的…嗯…有沒有 adc 單上,坦克、星媽走下的玩法呢?如果針對的上路比較怕風箏的話…) [/backcolor][align=center][backcolor=white]Q(以自身為中心,擊傷並降低所有敵人的魔防)[/backcolor][/align] [backcolor=white] :基本傷害提昇至 60/95/130/165/200 從 65/85/110/135/160。[/backcolor] [backcolor=white] :降低之魔防隨 AP 成長,係數 .15 (即100 AP = 額外 15 魔防)[/backcolor] [backcolor=white] :新效果:如果此技能擊中至少一個敵人英雄,Astral Blessing(補血)的冷卻減少 5/6.25/7.5/8.75/10%。[/backcolor] [backcolor=white] :消耗魔力量改成 30/40/50/60/70 從 20/35/50/65/80。 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]原圖上的說明:[/backcolor][/align][align=center][backcolor=white]Lv1, 30 魔力, 2.5 秒 CD[/backcolor][/align][backcolor=white]造成所有附近敵人 60(+8)魔法傷害,並降低他們的魔防減低 6(+0)5秒。最高可堆疊 10次。 如果此技能至少擊中一名敵方英雄,那 Astral Blessing(補血)的冷卻降低 5%。 [/backcolor][align=center][backcolor=white]W(指定回復一名友軍血量,並增加護甲)[/backcolor][/align] [backcolor=white] :基本治療值降低至 70/120/170/220/270 從 70/140/210/280/350[/backcolor] [backcolor=white] :治療 AP 係數降低至 .35 從 .45[/backcolor] [backcolor=white] :加持基本護甲改為 50/65/80/95/100 從 25/45/65/85/105[/backcolor] [backcolor=white] :加持持續時間減至 2秒 從 3秒[/backcolor] [backcolor=white] :加持護甲現隨 AP 成長。係數 .15[/backcolor] [backcolor=white] :消耗魔力降至 80/100/120/140/160 from 80/110/140/170/200 [/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]截圖說明:[/backcolor][/align][align=center][backcolor=white]Lv1, 80 魔力, 20 秒 CD[/backcolor][/align][backcolor=white]恢復友軍 70(+7)血量,並暫時提高其 50(+3)護甲 2 秒。 (一點好強…如果時間算的準的話對純物理傷害的換血無往不利) [/backcolor][align=center][backcolor=white]E(指定技 對友軍:回復魔力 對敵軍:傷害並沉默)[/backcolor][/align] [backcolor=white] :回復的魔力量改為 20/40/60/80/100 + 5% 索拉卡的最大魔力值 從 40/80/120/160/200。[/backcolor] [backcolor=white] :對友軍回復魔力現在魔力消耗提高至 5% 索拉卡的魔力 從 0[/backcolor] [backcolor=white] :魔法傷害改為 40/70/100/130/160 ( +.4 AP ) 魔法傷害 加 5% 索拉卡的最大魔力 從 50/100/150/200/250 ( .6 AP )[/backcolor] [backcolor=white] :新動畫 [/backcolor] [align=center][backcolor=white]截圖說明:[/backcolor][/align][align=center][backcolor=white]Lv1, 對敵軍無魔力消耗 / 對友軍 5% 最大法力, 10 秒 CD[/backcolor][/align][backcolor=white]對友軍施放:回復友軍英雄法力值 20 + 5% 索拉卡的最大法力(+27)。(不能施放在自己身上) 對敵軍施放:造成敵方魔法傷害 40(+8)加 5% 索拉卡的最大法力(+27),並沉默 1.5秒 [/backcolor][align=center][backcolor=white]R(全地圖友方英雄補血)[/backcolor][/align] [backcolor=white] :補血值降低至 150/250/350 (.55 AP) 從 200/320/440 ( .7 AP ) [/backcolor][backcolor=white] (E 原本對友軍施放也是免費,這也是星媽別名永動機的由來,現在不能再無腦放了…不過算上新被動…只要稍微控制一下還是很接近永動機。傷害的部份…和雷茲一樣的機制…可是雷茲三招小招都吃魔力…星媽只有一招吃…堆魔力到底划不划算呢?感覺起來應該還是划算的…因為星落吃魔超兇… 時光杖星媽?恩…除非中路…要不然還是以眼為重…倒是大天使星媽有點機會…反正Q疊淚疊很快…最終全裝:眼石+CD鞋(法穿鞋?)+女神之淚(大天使)+閃耀劍(巫妖之禍)+小金人(軍團盾?)+死亡之帽?不知道要拿掉哪個換成皇冠…法穿杖應該還是沒有死亡之帽全面…假定皇冠後來賣掉那最終 AP值至少為 560+ ,這個時候傷害因為沒有法穿…只能算是附加的…但是 W 的護甲加值189…快要等於物免 2秒了…最誇張的是 Q 降得魔抗 90 / 每次 。最多疊加 10次。你M,誰有 900魔抗讓你扣…這肯定是少了一個 %…不過就算是多一個 % 變成 14.4 / 每次 還是很誇張…144 還是一個不可思議的數值…果然所有的數據都是 口胡…完全不可信… 附帶一題:圖示寫得是最大法力,與文章不同,我懷疑是文章的內容誤值,這篇英文就挺亂七八糟的…一堆不明確的用語還有九成九是誤值的錯誤) [/backcolor][align=center][backcolor=white]Taric 寶石騎士 (粉紅芭比噁爛男孩)[/backcolor][/align][align=center][backcolor=white]被動(普攻附加塔裡克最大法力 2 %的魔法傷害)[/backcolor][/align] [backcolor=white] :在施法後,塔里克的下一次普攻附帶 護甲 40% 的魔法傷害。並減低他的冷卻。 [/backcolor][backcolor=white] [/backcolor][align=center][backcolor=white]Q(塔理克恢復自身與指定友軍的血量。如果只恢復自己,則恢復量為原恢復量的1.4倍。)[/backcolor][/align][align=left] [backcolor=white] :冷卻降低至 18/17/16/15/14 從 20/19/18/17/16[/backcolor] [backcolor=white] :恢復 AP 係數降低至 .3 從 .6[/backcolor] [backcolor=white] :恢復量隨額外血量成長。 係數 0.05[/backcolor] [backcolor=white] :法力消耗減少至 60/80/100/120/140 從 80/95/110/125/140[/backcolor] [backcolor=white] :攻擊不再降低冷卻時間[/backcolor] [/align][backcolor=white] [/backcolor][align=center][backcolor=white]原截圖:[/backcolor][/align][align=center][backcolor=white]Lv1, 60 魔力, 18 秒 CD[/backcolor][/align][backcolor=white]塔理克回復他與指定的友軍 60(+0)(+0)(塔理刻得額外血量的 5%),如果指定自己,則回復量增加 40% 回復 84(+0)(+0)。 [/backcolor][align=center][backcolor=white]W(被動:加自身護甲、加周圍友軍塔理克護甲值12%的護甲 主動:造成自身中心範圍魔傷,並降低其護甲值 、冷卻中被動不勝效果)[/backcolor][/align] [backcolor=white] :基本傷害降低至 40/80/120/160/200 從 50/90/130/170/210[/backcolor] [backcolor=white] :護甲 AP 係數移除[/backcolor] [backcolor=white] :護甲 護甲值 係數 增加為 50% 從 20%[/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]E(指定傷害並擊暈,對手越近傷害越大,最高加倍)[/backcolor][/align] [backcolor=white] :傷害AP係數降至 .2 到 .4 從 .4 到 .8。[/backcolor] [backcolor=white] :冷卻提高至 18/17/16/15/14 從 14/13/12/11/10[/backcolor] [backcolor=white] [/backcolor][align=center][backcolor=white]R(自身中心範圍魔傷,並對自己加持一個靈氣:+AD +AP 靈氣範圍 500)[/backcolor][/align] [backcolor=white] :冷卻增加到 75 從 60[/backcolor] [backcolor=white] :傷害AP係數降低至 .5 到 .7。 [/backcolor] [backcolor=white](就是要塔理克堆防禦當坦就對了,可是我覺得做的不夠徹底阿…應該所有技能都要跟護甲值連動比較好…另外我認為連動一個就好了,血量、護甲同時都連動,未必是好…) [/backcolor][align=center]物品:[/align][align=center]跳錢裝只能擁有一個[/align][backcolor=white] 輔助物品 ◆賢者之卵◆ $365 1、+5生命回復/5秒。 2、+5魔力回復/5秒。 3、唯一被動-煉金術:每一名在周圍不是你擊殺的小兵死亡可以獲得2金幣。 ◆賢者之石◆ $850 1、+8生命回復/5秒。 2、+11魔力回復/5秒。 3、每10秒獲得額外2金幣。 4、唯一被動-煉金術:每一名在周圍不是你擊殺的小兵死亡可以獲得4金幣。 [/backcolor] [backcolor=white]從閒者之卵升級為閒者之石[/backcolor][backcolor=white] ◆蘇瑞亞狂想曲◆ $2000 1、-20%技能冷卻時間。 2、+10生命回復/5秒。 3、+15魔力回復/5秒。 4、每10秒獲得額外2金幣。 5、唯一被動-煉金術:每一名在周圍不是你擊殺的小兵死亡可以獲得4金幣。 6、唯一主動-提高周圍友軍40%跑速,持續3秒。冷卻60秒。 [/backcolor] [backcolor=white]閒者之石 + 回魔吊飾[/backcolor][backcolor=white] ◆凱吉匕首◆ $365 1、+10魔法攻擊。 2、+3魔力回復/10秒。 3、每10秒獲得額外2金幣。 4、唯一新被動-Pickpocket:普攻和技能命中每一個敵方英雄可以獲得額外4點金幣,冷卻10秒。擊殺小兵會直接將冷卻時間變成10秒。 ◆凱吉的幸運匕首◆ $850 1、+20魔法攻擊。 2、+7魔力回復/10秒。 3、每10秒獲得額外4金幣。 4、唯一新被動-Pickpocket:普攻和技能命中每一個敵方英雄可以獲得額外8點金幣,冷卻10秒。擊殺小兵會直接將冷卻時間變成10秒。 [/backcolor] [backcolor=white]從凱吉匕首升級[/backcolor][backcolor=white] ◆真霜結晶◆ $2000 1、+50魔法攻擊。 2、+10魔力回復/5秒。 3、每10秒獲得額外4點金幣。 4、唯一新被動-Pickpocket:普攻和技能命中每一個敵方英雄可以獲得額外8點金幣,冷卻10秒。擊殺小兵可以降低冷卻時間10秒。 5、唯一主動-冰霜新星:在友軍周圍創造一圈暴風雪,降低敵人 50% 跑速,持續 2 秒。冷卻時間 60 秒。 [/backcolor] [backcolor=white]幸運匕首 + 法書[/backcolor][backcolor=white] ◆處刑者徽章◆ $365 1、+50生命。 2、+6生命回復/5秒。 3、唯一被動-處刑:假如有一名友軍在附近,普攻將會將200生命以下的小兵直接擊殺。每分鐘可以發動2次。 4、唯一被動-靈魂竊取:小兵被處刑被動擊殺之後,周圍友軍可以回復你的2%最大生命的血量,並獲得處刑單位金錢額外+5的金幣。 ◆Reaper's Emblem◆ $850 1、+175生命。 2、+12生命回復/5秒。 3、唯一被動-處刑:假如有一名友軍在附近,普攻將會將200生命以下的小兵直接擊殺。每分鐘可以發動2次。 4、唯一被動-靈魂竊取:小兵被處刑被動擊殺之後,周圍友軍可以回復你的2%最大生命的血量,並獲得處刑單位金錢額外+10的金幣。 [/backcolor] [backcolor=white]從處刑者徽章 升級[/backcolor][backcolor=white] ◆Martyr's Call◆ $2000 1、+400生命。 2、+25生命回復/5秒。 3、唯一被動-處刑:假如有一名友軍在附近,普攻將會將200生命以下的小兵直接擊殺。每分鐘可以發動2次。 4、唯一被動-靈魂竊取:小兵被處刑被動擊殺之後,周圍友軍可以回復你的2%最大生命的血量,並獲得處刑單位金錢額外+10的金幣。 5、唯一主動-生命咆嘯彈:消耗20%生命,指定友軍英雄造成10%最大生命的護盾,持續4秒。4秒後如果護盾還存在,會爆發造成10%最大生命的魔法傷害。 [/backcolor] [backcolor=white]Executioner's Emblem + 紅寶石[/backcolor][backcolor=white] 打野物品 ◆遠古戰魂◆ $2000 1、+350生命。 2、-10%技能冷卻時間。 3、+14生命回復/5秒。 4、+7魔力回復/5秒。 5、唯一被動-韌性:降低35%暈眩、緩速、嘲諷、禁言、致盲和定身效果的持續時間。 6、唯一被動-屠殺:提高30%對野怪造成的傷害。 7、唯一被動-節約:擊殺和助攻小龍和巴龍會獲得最多30金幣,殺龍間格越長獲得金幣越多。 ◆蜥蜴長老戰魂◆ $2000 1、+25物理攻擊。 2、-10%技能冷卻時間。 3、+14生命回復/5秒。 4、+7魔力回復/5秒。 5、唯一被動:普攻或施放非持續傷害的技能命中敵人時,會在3秒內造成額外16~50真實傷害(視英雄等級)。 6、唯一被動-屠殺:提高30%對野怪造成的傷害。 7、唯一被動-節約:擊殺和助攻小龍和巴龍會獲得最多30金幣,殺龍間格越長獲得金幣越多。 ◆亡靈戰魂◆ $2000 1、+50魔法攻擊。 2、-10%技能冷卻時間。 3、+14生命回復/5秒。 4、+7魔力回復/5秒。 5、唯一被動:對野怪造成的5%魔法傷害會回復為生命和魔力。 6、唯一被動-屠殺:提高30%對野怪造成的傷害。 7、唯一被動-節約:擊殺和助攻小龍和巴龍會獲得最多30金幣,殺龍間格越長獲得金幣越多。 ◆瑞格之燈◆ $1800 1、+25%攻擊速度。 2、+20護甲。 3、唯一被動-殘廢:普攻命中對野怪造成額外100魔法傷害,並回復10血量。 4、唯一被動:擊殺野怪獲得的金錢增加40%。 5、唯一主動:放置一個隱形守衛,持續90秒。冷卻時間90秒。 新飾品 【Scrying Orb】 1、飾品為免費,最多限制一個。 2、被動:飾品在英雄等級9的時候會升級,也可以用金錢再升級。 3、唯一主動:對1100射程內的一小區域施放1秒鐘的洞察。冷卻150秒 4、英雄9級升級為:射程增加為2000。 5、花費475金幣可以進化為:射程增加2500,冷卻時間120秒。 【Sweeping Lens】 1、飾品為免費,最多限制一個。 2、被動:飾品在英雄等級9的時候會升級,也可以用金錢再升級。 3、唯一主動:偵測並且無效化周圍一小區域隱形陷阱和守衛,持續4秒。冷卻180秒(注意:無法偵測隱形英雄) 4、英雄9級升級為:偵測和無效化區域增加一倍。 5、花費475金幣可以進化為:使用後得到真視效果(可以偵測隱形英雄),持續10秒。冷卻90秒。 【Warding Totem】 1、飾品為免費,最多限制一個。 2、被動:飾品在英雄等級9的時候會升級,也可以用金錢再升級。 3、唯一主動:使用一隻隱形守衛,持續1分鐘。冷卻120秒 4、英雄9級升級為:隱形守衛升級為120秒。冷卻120秒。 5、花費475金幣可以進化為: (1).隱形守衛升級為持續180秒。冷卻180秒。 (2).升級為真視守衛,持續180秒。冷卻180秒。 眼與視野改變 真視藥水 [/backcolor] 移除 [backcolor=white]綠眼 [/backcolor] [backcolor=white]重命名為 Stealth Wards[/backcolor] [backcolor=white]一個玩家最多放置三個於地圖上[/backcolor] [backcolor=white](攜帶上限五個)[/backcolor] [backcolor=white]紅眼 [/backcolor] 價格降低至 75 從 100 一個玩家最多放置一個 血量上升為 5 從 3 不再有時間限制 [backcolor=white]不再隱形 [/backcolor] [backcolor=white]現有物品變動 軍團盾 [/backcolor] [backcolor=white]價格上升至 1950 從 1900 [/backcolor][backcolor=white]貪婪之刃 [/backcolor] [backcolor=white]跳錢裝限制持有一個[/backcolor] [backcolor=white]指揮旗幟 [/backcolor] [backcolor=white]價格升至 2400[/backcolor] [backcolor=white]CDR 升至 20% 從 10%[/backcolor] [backcolor=white]AP 升至 80 從 40.[/backcolor] [backcolor=white]不再有護甲、血量屬性[/backcolor] [backcolor=white](估計還是廢物物品?) 多藍劍 [/backcolor] [backcolor=white]價格下降至 440 從 475[/backcolor] [backcolor=white]AD降至 8 從 10[/backcolor] [backcolor=white]被動修正為:遠程回復 3 血 / 每擊 近戰回復 5 血 / 每擊 [/backcolor] [backcolor=white] 奇蹟之石 [/backcolor] [backcolor=white]不再被動強化召喚者技能[/backcolor](奇葩物品…這東西是少有的扣除被動,合成都划算的物品…不過回血、回魔這兩個屬性實在是令人不太想投資) [align=center][align=left]急凍戰鎚[/align][/align] [backcolor=white]價格降低至 3475 從 3500[/backcolor] [backcolor=white]鬼書 [/backcolor] [backcolor=white]現在由法書取代原本幸運匕首合成[/backcolor] [backcolor=white]日輪的加冕 [/backcolor] [backcolor=white]價格升至 2550 從 2500 [/backcolor][backcolor=white]長劍 [/backcolor] [backcolor=white]價格降低至 360 從 400[/backcolor] [backcolor=white]紅爪 [/backcolor] [backcolor=white]護甲降低至 20 [/backcolor][backcolor=white]米凱的魔鍋[/backcolor] [backcolor=white]$1600 +40 魔抗 +12 魔力 / 每 5 秒 唯一被動 - Mana Font: 每損失 1% 魔力,及增加回魔速度 1%。 唯一主動:指定一個友軍英雄並移除他身上所有 擊暈, 捆綁, 嘲諷, 恐懼, 沉默, 與緩速。並回復血量 150 + 10%他的最大血量。