Welcome to patch 4.20, the first patch of the 2015 preseason and one of our biggest updates for League of Legends to date. Whew.
The big theme of the 2015 preseason (and boy will you hear this a lot) is Strategic Diversity. That sounds like a vague concept (does anyone remember "End-game Fantasy" from the 2014 preseason?), but our high-level philosophy is we want to offer you more paths to victory so that your in-game decisions matter just as much as the champions you pick. In previous years, we've lacked the proper systems and levers to balance different strategies against each other, so when teams would discover unique ways to win, we'd either have to watch Ziggs bomb the stuffing out of people in stall / poke compositions, or we'd just have to tackle the manic yordle on a personal level. This year, rather than trying to 'fix' tactical problems from the previous season, we're instead introducing a metric tonne of changes to map-wide objectives, a complete rehaul of the jungle and jungle itemization, and a number of strategic item additions / modifications. With these new paths in place, how you strive for victory will vary with each individual game and our hope is that all of this adds up to more far more strategic diversity and experimentation in League.
To be blunt, we were dubious about the idea of introducing so much change to the game, but then we realized that preseason is high-time for refining, polishing, and evolving, so we went for some ambitious goals this year. It's also worth noting that this is just the beginning. There are... a lot of changes here and, with so many variables at play, we're expecting the game to be disrupted, imperfect, and requiring even more work over time. That said, we're confident with the direction this preseason is headed, and we're more than happy to course correct as things play out. There's no comparison for our months of internal tests against millions of your own, so we're excited (and a little scared) to see what you have up your sleeves.
Anyway, there's a whole lot of information to be found on the preseason, including the 2015 Preseason Spotlight and the very pretty 2015 Preseason Microsite. Be sure to check those out if you want some high-level introductions to our changes, as we're going to be going very deep on the philosophy in these notes. Expect to hear from us throughout!
P.S. We visually updated everyone's favorite tree! Play tree every day.
Chris "Pwyff" Tom
While we're aiming to improve the quality of life for many junglers in the preseason, the truth is some junglers are going to get more mileage out of these changes than others. While it might be weird to get "pre-emptive" nerfs based on systems that haven't been publically tested, these guys and gals (and mummies and rammii) just keep coming up in our internal playtests, and we don't want to be responsible for Amumu (just an example) becoming more of a solo-queue star than he currently is.
Second note - you're going to see a stat called "growth stat" in these champion patch notes rather than "per-level" stats. The reason is due to some complicated math we're rolling out regarding base stats and stats per level, all of which you can read about here..
Stat advantages through levels have been smoothed out. Honestly speaking, Leona + Graves will still beat the stuffing out of you at level 2, but level advantages should be more focused on ability ranks than raw stat gains. Mana regeneration has been normalized across mages and supports to account for the new mana regeneration item changes.
Basically we're trying to smooth out level advantages through stat gains. Given how strong basic attacks and ability levels are during the early game, flat stat per-level advantages only magnify early game snowballing - especially that level 2 power spike that laners use to punch their opponents in the face.
For the attack damage change, we saw an opportunity to lightly address the minor imbalance between ranged and melee in the solo lane, so ranged champions (and Jayce / Kayle) won't have their base AD modified by the base stat buff (which rounds out to +2 AD for melee champions). There's something to be said about loss aversion, but let's not go into that.
These mana regen changes are less related to stat gains and more to do with our modifications to mana regeneration items (specifically how they're now based off base stats rather than being flat values). There's a lot of math behind the curtain, but this also sets the foundation for any future work we do on differentiating champions through on mana regeneration. In other words: before this patch, mana regeneration was a little arbitrary, with each champion roughly balanced off their closest counterparts. Now if we do change champion base mana regen, it'll be for a very deliberate reason and you'll see clear groups of champs affected differently by mana regeneration items.
Maokai has been updated! Check out the article if you want the full story, or below if you just want the specifics.
Big early game buffs to Q and E, small late game nerf to W's AP ratio.
