League Of Legends – Patch 4.21 Breakdown
Anyway, the big narrative before we ring in the holiday break and the new year is systems cleanup and last-minute gifts for League’s many orphaned champions. Talking about the system changes: while we’re happy with how the preseason has progressed, we saw a number of opportunities to address the more egregious problems (snowballing, early to mid game gold flow, jungle balance, Warwick). We know everyone’s still getting adjusted to the new preseason, so we’ll be watching closely over the next while to see what new Warwick’s come bubbling to the surface. – Riot Pwyff
There are lot of cool changes to existing champions, please check out full list of them down below.
- Context – More bugfixes and we’re making Azir a little smoother to play. Having tweaked Azir just last patch, we’re looking to see how he performs from here before really changing his power level. So… bugfixes. Always bug fixes.
(W) – Arise!
- Fixed a bug where it was possible for targets to walk out of range of a soldier’s attack, causing the attack animation to play but do no damage.
(E) – Shifting Sands
- Fixed a bug where casting Shifting Sands outside of its cast range would always cause Azir to walk into range. Shifting Sands now checks for the nearest soldier to your mouse and immediately goes there if the soldier is in range, no matter how far from Azir the mouse was.
- Fixed an issue where Shifting Sands would fail to be queued up during a cast of W – Arise!. Now pressing W + E together should always create a soldier and then instantly move Azir to that soldier. Note: there’s a similar problem with pressing W + Q together that we have not fixed yet but are looking into.
(R) – Emperor’s Divide
- The allied speed boost of Emperor’s Divide now grants assists
Context – Aspect of the Serpent now gains stacks over time and every second an enemy champion is poisoned (rather than on poisoned unit kill or when using Twin Fangs on an enemy champ). Twin Fang now adds a debuff that amplifies poison damage on the target.
(Passive) Aspect Of the Serpent
- Cassiopeia builds a stack of Aspect of the Serpent on every poisoned unit kill or on Twin Fang cast on enemy champion once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
- Cassiopeia gains special bonuses at 75/200/400 changed to 100/250/500 stacks. The new breakpoints will be hit sooner than the old ones based on the new stacking mechanics
(Q) Noxious Blast
- Fixed a bug where Noxious Blast’s delay wasn’t actually normalized (it was hitting anywhere between 0.25 seconds and 0.5 seconds). Now has a flat 0.4 second delay.
- Changed 10/15/20/25/30% bonus movement speed to 20% bonus movement speed at all ranks.
(E) Twin Fangs
Twin Fang now adds a debuff on the target that amplifies further poison damage by +20% for 5 seconds. This debuff stacks up to 2 times (capping at +40% poison damage).
- COST – 30/45/60/75/90 mana >>> 35/45/55/65/75 mana
- RATIO – 0.4/0.45/0.5/0.55/0.6 ability power to 0.55 ability power at all ranks
Context – Life’s hard for a Cho’gath. You want to eat your enemies, they don’t want be eaten, and all it takes is one little death to set this poor little monster back. These changes should help Cho get back into the fight, but we also wanted to create bigger decisions between saving Feast for a kill or nommin’ down on some creeps.
- Feast now has 50% of its cooldown and mana cost refunded if it kills a minion or monster. Cooldown changed from 60 seconds to 80 seconds from all ranks.
Context – Oh Corki. We’ve known about your strengths for some time, but we’re always careful about balancing you because you’re rarely a ‘standout’ in any particular category (unlike, say, Tristana or Kog’Maw who you know are strong when they’re strong). But with power reductions coming for Lucian, we know you’re up next on the “very strong, safe marksmen” list in competitive play, so we’re taking some cautious steps to keep you in line as well.
(Q) Phosphorus Bomb
- Missile Speed Changed from 1125 to 1000, so its practically ~10% slower.
(R) Lunar Rush
Lunar Rush still gets the reset if Diana casts it on a Moonlight’d target but is interrupted mid-dash.When getting the reset, two things can go wrong for Diana: missing her Q, or having R interrupted. Canceling R not only removes all of Diana’as damage options, but often just leaves her dead in the water, so we’re throwing her a lifejacket (check that metaphor).