(180秒冷卻) 歐姆破爛者…喔 是歐姆破壞者(S3最弱道具之一) [/backcolor] [backcolor=white]價格降至 2000 從 2835[/backcolor] [backcolor=white]不再有回血、回魔屬性 [/backcolor] [backcolor=white]木槌 [/backcolor] [backcolor=white]價格降至 1325 從 1350[/backcolor][backcolor=white] 黑切 [/backcolor] [backcolor=white]價格降至 2920 從 3000 [/backcolor][backcolor=white]嗜血 [/backcolor] [backcolor=white]價格降至 3000從 3200 [/backcolor]三項之力 [backcolor=white]價格降至 3703 從 3728[/backcolor] [backcolor=white]雙影斗篷 [/backcolor] [backcolor=white]價格升至 2000 從 1900[/backcolor] [backcolor=white]AP 增加升至 50 從 40[/backcolor] [backcolor=white] 遠古意志(吸血書) [/backcolor] [backcolor=white]價格降至 2000 從 2550[/backcolor] 現在提供 10% CDR [backcolor=white]現在提供 10 回魔 / 每 5 秒[/backcolor] [backcolor=white]不再提供 ap、技能吸血靈氣 (本體還是會吸血)[/backcolor] 新屬性: [backcolor=white]$2000 +50 AP +10 回魔 / 每 5 秒 +10% CDR 唯一被動: +20% 技能吸血 棋子(吸血靈氣旗) [/backcolor] [backcolor=white]價格減至 2450 從 2650 [/backcolor](綜合評價:因為升級經驗減少的緣故…所以各種物品都大量的降價。至於哪個效果比較大?這個沒有試玩過不知道了。另外,從總體上來看,似乎開始拔掉各種輔助(靈氣)裝。應該是配合輔助英雄的輔助效果隨 AP 增長吧?與其讓你們吵應該出輔助裝,還是出 AP 裝。乾脆全部拔掉換成 AP 裝。似乎是這個思路…) [backcolor=white] Riot's Changelist ALRIGHT - Instead of the typical change hunting for balance changes, Riot has provided us with pretty specific change lists for the Vision, Support, Summoner Spells, Jungle, and Game Flow changes that hit the PBE in this updates. I hope you are ready to read and please be aware that some of these changes ARE NOT IN THIS BUILD ( I'm looking at you jungle & mastery changes! ) Support Changes Source: http://community.pbe.leagueoflegends.com/c/gameplay/fs3jrmYy-new-support-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our support changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: We want all roles and positions to have the opportunity to fulfill their endgame fantasies within each game. Currently Support champions as a role experience the lowest amount of growth in comparison to other roles, and we want to supplement their story. We’re also looking to create a stronger identity for utility-focused supports with additional utility scaling on their abilities (as opposed to simply adding more raw damage). [/backcolor] [backcolor=white]Added a mastery that grants experience every 5 sec.[/backcolor] [backcolor=white]Added the Life Insurance mastery to the Utility tree - grants bonus gold when enemy lane minions die.[/backcolor] [backcolor=white]Added increased assist rewards (assist bonuses) when a player has a very large number of assists (see our Game Flow post for more information) [/backcolor] [backcolor=white]Support Items [/backcolor] [backcolor=white]Kage's Pick now grants gold on dealing damage to an enemy. (10 sec cooldown. Cooldown triggers on killing a minion.)[/backcolor] [backcolor=white]Philosopher's Stone now transmutes minions into gold when they die, but you didn't kill them.[/backcolor] [backcolor=white]Reaper's Emblem now shares the gold from your last hits with the nearest ally and heals them (30 sec cd)[/backcolor] [backcolor=white]Kage's Pick, Philosopher's Stone and Reaper's Emblem build from 365 gold starter versions that are intended to be starting items for support lanes [/backcolor] [backcolor=white]Mid-Game Support Items [/backcolor] [backcolor=white]The above items turn into midgame support items.[/backcolor] [backcolor=white]Kage's Pick becomes Shard of True Ice, which grants 50 AP and now casts a frost nova on a ranged enemy.[/backcolor] [backcolor=white]Philospher's Stone becomes Shurelia's Reverie, which no longer grants health and instead grants 20% CDR and additional mana regen.[/backcolor] [backcolor=white]Reaper's Emblem becomes Martyr's Call, a high health item which allows you to sacrifice your health to shield allies and deal damage to opponents near the target. [/backcolor] [backcolor=white]Champions Summaries are more focused on high-level changes rather than each individual change. Soraka Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health. Context: We wanted to provide a link between Soraka's primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays. Base Stats [/backcolor] [backcolor=white]Base health increased to 405 (was 375)[/backcolor] [backcolor=white]Health per level increased to 76 (was 71)[/backcolor] [backcolor=white]Base Armor increased to 9.4 (was 7.4) [/backcolor] [backcolor=white]Passive - Consecration [/backcolor] [backcolor=white]New Passive: Salvation: Soraka's health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing. [/backcolor][backcolor=white]Q - Starcall [/backcolor] [backcolor=white]Magic Resistance reduction changed to 6 at all levels + 0.01 AP (was 8-12)[/backcolor] [backcolor=white]Mana cost changed to 30-70 (was 20-80)[/backcolor] [backcolor=white]If Starcall hits at least one enemy champion Astral Blessing's cooldown is reduced by 5%/6.25%/7.5%/8.75%/10% [/backcolor] [backcolor=white]W - Astral Blessing [/backcolor] [backcolor=white]Healing