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Patch 3.5 is about to go live, and we’ve got the details for you listed below. Read on to find out who’s hit the gym along with who’s been carrying a little too hard and exactly what we're gonna do about them.
Karma, the Enlightened One
Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.
Gathering Fire (Passive)
Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).
Inner Flame (Q)
Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
Mantra Bonus – Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
Focused Resolve (W)
Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
Mantra Bonus – Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.
Inspire (E)
Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
Mantra Bonus – Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.
Mantra (Ultimate)
Karma empowers her next ability within 8 seconds for an additional effect.
Akali
Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.
Twilight Shroud
Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
Akali is now immediately stealthed when casting Twilight Shroud directly on herself
Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
Delay on re-stealthing increased by 0.15 seconds
Anivia
Crystallize
Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite's Unstoppable Force
Ashe
Focus
Now displays the Critical Strike chance bonus on the buff bar
Draven
Spinning Axe
Now leads Draven more accurately when he is benefiting from Movement Speed increases
Axe drop location will no longer be placed partially inside walls / terrain
Hecarim
The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.
Spirit of Dread


1楼2013-03-28 10:09回复

    Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14
    Master Yi
    Double Strike
    Double Strike swing time now scales with Master Yi's Attack Speed instead of being fixed at 0.6 seconds
    Fixed a bug where the second strike of Double Strike could critically hit turrets
    Riven
    Wind Slash
    Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya's Hourglass
    Rumble
    Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we’re adjusting The Equalizer to better match its original intent.
    Electro-Harpoon
    Fixed a bug where the visual effect would disappear before the actual end of the projectile
    The Equalizer
    No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
    Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)
    Trundle
    Pillar of Filth
    Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite's Unstoppable Force
    Udyr
    In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.
    Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35
    Monkey's Agility
    Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance
    Turtle Stance
    No longer returns mana when dealing damage
    Shield increased to 60/100/140/180/220 from 60/95/130/165/200
    Udyr can now critically strike in Turtle Stance
    Bear Stance
    Udyr now ignores unit collision while the movement speed bonus is active
    Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
    Bear stance attacks can no longer be self-interrupted mid-attack
    Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
    Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4
    Phoenix Stance
    First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
    No longer grants bonus Ability Power and Attack Damage when activated
    Ability Power ratio on the fire cone increased to 0.45 from 0.15
    Updated the fire cone's spell effect to be more visible
    Warwick
    Hunter's Call
    Now displays range indicator on mouseover
    Blood Scent
    Now displays range indicator on minimap on mouseover
    Zed
    Living Shadow
    Fixed a bug where Living Shadow would sometimes cast in a random direction


    2楼2013-03-28 10:09
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      Items
      Nashor's Tooth
      Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)
      Spirit of the Elder Lizard
      UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50
      Maw of Malmortius
      Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5
      Champion Select AFK Detection
      When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
      A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
      Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
      Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
      Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
      Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
      This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.
      General
      Turrets
      In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.
      Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
      Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
      Siege Minions
      Siege Minions now take 70% damage from Turrets, increased from 50% damage
      Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
      Super Minions
      Super Minions now take 70% damage from Turrets, increased from 50% damage
      Teleport
      We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.
      Fixed a bug where Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan's Standard or Thresh's Lantern
      Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
      Smart casting with charge-up abilities should be more responsive now
      With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.


      3楼2013-03-28 10:09
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        最新美服补丁。


        5楼2013-03-28 10:14
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