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작성일 | 2013-07-31 14:19:11 KST | 조회 | 2,450 |
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패치노트 3.10 (영어)
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원본: http://na.leagueoflegends.com/news/patch-310-notes
“The Patch Preview has been temporarily delayed due to technical difficulties and will arrive tomorrow! Thanks for your patience, Summoners – you can consider this a Patch (p)Review in spirit.”
Ashe
Summary: While cleaning up Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.
Focus
Elise
Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.
Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.
The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.
Spiderlings
Volatile Spiderling
Rappel
Fiddlesticks
Crowstorm
Fizz
Playful/Trickster
Karthus
Lay Waste
Defile
Malzahar
Call of the Void
Summon Voidling
Master Yi (remake)
Summary: Master Yi has been reworked with a new model and changes to his kit. For a full rundown of the Wuju Master's changes, click here.
General
Double Strike
Alpha Strike
Meditate
Wuju Style
Highlander
Nami
Aqua Prison
Poppy
Heroic Charge
Ryze
Summary:The ranges of Ryze's spells are being reduced this patch, but his Desperate Power movement speed buff has been increased to compensate.
Context: With his spell range and high late game damage, Ryze could effectively nuke back line squishies from distance while still playing the role of “tanky beast” (when built in that way). We wanted to refocus on Ryze's core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.
Overload
Rune Prison
Spell Flux
Desperate Power
Thresh
Summary: Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.
Context: We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.
General
Damnation
Twisted Fate
Summary: Loaded Dice no longer grants global bonus gold, but instead gives Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.
Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they'll have a smaller window to act once they lock in their card.
Loaded Dice (Remade)
Pick a Card
Udyr
Vayne
Condemn
Final Hour
Warwick
Infinite Duress
Zac
Elastic Slingshot
General Champion Changes
Magic Resistance Items
Summary: A new magic resistance item has been added to the game in the form of a mid-level MR item that builds into Spirit Visage and Banshee's Veil.
Context: We wanted to reposition Magic Resistance as a personal stat as opposed to an aura-focused stat (see below for our Runic Bulwark updates). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more options for tanks versus late game poke teams.
New Item: Spectre's Cowl
Spirit Visage
Banshee's Veil
Guardian Angel
Runic Bulwark and Locket of the Iron Solari
Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.
Context: We wanted to reduce the burden of buying an Aegis/Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction items.
Aegis of the Legion
Runic Bulwark
Locket of the Iron Solari
Blade of the Ruined King
Warden's Mail
Randuin's Omen
Frozen Heart
New Icons
Summoner's Rift
Jungle Monsters
Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns meaning junglers will have to fully clear the camp in order to hit level 2, and not just kill the buff monster.
Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we're pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple their enemy team counterparts – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but want to make sure there's an appropriate amount of risk involved.
Baron Nashor
Summary: Baron Nashor now takes less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he applies to whoever's tanking him) as opposed to directly reducing Attack Damage.
Context: Soloing Baron with sustained magic damage was too easy for a select few champions. This change makes things more consistent overall. A noted side effect is that teams who start fighting Baron will be at less of a disadvantage when engaged upon by the enemy team due to the fact that Voracious Corrosion no longer alters overall attack damage and instead only reduces damage directed at Baron Nashor. We'll continue to monitor this and act if it seems to be a significant problem.
Turrets
Summary: Turrets are now harder to push down within the very early stages of the game. We've also corrected a minor bug that gave purple side inner turrets slightly more armor than intended.
Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn't want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.
For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.
Twisted Treeline and Crystal Scar
General Changes
Summary: Needlessly Large Rod and Deathfire Grasp have been removed from these map modes, with more mid-level AP items added in, including Liandry's Torment, Seeker's Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the same active ability of Deathfire Grasp.
Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) have been removed because it was unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker's Armguard should help with early-mid game survivability.
RETURNING ITEM: Moonflair Spellblade (Ranged Only)
Blackfire Torch
Wooglet's Witchcap
Bug Fixes
Champion Search Tags
Summary: Now, champion search tags more accurately represent the team role each champion plays and better explains the recommended play style for a particular champion to new players. In future releases, we'll continue to refine these tags and how they appear in PvP.net. For more information on our changes, read more here.
Ready Check
Summary: In order to get players into games faster, those that habitually fail to accept matched games will be temporarily removed from the queue. This should help players with longer queue times in addition to removing some fringe abuse cases.
Chat
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