Singed & Udyr Splash Arts, Singed Texture/Model Update, Ranked Summoner Icons, …More

Posted in Games, MOBA by

*This post is still being updated.
2014 Ranked Season Ends November 11, 2014
 
Regarding the changes to Singed:

“Hey guys, SmashGizmo here from the Live Gameplay team, and I’m here to just give you guys a little heads up on some Singed changes coming to PBE soon. We don’t think Singed needs a big push to make his way back into the mix in top lane, so we’re looking at some small scale changes, both to give him something new and cool to do and to give him a little nudge up in power. The main changes we’re looking at here are:

When Singed Flings an opponent into his Mega Adhesive, they are snared for 1 second
Slight buff to rank 3 Insanity Potion stats bonus

The first change is about adding some cool thematic utility to Singed and opening up some big play-making potential when he gets creative with comboing his abilities. We like the core stuff that Singed is doing and we didn’t really want to change that too much, but we wanted to give him some new ways to think about his E and W usage and reward players for using them well together. The second change is just a slight nudge up to his late game effectiveness, as Insanity Potion’s rank 3 isn’t quite as noticeable in the late game as the earlier ranks are in the early-mid game.

Also, Singed is receiving these kit changes in tandem with some visual updates! The model and textures for all of his skins have been updated, so you can look all spiffy as you run by people and throw them onto disgusting puddles of goo.”
SmashGizmo

Singed New Loading

Singed New Splash

Texture/Model Update

Singed
Singed Header

Singed Poses
 
Hextech Singed
Hextech Singed Header

Hextech Singed Poses
 
Augmented Singed
Augmented Singed Header

Augmented Singed Poses
 
Riot Singed
Riot Singed Model
 
Surfer Singed
Surfer Singed Model
 
Mad Scientist Singed
Mad Scientist Singed Model

 
 
Summoner Icons
Ranked rewards.

Bronze

Silver

Gold

Platinum

Diamond

Master

Challenger I

Challenger II

Challenger III


 
 
Balance Changes

Janna

Janna

Zephyr (W): Cooldown changed to 12 seconds at all ranks from 12/11/10/9/8.
 

Quinn & Valor

Quinn & Valor

Base Range is now 550 (up from 525)
Blinding Assault (Q): Now blinds enemies for 1.1/1.2/1.3/1.4/1.5 seconds (down from 1.5 seconds at all ranks)

Tag Team (R):
First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker. Valor can move through units and gains + 80/100/120% Movement Speed, decreased gradually to +5/10/15 % when in combat.
Second Cast: Quinn returns, replacing Valor on the battlefield, and also resetting the cooldown on Heightened Senses.
Tag Team (R): Now costs 80 mana from 100.
Tag Team (R): Cooldown is now 40/20/1 seconds from 140/110/80.
Tag Team (R): lasts until cancelled.
 

Singed

Singed

When Singed Flings an opponent into his Mega Adhesive, they are snared for 1 second.
 

Kennen

Kennen

*Changed/reverted back to live values.

Lightning Rush (E): Kennen gains 10/20/30/40/50 Armor and Magic Resist, an enormous but rapidly decaying Movement Speed increase, and ignores unit collision for 0.5 seconds, dealing 85/125/165/205/245 (+0.6AP) Magic Damage to any enemy he passes through (half damage to minions).

The duration of these effects is increased by 0.5s each time Kennen passes through a new target.
 

Zilean

Zilean

Heightened Learning (Passive): increases Zilean’s experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8%.
 
 
Udyr’s received a new splash art!

Udyr New Loading

Udyr New Splash
 
 
Map Changes
Homefield Advantage
+10% Movement Speed, +10 Armor & Magic Resist when the Champion is in their own Base.

Turrets
Second turret now offers a shield.
Turret Shield

Base Turret (Third) now fires a beam.
Turret Beam

Elder Razorbeak (Jungle)
Razor Sharp
If spotted by an enemy ward, this unit will be alerted and given Magical Sight.
Razorbeaks

Gromp (Jungle)
Gift of the Toadstool
Grants Poison Armor that damages an enemy that attacks the owner for 90 seconds.
Gromp
Gromp 2

Giant Enemy Crab
*Top and bottom river each have a Giant Enemy Crab roaming (2 total on the map).
An elusive wandering pacifist. Slowing or Rooting this monster causes it to take massive damage from attacks. Killing this monster grants a Speed Shrine in this river, granting bonus Movement Speed to allies who pass through and passively providing vision.
Giant Enemy Crab
Crab Buff

