League Of Legends – Fiora Patch Preview
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[League Of Legends – Fiora Patch Preview]
[League Of Legends – Fiora Patch Preview] Source: LYBIO.net
Welcome to the League of Legends Patch Preview. Iâ€™m Phreak and Iâ€™m here with Morello, Lead Champion Designer.
Together weâ€™ll be discussing some of the gameplay changes coming into the next patch for League of Legends.
Note that this video does not cover every single change, but will explain the thought process behind some of our decisions.
Weâ€™re adding some pretty cool changes to Lux.
First, the cooldown on Lucent Singularity is going to start ticking down the second she fires the ability, instead of when she explodes it, but the base cooldown is going up.
Second, weâ€™re making more of her abilities reveal fog of war. Tell us about these changes.
The way the cooldown used to work, Lux players were punished for leaving the ability out as an AoE slow field.
Now thereâ€™s a little bit more timing and decision-making involved in when to detonate that skill since youâ€™ll get it back at the same time anyway.
How long can you hold it out there, slow foes, and still get that damage? Thatâ€™s something Lux players will have to think about.
This has a couple of additional considerations as well.
Cooldown reduction is now better on Lux because it affects Lucent Singularity in a meaningful way.
However, if you just double-tap it, you will see a DPS decrease because of the longer cooldown, but we predict this will be a great set of changes for Lux players and really reward skillful play.
We also took this opportunity to add a couple cool extra thematic utility things to Lux.
For example, Lucent Singularity gives vision while it moves through the world and her ultimate also gives vision when you shoot it off.
This gives her a little more utility if you want to run that bottom lane utility Lux, and itâ€™s just cool:
Sheâ€™s a light mage, so she should probably help you see things better.
Olaf is receiving quite a few buffs. Undertowâ€™s base damage and AD ratio are going up, but the ability will now scale with bonus attack damage instead of total.
Additionally, the base cooldown and cooldown reduction for picking up the axe are going down.
Olafâ€™s ultimate, Ragnarok, is losing its flat damage reduction and instead gaining bonus armor and magic resist. What are the goals with these buffs?
The main difference with bonus AD is that it doesnâ€™t include your championâ€™s base stats but still includes items and buffs.
This is a design tool that gives us more control over how the skill scales and lets us buff his AD ratio.
We wanted to buff the AD ratio because building AD and having that late-game carry Olaf always seemed like an attractive option but was never a competitive build.
The cooldown change makes it so that if Olaf throws his axe under a turret for example, heâ€™s not so punished and completely unable to harass at that point.
The change from flat reduction to resistances incentivizes building health.
This is important because you already get more bonus out of having a lot of health from Vicious Strikes and it makes Reckless Swing less punishing.
Overall this will make it so that Olafâ€™s defensive options are a little more cohesive and he can balance health versus AD instead of all these other defensive mechanisms.
Ziggs has a few tweaks in store for him:
Hexplosive Minefieldâ€™s mana cost, slow duration, and damage for hitting multiple mines are all going down. Why are we making these changes?
The Minefield change is actually pretty straightforward: Itâ€™s an issue of tuning.
Itâ€™s cool to see Ziggs use Minefield as a zoning and area control tool, but the mana cost is a little too high unless he had blue buff in order to make that work.
Conversely, when you threw it on top of a guy, it was doing too much damage and granting too much utility.
So we wanted to tone those things both down so that not only do you feel better using it in the zoning case, but also throwing it on top of a guy isnâ€™t instant death.
Weâ€™re changing the Regeneration Sigils in the jungle on Summonerâ€™s Rift to also restore some mana to the champion in addition to health. Whatâ€™s the goal with this change?
What we really wanted to accomplish by putting mana on the Regeneration Sigils is to open up some new jungling routes and new options for junglers. Source: LYBIO.net
For example, as a jungler who uses mana, you can make the choice to start at small golems or lizard and not feel completely crippled by the fact that you donâ€™t have blue buff.
This also has a lot of implications for counter-jungling as well.
Counter-junglers not only are denying more resources from the enemy when they do this, but theyâ€™re also sustaining their own mana and making it easier for them to continue counter-jungling if left alone.
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