As long as you target a unit affected by Moonlight, Lunar Rush’s cooldown will be refunded even if the dash was canceled. This change makes it a little easier for those hoping to become the living embodiment of the vengeful moon.
Context – Dread now applies on things Fiddle interacts with, as opposed to a broad area of effect. Dark Wind no longer silences the same target multiple times but will try to prioritize new targets as it bounces along. Terror’s always kind of been Fiddle’s thing, and he’s certainly a pretty big one (terror, that is) given the current jungle environment. With that in mind, we’re looking to drain some of his less-clear power and add more consistency (for him and opponents).
- Dealing magic damage or casting Terrify applies Dread to enemies for 2.5 seconds, reducing their magic resistance by 10. Fiddlesticks no longer applies Dread to all enemy units within 800 range.
(E) Dark Wind
- Now prioritizes targets not yet hit by Dark Wind
- Dark Wind can still hit targets multiple times, but it will now only silence them once
- Silence Duration changed from 1.20 seconds to 1.25 seconds.
Context – Galio’s ultimate has two major risks involved – either he’s crowd-controlled during its channel or his opponents buy Mercury Treads. We like the teamplay that comes from coordinated interrupts but find it a little sad that tenacity messes with his flow so much. Is now fixed.
(R) Idol Of Durand
- Idol of Durand’s taunt is no longer reducible by tenacity.
Context – IF HE’S MAKING A CRATER SOMEONE’S GONNA GET HURT.
- Fixed a bug where Jarvan would sometimes fail to do damage if he was killed quickly after landing from Cataclysm. Note: Jarvan still won’t deal damage if he’s killed mid-air, but if he’s able to land and create the wall, he should always deal damage.
Context – Surprise……he’s back. While it hasn’t been too long since Jax’s reign over top lane, now that his laning power is a little more manageable we think we can give him some more late game love as a reward for getting through the early to mid phases. Caution playing Jax might be cause for EBOLA
- Cooldown changed from 18/16/14/12/10 seconds to 16/14/12/10/8 seconds.
(R) Grandmasters Might
- BONUS ARMOR – 25/35/45 (+0.3 attack damage) to 20/35/50 (+0.5 attack damage)
- BONUS MAGIC RESISTANCES :: 25/35/45 (+0.2 ability power) to 20/35/50 (+0.2 ability power)
Context – Before this change, you could activate Hyper Charge, wait a bit, then Double Hyper Charge someone, doing ‘The Most Damage In League of Legends’ (maybe?). It was unintended and kind of goofy…
(W) Hyper Charge
- Hyper Charge now goes on cooldown after the third shot rather than right on cast. Cooldown changed from 14/12/10/8/6 seconds to 13/11/9/7/5 seconds
Context – Rules are made to be broken. Like buildings….. Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We’ve changed it so Switcheroo’s icon is always the gun you’re currently using, and added a flashy-toggle swirl to show you’re spending mana while using Fishbones.
- Switcheroo!’s spell icon displays the gun Jinx will switch to the gun Jinx is currently using.
- When using Rockets, the ability icon will flash (like Ashe’s Q) to show that Jinx is now in “mana spending mode”
Context – Like many champions before him (Veigar, Karthus, and Cho’gath come to mind) Kennen has been held back by inconsistencies in the timing of his abilities. After a much-needed round of re-coding, we’ve fixed an issue with Electrical Surge while also tuning Slicing Maelstrom. It’s worth noting for Kennen’s R that this is a slight late game nerf to his single target ult burst, but a buff to his area-effect speed.
Electrical Surge (E)
- Electric Surge now checks for viable targets on the beginning of the cast rather than at the end (it still hits enemies after a cast time, but is generally more reliable)
Slicing Maelstrom (R)
- Time Between Strikes 0.5/~0.4/~0.33 seconds to 0.25 seconds at all ranks
- Time Between Same Target – 0.5/~0.4/~0.33 seconds >>> 0.5 seconds at all ranks
- TOOLTIP CLARITY! – Slicing Maelstrom’s tooltip now reflects the duration of the storm rather than maximum number of strikes. Its duration has always been 3/4/5 seconds.