Dire Murkwolf: Summons a ghost wolf that patrols the nearby area for up to 90 seconds.
Wolves

Baron: Boosts minions with bonus stats. Ranged minions gain increased damage and range, super minions have increased attack and movement speeds, melee minions receive less damage and siege minions get increased attack range and slower AoE attacks.
Baron Buff

Dragon
Ancient Grudge: Dragon hates those that kills its kin and deals 20% increase damage to units for each Dragon that unit’s team has slain.
Dragon Slayer
Level 1: +5 Health/Mana Regeneration per 5 seconds.
Level 2: +8 Attack Damage and Ability Power
Level 3: +15 Movement Speed
Level 4: +100 Health
Level 5: Triples all other bonuses.
 
Smite
Desolating Smite
Damages all monsters near the target dealing 50% damage and stunning them for 1.5 seconds.
Desolating Smite

Smite of Conquest
Deals 600 true damage to target epic or large monster or enemy minion. Deals 150 true damage to target Champion and reduces their movement speed by 50% for 3 seconds.

Quick Smite
Deals 680 true damage to target epic or large monster or enemy minion.
*Smiting a Large monster on the enemy’s side of the map awards 50% bonus Gold. Base cooldown reduced to 50 seconds. Large monster kills reduce the cooldown by 10 seconds.

Challenging Smite
Deals 570 true damage to target epic or large monster or enemy minion.
*You can cast Challenging Smite on enemy champions, giving you vision of the target for 6 seconds, making your next 3 attacks deal 29 bonus true damage, and shielding you against 115.86 (10% of your maximum health) damage.
Smite Champion 2

Smite Champion
 
Still Waters
Grants 50 Movement Speed when out of combat for 5 seconds.
Standing still will allow you to see over walls as well as steadily increase your sight range until you move again.
*Spawns near top and bottom lanes after 20 minutes.
Still Waters
 
 
Rough Notes (Xypherous)

General

Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I’m going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.

These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I’d love to hear your suggestions for what cool Dragon bonuses could be – and I know we’re still heavily iterating on the Jungle.

I’m going really light on context in this post because this isn’t an official patch notes – I just wanted to get a good list of details out there so you guys have some inkling of what’s going on when the stuff gets deployed to PBE.

As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.

Fountain Regeneration
Improving feel of regeneration in fountain

Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.

Stat Growth Per Level
Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages

Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.

Bounty Changes
With Stats Growth Per Level changes, early advantages are somewhat diminished – thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth

Kill gold is no longer reduced before 4 minutes.
Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.

Death Timers
Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage

Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.

Towers
Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower

Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets

Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
Tower Armor and Magic Resistance have been normalized to 100.
Tower HP has been set to the following:
Outer: 2000 Health
Inner: 2000 Health
Inhibitor: 2500 Health
Nexus: 2000 Health
Inner Towers have a new mechanic – Shielding:
Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
While the shield holds, nearby champions gain a moderate shield as well.
Inhibitor Towers have a new mechanic – Beam:
Inhibitor Towers attack their target continuously, up to 4 times a second.
Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
Ramp is reset when Inhibitor Towers change targets.
Base Tower regeneration reduced to 5 hp/5 from 15 hp/5

Minions
Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power

Minions no longer gain Armor and Magic Resistance
Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.

Homefield Advantage
Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics

While a character is in their own base, they receive a movement speed and minor resistance bonus.

Inhibitor Respawn
Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially

Inhibitors respawn timers increased to 300 seconds from 240.

Blue Buff
Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios

Blue Buff duration reduced to 120 seconds from 150.

Red Buff
Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages – we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege

Grants you 1% of your maximum Health every 5 seconds.
Duration reduced to 120 seconds from 150.
Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
Burn damage rescaled to 5-56 damage per second from 10-44 damage
Burn damage now applies to Towers

New Powerup: Still Waters
Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power

In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
This buff confers:
+50 out of combat movement speed.
Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.

Elixirs
Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game

Elixir of Fortitude and Brilliance have been removed.
You may only benefit from one elixir at a time.
Elixirs may only be bought when your champion is level 9 or above.
Elixir price increased to 400 gold.
New Elixirs added:
Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.

