Juggernauts
Garen, Darius, Skarner and Mordekaiser have received gameplay updates. We’re calling them juggernauts.
Any time we make an update, we’re aiming for two targets: that every game of League feels meaningfully different based on the champions in it, and that each champion in League feels distinct. That might sound like an enormous goal (probably because it is), but our plan is to break them down into groups that share roughly the same strategic or tactical niche and start solving from there. By hitting a handful of champs at a time we can address a few groups struggling in one go; the first of which are the lumbering giants of melee-ranged obliteration heretofore (affectionately) referred to as juggernauts.
Tanky melee carries walk the line between power and peelability, but in order to find distinct playstyles for each of these four champions, we looked to add a little more uniqueness where we could. When two champs play the same way, you just end up picking the one that’s better. We’re working to change that - shifting each champion’s power so that their highs and lows are both deeper and more differentiated from others in the same role.
Let’s meet the team.
Darius
Kicking off our dive into the juggernaut update is the dunkmaster himself, Dario Chopman. Notorious for his blood-fueled multi-kill potential, Darius’ fantasy was just that - a fantasy. In reality, he’d build damage and die before posing a huge threat (often trading his life for a low-priority target), or stack defenses and become the Wet Noodle of Noxus. Tack on the juggernaut’s plight of ‘why pick me over other fighters?’ and Darius is in a pretty rough spot.
Enter Bloodrage.
While not the cure for everything that ails him (It won’t magically give him dashes or a cool haircut), Bloodrage is all about letting Darius realize his ‘pentakill-in-a-china-shop’ fantasy, letting loose on enemies after maxing out his passive. In other words, he’s going to try his hardest to mosh with his opponents (alongside new tools like Decimate’s heal and Apprehend’s slow for staying power), and it’s on them to keep his rampage to a dull roar. We’ve taken down some of his damage before he hits Bloodrage, but once he gets going things start to get pretty crazy.
That’s the gist of Darius’ update. Check below for the nitty-gritty details, and we’ll see you at after you’re done. Technically you could just skip to the next section, but we’d be disappointed. Not mad, just disappointed.
General
Attack Range up. AD, Health and Armor per level up. Base AS% and AS per level down.
ATTACK RANGE125 ⇒ 175
ATTACK DAMAGE GROWTH STAT3.5 ⇒ 5
HEALTH GROWTH STAT93 ⇒ 100
ARMOR GROWTH STAT3.5 ⇒ 4
BASE ATTACK SPEED.679 ⇒ .625
ATTACK SPEED GROWTH STAT4% ⇒ 1%
Passive - Hemorrhage
In addition to its current function, Reaching 5 stacks or killing an enemy champion with R - Noxian Guillotine puts Darius into a Bloodrage. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage stacks to enemies with basic attacks or Decimate's Blade.
DURATION5 seconds
BLEED DAMAGE12~36 (9 + 3 every other champion level) ⇒ 10~27 (9 + 1 per champion level)
BLEED DAMAGE TYPEMagic damage ⇒ Physical damage
REMOVEDADRENALINE RUSHNo longer grants Movement Speed per champion affected
Q - Decimate
Now has a brief delay on cast. Hitting with Decimate's Blade now heals Darius.
COST40 mana ⇒ 30 mana
NEWCAST TIMEInstant cast ⇒ 0.75 second delay
NEWDECIMATE THE MEEKDarius now heals for 10% of his missing Health for each enemy champion hit by Decimate's Blade, up to a maximum of 30%.
BLADE DAMAGE105/157.5/210/262.5/315 ⇒ 20/40/60/80/100
BLADE RATIO1.05 bonus Attack Damage ⇒ 1.0/1.1/1.2/1.3/1.4 totalAttack Damage
HANDLE DAMAGE66% of Decimate's Blade ⇒ 50% of Decimate's Blade
CLEAN HANDLESEnemies hit by Decimate's Handle no longer receive a stack of Hemorrhage
W - Crippling Strike
Slow heavily increased. No longer slows Attack Speed.