reduced to 70-270 (from 70-350) + 0.35 (from +0.45)[/backcolor] [backcolor=white]Armor granted now scales with AP (0.15 ratio)[/backcolor] [backcolor=white]Armor duration reduced to 2s (was 3s)[/backcolor] [backcolor=white]Base armor changed to 50-110 (was 25-105)[/backcolor] [backcolor=white]Lowered mana cost to 80-160 (was 80-200) [/backcolor] [backcolor=white]E - Infuse [/backcolor] [backcolor=white]Allied cast changed to give an ally 20/40/60/80/100 mana + donate 5% of Soraka's max mana (was 40-200 for no cost)[/backcolor] [backcolor=white]Can no longer be cast on allies who do not use mana or are already at max mana[/backcolor] [backcolor=white]Enemy cast changed to deal damage equal to 40/70/100/130/160 + 5% of Soraka's max mana + 0.4 AP (was 50-250 + 0.6 AP)[/backcolor] [backcolor=white]Added a spell effect from Soraka to her target [/backcolor] [backcolor=white]R - Wish [/backcolor] [backcolor=white]Healing reduced to 150-350 (from 200/320/440) + (0.55 (from +0.7))[/backcolor] [backcolor=white]Now affects untargetable allies [/backcolor] [backcolor=white]Taric Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased. Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.* Passive - Gemcraft Gives Taric a buff that deals 40% of his armor as bonus magic damage on the next auto attack after casting a spell Passive empowered auto attacks reduce the cooldown of all abilities by 2s Q - Imbue [/backcolor] [backcolor=white]Cooldown reduction on auto attacks removed (moved to passive)[/backcolor] [backcolor=white]Base cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16[/backcolor] [backcolor=white]AP ratio lowered to 0.3 from 0.6[/backcolor] [backcolor=white]Added scaling from 5% of bonus health [/backcolor] [backcolor=white]W - Shatter [/backcolor] [backcolor=white]Base damages lowered to 40/80/120/160/200 from 50/90/130/170/210[/backcolor] [backcolor=white]Armor Ratio increased to 50% from 20%[/backcolor] [backcolor=white]AP ratio lowered to 0 from 0.6 [/backcolor] [backcolor=white]E - Dazzle [/backcolor] [backcolor=white]Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10[/backcolor] [backcolor=white]AP Ratio lowered to 0.2/0.4 from 0.4/0.8 [/backcolor] [backcolor=white]R - Radiance [/backcolor] [backcolor=white]AP Ratio lowered from 0.7 to 0.5[/backcolor] [backcolor=white]Cooldown increased from 60 to 75 seconds [/backcolor] [backcolor=white]Leona Summary: Eclipse’s bonus Armor and Magic Resistance now scales with ability power. Context: Leona’s general utility and Ability Power ratios have transitioned well to the preseason changes, so we’re not changing much with her current kit. W - Eclipse [/backcolor] [backcolor=white]Changed base Armor / Magic Resistance from 30/40/50/60/70 to 25/35/45/55/65. Added (+0.2 AP) bonus armor and magic resist ratios to the armor/magic resist bonus respectively. [/backcolor][backcolor=white]Janna Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged. Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power. Passive – Tailwind [/backcolor] [backcolor=white]Converting to a localized area (1300 range; equivalent to sight range)[/backcolor] [backcolor=white]Increased movement speed bonus to 5% from 3% [/backcolor] [backcolor=white]Q - Howling Gale [/backcolor] [backcolor=white]Added a .1 AP per second that Howling Gale is charged before release[/backcolor] [backcolor=white]Ability Power ratio lowered to .35 from .75[/backcolor] [backcolor=white]Lowered charge damage to 14/20/25/30/35 from 25/30/40/50/60 [/backcolor] [backcolor=white]W – Zephyr [/backcolor] [backcolor=white]Added an AP ratio to both her passive self-haste and slow amount on the active. These values are .04 for the self-haste and .12 for the slow[/backcolor] [backcolor=white]Lowered damage ratio to .5 from .6[/backcolor] [backcolor=white]Lowered base slow to 24%/28%/32%/36%/40% from 24%/30%/36%/42%/48% [/backcolor] [backcolor=white]E - Eye of the Storm [/backcolor] [backcolor=white]Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield) [/backcolor][backcolor=white]Nami Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power. Passive - Surging Tides [/backcolor] [backcolor=white]Added a 0.1 AP to 1% movement speed ratio to her movement speed buff [/backcolor][backcolor=white]Q -Aqua Prison [/backcolor] [backcolor=white]Reduced AP ratio to .5 from .65 [/backcolor][backcolor=white]W - Ebb and Flow [/backcolor] [backcolor=white]Removed % drop off from bounces. Goes from 15% to 0% at 200 AP and can go over 0, leading to increased effects off every bounce [/backcolor][backcolor=white]E - Tidecaller's Blessing [/backcolor] [backcolor=white]Increased