Nu hvor slutningen af sæsonen hastigt rykker tættere på, kan vi løfte sløret for et væld af spændende opdateringer på det velkendte map, Summoner's Rift. Riot Games har arbejdet benhårdt på at gøre både det visuelle indtryk og selve gameplayet endnu mere spændende i den kommende udgave af 5v5-mappet, og der er især blevet justeret på, hvordan junglen er. 

Herunder vil i kunne se listen over alle de ændringer, der er lavet vedrørende Summoner's Rift i preseason. Hvis i vil læse om ændringer til items, kan i finde dem her.


Fountain Regeneration

Improving feel of regeneration in fountain

  • Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.

Stat Growth Per Level

Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages

  • Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
  • Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.

Bounty Changes

With Stats Growth Per Level changes, early advantages are somewhat diminished - thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth

  • Kill gold is no longer reduced before 4 minutes.
  • Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.

Death Timers

Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage

  • Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.

Towers

Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower

Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets

  • Outer: 2000 Health
  • Inner: 2000 Health
  • Inhibitor: 2500 Health
  • Nexus: 2000 Health
  • Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
  • While the shield holds, nearby champions gain a moderate shield as well.
  • Inhibitor Towers attack their target continuously, up to 4 times a second.
  • Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
  • Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
  • Ramp is reset when Inhibitor Towers change targets.
  • Base Tower regeneration reduced to 5 hp/5 from 15 hp/5
  • Inner towers now have a shieldingmechanic that regenerates after 60 seconds of not taking damage and grants nearby champions shields.
  • Inhibitor towers have a new beammechanic that fires a continuous beam that increases in damage and armor pen the longer it is attacking the same target.

Minions

Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power

  • Minions no longer gain Armor and Magic Resistance
  • Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.

Homefield Advantage

Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics

  • While a character is in their own base, they receive a movement speed and minor resistance bonus.

Inhibitor Respawn

Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially

  • Inhibitors respawn timers increased to 300 seconds from 240.

Blue Buff

Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios

  • Blue Buff duration reduced to 120 seconds from 150.

Red Buff

Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages - we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege

  • Grants you 1% of your maximum Health every 5 seconds.
  • Duration reduced to 120 seconds from 150.
  • Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
  • Burn damage rescaled to 5-56 damage per second from 10-44 damage
  • Burn damage now applies to Towers

New Powerup: Still Waters

Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power

  • +50 out of combat movement speed.
  • Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.

Baron Nashor

Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out

  • Melee Minions: Gain 80% damage reduction from almost all damage types
  • Ranged Minions: Gain increased damage and a minor increase in range.
  • Siege Minions: Gain massive increases to range - such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
  • Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.

Dragon

Dragon bonuses adjusted to be more 'back-loaded' so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

  • Stack 1: Increased Regeneration
  • Stack 2: Increased AD / AP
  • Stack 3: Increased Movement Speed
  • Stack 4: Increased Health
  • Stack 5: Triples all other bonuses
  • Dragon gives 50% reduced XP, compared to live.
  • Dragon no longer grants global gold.
  • Dragon deals 20% increased damage to units for every Dragon their team has slain.
  • Dragon takes 7% reduced damage from units for every Dragon their team has slain. 

Jungle camps

Using smite on monsters in the jungle now gives champions unique bonuses when they kill it!


Razorbeaks grants a buff that "Alerts and gives unit magical sight. If spotted by an enemy ward in the next 60 seconds".


Gromp grants "Posion armor that damages an enemy that attacks the owner for 90 seconds".  

Notice that this buff scales with level:

Krug grants "Gift of the Heavy Hands" which adds bonus execute damage to your attacks.

Murkwolf will "summon a ghost wolf that patrols the nearby area for up to 90 seconds".

This creature will also grant vision.

New jungle creature: Giant Enemy Crab

There is a new monster camp in the form of a roaming "Giant Enemy Crab" (who has a placeholder art to look like a wraith) who runs away from champions and grants a Speed Shrine when slain! The Giant Enemy Crab runs to in front of Dragon or Baron to lay down the speed shrine after being defeated.

De nye ændringer vil formentlig blive udgivet sammen med den visuelle opdatering til Summoner's Rift, som formentlig vil blive kort efter 11. november, hvor sæsonen slutter.

Bemærk, at der kan forekomme ændringer inden den nye Summoner's Rift bliver udgivet.