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Patch 5.10

Discussion in 'MOBA' started by AlexandarLegend, May 28, 2015.

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  1. AlexandarLegend

    AlexandarLegend Spiked Club New Ogre

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    New Patch 5.10 guys :D

    Welcome to the 5.10 patch notes - the one where supports get some lovin'. As we traverse the land in our diversity dirigible, we're still sussing out what impact the Cinderhulk changes had on the feasibility forest, so we've now turned our sights to sustain / utility-focused supports who have languished a bit in the diversity metrics. That said, rather than kicking all of the aggressive supports in the shins (except a small adjustment for Leona's E width to match the visuals), we realized we could probably introduce some new possibilities with utility mastery changes, sustain support item improvements, and some utility-focused buffs for champions more inclined to those ways.

    Second thing - while we are still watching those Cinderhulk changes shake out, this doesn't mean we're going to be passive about the jungle in the meantime. We've seem some meaningful diversity improvements so far, but it's also clear that there were a few outlier champions who were just strong, so we're taking some additional action this patch (see: Gragas, Sejuani, Rek'Sai). Aside from some small follow-up for champions we adjusted in previous patches, that's the gist of 5.10!

    P.S. Scarizard's out trying to find a better form of transportation than the diversity dirigible (frankly I think we've reached the pinnacle of design transportation here), so you get slightly less sass in the champion contexts. That's about it.
    Chris "Pwyff" Tom
    Champions

    Ekko

    Ekko, the Boy Who Shattered Time, will be released a bit later during patch 5.10!


    Akali

    If Akali Qs someone, Shadow Dance will bring her much closer to them. Otherwise all of her R dashes are slightly closer in general.

    Our bad on this one. Adding a little more intelligence to Akali's dashes, where they'll try to adjust distance according to her needs.
    R - Shadow Dance
    NEWCAN YOU FEEL THE LOVE TONIGHT Now gives 50% less passthrough distance versus targets marked by Mark of the Assassin
    MINIMUM PASSTHROUGH DISTANCE 150 ⇒ 100
    MAXIMUM PASSTHROUGH DISTANCE 250 ⇒ 200

    Cassiopeia


    These are two changes aimed at two different things, so we'll explain. First, while we did intend for late-game Cass to be an unstoppable force of a half-snake, the scaling heal on Twin Fang makes her borderline unkillable for some team compositions (particularly given her zone control). Second, when we were looking for ways to trim power on Cass, we saw that her champion update came right before our big refactor of the mana regeneration stat of the 2015 season (with most champions ending up with less mana regen in general). Given that these original numbers were tuned around competing mid-laners of the time (and higher baseline mana regeneration expectations like Athene's Unholy Grail), we decided to modernize accordingly. Cassi's still going to hit like a truck in the lategame - we just wanted to give more windows of opportunity for opponents to take advantage.
    Passive - Aspect of the Serpent
    PASSIVE BONUS At 100 stacks, Twin Fang heals for 6/8/10/12/14/16 +0.1 ability power ⇒ +0.06 ability power
    E - Twin Fang
    MANA REFUND If Twin Fang kills the target, it refunds its mana cost plus 3% of Cassiopeia's maximum mana ⇒ 1.5% of Cassiopeia's maximum mana


    Gragas

    Non-fat body slams.

    Following up on our Cinderhulk changes, we still think 'ol Graggy's taking up too much space in the jungle, so we're trimming some fat (not literally - that's gross) where we can. This might not be the change that gives jungle competitors some space to breathe, but at least letting his belly hitbox match the visuals is a good first step.
    E - Body Slam
    MOVING COLLISION RADIUS 200 ⇒ 180
    END COLLISION RADIUS 250 ⇒ 210

    Jinx

    In terms of objective power shifts, this reduces some of Jinx's early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx's late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we'd have to hit you for trying too hard.
    Q - Switcheroo!
    MINI-GUN BONUS ATTACK SPEED 30/55/80/105/130% ⇒ 30/40/50/60/70%
    NEWPOW-POW'S LEVELING UP Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx's level


    Karma

    Spell hits and basic attacks on champions reduce Mantra's cooldown by a lot more at later levels. W has a higher AP ratio and can be used on monsters. E has a shorter cooldown, a lower mana cost, and shields for slightly less at later ranks. Instead of bonus damage, Mantra'd W now adds to the root duration and Mantra'd E now increases the base shield by a large amount and gives a greater area-of-effect shield.