COST30/35/40/45/50 mana ⇒ 30 mana at all ranks
COOLDOWN8 seconds at all ranks ⇒ 9/8/7/6/5 seconds
DAMAGE120/140/160/180/200% total Attack Damage ⇒ 140% total Attack Damage at all ranks
SLOW20/25/30/35/40% ⇒ 90% at all ranks
SLOW DURATION2 seconds ⇒ 1 second
REMOVEDATTACK SPEED SLOW20/25/30/35/40% ⇒ No longer slows attack speed
REMOVEDCRIPPLED COOLDOWNNo longer reduces Crippling Strike's base cooldown per Hemorrhage stack on the target
E - Apprehend
Apprehend no longer pulls champions that escape the area, but briefly slows enemies hit.
REMOVEDGET OVER HEREFixed a bug where enemies would be pulled in if they successfully escaped the area during the cast time
NEWAND STAY DOWNEnemies pulled by Apprehend are slowed by 90% for 1 second
CAST TIME0.32 seconds ⇒ 0.25 seconds
R - Noxian Guillotine
Re-casting R is free.
DAMAGE160/250/340 ⇒ 100/200/300
COST100 at all ranks ⇒ 100/100/0 (yes, that's a 0)
REMOVEDATHENE'S UNHOLY DUNKNo longer refunds mana on kill
NEWKILL ONE GET ONE FREESubsequent casts of Noxian Guillotine have no cost
NEWSCURRY, WEAKLINGSUpon executing an enemy champion, all nearby lesser creatures (non-champions) become terrifiedGaren
Perhaps the least changed of the juggernauts overall, Garen’s always been the iconic ‘white knight’ for League of Legends and not much else. An effective damage dealer and off-tank in his own right, the G-man’s struggled to find a home as anything more than a makeshift assassin, diving backlines in hope of delivering swift justice to anyone holding an Infinity Edge. We really dug that ‘justice’ part, which led us to discovering Garen’s identity - he leads the charge against the most vile scoundrels and makes them pay (and boy, does he never stop talking about it).
Garen’s purpose in-game now matches his job description; protecting the weak both in game and out. His effectiveness as an ‘anti-carry’ extends the whole game long, adapting to your opponent's individual wrongdoings and throwing the rule-book at anyone branded a Villain. Though solo queue may be dark and full of terrors, Garen’s ability to flip the script on hypercarries-gone-godlike means that victory is only ever one ‘DEMACIA!!’ away, no matter how dire the situation.
General
Lower health per level, but higher Attack Damage and Armor. Attack range increased.
WE'RE GONNA NEED A BIGGER SWORDRecommended items updated
HEALTH GROWTH STAT96 ⇒ 84.25
ATTACK DAMAGE GROWTH STAT3.5 ⇒ 4.5
ARMOR GROWTH STAT2.7 ⇒ 3.0
ATTACK RANGE125 ⇒ 175
Q - Decisive Strike
Normalized Silence duration. Movement speed duration lowered.
SILENCE DURATION1.5/1.75/2/2.25/2.5 seconds ⇒ 1.5 seconds at all ranks
MOVEMENT SPEED DURATION1.5/2.25/3/3.75/4.5 seconds ⇒1.5/2/2.5/3/3.5 seconds
W - Courage
Everything old is new again.
REMOVEDTENACIOUS CNo longer actively provides Tenacity
REMOVEDVIVA LA RESISTANCESNo longer passively increases Garen's bonus Armor and Magic Resistance
NEWSTACK ATTACKPassively, Killing units permanently grants 0.25 Armor and Magic Resist (1 for kills on Champions, Large Monsters and Epic Monsters), to a maximum of 30 at all ranks
E - Judgment
Judgment's damage and tick-rate increases over game-time.
COOLDOWN13/12/11/10/9 seconds ⇒ 9 seconds at all ranks
BASE DAMAGE PER TICK10/22.5/35/47.5/60 ⇒ 14/18/22/26/30
RATIO PER TICK.35/.40/.45/.50/.55 ⇒ .34/.35/.36/.37/.38
TICKS PER CAST6 ⇒ 5
NEWSPIN TO WINJudgment's spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
NEWMOMENTUM CANCELINGCancelling Judgment early refunds the cooldown equal to the remaining duration of the spin
NEW1V1 MEJudgment deals 33% increased damage when striking a single target
R - Demacian Justice
Enemies with the most recent kills is branded a Villain. Garen hates those.