We think Azir's pretty close from a power-level perspective, so we're re-balancing his numbers to smooth out his curve. Early buffs to Q and E should help him take flight, while a nerf to his late-game soldiers should clip his wings before he flies too high.
Less base armor, reduced W damage at early ranks.
With beefed-up health pools across the jungle and this little mummy dealing area-effect % health damage, Amumu's going to be a big beneficiary of the 2015 preseason jungle changes. We're taking preemptive measures to pull his clear speeds back in line, but we still expect him to be one of the stronger champions heading into this preseason.
Buffing Evelynn's base armor to survive in the new jungle.
Though Eve spends less time power-jungling and more time making your opponents rage-quit, we found she was having too much trouble with the jungle's new difficulty. A tune-up to her base stats should make sure Evelynn doesn't stay perma-stealthed in champ select.
Changing the way Blade Waltz does damage. It'll do the same to a single target, but less AoE with Tiamat / Ravenous Hydra.
While it's a little weird to have to nerf a champion due to their overwhelming synergy with a core item (Tiamat / Ravenous Hydra in this case), Fiora's a more unique case as Tiamat lets her turn an already low-counterplay ability (Blade Waltz) into a high-damage area-effect low-counterplay ability. Additionally, some of our predictive models show that Fiora will probably benefit from the 2015 preseason changes, so we wanted to make some low-scope preliminary changes. This is a long context to say that we're re-emphasizing Fiora's duelist capabilities so she needs to be more opportunistic when looking for a dance.
Lots of complicated math means that Mega Gnar gets less stats early on but more later. Boomerang and Boulder Toss are getting their damage shifted into the AD ratio. Hyper's damage is going down in the early game and Wallop's cooldown is going up.
Gnar's become quite the handful when it comes to his bullying potential. Sweeping changes to his early-game bases should give him a bit of a time out (heh, get it?) during the laning phase, while buffs to Mega Gnar's late-game scaling means you probably still wouldn't like him when he's angry.
We're giving Heimerdinger some health regen so he won't get messed up by the 2015 preseason base stat migration.
Previously, the Dinger got all of his health regen stat from his passive in lieu of having a base health regen stat. Now that health regeneration scales from your base, we thought it was important that he be able to regenerate health.
Death Lotus has a higher cooldown and lower damage at ranks 1 and 2, but normalizes back its old values at rank 3.
Katarina's been on a tear recently, rising to near-permanent-ban status across various regions. With shifts in the game landscape alongside various preseason changes (chief among them the lowered regeneration across the board), Katarina may very well be one of the strongest beneficiaries post 4.20. We're keeping an eye on her but, in the meantime, taking some of the Death out of Death Lotus to make sure Kat doesn't Shunpo her way to a top spot.
Void Spike's cooldown is higher. By 2 seconds. Excellent summary.
Though Kha'Zix has been at the forefront of bottle-necking competitive diversity for a while now, we're content with giving him a slap on the wrist due to the massive shifts the upcoming season will bring. The increased cooldown to Void Spikes should see this jumping and slashing jungle-bug rely a little less on poking from afar and more on what he's really about: jumping and slashing (and jungle-bugging).
Base armor and base health regeneration are going down slightly.
We've made enough jokes throughout the patch notes at the expense of Lee Sin's constant dominant power, but we're making some small pre-emptive modifications just in case. Aside from Kha'Zix (for which we have changes), Lee is still a jungler who has the potential to be very oppressive in the early game, so we're tuning up his weaknesses by a small amount.
Q's cooldown is much higher at early levels, and E's armor shred has been reduced.
Rammus's uptime between ganks have made him quite the monster, and we're not even talking about what happens when he finishes his Homeguards. Scaling the cooldown on Rammus' Powerball should give opponents better windows to react to his ganking cadence, while lowering E's shred makes him less of a duelist (how is Rammus dueling!?).
That said, we're not quite sure how Rammus will be affected in the preseason. If the Armordillo's eating a healthy portion of struggle salad in 2015, we'll double back to make sure he's staying healthy.
Glory in Death's health drain has been lowered for higher levels and Sion's health regeneration growth stat has been lowered a bit.
Sion's been climbing the ranks towards Mundo-hood when it comes to overall longevity and, couple that with the 2015 changes to regeneration, we have a real monster on our hands. In light of that, we're mainly re-mathing out Sion's passive to favor the juggernaut's beefier builds.
Sona's overall sustain should be lower, especially in cases where significant lane trades have been made.
Sona's been on the rise due to her ability to turn almost any extended fight in her favor. While we like the Maven getting some recognition, we're looking to reduce her raw trading power so that the great Sonas will need to tightly manage their shields and auras rather than spamming W (that's a tactic for the 'good' Sonas).
Base AD went down, E cooldown increased, W cast range increased.
When deciding to retune League's Premier Healer, we were very conscious of how much interaction she should have with her enemies - as it stands, we may have gone a little too far. Soraka's losing some attack damage and uptime on her E to curb her offensive capabilities, but gaining range on Astral Blessing to keep her true to her roots: Healing. Premier Healing.
Incidentally, before this change, Soraka was tied with Tryndamere, Irelia, and Hecarim for having the 9th highest base AD in the game. That's like throwing banana-swords. Banana-halberds.
R has a higher cooldown at early ranks.
In 2015, our focus for bringing Strategic Diversity (still a better phrase than end-game fantasy) to the jungle comes down to ironing out a set of strengths and weaknesses for each champion. Previously, Warwick's strength (sustain / safety) was undervalued due to the piles of sustain all junglers had access to; post-preseason however, Warwick's going to be the cool kid on the block. Where his jungling friends might now find themselves chugging pots to stay healthy in the jungle, Warwick now surpasses almost all of them due to his speed, safety, and consistency.
While we don't want to take away Warwick's new-found status as a power-pick, lowering the frequency of his Infinite Duress ganks (which, when executed well, mean kills for his laning friends) will help cement a weakness (low-utility ganks without R) into what is an already well-rounded werewolf.
After a brief intermission last patch, we're continuing our comprehensive pass at the game's older character textures. Our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift.
Don't feel so bad about getting those early kills. Unless you're getting assists. But then maybe you should have just stolen the kill.
With the above growth stat changes to address early snowball advantages, we decided to revert the unpopular early game gold reductions we made in the 2014 preseason. Just try not to feed two kills to Lee Sin before the laning phase even begins...
It's scientifically proven that a more responsive fountain heal leads to higher overall champion happiness. It's just science, man.
This change isn't extremely noticeable in real-time application, but we wanted to create more opportunities for teams who are behind to fight back. The math here gets complicated.
With strategic diversity being our big goal for the 2015 preseason, there are a number of ways we're tackling the challenge. In the case of objectives, we wanted to create incomparable rewards to better differentiate between map objectives.
So... what's that mean?
Basically with each map objective on Summoner's Rift becoming more unique (both in terms of the rewards they give and how you take them), we can make it so that every path to victory in League can be uniquely different as well. So rather than most strategies boiling down to who can get the most gold (which is important, don't get us wrong), we wanted to amp up the number of interesting and meaningful choices a team can make throughout a game. Should we be prioritizing dragon buffs? What if we just fast push to the nexus? Can we do that with proper map rotations? IS THAT A LASER!?
All very pertinent questions for the 2015 preseason.
Maybe think twice before diving that dude under the turret. All base turrets now fire lasers that ramp up in damage while also slowing movement speed and reducing the damage you deal. Seriously though, they hurt.
I'm sure we've all had the unfortunate task of trying to single-handedly stop a split-pushing Jax (or Tryndamere, or Zed, or... you get the point), only to get murdered under an inhibitor tower we thought was safe. These changes are focused on creating "generalized defenses" against split-pushing - they're not direct counters (because really, if that Jax is fed enough and he wants to kill you, he's gonna do it) but are more like basic deterrents to help out in close games. This way, teams that didn't pick a strong duelist to counteract an enemy split-pusher aren't completely out of luck when that champ gets even slightly ahead.