    Let's talk Karma.

    Right now, while Karma does have a small - but dedicated - player base, she's someone we've put on our radar as an opportunity to improve. Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn't really been stand-out in any category for some time and hasn't been able to scale well as the game progresses. Up front: these changes aren't going to "fix" everything (honestly no change does that!) - we just wanted to highlight more of Karma's unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E). While these changes do reduce some of Karma's dueling threat, it's important to note that we're not trying to commit her to a duo-support lane or a solo lane specifically - just that we're trying giving her access to an end game fantasy (there's a word we haven't heard in a while) and feel we can do it through her more distinctive powers. Quick note on removing the damage on Mantra'd W / E - a goal here was to differentiate Karma's contextual decision making when selecting an ability to Mantra (super root? mega shield?), so we went down that path. Additionally, removing damage on R-E means we can up the ante on Gathering Fire's cooldown reduction without seeing Karma throw out a Mantra'd E every 6 seconds in clumpy team fights.
    Passive - Gathering Fire
    MANTRA COOLDOWN REFUND - SPELL HIT 2 seconds at all levels ⇒ 2/2.5/3 seconds at levels 1/7/13
    MANTRA COOLDOWN REFUND - BASIC ATTACK 1 second at all levels ⇒ 1/1.25/1.5 seconds at levels 1/7/13
    W - Focused Resolve
    NEWPUT A LEASH ON IT Focused Resolve can now target monsters in addition to champions
    ABILITY POWER RATIO 0.6 ⇒ 0.9
    W - Renewal (Mantra'd Focused Resolve)
    NEWPUT A ROOT ON IT Using Renewal now increases the duration of Focused Resolve's root - if triggered - by 0.5/0.75/1/1.25 seconds
    REMOVEDBONUS DAMAGE 75/150/225/300 (+0.6 ability power) ⇒ No longer adds additional damage
    E - Inspire
    COOLDOWN 10 seconds at all ranks ⇒ 10/9.5/9/8.5/8 seconds
    COST 60/70/80/90/100 mana ⇒ 60/65/70/75/80 mana
    SHIELD 80/120/160/200/240 ⇒ 80/110/140/170/200
    E - Defiance (Mantra'd Inspire)
    NEWYOU MIGHT SAY IT'S DEATH DEFYING Using Defiance now increases the primary target's shield amount by 30/90/150/210 (+0.3 ability power)
    REMOVEDDAMAGE 60/140/220/300 (+0.6 ability power) magic damage ⇒ No longer damages enemies
    AREA-OF-EFFECT SHIELD 30/70/110/150 ⇒ 50% of the primary target's shield amount


    Leona

    Non-fat Zenith Blades.

    Skinny Zenith Blade. Leona's actually been climbing the power rankings for a little while, so we're applying a light touch here. Zenith Blade's actually got a super wide hitbox that nobody notices (it was close to Sona's Crescendo width!), so we're just matching up those visuals.
    E - Zenith Blade
    MISSILE WIDTH 90 ⇒ 70

    Lulu

    Base mana regeneration is up, but mana regen per level is down slightly.

    Trying to throw some love to support Lulu without just cranking up solo-lane Lulu, who we think is in a pretty decent spot.
    General
    BASE MANA REGENERATION 6 ⇒ 8.5
    MANA REGENERATION GROWTH STAT 0.8 ⇒ 0.6

    Rek'Sai

    Base health down.

    Rek'Sai's one of those gals who's been very strong for some time, and it's something we couldn't help but notice when she stayed viable and competitive through two large shifts in the jungle item metagame (Warrior and Cinderhulk). That said, we don't just want to kick her out of the feasibility forest (the diversity dirigible flies over it), so we're going for a light change to reduce the reliability of her level 3 ganks.
    General
    BASE HEALTH 611.2 ⇒ 570

    Ryze

    Q damage up at later ranks, Arcane Mastery and Desperate Power now last 6 seconds at all ranks.

