LoL 4.1 Patch notes


SUBMITTED BY: Guest

DATE: Jan. 15, 2014, 3:34 p.m.

FORMAT: Text only

SIZE: 13.8 kB

HITS: 3024

  1. Leagues
  2. The 2014 ranked season reset will take place within the next few days. We’ll have a full list of changes in the patch notes when it happens.
  3. Back to top
  4. Vision Code Changes
  5. While these changes won’t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines we’ll be hitting with our updates, but hopefully you’ll be able to see the difference.
  6. In-game vision should now be more responsive and dynamic as it interacts with abilities (like Lux’s Lucent Singularity)
  7. Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled.
  8. Projectiles should register more quickly when a champion casts an ability from the fog of war
  9. Back to top
  10. Champions
  11. Anivia
  12. Summary: We’ve increased the speed of Anivia’s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Anivia’s ult will now have a warning effect when she is almost out of Glacial Storm’s range.
  13. We call these kinds of changes “modernizations,” where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements.
  14. General
  15. Basic attack projectile speed increased to 1400 (from 1100)
  16. Q - Flash Frost
  17. Mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160)
  18. W – Crystalize
  19. Mana reduced to 70 at all ranks (from 70/90/110/130/150)
  20. R - Glacial Storm
  21. Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate
  22. Annie
  23. Summary: Pyromania’s stun duration is now shorter at earlier levels but Summon: Tibbers’ cooldown has been reduced at later levels to compensate.
  24. Annie’s a terrifying kid to play against in the early phases of the game – even before Tibbers joins the party– mostly due to her long duration stun at level 1. With these changes, we want to give Annie’s lane opponents some more room to breathe against her early threat, but we’ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annie’s power without incinerating her overall strengths.
  25. Passive - Pyromania
  26. Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11 (from 1.75 seconds at all levels)
  27. R - Summon Tibbers
  28. Cooldown reduced to 120/100/80 seconds (from 120 at all ranks)
  29. Evelynn
  30. Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly.
  31. Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast.
  32. Q - Hate Spike
  33. Missile speed reduced to 1250 (from 2000)
  34. E - Ravage
  35. Damage changed to physical (from magic)
  36. R - Agony's Embrace
  37. Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her)
  38. Janna
  39. Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount.
  40. Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.
  41. R - Monsoon
  42. Now begins channeling immediately upon activation (from an initial 0.25 second cast time)
  43. Total channel duration reduced to 3 seconds (from 4 seconds)
  44. Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power)
  45. Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power))
  46. Jinx
  47. Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.
  48. Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.
  49. Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).
  50. General
  51. Base health reduced to 462 (from 500)
  52. Health per level increased to 82 (from 80)
  53. E - Flame Chompers!
  54. Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
  55. Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
  56. Reduced damage at earlier levels to 80/135/190/245/300 (from 100/150/200/250/300)
  57. Nasus
  58. Summary: We’re reducing Wither’s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands.
  59. We want to keep Nasus’ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Wither’s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than “sniping” fragile opponents with long-range Withers before eating them.
  60. W - Wither
  61. Range reduced to 600 (from 700)
  62. R - Fury of the Sands
  63. No longer increases the cast ranges of Wither and Spirit Fire
  64. Rengar
  65. Summary: We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar.
  66. Rengar’s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengar’s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengar’s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds.
  67. Q – Savagery
  68. Savagery basic attack buff (not attack speed buff) reduced to 2 seconds (from 6 seconds)
  69. Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended
  70. W - Battle Roar
  71. Empowered Battle Roar heal changed to 20 + (10 x level) amplified by a 1% per 1% of Rengar’s missing health (from 40 + (20 x level) health)
  72. Riven
