Tuesday, November 29, 2011

Meta Talk: Volibear Patch


League of Legends v1.0.0.130

Riot is rolling out a lot of changes for this patch, but are they really that significant?  There’s a lot of bug fixes here and there with some minion damage and jungle changes.  The jungle changes are going to have their own discussion in another article in more depth.  Not to mention that Volibear seems like another top lane bruiser entering the league.



Volibear, the Thunder’s Roar
Rolling Thunder
 Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air and flung behind Volibear
Frenzy
 Volibear's repeated attacks grant him additional attack speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target.
Majestic Roar
 Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Thunder Claws
 Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies.
Chosen of the Storm (passive)
Volibear heals rapidly for a few seconds when his health drops to a critical level.



Volibear has the kit of several top lane bruisers combined, but with it he brings their faults.  His first ability, Rolling Thunder, looks to be like a combination of Vayne, Xin Zhao and Singed.  I can see this being an extremely powerful 1 level skill that provides a great escape mechanism and harassment.  His second ability, Frenzy, is a Jax ultimate at level 1.  While he doesn’t gain the magic resistance that Jax does, he can hold his own in a duel extremely early with this ability.  Majestic Roar seems very, very strong.  He will be able to dash in and slow an enemy while fearing any creeps in his way or getting agro on him.  His ultimate seems very lackluster, but only because the numbers aren’t out.  This will help his teamfighting and can also help in a duel depending on the amount of damage it grants.  His passive seems pretty strong for low life harassment as well as jungling.  This could make him a jungler that teeters on low health forever because he regens it fast enough that camp to camp he loses no life.  I think he can be shut down the same way Shyvanna and Udyr can be, which is to be kited to death.  I’m excited for this champion and will absolutely play him.

 
Fizz
Urchin Strike's targeting updating to hit targets slightly earlier
Urchin Strike's attack component can no longer be dodged

Neat.  Dodge is being removed anyway, so this isn’t really a change as much as nipping it in the bud.

Jarvan IV
Martial Cadence (Passive)
Damage changed to physical from magic
Damage changed to 6/8/10% (at levels 1/7/13) of the target's current health from 8%
No longer procs spell effects such as Rylai's or Spell Vamp
Increased the hitbox size of Demacian Standard when targeted by Dragon Strike

Jarvan did not need another nerf, and this is exactly what this is.  Sure his late game is 2% more damage, but approximately nobody cares about that.  Having it not proc Rylai’s or Spell Vamp (Wriggle’s Lantern proc) is a necessary change when going to magic damage from Physical and was expected.  Damage being changed to magic might have a small increase in the damage output.  This is because a lot of the cast doesn’t have magic resist per level, while everyone gains armor per level.  I think the slight nerf in damage might be in response to this, but I don’t see why it was changed to begin with.

Karthus
Wall of Pain
Wall duration reduced to 5 seconds from 7
Now only affects a target once (instead of reapplying every pass through)
Fixed a bug where Leona's passive and the Dominion center Sigil could cause an immediate double kill against Karthus



The Wall of Pain nerf isn’t really that big a deal on Karthus.  It will change certain situations where a very well placed wall repeatedly slows someone (in a corridor, running along the wall).  It also changes hesitant teams who see a wall and back off, only to initiate and go back in.  In this case the wall will likely be even more of an initiation instead of a poke or safe spell to use, but this will almost never matter.  Karthus is very strong because of his ability to lane safely and use a global for a lot of damage.  This doesn’t change that.

Kassadin
Fixed a bug which caused Force Pulse to cast backwards after performing Rift Walk
Neat.

Katarina
Shunpo now always moves Katarina behind the target regardless if Killer Instincts is active

LOL.  The whole Morello rant on how “Giving die hard Katarina players a way to express skill” thing backfired.  I thought it was unnecessary to begin with, but now it’s gone…so that’s that!
Kog'maw
Fixed a bug where where if you killed an enemy that exploded using Icathian Surprise, the enemy was awarded an extra kill (Shaco Hallucinate clone, Maokai)
Fixed a bug where Brand's Pyroclasm would give Brand an extra kill if it was traveling toward Kog'maw when Icathian Surprise triggered
Fixed a bug where if Ignite killed Kog'maw, it would cause Icathian Surprise to not trigger
Fixed a bug where Vayne's Silvered Bolts sometimes caused Icathian Surprise to not trigger

Riven
Blade of the Exile tooltip updated to display how much attack damage you will gain. It has also been clarified to state that Blade of the Exile scales off TOTAL attack damage, not bonus attack damage.

