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NEW: Spellthief's Edge Costs 365 Gold +10 Ability Power +3 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frostfang Recipe: Spellthief's Edge + 485 Gold (Total 850 gold) +20 Ability Power +7 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frost Queen's Claim Recipe: Frostfang + Amplifying Tome + 715 Gold (Total 2000 gold) +50 Ability Power +10 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Spells and basic attacks against champions grant 8 Gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. UNIQUE Active – Arctic Embrace: Chills target enemy champion and all nearby enemies, dealing 50 magic damage and reducing Movement Speed by 50% for 2 seconds (60 second cooldown.) NEW: Ancient Coin Costs 365 Gold +5 Health Regen per 5 seconds +3 Mana Regen per 5 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 2 Gold. NEW: Nomad's Medallion Recipe: Ancient Coin + 485 Gold (Total 850 Gold) +8 Health Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. NEW: Talisman of Ascension Recipe: Nomad's Medallion + Faerie Charm + 970 Gold (Total 2000 Gold) +20% Cooldown Reduction +10 Health Regen per 5 seconds +15 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown). NEW: Relic Shield Costs 365 Gold Kennen Electrical Surge Fixed a bug where Electrical Surge would not properly hit a target if Mark of the Storm wore off or was fully consumed before the casting time of Electrical Surge completed. This fixed two scenarios: Mark of the Storm will no longer wear off in the middle of Kennen casting Electrical Surge If Kennen casts Electrical Surge just as Mark of the Storm is consumed by another ability, he'll still deal damage and add a stack as normal Shen Context: We hit Shen's end collision radius just a little too hard last patch, so we're increasing it a little. Shadow Dash Collision radius at the end-point has been slightly increased Singed Improved Singed's running animation Soraka Improved Soraka's running animation Nocturne Duskbringer Fixed a bug where the trail bonus was applying inconsistently Vi NEW: Spellthief's Edge Costs 365 Gold +10 Ability Power +3 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frostfang Recipe: Spellthief's Edge + 485 Gold (Total 850 gold) +20 Ability Power +7 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frost Queen's Claim Recipe: Frostfang + Amplifying Tome + 715 Gold (Total 2000 gold) +50 Ability Power +10 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Spells and basic attacks against champions grant 8 Gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. UNIQUE Active – Arctic Embrace: Chills target enemy champion and all nearby enemies, dealing 50 magic damage and reducing Movement Speed by 50% for 2 seconds (60 second cooldown.) NEW: Ancient Coin Costs 365 Gold +5 Health Regen per 5 seconds +3 Mana Regen per 5 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 2 Gold. NEW: Nomad's Medallion Recipe: Ancient Coin + 485 Gold (Total 850 Gold) +8 Health Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. NEW: Talisman of Ascension Recipe: Nomad's Medallion + Faerie Charm + 970 Gold (Total 2000 Gold) +20% Cooldown Reduction +10 Health Regen per 5 seconds +15 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown). NEW: Relic Shield Costs 365 Gold Assault and Battery Fixed a bug where, if Vi's Banshee's Veil is popped at same moment Vi casts Assault and Battery, Assault and Battery would cause Vi to be locked into her charging animation. Back to top Items The term "hat" is now searchable in the item shop. (Finally!) Item Changes Doran’s Blade Cost reduced to 440 Gold (from 475 Gold) Attack Damage reduced to 8 (from 10) Basic attacks now restore 3 health for ranged champions and 5 health for melee champions (from 5 health for all champions) Long Sword Cost reduced to 360 Gold (from 400 Gold) All items building out of Long Sword have had their combine costs increased to accommodate (all items building out of Long Sword should cost the same) Context: Because of our changes to the vision system (ward functionality, ward limits and trinkets), we're removing Oracle's Elixir from the game. We'll continue monitoring the vision system changes and make adjustments as needed. The following items have been removed from the game: Eleisa's Miracle Oracle's Elixir The following items have been remade (see below for details on new items): Philosopher's Stone Kage's Pick Emblem of Valour Support Items Support Item Context: Our core goal with support items in the preseason is to provide more gold generation items that also build into the late game. Players are limited to buying just one gold item though. For more information, check out our preseason website. NEW: Spellthief's Edge Costs 365 Gold +10 Ability Power +3 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frostfang Recipe: Spellthief's Edge + 485 Gold (Total 850 gold) +20 Ability Power +7 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. NEW: Frost Queen's Claim Recipe: Frostfang + Amplifying Tome + 715 Gold (Total 2000 gold) +50 Ability Power +10 Mana Regen per 5 seconds +4 Gold per 10 seconds UNIQUE Passive – Tribute: Spells and basic attacks against champions grant 8 Gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds. UNIQUE Active – Arctic Embrace: Chills target enemy champion and all nearby enemies, dealing 50 magic damage and reducing Movement Speed by 50% for 2 seconds (60 second cooldown.) NEW: Ancient Coin Costs 365 Gold +5 Health Regen per 5 seconds +3 Mana Regen per 5 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 2 Gold. NEW: Nomad's Medallion Recipe: Ancient Coin + 485 Gold (Total 850 Gold) +8 Health Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. NEW: Talisman of Ascension Recipe: Nomad's Medallion + Faerie Charm + 970 Gold (Total 2000 Gold) +20% Cooldown Reduction +10 Health Regen per 5 seconds +15 Mana Regen per 5 seconds +2 Gold per 10 seconds UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold. UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown). NEW: Relic Shield Costs 365 Gold +50 Health +6 Health Regen per 5 seconds UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 5 Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 2 charges. NEW: Targon's Brace Recipe: Relic Shield + 485 Gold (Total 850 Gold) +175 Health +12 Health Regen per 5 seconds UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges NEW: Face of the Mountain Recipe: Targon's Brace + Ruby Crystal + 675 Gold (Total 2000 Gold) +375 Health +10% Cooldown Reduction +25 Health Regen per 5 seconds UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges. UNIQUE Active - Deadly Phalanx: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes dealing 10% of your maximum Health as AoE magic damage (60 second cooldown) Jungle Items Jungle Item Context: We're adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items. For more information, check out our preseason website. Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens Warding Totem - places a stealth ward for 60 seconds (120 second cooldown) Scrying Orb - reveals a location within 1100 range for 1 second (150 second cooldown) Sweeping Lens - disables and reveals nearby hidden wards, traps or devices for 4 seconds (180 second cooldown, 400 range) These items automatically upgrade at Champion Level 9: Greater Totem – stealth ward timer increased to 120 seconds (120 second cooldown) Greater Orb - cast range increased to 2000 (150 second cooldown) Greater Lens - sweep area of effect increased by 100%, range increased to 600 (150 second cooldown) These items can then be upgraded at the shop for 475 Gold: Greater Stealth Totem - stealth ward timer increased to 180 seconds (120 second cooldown) Greater Vision Totem – upgrades stealth ward to a vision ward (180 second cooldown) Farsight Orb - cast range increased to 250 Hunter's Machete Now also grants 3 health on hit versus monsters Spirit Stone Now also grants 3 health on hit versus monsters Madred's Razors Armor reduced to 20 (from 25) REMADE: Wriggle's Lantern Recipe: Madred's Razors + Dagger + Dagger (Total 1800 Gold) +20 Armor +25% Attack Speed UNIQUE Passive - Maim: Deals 100 magic damage and heals 10 on hit against monsters UNIQUE Passive: Gain 40% increased gold from monsters UNIQUE Active: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown) Spirit of the Elder Lizard Attack Damage reduced to 30 (from 35) Incinerate passive now procs on physical damage, damage increased to 16-50 (from 7-40) UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold. Spirit of the Ancient Golem Health reduced to 350 from 500 UNIQUE Passive – Conservation: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Can gain up to 40 gold for a kill. Maximum stacks 80. REMADE: Spirit of the Spectral Wraith Recipe: Spirit Stone + Fiendish Codex (Total 2000) +50 Ability Power +10% Cooldown Reduction +14 Health Regen per 5 +7 Mana Regen per 5 UNIQUE Passive: Returns 8% of spell damage dealt to monsters (half for area-of-effect damage) as Health and Mana UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold. UNIQUE Passive: Damage dealt to monsters increased by 30% Other Item Changes: Context: We've updated the build paths for items that were previously built from the old gold generation items. Aegis of the Legion NEW Recipe: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null-Magic Mantle + 595 Gold (Total 1950 Gold) UPDATED: Banner of Command Recipe: Fiendish Codex + Blasting Wand + 720 Gold (Total 2400 Gold) +80 