1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. To chat with the GameOgre community, you need to have at least 100 posts. Once you have the 100 posts, post at Become A New Ogre
    Dismiss Notice

Patch 6.4

Discussion in 'MOBA' started by GioLegenda, Feb 25, 2016.

Thread Status:
Not open for further replies.
  1. GioLegenda

    GioLegenda Elite Ogre The Pit

    Messages:
    1,560
    Likes Received:
    159
    Trophy Points:
    63
    Credit:
    3,058.48
    Champions:
    [​IMG]
    Ahri

    Charm no longer stops dashes in their tracks.
    E - Charm
    REMOVED:STONE COLD FOX Charm no longer interrupts dashes (Charm will still apply after their movement ends)
    [​IMG]
    Ashe
    Q - Ranger's Focus
    FOCUS ENERGY Focus stacks fall off entirely after 4 seconds ⇒ fall off one at a time after 4 seconds
    ACTIVE DURATION 4 seconds ⇒ 5 seconds
    [​IMG]
    Caitlyn
    W - Yordle Snap Trap
    INCREASED HEADSHOT DAMAGE ON TRAPPED TARGETS 10/20/30/40/50% ⇒ 30/70/110/150/190 + 0.7 attack damage
    TRAP CLARITY Snap traps now display their area-of-effect range to Caitlyn
    E - 90 Caliber Net
    COOLDOWN 18/16/14/12/10 seconds ⇒16/14.5/13/11.5/10 seconds
    [​IMG]
    Ezreal
    R - Trueshot Barrage
    COOLDOWN 80 seconds ⇒ 120 seconds
    [​IMG]
    Fiora
    W - Riposte
    COOLDOWN 19/18/17/16/15 seconds ⇒24/22/20/18/16 seconds
    E - Bladework
    COOLDOWN 15/13/11/9/7 ⇒ 13/11/9/7/5 seconds
    LIMITED BLADEWORKS Cooldown now starts on cast ⇒after second hit
    [​IMG]
    Gangplank
    Q - Parrrley
    GOLD PLUNDERED 4/5/7/6/8 gold ⇒ 2/3/4/5/6 gold
    E - Powder Keg
    MAXIMUM BARRELS 2/3/4/5 (with rank of R - Cannon Barrage) ⇒ 3 at all levels
    AMMO CHARGE TIME 18/17/16/15/14 seconds ⇒18/16/14/12/10 seconds
    R - Cannon Barrage
    REMOVED ANOTHER ONE No longer increases the maximum number of barrels per rank
    [​IMG]
    Illaoi
    R - Leap of Faith
    THIS IS MOTION Illaoi is now immune to being displaced while in her cast animation
    [​IMG]
    Katarina
    Q - Bouncing Blades
    DETONATION RATIO 0.15 ability power ⇒ 0.2 ability power
    [​IMG]
    Kog'Maw
    General
    BASE ATTACK SPEED 0.665 ⇒ 0.625
    [​IMG]
    Lucian
    R - The Culling
    RANGE 1400 ⇒ 1200
    [​IMG]
    Malphite
    General
    BASE HEALTH REGEN 8.374 ⇒ 7
    E - Ground Slam
    BASE DAMAGE 60/100/140/180/220
    ⇒60/95/130/165/200
    [​IMG]
    Rumble
    E - Electro Harpoon
    NEW FULLY LOADED Now works on an ammo system (max: 2 charges)
    NEW RECHARGE TIMER 1 charge per 5 seconds
    COST 10 heat per charge
    SLOW DURATION 3 seconds ⇒ 2 seconds
    [​IMG]
    Ryze
    Q - Overload
    DAMAGE 60/85/110/135/160 ⇒60/95/130/165/200
    [​IMG]
    Shen
    E - Shadow Dash
    RIVER CONTROL Now affects monsters (including Rift Scuttler)
    [​IMG]
    Sivir
    W - Ricochet
    SPREAD IT AROUND If Ricochet's primary attack is a critical strike, all of that attack's bounces will crit as well
    [​IMG]
    Tahm Kench
    Q - Tongue Lash
    90 ⇒ 70
    R - Abyssal Voyage
    DELAY BEFORE RECAST 0 seconds ⇒ 1 second (total travel time unchanged)
    [​IMG]
    Udyr
    W - Turtle Stance
    SHIELD AMOUNT 60/100/140/180/220 ⇒60/95/130/165/200
    R - Phoenix Stance
    ON-HIT DAMAGE 40/80/120/160/200 ⇒40/75/110/145/180
    [​IMG]
    Viktor
    E - Death Ray
    DAMAGE 70/115/160/205/250 ⇒70/110/150/190/230
    [​IMG]
    Xin Zhao
    W - Battle Cry
    HEAL RATIO 0.7 ability power ⇒ 0.4 ability power
    ATTACK SPEED 40/50/60/70/80% ⇒40/45/50/55/60%
     