Context – Lucian is a character that’s carefully defined by his low combat range (500) and being opportunistic to succeed within it. These changes are more along the lines of pushing that while creating more windows of opportunity against Lucian. We do say windows of opportunity a lot.
- Duration of the passive dropped from 6 seconds to 3 seconds. Also Attack damage scaling been scaled to 0.3/0.4/0.5 attack damage at levels 1/7/13
Context – Waaaaaay back in 4.3 (That’s February! Hi Vel’Koz!), we changed fear mechanics across the board to make the affected unit move away from you instead of in random directions. Unlike other champions, however, Nocturne has lacked a way to really capitalize on the consistency of his newer fear. So we’re fixing that. Also, this means any of Nocturne’s spooky friends (Shaco, Fiddlesticks, Hecarim, Lollipoppy) can set him up for some sweet ganks.
(E) Unspeakable Horror
- Nocturne now gains massively increased movement speed when moving toward feared targets (Also works with other fears such as fiddle or volibear one)
Context – As some who benefited a lot of from the Preseason changes, Pantheon fits well within our expectations for a jungler: his ganks are amazing and he really benefits from the itemization paths available (see: Warrior enchant, Stalker’s Blade, etc). From a durability standpoint however, Aegis Protection’s been giving Pantheon a free pass in terms of health-pool, making him head-and-shoulders above other Assassins/Fighters when it comes to ganking-uptime. We’re lowering his attack speed to make his passive proc less often unless he focuses more of his mana into casting spells, which translates to a riskier jungle for him overall.
- Base attack Speed has been changed from 0.679 to 0.625, but Pantheon’s attack frame animation speed has been increased by +26%
Context – Oh dear… There was a glitch which was unintentional and now we have addressed that.
Bonetooth Necklace (Item)
- Bonetooth Necklace actives no longer benefit from cooldown reduction
Context – Winter is coming, and she’s riding a boar. Sejuani hasn’t been in the spotlight for some time, but in light of the updated jungle we figured we’d look back at some outliers. While Sej’s far from the bottom of the ice-bucket, she’s always suffered from not having incentives to stay in the fight compared to other tanks. Instead she just throws out her spells and then sits around waiting for them to recharge.
- Base Mana increased from 287 to 400.
(Q) Artic Assault
- Arctic Assault no longer scales with 4/6/8/10/12% of target’s max Health. Damage has been changed from 40/70/100/130/160 magic damage to 80/125/170/215/260 magic damage
(W) Flail Of The Northern Winds
- Cost changed from 40 mana at all ranks to 40/35/30/25/20 mana
- Damage changed from 40/60/80/100/120 (0.3 ability power) magic damage to 4/6/8/10/12% of target’s max health (+3% per 100 ability power) in magic damage.
- AoE Damage changed from 80/120/160/200/240 (+10% bonus health) >>> 40/70/100/130/160 (+4/6/8/10/12% total health)
- Cooldown changed from 11 seconds at all ranks to 10/9/8/7/6 seconds
- Damage changed from 60/110/160/210/260 magic damage to 60/90/120/150/180 magic damage
- Slow duration adjusted from 1.5/1.75/2/2.25/2.5 seconds to 1.5 seconds at all ranks
Context – Though Shen is no stranger to the shadows, we all remember how crazy this ninja gets when he’s gets out of control. That said, we think loosening some of Shen’s larger energy constraints is a nice place to push his power without instantly putting him on top. We’re still assessing where he’s at, but hopefully this allows us all to see a little more Shen in our lives. Or not? (He’s not a very good ninja).
(E) Shadow Dash
- Energy Cost dropped from 120 to 100
Context – In light of her recent exit from popularity, Shyvana’s a character that’s been left without a clear identity. Is she a human? Is she a dragon? Is she viable? Leaning on her original jungling roots, we’ve decided to boost Shyv’s clearing speeds so that she can be one of the faster farmers out there, opening her up to make cooler decisions than just shoving in top-laners and living forever.
