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Darkin To Dawn Introduces Aatrox, Kayn

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Wild Rift Patch 3.5 Notes Gameplay Changes

Item

[NEW] HORIZON FOCUS

Build Path:

  • Fiendish Codex + Haunting Guise + 700g

Stats:

  • 80 Ability Power
  • 150 Health
  • 15 Haste

Passive – Hypershot:

  • When a non-targeted ability hits a champion at least 500 range away*, it applies one stack, and when you immobilize a champion, add 2 stacks.
    • Stacks last for 5 seconds.
    • After reaching 3 stacks, consume the stacks to deal 80 + 20% Ability Power magic damage and apply another stack.

[NEW] LORD DOMINIK’S REGARD

The current penetration options are often unsatisfying for marksmen, so we’re adding a new Last Whisper item that also offers crit chance to smooth out those awkward build paths. We’re also trying something new with the passive, which should allow you to get some occasional snappy attacks in.

Build path:

  • Last Whisper (1100g) + Cloak of Agility (1000g) + 1000g

Stats:

  • 35 Attack Damage
  • 25% Crit chance

Passive – Last Whisper:

  • 16 – 30% Armor Penetration

Passive – Adrenaline:

  • Your first attack on a champion after being out of combat with champions has an 80%increased Attack Speed.

[REWORKED] AWAKENED SOULSTEALER

[NEW] Build path:

  • Prophet’s Pendant (1250g) + Fiendish Codex (1000g) + 750g

[NEW] Stats:

  • Ability Power: 65
  • Haste: 20
  • Health: 150

[NEW] Unique Passive – Death Touch: 15 Magic penetration

[NEW] Unique Passive – Soulflare: Takedowns on enemy champions within 3 seconds of dealing damage to them reduce the remaining cooldowns of your abilities (including ultimates) by 20%.

Unique – Soulcharged: [REMOVED]

DIVINE SUNDERER

As a competitor to Trinity Force, Divine Sunderer has been losing a bit of its sheen. We’re buffing it up to give it the polish it deserves.

  • Attack Damage: 20 → 25
  • Ability Haste: 20 → 25

MORELLONOMICON

[NEW] Build path:

  • Fiendish Codex (1000g) + Oblivion Orb (800g) + 700g

[NEW] Stats:

  • Ability Power: 70
  • Haste: 20

[UNCHANGED] Passive – Affliction:

  • Dealing magic damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the target is below 50% health, this effect is increased to 60% Grievous Wounds instead.

[REMOVED]

YOUMUU’S GHOSTBLADE

For now, Youmuu’s is in an ‘decent’ spot in terms of power, but the developer team is making it a more attractive purchase by lowering its price..

  • Gold cost: 3000g → 2900g

NEW RUNES

CHAMPION RUNE REPLACED BY [NEW] SUDDEN IMPACT

[NEW] Domination: Sudden Impact:

After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 10 Armor Penetration and 10 Magic penetration for 3 seconds (4 second cooldown).

Rune Changes

[REWORKED] INSPIRATION: PATHFINDER

[NEW] Effect:

  • Gain 20 bonus movement speed in the river. When in the river while out of combat, restore 0.6% missing health or 0.6% missing mana (based on the lowest value) every 1 seconds and gain an additional 10 bonus movement speed.

[REWORKED] INSPIRATION: PHASE RUSH

Effect: Hitting champions 3 times with separate attacks or abilities within 3 seconds,

  • Grants: (Melee 40% − 60% / Ranged 30% − 50%) Movement speed and 75% Slow resistance → (Melee 40% − 60% / Ranged 30% − 50%) Movement speed, 10 Ability Haste and reduces and reduces your current basic ability cooldowns by 20%.
  • Duration: 3 seconds
  • Cooldown: 12 seconds

DOMINATION: BRUTAL

Brutal is lagging behind in power when compared to other Domination runes, so we are amping up its damage output.

  • On-hit adaptive damage: 7 – 14 → 12 – 19

DOMINATION: ELECTROCUTE

We’re reducing Electrocute’s cooldown in the later stages of the game to fit the pacing of Wild Rift better.

DOMINATION: SCORCH

We’re turning up the heat on Scorch by buffing the uptime and scaling its damage.

  • Cooldown: 10s → 8s
  • Damage: 24~38 → 28~42

DOMINATION: TRIUMPH

Players should be triumphant over enemy champions, not jungle monsters.

