How to download league of legends faster? I think that this question violates the Community Guidelines. Chat or rant, adult content, spam, insulting other members,show more. I think that this question violates the Terms of Service. Harm to minors, violence or threats, harassment or privacy invasion, impersonation or misrepresentation, fraud or phishing, show more. If you believe that your intellectual property has been infringed and would like to file a complaint, please see our Copyright/IP Policy. That's the sound of the patch 5.5 buff barge. Shifting power into Riptide lets him clear faster and take more actions per teamfight. The unsung hero of sieging in League of Legends: minions. W's spheres now orbit much faster. This update will be activated in the days following the initial patch! Riot Games, League of Legends and PvP.net are. Below is a table summarizing North American release date with Patch Notes link of the notable events, and, where applicable, the newly introduced champion of each patch. League of Legends and PVP.net features.How to make lol patch faster fatkidsbd ////. Fast League Of Legends patch download (Updated 20 Jan. 4:21 How To Make Your PC/Laptop Run Faster 2016! League of Legends 3. Custom Item Sets. League of Legends 3. Rumble, Twisted Fate and Nunu. But there’s something even more significant going on here - Custom Item Sets. These builds will then appear in the . That means you can be planning your builds at all hours of the day. Gulp. Currently item sets are stored locally on your machine, but Riot plan to have them saved server- side eventually too. After that, you’ll have access to your custom builds on your desktop, on your laptop at work, at the library, in the coffee shop - anywhere that might be wholly inappropriate to play Lo. L, really. On the balance side of things, Riot have reduced Rumble’s overall damage and seized the opportunity to make Danger Zone “more impactful”, rewarding careful ability management. Twisted Fate has also suffered a general nerfing: Destiny now has a longer cooldown, and Stacked Deck’s cooldown reduction effects have been swapped for extra attack speed. Nunu, meanwhile, has had his healing abilities reduced significantly - but also benefited from changes designed to make Consume a “cool spell”.“Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank- up incentive,” say Riot. The tweaks should help Nunu relax into his intended role, as a highly mobile jungler with strong objective control. See the full changelog below. How has your favoured champion fared? Akali. These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability. Now grants vision in the area of effect. Essence of Shadow charge time reduced to 3.
Caitlyn. Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed. Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot. Base Attack Speed reduced to 0. Attack Speed per level increased to 4% from 3%Headshot. No longer gains stacks when attacking structures. Cassiopeia. Now counts as a single target spell for the sake of items like Rylai's Crystal Scepter. Diana. As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto- attacking with her shield up in lane. The shield change will help Diana in mid- to late- game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana's shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements. Damage reduced to 2. Ability Power) from 2. Ability Power)Range of the cleave behind Diana reduced. Total damage changed to 6. Shield reduced to 4. Ability Power) from 5. Ability Power)The second application of the shield now stacks with the first shield instead of replacing it. Elise. Removing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade. Ability Power ratio increased to 0. No longer grants bonus Armor and Magic Resist. Jarvan IVVision radius of the Standard reduced to 7. Karma. Mantra Bonus - Soulflare. Slow area now spawns directly under the primary target. Miss Fortune. Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades. Passive. Max stacks increased to 5 from 4. Damage per stack reduced to 4/6/8/1. Mordekaiser. Nami. These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane. Basic Attack Missile Speed increased to 1. Surging Tides. Bonus Movement Speed increased to 4. Stun duration increased to 1. Nunu. Nunu naturally fits in the jungle with his strong objective control and high map mobility - these changes should add more depth within that role. Above all, we want Consume to be a cool spell - Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank- up incentive. Damage increased to 6. Healing reduced to 9. Healing ratio reduced to 0. Consume now grants bonuses for 1. Golem- type monsters grant 1. Health. Lizard- type monsters grant Nunu's attacks and spells additional magic damage equal to 1% of Nunu's maximum Health. Wraith or Wolf- type monsters grant 1. Nunu kills a unit. Quinn. Fixed a bug where Vault failed to interrupt targets that were immune to slows. Rammus. Can no longer target minions. Rumble. We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities. Damage decreased to 7. Ability Power) from 9. Ability Power)Danger Zone damage bonus increased to 5. Damage decreased to 4. Ability Power) from 5. Ability Power)Syndra. Improved detection of Dark Spheres at longer ranges. Twisted Fate. With his huge global map pressure in early and mid- game, we wanted to reduce Twisted Fate's overall power without hitting the core components that make him fun. We're changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny's high impact, we've brought it more in line with other global ability cooldowns. Blue card now restores 5. Mana instead of 2. Attack Damage)No longer grants Cooldown Reduction. Bonus Attack Speed increased to 1. Cooldown increased to 1. Tooltips updated. Udyr. Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance. Varus. Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high- damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage. Base Movement Speed reduced to 3. Piercing Arrow. Minimum damage increased to 1. Maximum damage increased to 1. Improved hit detection at the end of the missile. Damage reduced to 6. Improved hit detection at the end of the missile. Warwick. These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when. Channel time reduced to 1. Infinite Duress now always places Warwick in front of the target rather than a random spot around the target. Zac. For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power - reducing the burst power of his ultimate and his already unusually high sustain from bloblets. Base Health Regen reduced to 7. Let's Bounce! Damage reduced to 1. Fixed a bug where Let's Bounce! These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type. Damage dealt to secondary targets reduced to 4. Attack Damage) from 6. Attack Damage)Vision radius of the Shadow reduced to 7. Cooldown increased to 4 seconds from 3. Zyra. Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power. Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura. Items. Recipe changed: Faerie Charm + 1. Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6. Mikael's Crucible is a very strong item for supports who want to stay on the back line out of harm's way. Most supports, however, opt for Philosopher's Stone in early game, which makes them adverse to buying another high- sustain item like Mikael's Crucible. These changes also open up more diversity for supports when upgrading their Philosopher's Stone - Shurelya's offers more offensive and defensive disengage, but Mikael's Crucible offers more in- fight potential. Recipe changed: Philosopher's Stone + Chalice of Harmony + 9. Grants 7 Health Regen per 5 seconds from 0. Grants 1. 8 Mana Regen per 5 seconds from 9. No longer grants Mana. Active Heal changed to . Champions who rely on lane harassment through abilities typically don't draw minion attacks as much as auto- attack champions, and this disparity was forcing a lot of champions to opt for high- sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.
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