Baron Nashor
Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out

Health and Regeneration removed (AD and AP boost remain the same)
Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds.
This also massively heals you and grants you an 8 second movement speed buff once it finishes.
Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type:
Melee Minions: Gain 80% damage reduction from almost all damage types
Ranged Minions: Gain increased damage and a minor increase in range.
Siege Minions: Gain massive increases to range – such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.

Dragon
Dragon bonuses adjusted to be more ‘back-loaded’ so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

Slaying Dragon now grants you a stack of ‘Dragonslayer’ which grants different permanent bonuses depending on how many Dragons you’ve slain.
Stack 1: Increased Regeneration
Stack 2: Increased AD / AP
Stack 3: Increased Movement Speed
Stack 4: Increased Health
Stack 5: Triples all other bonuses
Dragon gives 50% reduced XP, compared to live.
Dragon no longer grants global gold.
Dragon deals 20% increased damage to units for every Dragon their team has slain.
Dragon takes 7% reduced damage from units for every Dragon their team has slain.

Itemization Updates

Enchantment: Captain’s
Removing overlapping mechanics from Elixir of Ruin and Baron Buff – and most people didn’t use Captain’s for this purpose anyway

Minion MS amplification removed.

Armor and Magic Resistance
Resistances are inherently reactive buys – and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be

All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
In effect, there is now no meaningful difference between ‘Chain Vest/Negatron Cloak’ items vs. ‘Cloth Armor/Null Magic Mantle’ items as they will all build from the same root.

Health and Mana Regeneration
We’re swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently – as well as allowing these items to more naturally scale as the game goes on.

Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
% Base Health / Mana Regeneration take into account your champion’s Health and Mana regeneration and any Health and Mana regeneration they gain per level.
This does not take into account: skills, masteries, runes and other sources other than your champion statistic.

Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.

New Items

Crystalline Bracer
Recipe: Rejuvenation Bead + Ruby Crystal

Grants Health and Regeneration.

Righteous Glory
Recipe: Catalyst + Crystalline Bracer

Grants Health, Mana and Regeneration
Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

Warmog’s Armor

Health reduced to 800 from 100.
Regeneration triples when out of combat.
Cost slightly reduced.

Raptor’s Cloak
Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead

Grants bonus movement speed when near turrets or Zzrot Gates.

**Zz’rot Portal**
*Recipe: Raptor Cloak + Negatron Cloak*

Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.

Edit: Not currently in this build. Also no one spells like that.

Ohmwrecker
Recipe: Raptor Cloak + Kindlegem

Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)

Jungle
Jungle is different now. For reasons!

Reasons that are outlined in the previous PBE post. Don’t look at me like that.

General
1. Jungle Difficulty and Rewards have been increased
2. Red and Blue buff timers moved to 2:30

New Jungle Camp: Scuttle crab
This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game

Spawns in top and bottom river and patrols the river it is in.
Is not hostile – tries to run away from enemy champions.
Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.

Smite
Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it – this ensures that the Jungler always potentially benefits more from the Jungle than other roles

Brambleback (Elder Lizard)
1. Restores a large amount of Health.

Blue Guardian (Ancient Golem)
1. Restore a large amount of Mana.

Krugs (Ancient Golem)
1. Grants Gift of Heavy Hands – adding Execute Damage to your attacks.

Gromp (Large Wraith)
1. Grants Gift of the Toadstool – grants Toadstool Armor, poisoning enemies that attack you.

Raptors (Wraith Camp)
1. Grants Gift of the Eagle Eye – grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward.

Murkwolf (Wolf Camp)
1. Grants Wolf Sentry – A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it’ll run at them and alert you to his position.

Jungle Itemization
Jungle itemization has been overhauled – all existing jungle items have been removed.

Hunter’s Machete
1. Hunter’s Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters.
2. Hunter’s Machete can only be bought if you have Smite as a Summoner Spell.

Upgrades
Hunter’s Machete now upgrades into 4 items that amplify or change your Smite ability – depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle

Stalker’s Blade
1. After killing 3 monsters, you can smite Teemo enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.

Poacher’s Knife
1. Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown – has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.

Skirmisher’s Saber
1. Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion – doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.

Ranger’s Trailblazer
1. Upgrades Smite to Desolating Smite – which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.

MOAR UPGRADES
The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to

Enchantment: Warrior
* Grants AD and Life Steal

Enchantment: Magus
* Grants AP and CDR

Enchantment: Juggernaut
* Grants Health, CDR and Movement Speed

Enchantment: Slayer
* Grants AS, CDR and a stacking AS buff

October 9, 2014
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