Taking an inner turret usually requires: a) precise movement (rotations!), b) strategically risky turret dives, or c) a poke-heavy team that whittles down their opponents before clamping down from all angles like a Yordle Snap Trap. In the case of situations a and b, there are clear strategic counters available to all teams, but situation c is pretty much decided at champ select. Either you have a team that can counter a poke team, or you don't. While we're also looking to create offensive answers like Righteous Glory, these regenerating turret shields once again fall into the "generalized defenses" category, where the shield makes it a little easier to withstand (and combat) poke compositions without completely invalidating their strengths.
At the beginning of the 2014 season we shortened the respawn time of inhibitors. Now, with our LASER-BUFFED BASE TURRETS (shouting is mandatory here), we can put inhibitor respawns back to their original timing so that attacking teams have a better window to capitalize on their achievements.
Not the most exciting patch note, but we're making some standardized changes to streamline and clarify how minions / turrets scale in the game. If you like clarity, these will be exciting. We like clarity.
MORE CANNON MINIONS! EARLIER!
When we looked at how games were progressing, we realized cannon minion spawns weren't keeping up with the cadence of a normal game, so we cranked up the cannon-minion-making-machines.
Baron wanted a later call-time.
With Baron appearing at the same time cannon minions ramp up their spawn times (or vice-versa), we can create more consistency around what 'mid-game' looks like for game pacing.
Baron buff no longer gives regeneration to the buffed team, but provides a minion promote aura that amps up sieging power. By a lot.
Baron buff was always intended to be the siege-breaker; the ultimate answer to a team turtling and refusing to die. That's not to say that the present day Baron buff doesn't accomplish this goal, but it currently does so in a low-impact swirl of purple stats (and not much else). As such, our objective with the 2015 Baron buff is to trim power that doesn't feel impactful while adding it back in a way that says, "GO FORTH AND BUST DOWN THEIR WALLS." Hopefully that is now all you hear when you take down Baron.
Dragon's global gold and experience have been transformed into a series of stacking "Dragon Slayer" buffs. Each time your team takes down Dragon, they get a permanent stacking buff. At 5 stacks, your team gets super-bonuses for 180 seconds.
In the 2014 season, it was tough to tell the difference between taking down Dragon or a turret - at least if you were only looking at rewards. Granted, downing a turret does open up the map for your team, but unless you're constantly taking advantage of that opening, the gains from taking multiple Dragons or turrets just means one team has more gold / experience in a fight.
In line with our philosophy of incomparable objective rewards, Dragon poses a much larger late-game threat for teams that take the time to invest in his stacking buffs. This means players will grow to understand the tradeoffs they're making as they ponder whether it's worth giving the enemy team a fourth Dragon in exchange for the top inner turret. And unless the plan is to never lose a Dragon again, there are very real risks associated with making that decision. Look at these meaningful choices!
While blue buff is pretty broad in the power it gives (sustain, wave clear, siege power, etc), red buff has always been focused on its in-combat strengths. We wanted to shift a bit of that to extended sieges so we can give more rewards for controlling the map before a siege.
When a blue buff is picked up early on - especially when two people on the same team have it - things can lead to some pretty obnoxious siege scenarios. Rather than reducing the power of blue buff, we felt we could just reduce its duration to shorten the oppressiveness of extended sieges.
In older iterations of the jungle, we've always reacted to the problems of the previous season, which ends up leaving us on the back foot for the year of Lee Sins to come (it's like the joke writes itself). This preseason, rather than trying to kick the best champions back in line, we instead focused on taking bigger steps to bring strategic diversity back to the jungle. If we can build a jungle that empowers and reacts to the many different actions junglers can take, then we can create an ecosystem where it's almost impossible to distill an "optimal" jungler at any point. That's a bit of a muddy concept, so we'll explain: in the 2014 season, the jungle was a fairly 'solved' position, where optimal routes were established, sustain was easy to come by, and monsters were just piles of gold waiting to be picked up. Because of this, the 'best' junglers were quickly discovered to be those who could heavily influence lanes while still keeping up in their farm; in other words, gank / damage focused champs (oh, hello Lee) who don't make many tradeoffs for their superior dueling strengths.