  • Deal 5% bonus damage to targets lower than 35% health → Deal 5% bonus damage to champions lower than 35% health

RESOLVE: ADAPTIVE CARAPACE

Adaptive Carapace is currently underperforming, so we’re increasing resistances that the player gains when below 50% health.

  • Resistance Bonus: 12 Armor // 12 Magic resistance → 16 Armor // 16 Magic resistance

RESOLVE: BONE PLATING

Bone Plating’s effect not working against the initial hit made it difficult to appreciate and too easy to play around for the enemy.

  • Effect: Blocks damage from 3 attacks after the initial hit → Blocks damage from the triggering attack and 2 more attacks

Jungle Updates

ADJUSTMENTS TO SMITE, CHALLENGER SMITE, AND CHILLING SMITE

The Smite system has always been pretty “bloated”, so the team has removed some challenging mechanics and added clearer jungle benefits.

  • Challenger Smite: REMOVED

Smite:

  • Active: Deal 600 true damage to a large or epic monster or minion and restore 70 (+10% total Health) health. Upgrade to Chilling Smite after 3 uses.

Passive – Jungle Expertise:

  • 20% Gold / XP from jungle monsters but temporarily earn 60% less Gold / XP from minions
  • 15% damage and 15% additional ability damage to jungle monsters
  • Restore 40 health over 5 seconds while fighting jungle monsters
  • Restore 4 mana every second while in the jungle or river

Chilling Smite:

  • Against monsters or minions: Deal 800 true damage and restore 70 (+10% total Health) health.
  • Against champions: Deal 38-184 true damage and steal 25% of their Movement Speed for 2 seconds.

Passive – Jungle Expertise: Same as Smite passive

[NEW] JUNGLE CONSERVATION

We’re introducing the Conservation system to make roaming and ganking less punishing to jungle players and to give junglers an opportunity to catch up when they have fallen behind.

Smite & chilling smite now grant their user the Conservation Buff:

  • Every 5 seconds, the player gains 12 or 6 stacks toward their Conservation buff. The number of stacks earned is based on the gold income of the player and the player’s team.
  • If the player’s team gold is lower than the enemy team’s gold by 10% or more and if the player’s gold income is lower than their allies by 5% or more, gain 12 stacks per 5 seconds.
  • In any other state, gain 6 stacks per 5 seconds.

When you kill a large monster or epic Monster, you will consume all current stacks of the Conversation Buff, granting you 1 gold per stack (Max 150 Charges).

JUNGLE CAMP LEASHING

Riot’s Wild Rift team is decreasing the attack ranges of several camps to remove an optimization where a player could stand in the middle of two camps and farm both camps at once.

Attack range adjustments:

  • Crimson Raptor: 3 → 1
  • Gromp: 1.8 → 0.9
  • Blue Sentinel: 1.8 → 0.9
  • Red Brambleback: 2.2 → 1.5

JUNGLE MONSTER CAMPS

[NEW] SHAREABLE RED BRAMBLEBACK AND BLUE SENTINEL

Ever wonder whether a jungle buff should go on your Jungler or be donated to an ally? To that we say, why not both?

  • Red Bramblebacks & Blue Sentinels that spawn after 7 minutes will drop a second Crest of Cinders/Insight for allies.
  • This shared buff will only drop if the Jungler clears the camp.
  • The second Crest will stay on the ground for 45 seconds before disappearing.
  • Any ally except the Jungler can pick up the shared buff by sitting in range for 2.5 seconds.
  • A second Crest will not drop if the enemy team slays your Red Brambleback or Blue Sentinel.
  • Evolved Crest of Cinders & Crest of Insight: Removed

RIFT HERALD

Riot’s Wild Rift team is reducing the Rift Herald animation duration and its cast time so that it can more consistently take down enemy turrets.

  • Total summoning animation duration: 7.6s → 4s
  • Headbutt against Turrets dash cast time: 2.5s → 1.75s

System Changes

BOUNTY MECHANISM

The new update introduces a cap to the bounty system so that players don’t have to pay ‘gigantic’ prices’ for their mistakes.

  • Maximum bounty a player can accrue: Uncapped → 1300 Gold
  • Maximum bounty gold payment for one shutdown: Uncapped →1000 Gold
    • Bounty that are not fully dropped in the first shutdown will be added to the next shutdown

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