![]() Overheat Duration: 5.25 seconds ⇒ 4 seconds.Overheat Attack Speed: 20-80% (based on level) ⇒ 50-130% (based on level).Overheat Monster Damage Cap: 80 ⇒ 65-150 (based on level).Though he's got new incentives to build health, we're not hoping to turn him into a juggernaut, just simply make him a bit more durable in the mid game. We're hoping for a result where top lane becomes Rumble's best role with jungle and mid lane being viable alternatives for fans of those play styles. Reshaping his heat structure is an attempt to make the Danger Zone more forgiving, his heat costs more intuitive, and lessen Overheat's punishment. These changes are meant to lower his early roam threat and give him melee 1v1 power and late-game scaling in its place. He's also an extremely Elite-skewed champion due to his primary strength around pushing and roaming to bot lane. Rumble has historically had a higher play rate in top than in mid and we've let those players down over the years by not maintaining top Rumble as viable. Q damage adjusted, minion damage decreased, monster damage cap added. Passive heat limit increased, overheat monster damage cap adjusted, overheat attack speed increased, overheat duration decreased. new Percent Damage Cap Against Monsters: 150īase health decreased, health growth increased, base health regeneration decreased.Jungle Monster Damage: 250% of base damage ⇒ 100/145/190/235/280 bonus damage to monsters.Jungle Monster Damage: 300% of base damage ⇒ 55/110/165/220/275 bonus damage to monsters.Jungle Monster Damage: 300% of base damage ⇒ 125/150/175/200/225 bonus damage to monsters.Jungle Monster Damage: 300% of base damage ⇒ 150/220/290/360/430 bonus damage to monsters.Default Adaptive Force Stat: Attack Damage ⇒ Ability Power.These jungle changes should impact her midgame clear mostly while avoiding hitting her early clear too hard. We're also looking to get her epic monster damage to more reasonable numbers while making sure she'll still have a very powerful smite secure with E and Q. So we're looking to help the reliability and feel of the Q, while still overall lowering her power in both of her roles. Her Q is still feeling a bit on the slow side which isn't meeting our goals of smoothing out her kit's rough edges. E damage decreased, monster damage adjusted, damage cap to monsters added.Īfter the hotfix in 13.11, Rell is looking very strong in both Support and Jungle. W Crash Down damage decreased, monster damage adjusted. Q cast time decreased, damage decreased, monster damage adjusted. Activation Conditions: When Lucian is empowered by another ally, his next two basic attacks will deal bonus magic damage ⇒ When Lucian is healed or shielded by an ally, or when a nearby enemy champion is immobilized, his next two basic attacks will deal bonus magic damage.ĭefault adaptive stat changed.Our goal with these changes is to help Lucian players confidently lock in their Champion with or without enchanters, and that we can see some exciting new lane partners for Lucian in Pro play. Lucian will still have synergy (increased synergy in some cases) with many enchanters-this will just limit the amount of stacks an enchanter can give Lucian without first engaging their opponents. To address this, we'll be replacing the buff proc of Vigilance with nearby ally immobilization, which should increase Lucian's viability with many Champs. Nami and Milio are particularly strong due to the buff proc synergizing well with Nami's E and Milio's passive which has really limited the amount of other Champions Lucian can lane with. Lucian performs exceptionally well with a few enchanters due to them having plenty of abilities that instantly proc Vigilance by healing, shielding, or buffing Lucian. Passive damage decreased, activation conditions adjusted.
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