This season we're introducing a lot more decision points to the jungle - more than can be made in any single game! By introducing so many variables, jungling becomes a combination of adaptation and preference rather than just making small optimizations as one Kha'Zix among many. This also gives us far more 'tuning levers' (aka things to balance) within the jungle, rather than just going after that single dominant jungler. If slow, safe junglers start getting crushed by the Evelynns, Kha'Zii, Elises, and Lee Sins of the world, then we have more to investigate rather than constantly whittling down their strength.
Ultimately, you can think of this new jungle as more of a chess match between you and the enemy jungler. How do you react to your enemies' actions? When will you need the right jungle buff? Should you invest in a more aggressive Smite or do you think a farm-centric approach would be better in this game?
Whatever your answer, be sure to Smite Teemo whenever you can.
A new crabby objective that offers a unique reward in the form of vision and a speed shrine for movement through the river.
Last year we introduced a new jungle camp (the Gromp now!) because we wanted to balance out neutral camps on both sides of the map. This year, our goal with the Rift Scuttler is to create a new objective that not only behaves differently but also rewards players in new and unique ways. So rather than being another Gromp for the river, this scuttling crustacean offers a lot of strategic choice for junglers and their teammates. Take out the crab before your opponents show up for Dragon, and you'll have guaranteed vision to poke them out. Alternatively, if your mid lane wants to push and roam in the early to mid game, it might be worth securing the crab to further augment their ganks. There are a lot of different ways to leverage - and waste! - the Rift Scuttler's reward, so we'll be watching closely to see how he plays into the 2015 preseason.
Smite a camp, get a reward. Simple!
Smite is a pretty unique resource for a jungler, but the choices they make with this spell are pretty basic ("is it off cooldown?"). By giving camps unique rewards, we can offer more ways for a jungler to react to a situation while giving great junglers the chance to differentiate themselves from the good junglers. Sorry, I'll rephrase that: "we can separate the good junglers from the great junglers."
The jungle is harder, but rewards have been increased as well. Just don't die to the Brambleback.
The 2014 jungle was just too soft. 5 minutes into a game, sustain no longer became an issue as junglers mauled their way through camps while recovering via Spirit Stone's recovery mechanic. This meant that junglers who specialized in sustain got overshadowed by junglers who could clear faster because, really, there's no way you can sustain past full health. This bears repeating: as a result of sustain being so easy to access, 'optimal' junglers become ones who can hit that low sustain cap while doubling up on their gank power (Lee Sin, Kha'Zix, Elise, Evelynn, or Rengar come to mind).
Part of our big answer for this preseason is to increase the difficulty of the jungle. By doing so, we can better differentiate between the junglers who clear fast versus those who can stay healthy. This puts a higher premium on that mitigation-focused jungler who can still gank after clearing a camp, while a high-damage jungler might be more effective at ganking but will have a tougher time keeping up. Combine these changes with our below jungle itemization changes (and Smite reward changes above!), and you've got a pretty diverse jungle that caters to a number of different styles.
We're trying to make it a little less painful to "donate" buffs to allies.
Remember to thank your jungler for the help when he or she donates their buff to you. Some of you might argue that blue / red buff is a "team" thing and therefore you don't need to thank anyone, but that's not a very collaborative mindset.
Lessons on manners aside, this change means junglers have more control over how much experience / gold they give up when they donate their buffs to a friendly ally.
This is just a small tuning change we're adding, as junglers who just sit and powerfarm in the jungle all day can potentially run rampant over the map. Sometimes you need to get out of the jungle. Go see your friends. Catch up over coffee and a gank.
Dying to a jungle camp is pretty embarrassing, but it's even more embarrassing when you realize how hard it is to come back without your red or blue buff. Then you fall further behind and you don't want to admit that it's because you accidentally died to the red buff and things just go downhill from there. Hopefully this change mitigates that by a bit.
Customize your Smite...