the slow amount by a .05 AP ratio (100 AP is 5% additional slow) [/backcolor][backcolor=white]R - Tidal Wave * Reduced AP Ratio to .6 from .7 [/backcolor][backcolor=white]Sona Summary: Power Chord now scales with Ability Power. Song of Celerity’s speed boost now scales with ability power. Passive - Power Chord [/backcolor] [backcolor=white]Power Chord reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)[/backcolor] [backcolor=white]Added .2 AP scaling to Power Chord Damage [/backcolor] [backcolor=white]Q - Hymn Of Valor [/backcolor] [backcolor=white]Ratio Reduced to .5 from .7 [/backcolor][backcolor=white]W - Aria of Perseverance [/backcolor] [backcolor=white]Base heal amount reduced at later ranks to 40/55/70/85/100 from 40/60/80/100/120 [/backcolor][backcolor=white]E - Song of Celerity [/backcolor] [backcolor=white]Activated speed boost reduced to (.04/.06/.08.10/.12) from (.08/.10/.12.14/.16)[/backcolor] [backcolor=white]Added .02 Scaling to activated speed boost[/backcolor] [backcolor=white]Added .02 Scaling to power chord slow [/backcolor] [backcolor=white]R – Crescendo [/backcolor] [backcolor=white]Ratio reduced to .4 from .8 [/backcolor][backcolor=white]Lulu Summary: Pix, Faerie Companion now scales with Ability Power. Glitterlance’s slow now scales with Ability Power. Whimsy no longer boosts Ability Power but now scales its bonus movement speed with Ability Power. Passive - Pix, Faerie Companion [/backcolor] [backcolor=white]Base damage reduced to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105[/backcolor] [backcolor=white]Added .15 AP scaling [/backcolor] [backcolor=white]Q – Glitterlance [/backcolor] [backcolor=white]Added minimum speed on slow falloff: 1% per 7.5 AP. [/backcolor][backcolor=white]W – Whimsy [/backcolor] [backcolor=white]Removed AP boost[/backcolor] [backcolor=white]Reduced base move speed increase from 35% to 30%[/backcolor] [backcolor=white]Added AP ratio for movespeed, added a movespeed ratio of 1% per 10 AP. [/backcolor] [backcolor=white]E - Help Pix! [/backcolor] [backcolor=white]Increased AP ratio for shield to .7 from .6[/backcolor] [backcolor=white]Reduced AP ratio for damage to .5 from .6 [/backcolor] [backcolor=white]R - Wild Growth [/backcolor] [backcolor=white]Reduced base to 250/375/500 from 300/450/600" [/backcolor][backcolor=white] ============================================================ Vision Changessource: http://community.pbe.leagueoflegends.com/c/gameplay/4e873pBu-new-vision-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our vision changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets. Vision Trinkets (Summoner’s Rift Only) To encourage all players to participate in providing vision for their allies, we're providing unique item options dedicated to vision on Summoner’s Rift. [/backcolor] [backcolor=white]Added a 7th Item slot, which can only contain a vision trinket[/backcolor] [backcolor=white]Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens[/backcolor] [backcolor=white]Warding Totem - places an stealth ward for 60 sec. (120 sec cooldown)[/backcolor] [backcolor=white]Scrying Orb - reveals a location within 1100 range for 1 sec. (150 sec cd)[/backcolor] [backcolor=white]Sweeping Lens - disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd) [/backcolor] [backcolor=white]- [/backcolor] [backcolor=white]These items upgrade at Champion Level 9:[/backcolor] [backcolor=white]Greater Totem - places a stealth ward for 120 sec. (120 sec cooldown)[/backcolor] [backcolor=white]Greater Orb - cast range increased to 2000.[/backcolor] [backcolor=white]Greater Lens - sweep area of effect increased by 100%, cooldown reduced to 150 sec. [/backcolor] [backcolor=white]- [/backcolor] [backcolor=white]These items can then be upgraded at the shop for 475 Gold:[/backcolor] [backcolor=white]Greater Stealth Totem - Places a stealth ward for 180 sec. (180 second cooldown)[/backcolor] [backcolor=white]Greater Vision Totem - Places a vision ward (180 second cooldown)[/backcolor] [backcolor=white]Farsight Orb - Cast Range increased to 2500, (120 second cooldown)[/backcolor] [backcolor=white]Oracle's Lens - Additionally grants True Sight for 10 seconds after activation (90 second cooldown) [/backcolor] [backcolor=white]Wards Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team. Sight Wards [/backcolor] [backcolor=white]Sight (Green) wards renamed to "Stealth Wards"[/backcolor] [backcolor=white]Sight wards limited to a max of 3 placed per player[/backcolor] [backcolor=white]Ward tooltips display how many stealth wards are currently placed [/backcolor] [backcolor=white]Vision