League Of Legends – Patch 4.14 Notes
Hello guys, a new patch notes have finally surfaced and this will be the official patch that will be used on League Of Legends Season 4 Championship. The patch will also include Gnar who is pretty cute fellow and probably will turn out the be played in Jungle and toplane. I could see it also being played as ADC perhaps, but his passive makes him forcefully change so that might be a huge issue. Overall the patch doesn’t do much crazy things on balance, except Maokai and Morgana gets tweaked down a lot. Check out also the patch 4.14 breakdown once its finished uploading.
Apparently corki stuff is not out yet, so this post might get updated later on, if i have the time to do so.
Gragas has new recommended items (HELLO LICH BANE) and his E always carries him the maximum distance.
When you got a belly that big, momentum’s working against you, man.
THIS HELPS MORE THAN YOU’D THINK Updated recommended items
E – Body Slam
ALL IN THE HIPS Gragas now always travels the full distance in the direction of the cast (still stops on first target he hits)
Riftwalk now has a longer period of time before it resets its damage / mana cost stacks.
Although we want Kassadin’s iconic strength be his super mobility, we also want him to be thinking hard about when and how often he jumps around.
R – Riftwalk
WAS MORE LIKE A RIFTSPRINT 12 seconds ⇒ 20 seconds
KNOWN BUG Due to a bug, Kayle is temporarily receiving 2.2 attack speed per level ⇒ 2.5 attack speed per level. This will be reverted as soon as possible!
Koggy moves slower and R chunks champions for less.
Despite our changes in 4.13, Kog’Maw still has few weaknesses for his ultra-powerful late game identity. Since our goal is to to preserve a champion’s strategic strengths even as we reduce power, we started with Kog’s core weaknesses (low mobility) before tackling his early game strengths.
BASE MOVEMENT SPEED 330 ⇒ 325
E – Void Ooze
WHEN DID YOU EAT THAT, KOG’MAW Has new particles, looks more gross
R – Living Artillery
BONUS BASE MAGIC DAMAGE TO CHAMPIONS 125% ⇒ 100%
W – Whimsy
NOT A NERF WE SWEAR Tooltip fixed to correctly state the polymorph duration as 1.5 to 2.5 seconds ⇒ 1.25 to 2.25 seconds (actual value unchanged)
W’s damage has been reduced and R has a max duration of 10 seconds per cast.
Maokai’s a pretty cool dude and we’re always happy to see a magical tree beating up dragons and yordles, but having a 100% uptime on Vengeful Maelstrom doesn’t offer many windows of opportunity (otherwise known as counterplay!), and we may have overshot slightly on his base power.
W – Twisted Advance
BASE MAGIC DAMAGE 9/10.5/12/13.5/15% max health ⇒9/10/11/12/13% max health
ABILITY POWER RATIO +4% max health damage per 100 AP ⇒ +3% max health damage per 100 AP
R – Vengeful Maelstrom
NEWMAXIMUM DURATION 10 seconds
Black Shield has a lower base and R doesn’t nuke as hard.
Regardless of how she’s played (as a mage or a support), Morgana brings a lot of utility and damage to the table, so we’re looking to reduce some of her overall effectiveness. While we don’t usually talk about specific changes in the context, reducing the base value on Black Shield means support Morgana will have to choose between the defense it provides and the offensive power she gets from leveling Dark Binding, while mage Morgana will be less affected with her AP ratios compensating at rank 1.
E – Black Shield
BASE SHIELD 95/160/225/290/355 ⇒ 70/140/210/280/350
R – Soul Shackles
BASE MAGIC DAMAGE 175/250/325 ⇒ 150/225/300
TOTAL POSSIBLE MAGIC DAMAGE PER TARGET 350 / 500 / 650 ⇒ 300 / 450 / 600
Although we really like Orianna’s complexity and high skill potential, she’s often seen as a very reliable – and safe – choice for any team who needs a well-rounded mage. These changes are to give Ori’s lane opponents a little more breathing room (especially melee) against her as she winds up for the mid to late game.
BASE ATTACK DAMAGE 47 ⇒ 41
R’s cooldown is longer and the warning indicator’s range is increased. Also Rengar’s prey will always have a warning indicator if he’s within range, even if he’s hiding behind a wall. Obtaining the giga-rare ‘Head of Kha’Zix’ gives Rengar more vision while stalking in brush.
While Rengar’s Thrill of the Hunt is usually quite fun for him, we’ve seen he can be a little frustrating to play against – particularly in the early game when he’s roaming everywhere, and in the late game when his prey is usually dead as they see the warning indicator. The short-form of this context would be that we want Rengar’s ganking power to… Slow Down!