Ability Power +20% Cooldown Reduction UNIQUE Aura - Valor: Nearby allied minions deal 15% increased damage. UNIQUE Active - Promote: Transforms a nearby siege minion into a more powerful unit and grants all gold that the unit earns (180 second cooldown). UPDATED: Mikael's Crucible Recipe: Chalice of Harmony + 720 Gold (Total 1600 Gold) +40 Magic Resist +12 Mana Regen per 5 seconds UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana. UNIQUE Active: Removes all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that champion for 150 (+10% of maximum Health) (180 second cooldown). UPDATED: Ohmwrecker Recipe: Ruby Crystal + Blasting Wand + 665 Gold (Total 2000 Gold) +350 Health +50 Ability Power UNIQUE Active: Prevents nearby enemy turrets from attacking for 2.5 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 7.5 seconds. REMADE: Will of the Ancients Recipe: Hextech Revolve + Faerie Charm + Faerie Charm + 440 Gold (Total 2000 Gold) +50 Ability Power +10 Mana Regen per 5 seconds +10% Cooldown Reduction UNIQUE Passive: +20% Spell Vamp Twin Shadows NEW Recipe: Amplifying Tome + Amplifying Tome + Null-Magic Mantle + 730 Gold (Total 2000 Gold) Ability Power increased to 50 (from 40) On Twisted Treeline and Crystal Scar this item is 200 Gold cheaper Back to top Vision Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens Warding Totem - places a stealth ward for 60 seconds (120 second cooldown) Scrying Orb - reveals a location within 1100 range for 1 second (150 second cooldown) Sweeping Lens - disables and reveals nearby hidden wards, traps or devices for 4 seconds (180 second cooldown, 400 range) These items automatically upgrade at Champion Level 9: Greater Totem – stealth ward timer increased to 120 seconds (120 second cooldown) Greater Orb - cast range increased to 2000 (150 second cooldown) Greater Lens - sweep area of effect increased by 100%, range increased to 600 (150 second cooldown) These items can then be upgraded at the shop for 475 Gold: Greater Stealth Totem - stealth ward timer increased to 180 seconds (120 second cooldown) Greater Vision Totem – upgrades stealth ward to a vision ward (180 second cooldown) Farsight Orb - cast range increased to 250 Wards Context: Support players were often expected to shoulder the warding burden on the map. With these changes, we want to encourage all players on the team to participate in providing vision for their team. We also want to introduce more dynamic gameplay within the vision system and most of our underlying changes reflect this philosophy. You can read more about our changes to the vision system on the microsite. Sight Wards Sight (Green) wards renamed to "Stealth Wards" Sight wards limited to a max of 3 placed per player Ward tooltips display how many stealth wards are currently placed Sightstone / Ruby Sightstone Sightstone no longer have their own restriction, but are restricted by your stealth ward cap Vision Wards Vision (Pink) wards no longer stealthed Vision wards have 5 health Vision wards have infinite duration Vision wards cost reduced to 100 (from 125) Vision wards limited to 1 placed on the map per player General Placing a ward will now display your ward count and the ward that will be destroyed. Vision Trinkets (Summoner's Rift Only) Added a 7th item slot, which can only contain a vision trinket Players can switch their trinkets at the store at any time by selling their trinket, but this puts the new trinket on a 180 second cooldown. Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens Warding Totem - places a stealth ward for 60 seconds (120 second cooldown) Scrying Orb - reveals a location within 1100 range for 1 second (150 second cooldown) Sweeping Lens - disables and reveals nearby hidden wards, traps or devices for 4 seconds (180 second cooldown, 400 range) These items automatically upgrade at Champion Level 9: Greater Totem – stealth ward timer increased to 120 seconds (120 second cooldown) Greater Orb - cast range increased to 2000 (150 second cooldown) Greater Lens - sweep area of effect increased by 100%, range increased to 600 (150 second cooldown) These items can then be upgraded at the shop for 475 Gold: Greater Stealth Totem - stealth ward timer increased to 180 seconds (120 second cooldown) Greater Vision Totem – upgrades stealth ward to a vision ward (180 second cooldown) Farsight Orb - cast range increased to 2500 (120 second cooldown) Oracle's Lens – active now additionally grants True Sight for 10 seconds after activation (90 second cooldown, 600 range) Back to top Summoner's Rift The following changes are for Summoner's Rift only Brush Changes Context: We've reduced the size and changed the shape of most brush patches in order to encourage more gameplay with warding and brush combat. Generally