Current location - Health Preservation Learning Network - Fitness coach - Early morning of May 22nd 1 League of Legends version downtime update announcement.
Early morning of May 22nd 1 League of Legends version downtime update announcement.
Dear Summoner:

We will update the shut-down version of the whole district at 1-10 from May 22, 2065438 to May 22, 2004 (the startup time will be delayed or advanced due to the work progress), during which you will not be able to log in to the game.

Downtime area: all areas shutdown reason: version update.

It is time to update the version! We haven't made many changes this time, but we have adjusted several high-priority goals that have a serious impact on the health of the game. For example, we are still paying attention to those wild heroes who hurt every second, because they can even accumulate more money and experience than those single-line heroes who are busy fighting their opponents when they enter the middle of the game. We are still exploring the possibility, but for now, we should reduce the intensity of the flame torch so that it can still be regarded as a unique wild equipment, but it cannot be a dominant strategy.

So what else is there to look forward to in this version? We have done some follow-up work on the redone of LOL/HEROS/Details/79.html' target = _ blank Gragas and Casadin, and our experiment in Skana is still in a transitional stage. We know that Skana was mentioned in the first two editions, but we have a better idea, which is to return some old symbolic elements to Skana, so we are confirming whether this change is correct.

We promised to strengthen Gavin IV and Moffett, so we followed this promise in this version. We have seen that the diversity on the road has been improved, and it is no longer Lei Kedun's world, but we will continue to pay attention to it after this revision and installation.

Finally, we made some changes especially for competitive games. This change is: the initial cooling time of ornaments has been adjusted, and the dragon reward has been increased, which adds points to the quick push tactics. We don't want these changes to have a too violent impact on the current conventional gameplay, but we hope to attack some common dominant strategies in competitive game scenes.

Full details of the changes can be found in the update log below.

hero

[-] The Heart Of The Freljord bloom

It's already in the version and will be released soon.

[-] Barrel Gragas

Gragas and his cask have been to the gym. Q barrel will now provide a view (please don't ask what this has to do with going to the gym), and Gragas can throw his R barrel further.

Before redoing, Gragas paid more attention to the ability of R and Q to kill the target, rather than their function and forced displacement effect. Now, Gragas can't beat the whole enemy team in a few seconds with all kinds of barrels, so we can enhance his other advantages to emphasize his ability to throw barrels and create traps.

Q barrel

Function: After arriving at the destination, a view will be provided.

Skill indicator: Reduced the size of the casting indicator to better display the actual radius.

Drunk and angry

BUG fix: When attacking guards (eyes), the gain effect of this skill will no longer be consumed.

R blasting barrel

Casting distance: 1050→ 1 150.

Skill indicator: Reduced the size of the casting indicator to better display the actual radius.

[-] Wen Jia IV, Prince Demacia.

The rhythm of war can now cause more damage, but the initial cooling time will become longer and shorter as the level increases. W Golden Shield's mana cost is lower and does not change with the level.

In the preface of the last edition, we talked about the challenge of creating a healthy road environment. One option we are implementing is to make the heroes who are oriented by team warfare more competitive in the current environment. Especially Wen Jia IV: Even at a disadvantage, he can still provide value to the team through the collapse of R, and this skill often encourages him to help his teammates fight in the team instead of making up for their development alone. These changes are all to help him get through the game smoothly.

Passive war rhythm

Damage (target maximum health): 6/8/10% (1/7/13 level change) → full level10%.

Same target cooling: 6 seconds at all levels → 10/8/6 seconds (changing at 1/7/ 13).

W golden shield

Cost: 45/50/55/60/65 Mana → 30 Mana at all levels.

[-] Casadin the Void Walker

Frankly speaking, we went a little too far in enhancing Casadin in the last version. In particular, it made energy shield of Casadin stronger, which made him a little suffocated in the face of most heroes of the Middle Way, and also enhanced his already strong snowballing ability. Therefore, although the concept of Magic Shield is closely related to Casadin's theme and unique strategy, we are still testing a balanced way to adjust the balance between theme combination and heroic value.

Q deficiency can't ball.

Magic shield: 40/80/120/160/200 (+0.8 * spell strength) → 40/70/100/130/(kloc-0/60)

[-] Kazik, Vanity Predator

Now, the judgment distance of the target entering the "isolated" state becomes farther. When judging whether the target is "isolated", the defensive tower will be regarded as a friendly unit. After appearing, Kazik needs to wait longer to enter the stealth state of R void again.

As an assassin, Kazik should look for opportunities to fight (or rely on his teammates to create opportunities). However, Kazik's numerical value is so strong that it can force his opponent to fight alone and finish the killing. When assassins can start and end a battle without any assistance, it usually means that they lack tactical defects (which heroes must have in order to maintain meaningful countermeasures). These changes are intended to provide more opportunities to confront Kazik, which should make him think carefully before changing his skills, but this will become an ongoing project, which will be used by us to debug Kazik's core positioning and heroic values.

Q-flavor fear/evolutionary expansion claw

Isolation judgment radius (distance between target and nearest friendly forces): 350 →500.

How to play: Now when judging whether the target is isolated, the enemy defense tower will be regarded as the friendly army of the target.

R void attack/evolutionary dynamic camouflage

The interval for casting stealth again after playing: 1 s →2 seconds.