Neat.


Sivir (Remake)
General
Attack range increased to 500 from 425
Attack missile speed increased to 1400 from 1200
Updated her attack frames to be more responsive
Base attack speed reduced to .658 from .679
Base attack damage reduced to 49 from 52.11
Updated recommended items
Fleet of Foot (Passive) – Remake
Sivir’s basic attacks against enemy champions grant her 50 Movement Speed for 2 seconds
Boomerang Blade
Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
Damage changed to physical from magic
Bonus attack damage ratio increased to 1.1 from 1.0
No longer has an ability power ratio
Ricochet - Remake
Sivir’s next basic attack bounces to 5 additional targets dealing 20/35/50/65/80 (+ 1.0 Attack Damage) physical damage to the first target and 25% reduced damage to each subsequent target. 7/6/5/4/3 second cooldown. 40 Mana cost.
On The Hunt
Now additionally applies the buff to allies who come into range while On the Hunt is active rather than only on activation.
Attack speed bonus changed to 30/45/60% from 30/60/90%
Allied attack speed gain increased to half of Sivir’s bonus from a third
Cooldown adjusted to 100/90/80 seconds from 90

This seems like an overall Sivir nerf.  She excelled at pushing the lanes hard and that was her role, it just wasn’t as feasible due to her low range.  Now she has a faster attack, longer range and does…less damage with less attack speed.  Her new passive, Fleet of Foot, seems ridiculous for harassment.  Having 50 move speed at level 1 is super powerful.  If a jungler comes to gank she can just attack them on the run and there’s no way you’re catching her.  Once she pins you down for a kill, you cannot escape.  Other than that, Boomerang Blade is physical scaling now and a tad less mana and Ricochet is an auto-attack reset.  This will reduce her wave clearing abilities of before, but make her a lot stronger in a duel.  I can see this being maxed first due to the very low cooldown and high ratio.  This might also make Trinity Force or Sheen very viable on her, as a double attack with the second being a trinity force proc seems strong.  Her ultimate was nerfed hard at the higher levels, but now helps her team out more.  I think this change was semi-necessary, but makes her late game weaker.

Taric
Shatter ability power ratio increased to 0.6 from 0.4
Radiance ability power ratio increased to 0.7 from 0.6

Still not an AP carry.  Heals are still strong, so this one doesn’t really impact much.  A little more damage in the early game and slightly stronger heals aren’t the reason you play Taric anyway; you play Taric for the stun.
Vayne
Fixed a couple small bugs introduced to Condemn with Fizz patch
Yorick
Fixed a bug where Ignite's tick damage dealing the killing blow caused Omen of Death to fail to reanimate its bearer
Fixed a bug where Leona's Sunlight passive and the Dominion center Sigil could cause an immediate double kill against the Omen of Death target
Fixed a bug where if Ignite killed the Omen of Death bearer, they would not be reanimated
Fixed a bug where Vayne's Silvered Bolts sometimes caused Omen of Death to fail to reanimate its bearer

Neat.


Health Potions
Restore 150 health over 15 seconds (instead of 200 health over 20 seconds)

Same healing ratio on a faster interval.  They are still viable and will still be purchased.


Madred's Razor
Proc chance increased to 20% from 15%
Proc damage reduced to 300 from 500
Response to a jungle change.  Overall won’t hurt that bad at all.

Mana Potions
Restore 100 mana over 15 seconds (from 100 over 20)

Neat.

Wriggle's Lantern
Proc damage reduced to 425 from 500

Response to jungle change.
General
Chat window location will be now saved between games
Improved the targeting algorithms; it should now be much easier to select units that are obscured
Damage from lane minions to champions reduced by about 15%


This helps laning, but 15% isn’t an insane amount.  I think it will encourage more aggression in lane and create a more volatile environment, but it’s not the end of laning as we know it.  If you’re taking 300 damage from minions after a harassment, it drops to 255 damage, which is about another auto-attack’s worth of damage.  This will encourage smarter harassment and more opportune times to do such.
Jungle Adjustments
Small camps now respawn faster, but have reduced rewards
Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
Ancient Golem camp experience increased slightly and gold reduced slightly
Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
Lizard Elder camp experience increased and gold reduced slightly
Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
Baron Nashor will now push wards away if you try to place one too close
Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro

Oh boy.  This is getting its own article.