Wards Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of 'Pink' Ward destruction. By positioning Vision Wards as having different strengths and trade-offs - we hope to create a better defined role for both Sight and Vision Wards. [/backcolor] [backcolor=white]Vision (Pink) wards no longer stealthed[/backcolor] [backcolor=white]Vision wards have 5 health[/backcolor] [backcolor=white]Vision wards have infinite duration[/backcolor] [backcolor=white]Vision wards cost reduced to 75 from 100[/backcolor] [backcolor=white]Vision wards limited to 1 placed on the map [/backcolor] [backcolor=white]Sightstone / Ruby Sightstone [/backcolor] [backcolor=white]Sightstones no longer have their own restriction but are restricted by your stealth ward cap [/backcolor][backcolor=white]General [/backcolor] [backcolor=white]Placing a ward will now display your ward count and the ward that will be destroyed. [/backcolor][backcolor=white]Oracle's Elixir We’re removing Oracle's Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision. [/backcolor] [backcolor=white]Removed from Summoner's Rift" [/backcolor][backcolor=white] =================================================================== Jungle Changes source: http://community.pbe.leagueoflegends.com/c/gameplay/abvPJyL3-jungle-changes-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. *If you’re interested in the core philosophies around our jungle changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.* Summary: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes! Jungle The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level. [/backcolor] [backcolor=white]Jungle monsters now have levels[/backcolor] [backcolor=white]Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)[/backcolor] [backcolor=white]Jungle monster level determines their HP/Damage and XP/Gold value[/backcolor] [backcolor=white]Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap[/backcolor] [backcolor=white]Added an extra camp (the Wight) near the Blue Golem and Wolves [/backcolor] [backcolor=white]Crest of the Ancient Golem (“Blue Buff”) Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available. [/backcolor] [backcolor=white]Cooldown Reduction reduced to 10% from 20% [/backcolor][backcolor=white]Jungle Monster Statistics All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game Ancient Golem [/backcolor] [backcolor=white]Health increased to 1500 from 1400[/backcolor] [backcolor=white]Gold reduced to 60 from 66 [/backcolor] [backcolor=white]Elder Lizard [/backcolor] [backcolor=white]Health increased to 1500 from 1400[/backcolor] [backcolor=white]Gold reduced to 60 from 66 [/backcolor] [backcolor=white]Lizard [/backcolor] [backcolor=white]Attack Damage reduced to 10 from 11[/backcolor] [backcolor=white]Experience reduced to 20 from 50[/backcolor] [backcolor=white]Gold increased to 7 from 5 [/backcolor] [backcolor=white]Giant Wolf [/backcolor] [backcolor=white]Attack Damage increased to 40 from 35[/backcolor] [backcolor=white]Experience reduced to 110 from 170[/backcolor] [backcolor=white]Gold reduced to 40 from 55 [/backcolor] [backcolor=white]Wolf [/backcolor] [backcolor=white]Attack Damage increased to 14 from 8[/backcolor] [backcolor=white]Experience increased to 25 from 10[/backcolor] [backcolor=white]Gold increased to 8 from 4 [/backcolor] [backcolor=white]Golem [/backcolor] [backcolor=white]Attack Damage increased to 55 from 54[/backcolor] [backcolor=white]Experience reduced to 140 from 160 [/backcolor] [backcolor=white]Small Golem [/backcolor] [backcolor=white]Health increased to 450 from 300[/backcolor] [backcolor=white]Attack Damage reduced to 25 from 30[/backcolor] [backcolor=white]Experience increased to 40 from 38 [/backcolor] [backcolor=white]Wraith [/backcolor] [backcolor=white]Experience reduced to 90 from 103[/backcolor] [backcolor=white]Gold increased to 35 from 30 [/backcolor] [backcolor=white]Lesser Wraith [/backcolor] [backcolor=white]Health increased to 250 from 150[/backcolor] [backcolor=white]Attack Damage increased to 12 from 10[/backcolor] [backcolor=white]Experience increased to 20 from 4[/backcolor] [backcolor=white]Gold increased to 4 from 3 [/backcolor] [backcolor=white]Wight (New Camp) [/backcolor] [backcolor=white]1400 Health[/backcolor] [backcolor=white]75 Attack Damage[/backcolor] [backcolor=white]15 Armor[/backcolor] [backcolor=white]55 Gold[/backcolor] [backcolor=white]150 Experience [/backcolor] [backcolor=white]Jungle Items *In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items Madred's Razors [/backcolor] [backcolor=white]Armor reduced to 20 from 25 [/backcolor][backcolor=white]Wriggle's Lantern [/backcolor] [backcolor=white]Recipe: Madred's Razors + Dagger + Dagger (Total 1800)[/backcolor] [backcolor=white]20 Armor[/backcolor] [backcolor=white]25% Attack Speed[/backcolor] [backcolor=white]Unique Passive: Deals 100 magic damage and heals 10 health per hit against monsters[/backcolor] [backcolor=white]Unique Passive: Gain 40% increased gold from monsters [/backcolor] [backcolor=white]Spirit of the Elder Lizard [/backcolor] [backcolor=white]Attack Damage reduced to 25 from 35[/backcolor] [backcolor=white]Incinerate passive now procs on physical damage, damage increased to 16-50 from 7-40[/backcolor] [backcolor=white]Unique Passive: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters [/backcolor] [backcolor=white]Spirit of the Ancient Golem [/backcolor] [backcolor=white]Health reduced to 350 from 500[/backcolor] [backcolor=white]Unique Passive: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Maximum stacks: 30. [/backcolor] [backcolor=white]Spirit of the Spectral Wraith [/backcolor] [backcolor=white]Recipe: Spirit Stone + Fiendish Codex (Total 2000)[/backcolor] [backcolor=white]50 Ability Power[/backcolor] [backcolor=white]10% Cooldown Reduction[/backcolor] [backcolor=white]14 Health regen per 5[/backcolor] [backcolor=white]7 Mana regen per 5[/backcolor] [backcolor=white]Unique Passive: 5% of magic damage dealt to monsters is restored as Health and Mana[/backcolor] [backcolor=white]Unique Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters[/backcolor] [backcolor=white]Unique Passive: Damage dealt to monsters increased by 30%" [/backcolor] [backcolor=white] ================================================================ Summoner Spell Changes Source: http://community.pbe.leagueoflegends.com/c/gameplay/o81eXTWd-new-summoner-spells-masteries-on-the-pbe-10312013 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game. Summoner Spells Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice. [/backcolor] [backcolor=white]【Ghost-鬼步】1、冷卻時間現在從180降低為180/160/140/120秒(隨英雄等級變動)。2、現在提升跑速為15%英雄移動速度,而不是27%基礎移動速度。3、施放後的第一秒增加75%英雄移動速度。4、施放後立刻增加跑速。5、英雄被束縛時不能使用鬼步 【Ignite-點燃】1、傷害增加現在隨遊戲時間提升。2、點燃會讓英雄現形。 【Exhaust-虛弱】1、攻擊速度減少由50%降低為30%。2、緩速效果從本來的30%提升為30/35/40/45%(隨著英雄等級提升)。 【Heal-治癒】1、變更為指定技能,指定自己就會治療自己和附近的盟友。2、施放距離從600提升為900。3、冷卻時間從300秒降低為180秒。4、對施放目標增加額外30%移動速度,持續1秒。 【Teleport-傳送】1、傳送目標為我方建築物冷卻時間降低為180秒。2、傳送時中斷冷卻時間增加為300秒。 【Cleanse-淨化】1、假如成功淨化負面效果,會施放一個小範圍衝擊波擊退敵軍。 【Smite-重擊】(噗…QA網居然寫錯…把重擊的英文打成淨化的英文)1、冷卻時間下降為40秒。2、前期傷害降低,後期傷害相同。 【Clarity清晰】1、現在只在咆嘯深淵中可使用。 【Revive重生】 1、現在只在水晶之痕中可使用。 [/backcolor][backcolor=white]Masteries Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree. [/backcolor] [backcolor=white]Masteries have been updated." [/backcolor][backcolor=white] =================================================================== Game Flow Changes Source: 官方PBE討論論壇 "Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in. If you’re interested in the core philosophies around our game flow changes, check out our complete rundown here! We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind. Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game. Turrets The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We've adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles [/backcolor] [backcolor=white]Base damage adjusted to match minion health growth[/backcolor] [backcolor=white]Base damage against minions increased to make last-hitting under turrets consistent [/backcolor] [backcolor=white]Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early. [/backcolor] [backcolor=white]Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret[/backcolor] [backcolor=white]Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret[/backcolor] [backcolor=white]Inhibitor turrets now grant 175 global gold per player [/backcolor] [backcolor=white]Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We're shifting this global experience to a phase of the game in which it'll be more appreciated and less likely to cause odd level ups and snowball advantages. [/backcolor] [backcolor=white]Outer towers no longer give 30 global experience when destroyed[/backcolor] [backcolor=white]Inhibitor towers now give 100 global experience when destroyed from 70 [/backcolor] [backcolor=white]Defending against a split pusher is extremely taxing, but ultimately unrewarding. We've added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room. [/backcolor] [backcolor=white]Inhibitor Turrets gained 15 hp / 5 seconds [/backcolor][backcolor=white]Dragon To reduce the early snowball effect of Dragon and to give it a 'mid-game comeback' value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters. [/backcolor] [backcolor=white]Dragon