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リーグ・オブ・レジェンド パッチ16.15

バフとナーフ

絞り込み
  • 変更点

    • Move Speed 330 → 335
    パッチノート 1

    Base Stats

    • Move Speed 330 → 335

    Riot

    Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it favors roaming supports - a space we expect him to excel in.

  • 変更点

    • ECooldown 18 / 16 / 14 / 12 / 10 → 16 / 14 / 12 / 10 / 8
    • RStolen Stats 13% → 10%
    パッチノート 3

    E - Death's Grasp

    • Cooldown 18 / 16 / 14 / 12 / 10 → 16 / 14 / 12 / 10 / 8

    R - Realm of Death

    • Stolen Stats 13% → 10%
    • Bugfix Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).

    Riot

    We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance.

  • ボリベア

    バフ

    変更点

    • QCooldown 14 / 13 / 12 / 11 / 10 → 12 / 11.5 / 11 / 10.5 / 10
    パッチノート 1

    Q - Thundering Smash

    • Cooldown 14 / 13 / 12 / 11 / 10 → 12 / 11.5 / 11 / 10.5 / 10

    Riot

    Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we're giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining.

  • ザック

    バフ

    変更点

    • Armor Growth 4.7 → 5.2
    • ECooldown 22 / 19 / 16 / 13 / 10 → 21 / 18 / 15 / 12 / 9
    パッチノート 2

    Base Stats

    • Armor Growth 4.7 → 5.2

    E - Elastic Slingshot

    • Cooldown 22 / 19 / 16 / 13 / 10 → 21 / 18 / 15 / 12 / 9

    Riot

    We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon.

  • 変更点

    • Attack Speed 0.85 → 0.67
    • Attack Speed Ratio 0.85 → 0.67
    パッチノート 43

    Base Stats

    • Attack Speed 0.85 → 0.67
    • Attack Speed Ratio 0.85 → 0.67
    • Attack Damage 60 → 55
    • Basic Attack Damage Modifier 75% → 100%
    • Attack Cast Time 0.25 → 0.22
    • Total Attack Animation Adjusted to feel better at lower Attack Speeds
    • Armor 32 → 28
    • Armor Growth 4.7 → 5
    • Health 610 → 580
    • Health Growth 105 → 110
    • Model Size 100% → 95%

    Passive - Death In Lavender

    • Attack Speed After Spell Cast 20% minimum / 40% maximum for 2 attacks → 20% for 3 seconds
    • Attack Speed per Stack 0.28% minimum / 1.1% maximum → 0.1% minimum / 2% maximum

    Q - Void Surge

    • Speed 800 / 850 / 900 / 950 / 1000 → 850
    • Time Between Casts 1 → 4 / 3.25 / 2.5 / 1.75 / 1
    • Monster Damage Modifier 55 / 65 / 75 / 85 / 95 → 70
    • Minion Damage Modifier 60 / 70 / 80 / 90 / 100% → Removed
    • Damage 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) → 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)
    • Attack Speed to Ability Haste Conversion 0.25 → 0.2

    W - Above And Below

    • Damage 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) → 80 / 140 / 200 / 260 / 320 (+150% Ability Power)
    • Slow Duration 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow → 2 seconds at 30% slow
    • Knockup Duration 0.75 seconds → 0.6 / 0.7 / 0.8 / 0.9 / 1 second

    E - Royal Maelstrom

    • Damage per Strike 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health → 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
    • Number of Strikes 6 + 1 per 33% bonus Attack Speed → 6 + 1 per 40% bonus Attack Speed
    • Damage Reduction 35 / 40 / 45 / 50 / 55% → 20 / 30 / 40 / 50 / 60%
    • Lifesteal 20% → 20 / 25 / 30 / 35 / 40%
    • Lifesteal Scaling 100% → Removed
    • Cooldown 20 / 19 / 18 / 17 / 16 → 24 / 21 / 18 / 15 / 12
    • Monster Damage Modifier 150% → 200%