High-level philosophy: previous iterations of jungle items just reinforced the jungle hierarchy. When items were focused on specific jungle roles or archetypes, the best junglers ended up directly tied to the best performing items on the market. We saw this really flare up with our mid-season changes to Wriggle's Lantern (which we subsequently nerfed) and the brief, meteoric rise of the farm-carry jungler. Creating new jungle items lets us re-focus their benefits on diversity of jungler action (I bet you thought I was going to say strategy) rather than jungler stats. By doing so, junglers can react more fluidly to the state of the game (rather than racing to whoever can finish their item first) and we have the balancing points to support a wide array of jungler strategies (there it is).
... then customize your Machete. Fulfill your end-game machete fantasy.
Enchantments provide a consistent set of bonus stats, regardless of which jungle item you choose. This way, junglers can focus on the play patterns they opted into (through their upgraded Hunter's Machete) rather than being forced into the item that best fits their end-game build.
Elixirs + Strategic Value = 2015 Preseason! Old elixirs have been replaced with 4 new (more expensive) elixirs that are focused on enabling plays rather than giving tons of stats (although they still give a ton of stats...). You're restricted to one elixir at a time (but they can overwrite each other), so don't try to stack them up!
Our current elixirs are good for a late game power boost, but they don't actually enable you to make "serious plays" when you need to (as opposed to the less serious play of "buy an elixir, beat people up"). These new 2015 preseason elixirs were designed with a heavier focus on the strategic powers you need to win - especially in the late game.
Regeneration items are now based off of your base health regeneration stat.
Flat regeneration has always been a difficult stat to balance, as it tends to fall into one of two categories: balanced in the early game, or balanced in the late game. There is no way to have both. Either an item is useful and impactful in the early game but then becomes unnoticeable in the late game (when health pools are 3x-4x what they were), or an item is impactful in the late game but super obnoxious as a first item in the early to mid game. The goal of our changes are to create scaling, meaningful benefits for regeneration at all stages of the game while also being able to tune regeneration more effectively on a champion-by-champion basis. A Mundo who picks up tons of health regeneration will benefit very differently than, say... Riven (she gets a low-cooldown shield, c'mon).
WARNING: This is going to get complicated.
Unlike Tear of the Goddess, Chalice 'turns on' (ie: accesses a majority of its power) very early as a purchase, giving both defensive stats and piles of mana regeneration to safely push / farm. As a result, most mid-laners who don't want to deal with mana problems (or interacting with their opponent) can just rush a Chalice before figuring out the rest of their items. While these changes are definitely a nerf to Chalice (particularly when it's rushed), our goal is to reduce its value as a "one-stop shop" for mana regeneration while also increasing the amount of time it takes for a player to fully tap its strength.
Our objective with items is the same as our overarching 2015 preseason goal: strategic diversity. Is it possible - through items - for your team to be able to opt into different strategies? Could we do it in a way that makes these strategies accessible for all teams, and not just the ones with the right champions? These were the questions that lead us to focus on macro-level items (like pre-fight, out of combat, or strategic purchases) over creating new micro-level items (tactical combat stats, etc). It's not to say we don't like items that give passive stats, just that we didn't we have a large suite of strategic level items so that was a logical place to start. In short, our aim is to provide the right tools for strategic innovation to prosper in League of Legends.
... we use the term "strategic" or some variation of it 6 times in the previous paragraph. That's how you know we're serious.
This is technically a strategic item, but we have nowhere else to put it anyway.
Chase down those pesky disengage comps! Righteous Glory is a new item that gives a lot of health, mana, regeneration, and an active that gives movement speed to its user and allies when moving toward the enemy or enemy turrets. After a few seconds, it sends out a large slowing shockwave.
We don't have many items that enable teams to capitalize on strategic initiations, which means if a team doesn't have initiation baked into their composition, they're usually in for a frustrating time. Given that one of our big goals this season was to offer strategic opportunities for teams beyond champ select, it seemed natural to create a strong initiation item. This allows teams to react more fluidly against disengage comps while also enabling hard engagement strategies without being forced to bring Malphite along for the ride (not that we have anything against Malphite).