cleaned up brush configurations that required two or three wards for full coverage Generally reduced the size and wavy nature of each jungle brush Top lane brush has been broken up into three smaller individual brush patches Brush leading into river has been moved back slightly Jungle For more information on our jungle changes, check out our preseason website. Added an extra camp (Wight) near the Blue Golem and Wolves. Smite Cooldown lowered to 40 seconds (from 60) Damage reduced to 390-1000 based on champion level (from 460 + (lvl x30)) Context: Gold income for junglers wasn't scaling appropriately for dedicated jungle farmers and jungle difficulty was out of line with what we thought was appropriate. Here we've introduced monster levels that link with jungle difficulty and rewards. Experience reduced to 90 from 103 Gold increased to 35 from 30 Lesser Wraith Health increased to 250 from 150 Attack Damage increased to 12 from 10 Experience increased to 20 from 4 Gold increased to 4 from 3 Wight (New Camp) 1400 Health 75 Attack Damage 15 Armor 60 Gold Jungle monsters now have levels Jungle monster level is based on the average level of the champions in the game when they spawn (equal to the average of all champion levels, rounded up) Jungle monster level determines their HP / Damage and XP / Gold value Context: Junglers who fall behind had no opportunity to catch up, so now Jungle monsters grant bonus XP to champions who are lower level than the monster they killed. Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap Context: With such a wealth of cooldown reduction options available, Crest of the Ancient Golem was causing a greater swing in lane control than we'd like. Crest of the Ancient Golem ('Blue Buff') Cooldown Reduction reduced to 10% (from 20%) Jungle Monster Statistics Summary: Jungle Monsters have been tuned to better fit the revised items and flow of the game Ancient Golem Health increased to 1500 from 1400 Gold reduced to 60 from 66 Elder Lizard Health increased to 1500 from 1400 Gold reduced to 60 from 66 Lizard Attack Damage increased to 12 from 11 Experience reduced to 20 from 50 Gold increased to 7 from 5 Giant Wolf Attack Damage increased to 40 from 35 Experience reduced to 110 from 170 Gold reduced to 40 from 55 No longer critically strikes Wolf Attack Damage increased to 14 from 8 Experience increased to 25 from 10 Gold increased to 8 from 4 No longer critically strikes Golem Attack Damage increased to 60 from 59 Experience reduced to 140 from 160 Small Golem Health increased to 450 from 300 Experience increased to 40 from 38 Wraith Experience reduced to 90 from 103 Gold increased to 35 from 30 Lesser Wraith Health increased to 250 from 150 Attack Damage increased to 12 from 10 Experience increased to 20 from 4 Gold increased to 4 from 3 Wight (New Camp) 1400 Health 75 Attack Damage 15 Armor 60 Gold 150 Experience Map Objectives For more information on our changes to map objectives, check out our preseason website. Dragon Context: To reduce the early snowball effect of Dragon and to give it mid-game comeback value, Dragon now gives global gold and local experience based on its level while also doling out additional bonus experience for champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters who level up when they spawn. Experience reduced to 90 from 103 Gold increased to 35 from 30 Lesser Wraith Health increased to 250 from 150 Attack Damage increased to 12 from 10 Experience increased to 20 from 4 Gold increased to 4 from 3 Wight (New Camp) 1400 Health 75 Attack Damage 15 Armor 60 Gold Dragon level minimum: 6, maximum: 15 Dragon local XP: 150 to 510 based on Dragon's level, divided between nearby allied Champions Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions If the killing team is lower average level than their opponents, Dragon grants a bonus XP of +25% per average level difference Bonus XP is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra) Turrets Context: Turrets gave equal amounts of global gold when destroyed, despite outer turrets being that's lane's objective. While some of this is beneficial, we don't believe a lane should lose simply because another lane lost their outer turret too early. Outer turrets now grant 100 global gold per player and 150 gold split among the players who participate in destroying the turret Inner turrets now grant 125 global gold per player and 100 gold split among the players who participate in destroying the turret Inhibitor turrets now grant 175 global gold per player Context: The player experience for last hitting under turrets was inconsistent between high attack damage champions and supports or mages. We've adjusted turret base damage and damage against minions to make last hitting under turrets more consistent across all roles. Base damage adjusted to match minion health growth Base damage against minions increased to make last-hitting under turrets consistent Context: Global experience on the outer towers has led to weird cases in lane, like levelling up other lanes accidentally. We're shifting this global experience to a phase of the game where it'll be more appreciated and less likely to cause odd level ups and snowball advantages. Outer turrets no longer give 30 global XP when destroyed Inhibitor turrets now give 100 global XP when destroyed (from 70) Context: Defending against a split pusher is extremely taxing and ultimately unrewarding. We've made this change to help teams defending against extended periods of split pushing. A successful split push needs to do more than inflict light damage to the tower over time. Inhibitor turrets gain 15 Health Regen per 5 seconds Inhibitors Context: Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor. Inhibitor death timers reduced to 4 minutes (from 5 minutes) Inhibitors no longer grant a global buff to all minions when destroyed Inhibitors now grant a stronger damage and durability buff to minions in their specific lane Game Flow Context: We've made some adjustments to game flow on Summoner's Rift to alleviate some snowballing cases in the early and late game. For more information on our game flow changes, check out our preseason website. Death Timers Context: Early death timers were a little too punishing, especially given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing Early game death timers now start at 7.5 seconds (from 12) and scale to the same values over the course of the game Minion Experience Context: Minions becoming worth more experience over time creates a severe experience discrepancy between champions who can farm and split push late game compared to champions who are forced to siege or participate in objective control. We're removing this discrepancy because it causes the former to spike in levels and gives an unfair advantage. Since this could potentially create some snowballing consequences, we'll be keeping a close eye on this and could make further changes if necessary. Lane Minions are no longer worth more experience based on game time Minions still become worth more gold and gain more statistics over time Lane Minions now have a level equal to the average level of champions in the game Currently this has no effect on the game but will be expanded upon in the future Experience Curve Reduced experience required to level by roughly 10% per level to compensate for the above minion change Bounty Adjustments Context: Echoing our above change with early death timers being too punishing at the early game, we've adjusted gold income to Every 1000 gold earned from minions / monsters reduces your death spree by 1 death Back to top Masteries Masteries Context: We've added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when they invest heavily in a specific tree, so we're revising masteries to scale as the game grows longer and to have more impact for each role. Masteries have been updated. Check out our mastery calculator here for the full details. Back to top Ranked Ranked Fixed an issue where season 3 loading screen borders would show in incorrect queues in some c better match how games flow. Kills are worth 60% of the base reward at 2 minutes, scaling to 100% at 4 minutes Assists are worth 50% of the kill value before 20 minutes and then they linearly increase up to 80% at 35 minutes Assist Bonus Gold Context: We're adding an additional reward to players who get a lot of assists. We want these players to feel their contributions to fights, even if they have few opportunities to pick up kills. If players have 2 more assists than kills they earn 30 additional Gold per assist Additional assists increase this bonus by 15 Gold, capping at 60 Gold This gold cannot be more than the original value of the kill Minion Death Spree Reduction Context: Single-minded pushing and proxy farming are fairly destructive methods of playing the game, mostly due to the fact that those champions are not accurately valued for their participation in the game. Every 1000 gold earned from minions / monsters reduces your death spree by 1 death Back to top Masteries Masteries Context: We've added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when they invest heavily in a specific tree, so we're revising masteries to scale as the game grows longer and to have more impact for each role. Masteries have been updated. Check out our mastery calculator here for the full details. Back to top Ranked Ranked Fixed an issue where season 3 loading screen borders would show in incorrect queues in some c

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