(Q) Twin Bite
- Cooldown dropped from 10/9/8/7/6 seconds to 9/8/7/6/5 seconds
- Burnout now now deals +20% bonus damage to monsters
- Fixed a bug where Burnout was scaling incorrectly with attack damage when Shyvana was in her dragon form
Context – One of the problems the Soraka update tried to fix were the times when she would just sit in the back and heal things without ever being vulnerable. In practice, however, Soraka’s synergies with health and mana regeneration allowed League’s Premier Healer to overcome these obstacles and amp her annoying meter all the way to 11. Thanks to the way regen works in the 2015 preseason, we’re able to mitigate the effectiveness of this strategy by lowering her base stats, but we’re adding more power into Astral Blessing’s passive to reward the most accurate of star-snipers.
- Base Health Regen nerfed from 4.675 to 2.5
- Base Health Regen growth dropped from 0.7 to 0.5
(W) Astral Infusion
- Ability power ratio range is now changed from 0.2 ability power = 0.4 ability power to 0.4 ability power to 0.8 ability power (there’s a range because this scales in effectiveness with Soraka’s missing health)
Context – Despite being an effective lane-bully, Varus’s effectiveness is so heavily tied to his Q harrass that he often finds himself running out of gas when it comes time to leverage that early-mid advantage into a more substantial one. We think Varus is a pretty cool dude (if perhaps a little grumpy; all he does is grumble), so we’re seeing if this small change helps him stay relevant into the late game.
- Mana regen growth buffed from 0.5 to 0.8
Context – Warwick’s popularity (and subsequent insanity in the win rate department, even though we don’t like using win rate as a statistic because it’s loaded with so many other variables but let’s not get into that) is a perfect storm of changes to preseason systems, the jungle, and the latent powers within his kit. We all know Warwick should be lowered a peg (or two. or five.), so we’ve decided to focus on Hunter’s Call and Infinite Duress.
(W) Hunter’s Call
- Duration Dropped from 10 seconds to 6 seconds
(R) Infinite Duress
- Base Damage nerfed from 250/335/420 magic damage to 150/250/350 magic damage
Context – We might have overdone it a tad with 4.18, so we’re stepping back just a bit. These changes should maintain Yasuo’s vulnerability to ganks in lane but give him a little more leeway to make plays with Steel Tempest. A wanderer isn’t always lost, but that doesn’t mean he’s over-nerfed. What does that mean. We don’t know.
- Movement Speed increased from 340 to 345
(Q) Steel Tempest
- Cooldown changed from 5/4.75/4.5/4.25/4 seconds to 4 seconds at all ranks
Context – The last on our ‘Naughty or Nice’ junglers list, we wanted to give Zac a little more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac’s identity as initiator, buffing the knock-back effect on Let’s Bounce! means finding fights at max-range lets Zac play more with his opponent’s positioning to single someone out.
(E) Elastic Slingshot
- Zac now creates extra chunks for each additional champion he hits
- Damage increased from 80/120/160/200/240 magic damage to 80/130/180/230/280 magic damage
(R) Let’s Bounce
- Knockback range changed from 250 to 400 (enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same)
Systematic Game Changes
These are the changes from non-champion related stuff, mostly turret stuff and other minor details that impact general gameplay of League Of legends. See full list down below.
Turret Gold Changes
Context – One issue with Dragon getting stingy with his gold bounties is that the amount of accessible gold in each game has gone down. What <em>that</em> means is that players are having more difficulty hitting their mid-game fantasy item builds (that is now a term) at a reasonable time. Rather than just throwing gold onto everything, we’re going to up the rewards on objectives that are already gold-focused so as to reiterate their strategic value. And diversity.
- Outer Turret Global Gold Reward changed from 100 gold to 125 gold
- Inner Turret Global Gold Reward changed from 125 gold to 150 gold
Context – Our philosophy with the inner turret shield has always been about offering a broad strategic defense against poke / siege teams, and not a weird way to nullify damage-over-time abilities. That said, our safeguard against the latter wasn’t very fine-tuned as the turret basically checked every second if a champion within range had been damaged and, if they hadn’t, it gave them a shield. This lead to some weird timing issues where a DoT-ed champion could potentially cycle between being on fire while also getting shielded if they hit the right window. Hopefully this change removes that but, if it doesn’t, we’ll be sure to revisit this!
- Inner turret only now shields after 1.5 seconds instead of 1 second.