League of Legends

Balance, system changes and Renekton coming to League of Legends: Wild Rift

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▲ Renekton is here to slice and dice the opposition. Images via Riot Games

 

As League of Legends: Wild Rift players kick back and relax while playing patch 2.2b, the development team announced what's in store in a coming patch.

 

On Monday evening, the mobile game's development team revealed the contents of patch 2.2c and a nasty individual coming to a device near you who will be sure to shake things up. Renekton, the blade-wielding sand crocodile, is set to make his debut in the near future to settle a score with his brother, Nasus.

 

But before the brothers of Shurima square off against one another, a batch of balance changes was announced for champions currently in the game. The following are set to go live when the patch does and the game's development team included some context behind the tweaks.

 

Balance changes

 

Braum

Concussive Blows (P)
- Stun duration: 1.25/1.5/1.75 to 1/1.25/1.5

Comments: Braum is too good at locking people down despite his specific identity as a champion who counters powerful projectiles.

 

Diana

Moonsilver Blade (P)
- Attack speed: 30 to 120% to 30 to 100%

Comments: Diana’s Attack Speed on Moonsilver Blade is scaling excessively as she snowballs.

 

Evelynn

Hate Spike (1)
- Damage 45/50/55/60 to 40/45/50/55

Comments: Don’t hate the player, hate the Hate Spike. Evelynn is still too strong overall, so we’re reducing her primary damage tool.

 

Fizz

Base stats:
- Base mana regen: 15 to 18

Comments: Fizz is drowning against early game poke mages in mid. We're throwing him a life ring for his initial mana issues.

 

Jax

Base stats:
- Mana per level: 33 to 57
- Mana at level 15: 852 to 1188

Comments: Jax’s late game is feeling overly nerfed, especially when he doesn’t have access to blue buff. Giving him some mana as he grows should help allow him to scale into a persistent threat in longer games.

 

Kai'Sa

Icathian Rain (1):
- Bonus damage to minions below 35% HP: 200& to 150%

Killer Instinct (Ult):
- Cooldown: 80/70/60 seconds to 100/80/60 seconds

Comments: Kai’Sa is performing too well in high-skill play. We are nerfing her waveclearing ability and reducing her playmaking potential in the early game to keep her in check.

 

Lee Sin

Flurry (P):
- Attack speed: 50% to 40%

Comments: Lee Sin is slightly overperforming at higher skill levels, so we’re adjusting the power you get from optimizing his passive well.

 

Lulu

Mana: 435 to 480
Movement speed: 325 to 330

Comments: While other enchanter supports are performing well, Lulu has fallen behind. We’re reverting some of the recent nerfs to her base stats to help her (and Pix) out.

 

Lux

Prismatic Barrier
- Shield amount on return: 100/140/180/220 to 75/105/135/165
- Shield AP ratio on return: 0.4 to 0.3

Comments: We want to encourage champs in multiple lanes, but support Lux is a bit too strong. To address that, we’re adjusting her shield strength.

 

Pantheon

Base stats:
- Armor per level: 4.3 to 4.7
- Armor at level 15: 101 to 106

Shield Vault (2)
- Base damage: 65/90/115/140 to 70/120/170/220

Comments: Despite his recent buffs, Pantheon is still struggling to make an impact. We’re giving him another little nudge to help him find his legs.

 

Twisted Fate
Pick a Card (2):
- Red Card area-of-effect radius: 2 to 2.75
- Red Card slow: 30/35/40/45% to 35/40/45/50%

Comments: Twisted Fate is struggling; his Red Card in particular is not matching up to the rest of his deck.

 

System

The final balance change taking place in the game's primary mode is how gold is accumulated. The Passive Gold Gain before eight minutes will remain unchanged at four per second. However, after that point, the rate at which gold is accrued will drop to three per second.

 

Comments: We’re seeing players finish their builds too quickly leading to less satisfying power progression in longer games. Additionally, we feel roaming as a team while ahead comes at too little of a cost which makes split pushing weaker than we’d like. We’re taking a small stab at solving these problems by lowering passive gold gain in the mid to late game. We’ll be closely monitoring the net effect of this change, as it’s pretty experimental.

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