  73. Summary: We lowered Riven’s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wings’ damage has been decreased and Valor’s shield duration was shortened.
  74. Riven’s burst damage is just too high at early levels, so we’re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when she’s behind (because she won’t be able to buy so much raw AD), but worse when she’s far ahead. We’re reducing the duration of Valor to hit some of Riven’s flexibility in lane – if she’s going to rely on Valor’s shield to trade damage, she’ll need to commit quickly or risk losing the shield.
  75. General
  76. Base attack damage reduced to 54 (from 56.7)
  77. Attack damage per level increased to 3 (from 2.7)
  78. Q - Broken Wings
  79. Damage per strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage))
  80. E - Valor
  81. Shield duration reduced to 1.5 seconds (from 2.5 seconds)
  82. Shyvana
  83. Summary: We’re lowering Burnout’s overall damage and Flame Breath’s damage at earlier levels. Dragon’s Descent also received a bug fix and the damage now matches the tooltip.
  84. Shyvana’s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. We’re cooling some of that dragon blood down to make her early bullying more manageable.
  85. W - Burnout
  86. Damage per second reduced to 20/35/50/65/80 (from 25/40/55/70/85)
  87. Minimum magic damage reduced to 60/105/150/195/240 (from 75/120/165/210/255)
  88. Maximum magic damage reduced to 140/245/350/455/560 (from 175/280/385/490/595)
  89. E - Flame Breath
  90. Damage reduced at earlier levels to 60/100/140/180/220 (from 80/115/150/185/220)
  91. R - Dragon's Descent
  92. Damage now correctly matches the tooltip at 175/300/425 (from 200/300/400)
  93. Thresh
  94. Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form.
  95. Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern!
  96. The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn’t bother to have the proper positioning.
  97. W - Dark Passage
  98. Now shows indicator particles to nearby allies to indicate that it is a clickable object
  99. Lantern now has a small collision radius
  100. R - The Box
  101. Delay on wall formation increased to 0.75 seconds (from 0.5 seconds)
  102. Yasuo
  103. Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.
  104. While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind.
  105. General
  106. Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits
  107. Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo
  108. Q – Steel Tempest
  109. All casts are now automatically smart cast
  110. W – Wind Wall
  111. No longer blocks friendly Syndra orbs
  112. R – Last Breath
  113. Now grants maximum Flow on cast
  114. Spell animation shortened by 0.1 seconds
  115. Now less likely to be teleported out of by enemies spamming flash
  116. Now properly alerts spectators and allies when it is on cooldown
  117. Back to top
  118. Minor Changes and Bug Fixes
  119. Caitlyn
  120. R – Ace in the Hole
  121. Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.
  122. Darius
  123. R – Noxian Guillotine
  124. Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds)
  125. Fiddlesticks
  126. This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.
  127. Q - Terrify
  128. Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions
  129. Fiora
  130. R – Blade Waltz
  131. Fixed a bug where Fiora could teleport while casting Blade Waltz
  132. Hecarim
  133. W – Spirit of Dread
  134. Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)
  135. Jarvan IV
  136. Passive – Martial Cadence
  137. Fixed a bug where Martial Cadence would sometimes trigger on towers
  138. Lux
  139. R – Final Spark
  140. Now goes on cooldown when it finishes casting, instead of when it begins casting
  141. If Lux dies while casting Final Spark, it will no longer go on cooldown
  142. Malzahar
  143. R – Nether Grasp
  144. Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.)
  145. Nami
  146. R – Tidal Wave
  147. Now goes on cooldown when it finishes casting, instead of when it begins casting
  148. If Nami dies while casting Tidal Wave, it will no longer go on cooldown
  149. Nidalee
  150. W - Bushwhack
  151. Fixed a bug where Nidalee's Bushwhack traps could be placed in walls
  152. If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack's maximum cast range (900 units)
  153. Olaf
  154. Q – Undertow
  155. Slow reduced to 29/33/37/41/45% (from 35/40/45/50/55%)
  156. Talon
  157. E – Cutthroat
  158. Now teleports Talon slightly further behind his target
  159. Twisted Fate
  160. Q – Wild Cards
  161. Targeting indicator updated to show the individual targeting lines
  162. Back to top

comments powered by Disqus