NEWACCURSED VILLAINSJudgment ticks and basic attacks against theVillain deal an additional 1% of their maximum health as true damage
NEWFOR THE CAUSEDemacian Justice deals true damage to the Villain instead of magic damage
Skarner
Skarner Impaling enemies and dragging them away from their comfort zone is a unique and powerful moment that definitely sets him apart from the cast; the issue is figuring out what he does when kidnapping carries isn’t an option. Seeing how Skarner’s always missing his kind, we went for the 2-for-1 of curing his homesickness and giving him a unique identity by dragging some big ol’ spires from the Crystal Scar and droppin’ em on Summoner’s Rift.
They’re not just for show, however - true to his nature as a diamond-encrusted energy scorpion (what a sentence), Skarner becomes infused with a boatload of combat stats when he’s near them, making him thescorpion to go when it comes to map control. Capturing and controlling these spires becomes a game within itself, denying Skarner’s rampage or letting him gleefully wreck through the jungle like a kid in a crystal store. No matter what position he’s played, Skarner’s dominance over these choke points make him an experience that’s clearly differentiated from other fighters, especially if your team’s goal is snatching all of the neutral objectives you can carry.
General
Lowering Movement Speed and Health per level in favor of Attack Damage scaling.
CRYSTAL CLEAVERRecommended items updated
HEALTH GROWTH STAT96 ⇒ 90
ATTACK DAMAGE GROWTH STAT4.2 ⇒ 4.5
NEWPassive - Crystal Spires
Skarner's presence causes crystals to spawn in set locations around the map.Crystals can be captured by either team by standing on top of them. Capturing acrystal prevents them from being captured by the opposing team for 15 seconds.
I MISS MY KINDWhile near active crystals, Skarner gains 100 Movement Speed, 48~150% (42 + 6% per champion level) Attack Speed, and restores 3% of his maximum Mana per second.
Q - Crystal Slash
Both charged and uncharged Q have traded base damage for a scaling ratio. Costs less Mana and can be cast more.
COOLDOWN3.50 seconds ⇒ 3.50/3.25/3.00/2.75/2.50 seconds
COST16/17/18/19/20 mana ⇒ 10/11/12/13/14 mana
DAMAGE20/30/40/50/60 physical damage ⇒0.33/0.36/0.39/0.42/0.45 total Attack Damage
REMOVEDDAMAGE RATIO0.4 bonus Attack Damage ⇒ Removed
CHARGED DAMAGE20/30/40/50/60 magic damage ⇒0.33/0.36/0.39/0.42/0.45 total Attack Damage
CHARGED DURATION5 seconds ⇒ 4 seconds
COOLDOWN REDUCTION ON NON-CHAMPIONS0.5 seconds per attack ⇒0.25 seconds per attack [Cooldown reduction vs. champions is still 1 second]
REMOVEDFEAR MY STINGNo longer increases Movement Speed or Attack Speed
W - Crystalline Exoskeleton
Now scales with maximum health instead of having a base amount of shield value.
SHIELD AMOUNT80/135/190/245/300 (+0.8 ability power) ⇒12/13/14/15/16% of Skarner's maximum Health (+0.8 ability power)
E - Fracture
Fracture now marks enemy champions and causes Skarner's next attack to damage and stun them.
COST50/55/60/65/70 mana ⇒ 55 mana at all ranks
COOLDOWN12/11.5/11/10.5/10 seconds ⇒ 13/12.5/12/11.5/11 seconds
SLOW DURATION2.5 seconds ⇒ 2 seconds
NEWSLOW-MOFracture's missile speed decreases for each champion hit
NEWCRYSTAL VENOMAfflicts targets with Crystal Venom for 5 seconds, causing Skarner's next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun for 1 second.
NEWENERGIZER SCORPIONCrystallizing enemies with Fracture and Impale grants Skarner Crystal Charge (the buff for being near an active crystal) for the duration of the disable and reduces the cooldown of Fracture by the same amount.
R - Impale
R costs less. Magic damage significantly lowered, but now deals bonus physical damage.
COST100/125/150 mana ⇒ 100 mana at all ranks
COOLDOWN110/100/90 seconds ⇒ 120/100/80 seconds
MAGIC DAMAGE100/150/200 ⇒ 20/60/100
NEWPHYSICAL DAMAGEDeals an additional 100% of Skarner's total Attack Damage at the beginning and end of the spell
REMOVEDCRYSTAL PURGENo longer deals extra damage to units affected by Crystal Venom


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