    We've got some follow-up adjustments for everyone's favorite rogue mage with bad teeth - specifically just streamlining some of those buff durations.
    Passive - Arcane Mastery
    SUPERCHARGED MASTERY All buffs (stacks, shield, etc) associated with Arcane Mastery now apply at the end of the spells' cast time ⇒ beginning of spells' cast time
    SUPERCHARGED DURATION 3/4/5/6 seconds (based on ranks in R - Desperate Power) ⇒ 6 seconds at all ranks
    Q - Overload
    BASE DAMAGE 65/90/115/140/165 magic damage ⇒ 65/95/125/155/185 magic damage
    R - Desperate Power
    DURATION 4/5/6 seconds ⇒ 6 seconds at all ranks

    Sejuani

    W's on-hit bonus damage now deals less of the target's max health.

    Heads up: Due to a behind-the-scenes mistake, we only changed Sejuani's tooltip and not her actual in-game damage. In other words, no functional power change has been made but her tooltip will read otherwise. We're going to get this change into the next hotfix or the next patch. Sorry!

    For a tanky, crowd-control focused armor lady, Sejuani's dealing a whole boar-load of damage (sorry) in addition to her super disruptive glacial powers. Reducing some of that damage lets us focus Sej on what she does best - being a tanky, crowd-control focused armor lady (we just said that).
    W - Flail of the Northern Winds
    BONUS MAGIC DAMAGE 4/5.5/7/8.5/10% of target's maximum health ⇒ 4/4.5/5/5.5/6% of target's maximum health

    Sion

    Weird bugs, man.
    R - Unstoppable Onslaught
    USE YOUR OWN AXE, SION Fixed a bug where Unstoppable Onslaught was scaling with the target's bonus attack damage instead of Sion's

    Taric

    Imbueing has never been cheaper.

    We wanted to give this fabulous Gem Knight a little love and realized that the mana cost of Imbue was pretty outrageously high. So we reduced it.
    Q - Imbue
    COST 60/80/100/120/140 mana ⇒ 60/70/80/90/100 mana


    Ancient Coin Line

    Short story: Ancient Coin's in a pretty rough spot. Not only does it give less combat stats and less gold than its gold generating brethren (aka you give up a lot of lane presence and don't get much in return), but Righteous Glory has also gone and stolen Talisman's premier "push a button and run at them fast" item identity. We're not going to take away Righteous Glory's hard-earned... glory, but we're just bringing some parity to the playground while also giving some more "run at you fast" potential with that lower active cooldown.
    Ancient Coin
    BONUS GOLD 2 gold per nearby minion death ⇒ 3 gold per nearby minion death
    GOLD COLLECTION RANGE 1100 ⇒ 1400
    Nomad's Medallion

    BONUS GOLD 3 gold per nearby minion death ⇒ 4 gold per nearby minion death
    HEALTH PER NEARBY MINION DEATH 5 ⇒ 10
    MANA REGENERATION 25% ⇒ 50%
    GOLD COLLECTION RANGE 1100 ⇒ 1400
    Talisman of Ascension

    BONUS GOLD 3 gold per nearby minion death ⇒ 4 gold per nearby minion death
    HEALTH PER NEARBY MINION DEATH 5 ⇒ 10
    GOLD COLLECTION RANGE 1100 ⇒ 1400
    ACTIVE COOLDOWN 60 seconds ⇒ 40 seconds


    Ardent Censer

    Ardent Censer now gives slightly less attack speed but now grants +30 bonus magic damage on hit to the buffed target. Also doesn't work on creeps anymore. Sorry Alistar.

    The real important thing here is the crit text. It looks all floaty and satisfying for people who like to buff other people.

    Anyway.

    When Ardent Censer was first released it had a lot of potential for shield / heal-based champions but they often found themselves trying to decide what to give up for what was effectively an attack speed buffing item. On reconsideration, we think this item could be a pretty sparkly pickup if it just had a wider range of applications. Now it's like a mini Help, Pix! that can scale off your allies' attack speed!
    NEWBUFFS ON BUFFS Ardent Censer's attack speed buff now also grants +30 magic damage on hit
    ATTACK SPEED BUFF Your heals and shields on another unit grant them +25% bonus attack speed ⇒ +15% bonus attack speed
    NEWTEXTUAL SATISFACTION Magic damage proc shows critical hit texts for the champion who buffed his/her/its (hi Bard) friends
    REMOVEDSORRY ALISTAR Ardent Censer's buff is now only applicable to champions, as giving an entire creep wave +30 magic damage on hit would be obnoxious

    Bilgewater Cutlass

    See below for context.
    ACTIVE CAST RANGE 450 ⇒ 550

    Blade of the Ruined King

    We get a decent amount of 'bug reports' for Blade of the Ruined King, but they're mostly related to the fact that the active range of BotRK is slightly out of sync (that is, shorter) than basic ranged autoattack ranges. This item actually used to have a 550 range, but it was pretty terrifying on melee champions. That said, since we've reduced the active damage portion of this item, we think we can bring that range sync back.
    ACTIVE CAST RANGE 450 ⇒ 550

    Banner of Command

    Tweaking a few numbers. Basically the indicator said the range to use Banner was 700, but it was really 1000. We're increasing it to 1200 anyway to match that aura range.
    CAST RANGE 1000 (indicator said 700) ⇒ 1200

    Little hard to summarize - each change is pretty clear so we're not doing your reading for you here.

    Utility Masteries


    Right now, going deep into the utility tree isn't a super viable path, so we're adding a little spice where we can.

    Meditation

    LANE SWAP Meditation has swapped positions with Expanded Mind on the Utility Mastery tree
    GOTTA SPEND IT TO GET IT Gives 1/2/3 mana regeneration every 5 seconds ⇒ Restores 0.5/1/1.5% missing mana every 5 seconds
    Expanded Mind

    LANE SWAP Expanded Mind has swapped positions with Meditation on the Utility Mastery tree
    SORRY RYZE Grants 2/3.5/5% maximum mana ⇒ Grants 25/50/75 mana

    Inspiration

    INSPIRATIONAL BUFFS While near an allied champion with a higher level, grants 5/10 experience every 10 seconds ⇒ 10/20 experience every 10 seconds

    Bandit (Melee)

    WE SHOULD CALL IT PICKPOCKET Champion kills and assists grant 15 bonus gold ⇒ Grants 8 gold each time an enemy champion is attacked (5 second cooldown)

    Intelligence

    INTELLIGENTER Reduces the cooldown of activated items by 4/7/10% ⇒ 8/14/20%

    Wanderer

    WANDERERER Grants +5% movement speed ⇒ +20 movement speed (that's from a percentage to a flat amount)

    Hexakill: Twisted Treeline

    Hexakill: Twisted Treeline will be making a return during patch 5.10
     
  2. ivekvv256

    ivekvv256 Ogre Legend The Pit

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    Can't wait to see that one :)
     
  3. matija01

    matija01 Ogre Newling

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    they nerf most of champions
     
  4. Tin92

    Tin92 Spiked Club Ogre Regular

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    I want ekko...
     
  5. AlexandarLegend

    AlexandarLegend Spiked Club New Ogre

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    We all want him :D
     
  6. axwellshm

    axwellshm Ogre Extraordinaire The Pit

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  7. brankomiljus20

    brankomiljus20 Ogre Warlord Ogre Veteran

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    Only thing that i like here is increasing gp10 on Coin items and Taric mana reduce, also Ardent Censer is even better now
     
  8. Obito300

    Obito300 Big Brute New Ogre

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    Hexakill is back yey :D
     
  9. Croco12

    Croco12 The Crocodile The Pit
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    YEY! Hexakill! And I can't play... :|

    How much will it last, does anybody know?
     
  10. AlexandarLegend

    AlexandarLegend Spiked Club New Ogre

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    I dont know but maybe 2 weeks...
     
  11. grijev123

    grijev123 MMORPGer New Ogre

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    i think the best of that is the new champion ekko
     
  12. Tin92

    Tin92 Spiked Club Ogre Regular

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    hexakill is back :D
     
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