  2. GioLegenda

    GioLegenda Elite Ogre The Pit

    Messages:
    1,560
    Likes Received:
    159
    Trophy Points:
    63
    Credit:
    3,058.48
    Items
    [​IMG]
    Boots of Swiftness

    Movement speed down.

    The hottest kicks on the Rift, Swifties are removing decisions when it comes to boot purchases. Now that the impact of 'more speed, cheaper cost' is well understood, we're pulling back just how much quicker they're making you. Still fast, still cheap, just not as strong.
    MOVEMENT SPEED65 ⇒ 60
    [​IMG]
    Mercury's Treads
    More tenacious!

    Merc Treads haven't been scratching the 'Buy me against hard CC' itch they're intended to for a while now. With most players opting for cheaper boots (or more movement speed), we're upping the effectiveness so Merc's are once again the go-to footwear when you're jumping head-first into a moshpit of stuns, fears, taunts, and Nautili.
    TENACITY20% ⇒ 30%
    [​IMG]
    Manamune
    Now has Tear of the Goddess's stacking passive

    Sitting on Tear of the Goddess is a gamble - in most cases, you're going for an item that gives you very little combat effectiveness for a big payoff (once you upgrade). While the 'Tear = weak' part is holding up decently, folks who wanted Manamune found themselves putting off their sweet mana sword because there would be certain situations it would actually be harder to stack than its component gem. While the decision on when to upgrade is compelling, we don't want 'Manamune's stacking is just worse' to be the deciding factor.
    NEWMIND OVER MANANow gains +1 mana every 8 seconds
    [​IMG]
    Muramana
    No longer a toggle. Now always consumes mana to deal damage, but only when fighting champions.

    Borrowing from the Manamune section, the payoff to Tear-stacking is the promise of a huge power-spike once you've made your transformation. With Muramana, this wasn't always the case. In theory, Muramana uses your resource bar as a means of overloading your damage output - in reality, the cases where folks would burn so much of it on farming minions (or simply forgetting to toggle it on) left the item's performance lackluster.

    These changes are about increasing accessibility such that you can count on the power that Muramana provides rather than chalking it up to human error why your big item purchases didn't help you win that last teamfight. The decisions around when you'd toggle it on or off are mostly kept in this iteration (vs minions: conserve mana, vs champions: FIRE EVERYTHING), and the gains to reliability outweigh the costs. Besides, Urgot's got enough to worry about without having to remember if he left the Muramana stove-light on or not.
    REMOVEDHAVE IT YOUR WAYCan no longer be toggled 'on' or 'off'
    NEWPASSIVEShock - Single target spells or basic attacks on champions consume 3% of your current mana and deal twice that as bonus physical damage. This effect only triggers when you have more than 20% maximum mana.
    [​IMG]
    Enchantment: Runic Echoes
    Movement speed down.

    By the numbers, Runic Echoes has been a more than suitable replacement for Runeglaive. Using it profitably has serious returns, gaining a leg up in map pressure over other junglers due to its high movement speed. We're happy that magic-damage dealers of all kinds are finding success in the jungle, but it's clear that the map mobility it provides is shutting out other enchantments (and the junglers who use them) from feeling like they can compete.
    MOVEMENT SPEED10% ⇒ 7%
    [​IMG]
    Iceborn Gauntlet
    Size lowered, but gets larger with armor. Slow no longer lingers.