    R - Endless Banquet

    • Passive On-Hit Application Every other attack → Every attack
    • Passive True Damage 6 / 10 / 14 (+12% Bonus Attack Damage) → 2 / 4 / 6 (+3% Bonus Attack Damage)
    • Target Swapping Passive removed when swapping targets → Passive no longer removed when swapping targets
    • Maximum Epic Monster Stacks 10 → 8
    • Passive Application Requirement E and Q required Bel'Veth to have attacked the target first → E and Q no longer require Bel'Veth to have attacked the target first
    • Explosion Damage 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) → 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)
    • Heal per Bonus Health 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) → 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)
    • Basic Attack Range Bonus 75 → 25 / 75 / 125
    • Total Attack Speed 10 / 15 / 20% → 5 / 15 / 25%
    • Size 10% → 10 / 15 / 20%
    • Unempowered Buff Duration 60 → 45 / 90 / infinite at 0 / 40 / 80 stacks
    • Empowered Buff Duration 180 → 45 / 90 / infinite at 0 / 40 / 80 stacks
    • Post-Cast Lockout 0.5 seconds → 0.25 seconds
    • Out of Combat Move Speed Removed

    Riot

    This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades. Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience. We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations.

  • ロック

    ナーフ

    変更点

    • Health 655 → 620
    • QBase Damage - Nail 50 / 58 / 66 / 74 / 82 (+20% Ability Power) → 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
    パッチノート 5

    Base Stats

    • Health 655 → 620

    Q - Ritual Nails

    • Base Damage - Nail 50 / 58 / 66 / 74 / 82 (+20% Ability Power) → 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
    • Three Nails Damage 150 / 174 / 198 / 222 / 246 (+60% Ability Power) → 120 / 144 / 168 / 192 / 216 (+60% Ability Power)

    W - Soul Ignition

    • Move Speed 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) → 40% (+2% per 100 Ability Power)
    • Grey Health Base Value 40 / 70 / 100 / 130 / 160 (+120% Ability Power) → 40 / 60 / 80 / 100 / 120 (+100% Ability Power)

    Riot

    Locke continues to climb the mastery curve, so we're continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take.

  • 変更点

    • PassiveCaustic Wounds 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack → 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack
    パッチノート 1

    Passive - Second Skin

    • Caustic Wounds 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack → 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack

    Riot

    Despite the recent buff, Kai'sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We're tapping up her scaling to help her output as she nears her final form.

  • 変更点

    • QMonster Damage Modifier 140 / 150 / 160 / 170 / 180 → 150 / 160 / 170 / 180 / 190
    • QAbility Power Ratio 40% → 50%
    パッチノート 2

    Q - Bramble Smash

    • Monster Damage Modifier 140 / 150 / 160 / 170 / 180 → 150 / 160 / 170 / 180 / 190
    • Ability Power Ratio 40% → 50%

    Riot

    Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank.

  • 変更点

    • RDamage 150 / 225 / 300 (+120% Attack Damage) → 125 / 200 / 275 (+100% Bonus Attack Damage)
    • RDamage per Packmate 15 / 22.5 / 30 (+12% Attack Damage) → 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)
    パッチノート 2

    R - The Call of the Pack

    • Damage 150 / 225 / 300 (+120% Attack Damage) → 125 / 200 / 275 (+100% Bonus Attack Damage)
    • Damage per Packmate 15 / 22.5 / 30 (+12% Attack Damage) → 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)

    Riot

    Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she's still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates.

  • 変更点

    • RBonus Attack Damage Ratio 25% → 20%
    • RBonus Attack Damage Ratio 60% minimum / 180% maximum → 55% minimum / 165% maximum
    パッチノート 2

    R - Blade of the Exile

    • Bonus Attack Damage Ratio 25% → 20%

    R - Wind Slash

    • Bonus Attack Damage Ratio 60% minimum / 180% maximum → 55% minimum / 165% maximum

    Riot

    Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we've gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R's AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments.

  • 変更点

    • QFirst Lash Damage 40 / 65 / 90 / 115 / 140 (+45% Ability Power) → 40 / 60 / 80 / 100 / 120 (+40% Ability Power)
    パッチノート 1

    Q - Chain Lash

    • First Lash Damage 40 / 65 / 90 / 115 / 140 (+45% Ability Power) → 40 / 60 / 80 / 100 / 120 (+40% Ability Power)

    Riot

    After his buff in 26.12, it was clear that we moderately overshot our target. We're pulling back the chains a tad to prevent him from bullying too hard.

アイテム

  • Bastionbreaker

    バフ
    • Cost 3200g → 3000g
    • Shaped Charge Damage (30 + 150% lethality) true damage → (50 + 150% lethality) true damage
  • Terminus

    • Unique - Shadow 30 Magic Damage On-Hit → 30 (+10% bonus Attack Damage) (+10% Ability Power)
  • Yun Tal Wildarrows

    バフ
    • Cost 850g → 750g
    • Attack Speed 40% → 45%
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