level minimum 6, maximum 15[/backcolor] [backcolor=white]Dragon local experience: 150 to 510 based on Dragon's level, divided between nearby allied Champions[/backcolor] [backcolor=white]Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions[/backcolor] [backcolor=white]If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference[/backcolor] [backcolor=white]Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra) [/backcolor] [backcolor=white]Inhibitors [/backcolor] [backcolor=white]Inhibitor death timers reduced to 4 minutes from 5 minutes[/backcolor] [backcolor=white]Inhibitors no longer grant a global buff to all minions when destroyed[/backcolor] [backcolor=white]Inhibitors now grant a stronger damage and durability buff to minions in their specific lane [/backcolor] [backcolor=white]Minion Experience The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We're removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we'll address that with future tuning over other systems [/backcolor] [backcolor=white]Lane Minions now have a level, which is equal to the average level of champions in the game.[/backcolor] [backcolor=white]Currently this has no effect on the game but will be expanded upon in the future.[/backcolor] [backcolor=white]Lane Minions are no longer worth more experience based on game time.[/backcolor] [backcolor=white]Minions will still become worth more gold and gain more statistics over time. [/backcolor] [backcolor=white]Bounty Changes Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase. Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced. [/backcolor] [backcolor=white]Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins [/backcolor][backcolor=white]Players who are present for a large number of assists aren't rewarded appropriately for their contribution to team fights [/backcolor] [backcolor=white]Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins [/backcolor][backcolor=white]Assist Bonuses [/backcolor] [backcolor=white]If players have 2 more assists than kills they get 30g additional gold per assist[/backcolor] [backcolor=white]Additional assists increase this bonus by 15 gold, capping at 60 gold [/backcolor] [backcolor=white]Creep Score Reducing Death Sprees Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn't being accurately updated to account for your actual value (due to farming minions). [/backcolor] [backcolor=white]Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1 [/backcolor][backcolor=white]Death Timers Early death timers were a little too punishing, given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing. [/backcolor] [backcolor=white]Early Game death timers have been reduced[/backcolor] [backcolor=white]Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game"[/backcolor] 链接到点评
wwww3418 发布于十一月 3, 2013 分享 发布于十一月 3, 2013 · 只看该作者 这是又跑出来的最新的么 Death Timers Early death timers were a little too punishing, given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing. Early Game death timers have been reduced Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game. 死亡计时器 早期的死亡计时似乎太严苛了,导致了前期发育的重要程度很高。我们稍微减少了一些复活时间以削弱前期滚雪球的威力。 游戏初期的死亡计时减少了。 比起最初的12秒,现在从7.5秒开始计时,并且在游戏不断进行中,其增加的比例将会是相同的。 (其实我也不知道S3的死亡时间是怎么计算的,不过现在看来初始值下调了4.5秒的话,其实我觉得复活时间还在后期比较重要啦) riot真是在想方设法的阻止滚雪球呢,是为了延长比赛时间,为了让比赛更加白热化吧! 链接到点评
theredeye 发布于十一月 3, 2013 作者 分享 发布于十一月 3, 2013 · 只看该作者 wwww3418 发表于 2013-11-4 01:00 这是又跑出来的最新的么 Death Timers 是阿… 我看應該不會有人翻譯就 po 了。如果有人翻譯,我會果斷盜版…沒人翻的話…我大概只會翻大概…並大量使用縮寫… 链接到点评
theredeye 发布于十一月 4, 2013 作者 分享 发布于十一月 4, 2013 · 只看该作者 無路 发表于 2013-11-4 09:43 其實晚點某些遊戲站就有翻譯了阿 這是兩三天前的東西了… 我基本都有等等看有沒有人翻譯…沒有才發的 链接到点评
theredeye 发布于十一月 4, 2013 作者 分享 发布于十一月 4, 2013 · 只看该作者 kpig 发表于 2013-11-4 09:31 [/url]这是什么意思???如果照搬 不翻译 没必要 https://sstmlt.moe/thread-48481-1-1.html 同時發的三篇,其中一篇已經翻好了… 剩下兩篇…希望明天天亮前能再翻完一篇… 不過這篇擺最後… 链接到点评
theredeye 发布于十一月 5, 2013 作者 分享 发布于十一月 5, 2013 · 只看该作者 kpig 发表于 2013-11-4 09:31 这是什么意思???如果照搬 不翻译 没必要 https://sstmlt.moe/forum.php?mod=viewthread&tid=48482&page=1&extra=#pid2397548 第二篇翻好了…就剩下這篇 链接到点评
theredeye 发布于十一月 6, 2013 作者 分享 发布于十一月 6, 2013 · 只看该作者 lovemeljx 发表于 2013-11-6 09:28 欺负小学生 明天再回來看應該我就翻好了… 今天事多…不見得能翻完 链接到点评
lovemeljx 发布于十一月 7, 2013 分享 发布于十一月 7, 2013 · 只看该作者 theredeye 发表于 2013-11-6 14:07 明天再回來看應該我就翻好了… 今天事多…不見得能翻完 主要想知道 地图 变成怎么样 链接到点评
theredeye 发布于十一月 7, 2013 作者 分享 发布于十一月 7, 2013 · 只看该作者 lovemeljx 发表于 2013-11-7 19:16 主要想知道 地图 变成怎么样 地圖沒啥新的消息… 起碼這篇,還有我看到的部份沒有 链接到点评
lovemeljx 发布于十一月 8, 2013 分享 发布于十一月 8, 2013 · 只看该作者 theredeye 发表于 2013-11-7 19:49 地圖沒啥新的消息… 起碼這篇,還有我看到的部份沒有 听说地图会变形 所以有点 XX OO 的心情 链接到点评
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