Warmog’s has had its max health reduced, but it restores a lot more health if you haven’t been in combat after 8 seconds.
Rather than just giving a ton of health and regeneration, we really wanted to push Warmog’s Armor as an anti-siege item, allowing tanky dudes to stay healthy under high-pressure scenarios. Unless they can’t dodge the poke.
Banner of Command now builds out of Aegis and a Fiendish Codex, providing team-wide siege stats along with a super magic-immune minion active buff.
We’ve always wanted Banner of Command to be a siege / push item in terms of its strategic niche, but couldn't find the right mix of stats to make it situationally viable without being super-strong (or just unused). This will be our third attempt, and there's not much else to say beyond that. Did we mention that Banner's promote active makes a minion immune to magic damage!?
Build up speed near your turret. Or their turret. Or a dead turret. Or when moving between turrets. The possibilities are endless (or only slightly more than what's listed in this summary).
Raptor's Cloak is a stepping stone toward Ohmwrecker, but on its own it provides some neat movement-oriented bonuses for players looking to do some turret diving (or to come barreling down the lane!).
Ohmwrecker's undergone its seasonal rework. This time it gives health, base health regeneration, cooldown reduction, the previously highlighted Point Runner passive (build up +30% movement speed when near any turret, alive or dead), and the Ohmwrecker turret disabling active.
Fourth time's the charm. Similar to Banner of Command, Ohmwrecker's always kind of had a known identity, but we could never find the right statistical combination to make it work (or when we did we got really scared, as it ran the risk of Ohmwrecker becoming ohm-erpowered). With such an influx of strategically-oriented items, however, we think it's time for Ohmwrecker to shine (at least occasionally). Combine that Point Runner passive with Ohmwrecker's turret timeout active, and you've got a hard-initiate turret-diving item that'll be perfect for the aspirational tank in all of us.
Chain Vest builds out of Cloth Armor.
We want basic defensive items to be about reacting to the situation, which means streamlining those purchases down to their basic components (as opposed to getting accidentally 'trapped' when buying the wrong item). Now if you need defensive armor or magic resistance, buying a basic item is never a "wrong" choice.
Negatron Cloak has been removed. All items that used Negatron Cloak now use Null-Magic Mantle.
Copying from above:
We want basic defensive items to be about reacting to the situation, which means streamlining those purchases down to their basic components (as opposed to getting accidentally 'trapped' when buying the wrong item). Now if you need defensive armor or magic resistance, buying a basic item is never a "wrong" choice.
For the gambler in all of us. The two snowballing items now start with 5 stacks, but lose half their stacks when killed.
We see Mejai's Soulstealer and Sword of the Occult as high-stakes gambling items. By upgrading into them, you're throwing away a substantial amount of gold (and thus advantage) with the hopes of 'doubling down' on your control of the game. Go big or go home.
We've set some items free.
We realized in the case of each of these items that 'supporting' them or allowing them to continue to exist would simply cause more harm for game health than actual benefits. Either being abusable in edge cases (hello Sword of the Divine Rengar), or being 'trap' items that are rarely (if ever) the correct strategic purchase. Some may return at a later date!
Defence. Anaesthesia. Authorise. Doughnut. Pyjamas.
Along with Smite getting super complex, we figured we could re-assess the Summoner Spell level requirements.
We've given active items a more impactful UI treatment by adding their ability icons to the space above the center HUD. No more excuses if you forget to pop Zhonya's! We've also split buffs into two categories with different UI spaces to prioritize information that feeds into your moment-to-moment decisionmaking. Together, these updates should cement the center ability bar as your tactical command center. These changes are...for clarity!
End of Game Gifting is a new way for players to gift fellow Summoners via the post-game lobby. We'll be launching in waves starting in the weeks following the launch of Patch 4.20 and extending into the next patch. Launching the feature in stages keeps us light on our feet during the rollout period, leading to the best experience possible for everyone once we're fully activated!
Soon, whether you want to thank a friendly player or reward someone's first Pentakill, you'll be able to show your appreciation after the match! Here are the details: