League Of Legends Patch Notes  Tagged Articles RSS Feed | GameSkinny.com League Of Legends Patch Notes  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network What League of Legends' Mage Item Changes Mean For You https://www.gameskinny.com/53ubb/what-league-of-legends-mage-item-changes-mean-for-you https://www.gameskinny.com/53ubb/what-league-of-legends-mage-item-changes-mean-for-you Thu, 05 May 2016 17:36:12 -0400 minnie89

League of Legends Patch 6.9 hit live servers on May 4, and with it came an overhaul of the mage class items. While most of the changes were aimed at hitting the major focus on mana regeneration and being able to spam as many spells as possible without glancing at your mana bar, the other changes provide some interesting choices going forward on what items to build on your favorite mage. 

Diversification

Items like Morellonomicon and Athene's Unholy Grail were changed in order to differentiate them from each other. Previously, you could pick either one as a default "mana regeneration" item and not really think about why you'd want one or the other. Now, Morellonomicon's mana restoration happens on kills or assists, and Grievous Wounds enables mages that want to kill their lane opponent as soon as possible (and as many times as possible), while Athene's Unholy Grail's Blood Charge passive is a better choice for support-oriented mages such as Orianna or Lulu, who bring damage, crowd control, and team support to engage and disengage from fights. 

Strategic choice

Previous to this patch, strategic choice was punishing when itemizing specifically for the opponent you were facing. Rushing Zhonya's Hourglass or Abyssal Scepter would put you behind your build path to do optimal damage to your opponents and be relevant in team fights.

With clearer, more defined options; a price reduction on Zhonya's Hourglass, and the addition of cooldown reduction to both Abyssal Scepter and Zhonya's Hourglass, you can feel good about rushing these items to defend yourself and still be on your way to maximize your stats, build your essential damage items, and start snowballing against your opponents. 

Class/Role Definition

The overall diversity of the revised mage items (and the new hextech items) help more clearly define the mage class and the roles they play in a team composition. The new Hextech items provide interesting new passives and actives that provide a choice to help each mage do what they do best. Need another way to surprise-Tibbers your enemy while playing Annie? Hextech Protobelt-01 is for you. Need more sustain on health and mana and to slow your opponents when landing that perfect Shockwave on Orianna? The Hextech GLP-800 is your friend. Plus, each Hextech item builds out of the Hextech Revolver, which has a new passive that will grant you an extra bit of burst upon hitting an enemy with a basic attack. 

 Have you had a chance to jump into a game and try out these items yet? Which Hextech item is your favorite? What do you think about the changes to the existing items? Let me know your thoughts in the comments! 

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Highlights from League of Legends 6.3 patch https://www.gameskinny.com/zdwx8/highlights-from-league-of-legends-63-patch https://www.gameskinny.com/zdwx8/highlights-from-league-of-legends-63-patch Wed, 10 Feb 2016 04:15:24 -0500 Nick Harshman

Riot has released the League of Legends patch notes for patch 6.3, and they hold some pretty big changes for the game. It's a hefty patch, with tons of new stuff to sift through -- if you want the full litany of changes, head over to the official notes here. For just the highlights, here are some of the bigger changes we saw:

New Item

First, there's a new item: the Duskblade of Draktharr. This fancy new item is made especially for AD assassins. Riot is calling it a 'core item' for assassins -- something they haven't had since Last Whisper was changed. The item grants 75 attack damage - on par with Bloodthirster - but only costs 3250 gold. For comparison, Bloodthirster costs 3700 gold. Not only that, but you also get bonus movement speed, as well as armor penetration -- useful stats for an assassin.

The most interesting part of the new item, however, is the Nightfall ability:

That's gonna hurt. 

Champion Changes

While various champions were buffed and nerfed, one of the bigger changes was to Alistar. For many, the Headbutt and Pulverize combo is this champion's bread and butter -- but Riot felt that too often people missed the combo, even at the pro level. They've now made it so Pulverize can be 'buffered' during Headbutt and will automatically go off once Alistar reaches his target. 

Some other champion highlights:

  • Graves was the focus of a few minor changes, like not being able to stun the Rift Scuttler with normal attacks anymore.
  • Ryze benefits from a significant cool down reduction on his ultimate. 
  • Gragas' Drunken Rage's on-hit now deals damage in a 250 unit radius around the primary target.
  • Corgi's base damage on Phosphorous Bomb has been reduced.
Chasing the Dragon

Major changes are coming to Dragon as well. Riot felt that people weren't treating Dragon as a necessary objective towards the end of games. In order to fix that, they decided to change the buffs on the 2nd and 4th Dragons:

Theoretically, this should make going for those late-game Dragons worth it, since the buffs will help with late-game tower dives and split-pushing.

Changing Champion Select

Lastly, Riot is instituting some new wrinkles to Champion Select. Coming with the new patch is the rule that free-to-play champions are no longer allowed in ranked matches. After the initial patch, Riot is also planning to institute the following rules as well:

For all the patch notes, check out the patch notes page. You can expect the patch to go live sometime this week.

What do you think about all the changes coming to LoL? Let us know down below.

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League of Legends: Sivir After Ver. 3.13 Patch https://www.gameskinny.com/0is58/league-of-legends-sivir-after-ver-313-patch https://www.gameskinny.com/0is58/league-of-legends-sivir-after-ver-313-patch Wed, 30 Oct 2013 17:19:44 -0400 GabrielKross

For those that don't know, League of Legends launched patch 3.13 today. There were a lot of big changes introduced, but I just want to focus on Sivir. Sivir was an average AD Carry or as they're called now Marksmen. A skilled player could hold their own using this champion. However post update Sivir just dominates her lane.

The Changes:

The Visual:

First major change is Sivir's visual update. I feel Sivir's new base model look is superior to her optional skins. I will no longer be using skins on Sivir with this new visual update. The image in the header is her new look.

This is the only other Sivir image that I think even comes close to the new look and it's not even a currently available skin.

The Skills:

The only skill not changed is Sivir's Boomerang Blade. It still goes in a straight line and returns to Sivir wherever she moves to. Sivir however did lose attack speed gained per level. Previously she received 3.28 per level now it's 1.6.

Ricochet:

Ricochet now has a three charge system. Once used the next three basic attacks within the time limit will bounce through an unlimited number of enemies. Instead of bouncing to random targets it now moves from target to target based on the distance. However Ricochet will still only hit the same target once per basic attack. The damage dealt to secondary targets is now a percentage based on the skill level starting at 50% and ending at 70%.

Here is some more cool Sivir artwork.

I suggest using Ricochet while attacking the tower. Pop Ricochet as a minion wave gets near the tower and you can clear the entire wave in a full three-part Ricochet. If you do this you will never lose downtime on the tower as long as you initially approached with a full group of allied minions.

Spell Shield:

Spell shield really plays no different then it used to. Now the only difference is it costs no mana and gives less mana back. The current rate of mana return is now based on skill level starting at 60 and ending at 120. Other than that it works the as it always has.

On The Hunt:

There are two huge changes to Sivir's ultimate ability. One change is a positive and the other is a negative. First the positive, there is no longer a cast time, On The Hunt is now instant. Now for the negative, On The Hunt no longer gives attack speed, it's is purely a movement speed buff now. It's great to pick that kill off when the enemy thinks they got away, but in team fights you're gonna notice the loss.

Other than that there are a few minor adjustments as well. I guess the first isn't really minor considering how it works. On The Hunt grants a passive while Ricochet is active increasing Sivir's attack speed by 40/60/80%. Secondly the movement speed starts at 60% and drops to 20% after 4 seconds. The final change is an altered cooldown timer, it is now a 120/90/60 second cooldown instead of 100/90/80.

When Sivir's on the hunt no one is safe!

How I think Sivir's play will be effected:

A lot of people I saw playing Sivir before the patch would just hang back and use Boomerang Blade. Now unless there are only one or two targets, Ricochet is the more efficient attack method. In standard games once you push to the first enemy turret in your lane there should be no down time from attacking the turret.

While attacking the turret you can use Ricochet to clear the minion waves before they even get to you. This was impossible before 3.13 due to the restrictions the skill had on it including a target cap. Mana Shield will just be a use as needed thing now since it no longer costs mana to activate.

On the Hunt should be saved to pick up the Ace when the enemy is barely out of reach. You can also use it as a disengage  That's pretty much it, I really think Sivir will get reworked again soon. She's just too overpowered now that she can stay on the turrets and still get her minion farm in.

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