    Thanks to the lingering slow, Iceborn Gauntlet's passive favors champions that apply it from rangeconsistently over the fighters and tanks it was made for. We're adjusting to make armor purchases more impactful, making it about when and where you drop your ice field over how quickly and safely you can do it (after a 5-man Malphite ult, perhaps?)
    REMOVEDRUNNING THE GAUNTLETSlow no longer lingers after leaving the icy ground
    SIZE RATIO0.45 bonus armor ⇒ 0.55 bonus armor
    BASE SIZE190 ⇒ 180
    [​IMG]
    Sterak's Gage
    Health down. Build path changed.

    Originally intended for Juggernauts to feel good about wading into battle, Sterak's finds itself protecting marksmen from burst more often than aiding your standard beefcake. In a vacuum, this is okay - but when it starts covering the intended weakness of marksmen (that is, being soft to all-ins and assassination), the lines start to blur. By tuning down the base health, we're making Sterak’s less of a one-stop shop defensive item (as its shield scales directly off maximum health). Tank champions will continue to stack health anyway to take advantage, while squishier champs are getting both less base health and less of a shield from that fury proc.
    HEALTH500 ⇒ 400
    BUILD PATHJaurim's Fist + Ruby Crystal + 1100 gold ⇒Jaurim's Fist + Long Sword + 1150 gold
    TOTAL COSTUnchanged
     
  3. GioLegenda

    GioLegenda Elite Ogre The Pit

    Messages:
    1,560
    Likes Received:
    159
    Trophy Points:
    63
    Credit:
    3,058.48
    Masteries
    [​IMG]
    Warlord's Bloodlust

    Now gives lifesteal based on your missing health.

    As is, Warlord's Bloodlust has two main problems. For starters, it's incredibly narrow - while certain Keystones might restrict you to attacking so often or doing certain thresholds of damage, Warlord'sspecifically requires you to crit. While being narrow isn't always bad (Windspeaker's Blessing is fine being taken by supports only), the heavy skew towards marksmen when Fervor and Thunderlord's are alsogreat options make Warlord's superfluous (particularly when other classes could benefit from the space).

    Aside from its intended audience, Warlord's has always captured a lategame fantasy while giving you nothing immediately - a tradeoff that people just aren't excited to make. These changes take a crack at killing two birds with one key-stone. Removing crit broadens its application significantly, making Warlord's especially synergistic with 'all-in' fighters like Aatrox and Olaf that capture the spirit of the Keystone's concept and giving it more reasonable scaling over the course of the game. If you like to fight to your last breath (and then some), look no further.
    NEWFOR THOSE WHO FIGHT FURTHERAttacks on champions gain increasingly more Lifesteal based on your missing health (up to 20%). Half effect vs minions.
    [​IMG]NEW
    Expose Weakness
    New Mastery added to Ferocity Tier 1

    Like the Assassin mastery some patches back, we're adding Expose Weakness as a means to assist offensive supports. While many are perfectly happy with their Bonds of Stone and Windspeaker's Blessings, incentivizing a dip into Ferocity should appeal to the bloodthirsty supports out looking for, well, blood.
    FRAUD DETECTEDDamaging enemy champions causes them to take 3% increased damage from your allies
     
  4. djolebelevode

    djolebelevode Ogre Legend The Pit

    Messages:
    6,020
    Likes Received:
    557
    Trophy Points:
    113
    Credit:
    8,727.70
    No major changes ,nice nerfs on udyr and xin
     
  5. Raven595

    Raven595 The Fallen Bird Ogre Regular

    Messages:
    252
    Likes Received:
    47
    Trophy Points:
    28
    Credit:
    5,051.46
    I thought that I wont live to see Xin's nerf lol
     
Thread Status:
Not open for further replies.

Share This Page