BUG-FREE KITTY Fixed a rare bug where Rengar would not leap from a brush if he recently flashed into it
Head of Kha’Zix
NEWDON’T ASK HOW THIS WORKS Rengar now has increased vision range while in a brush with the Head of Kha’Zix
R – Thrill of the Hunt
NEWX-RAY CAT FINDERWarning indicator now appears even if Rengar is in the fog of war while stealthed. In other words, if Rengar is within 1250 range of any opponent while stealthed via Thrill of the Hunt, they will be notified.
LONG RANGE CAT FINDER Warning indicator range increased from 1000 ⇒1250
COOLDOWN 120/95/70 seconds ⇒ 150/110/70 seconds
R no longer deals damage to untargetable champions, causing fewer opponents to rage.
Now you should be able to fully dodge a Syndra ult if you time your abilities right.
R – Unleashed Power
SLIGHTLY LEASHED POWER Fixed a bug where Unleashed Power’s Dark Spheres were still dealing damage to targets who had become untargetable (via Rappel, Zhonya’s Hourglass, Playful/Trickster, etc)
Thanks to one particularly intrepid player, we’ve fixed a longstanding bug with Thresh’s Flay.
E – Flay
THANKS DUDE Fixed a bug where Flay would sometimes not move opponents
R’s delay between shots doesn’t scale with cooldown reduction.
We always intended for Xerath’s ultimate to be very dodgeable in a one-on-one situation, as he should be relying on his teammates for help. While we could technically position this as a bugfix, this is a definite power reduction for Xerath, so we’re calling it a nerf fix (as opposed to a buff fix).
R – Rite of the Arcane
NERF FIX The delay between Arcane Barrages scales with cooldown reduction ⇒ is fixed at 0.6 seconds between individual shots
Death Mark now places Zed behind his prey and allows him to ignore unit collision while active, finally making him a real-er ninja.
Zed lost a lot in 4.10 with our marksman itemization changes, but he’s still performing consistently at the highest levels of play. That said, we saw we could give him some small usability buffs to help him stick to his Death Marked targets better.
R – Death Mark
NEWTHE UNSEEN ZED IS THE DEADLIEST When Zed uses Death Mark on a target, he dashes in front of them ⇒ behind them
NEWTHE UNBLOCKABLE ZED IS THE DEADLIEST Zed now ignores unit collision while the Death Mark is active on a target
We’re making Sanguine Blade a little more player friendly by extending that passive duration. The small shift from lifesteal to AD is just to make Sanguine Blade more promising as a high-AD item, but we didn’t want that lifesteal to get out of hand.
PASSIVE DURATION 4 seconds ⇒ 8 seconds
ATTACK DAMAGE 40 ⇒ 45
LIFESTEAL 15 ⇒ 10
We forgot to mention in 4.13 that we’ve updated the buttons in the post game lobby. The new buttons have a modernized look and feel and should help reduce misclicks. We also did a bit of cleanup this patch based on initial feedback.
HAPPY CLICKING! Post game lobby buttons have been updated
We’re introducing Suggested Players to help fill out premade lobbies. The initial list includes players from your recent victories as well as any premades you queued together with in your last match, but over time will be expanded to include groups like honorable players, potential friends and friends of friends.
- Hosts and Captains of all matchmaking queues will now see a list of “Suggested Players” they can invite to fill out premade groups. The list includes:
- Premades you queued together with in your last match
- Team members from matches you’ve recently won
Although 75% of players improve their behavior after just 1 set of chat restrictions, in some cases the system was handing out fewer initial restrictions than it should have, resulting in back-to-back waves of restrictions. We’ve tuned the system to be more accurate with the first wave – for example, one set of 30 instead of three sets of 10.
- The Chat Restriction system is now more accurate with its first set of restrictions, reducing instances of back-to-back restriction waves
We’ve upped the number of spectators that can join a custom lobby. This should be especially useful for local tournament scenes!
CONVENIENCE Increased the maximum number of custom lobby spectator slots from 2 to 4
Patching and installing have been sped up a bit. These changes are separate from the upcoming Patcher & Landing Page Refresh, which will inherit these improvements when released a bit further down the road.
FRESH INSTALLS League of Legends installs roughly 15% faster
PATCHES League of Legends updates roughly 7% faster
Now that the new engine is up and running, we’re removing old files that aren’t needed any more. This’ll clear out over half of the audio files currently stored on your computer (the new engine is slimmer than the old one!) and reduce the number of files we need to update in future patches.
YOU SHOULD DEFRAG Removed about 700 MB of obsolete audio files
- Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
- Pink wards are pink again!
- Relic Shield and its upgrades no longer execute Heimerdinger’s turrets (in line with the 4.12 change which removed the execute from Yorick’s ghouls and Zyra’s plants)
- Quinn’s E – Vault no longer causes weird text to appear
- Targeting an ally with Zilean’s Q – Time Bomb no longer pops their spellshield effects
The following skins will be released at various times during Patch 4.14: