Dominions 4 > General Discussions > Topic Details. Top 5 and Bottom 5 Pretenders I get the real feeling that. ![]() Best Champion For Dominion. Comment below rating threshold, click here to show it. Sariux99 Recruiter 01. 3.14; 3.15; Season Three V3.x 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 10a; 11; 12. Dominions 3.14 Now Available! Hampstead, NC, 28 January 2008. Who says January has to be an unexciting time for. Patch Contents 11/05/13 Platform Maintenance; General. Dominion has evolved in such a way that this healing restriction no longer serves its original intent of. Players should see this more often if their game servers are having issues. We can now disable in- game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games. Improved Champ Select Timer accuracy and reliability (to be turned on at a later date). If your original timer is behind, you may see a jump as it syncs up with the server (e. But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely. ![]() Now all attack speed slows can be cleansed and are treated like movement speed slows. Essentially, we're looking to treat all slows the same, whether they're movement or attack speed based. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid- dash. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete their ability, but be snared at the end. Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels). With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive- enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush's base damage and AP ratios have been slightly reduced. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are. Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them. Make Ahri’s “all- in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown. Keep Ahri’s core gameplay intact while trimming away strength from the low- gameplay patterns that don’t feel rewarding. Essence Theft. Now heals Ahri for 2 (+1 per champion level) (+0. Ability Power) each time her passive- enhanced spells hit an enemy (previously 3. Spell Vamp). Fox- Fire. Mana cost reduced to 5. Diminishing returns effect on same- target hits increased to 7. This reduces the same- target damage to 6. Ability Power) (from 8. Ability Power)). Fixed a bug that caused Fox- Fire to sometimes deal reduced damage to a target that should receive the standard damage amount. Charm. Now increases the magic damage Ahri deals to the target by 2. Mana cost changed to 8. Spirit Rush. Base damage reduced to 7. Ability Power) (from 8. Ability Power)). This reduces the max damage per target to 2. Ability Power) (from 2. Ability Power)). Corki. Summary: Corki's base attack speed has been reduced. Missile Barrage's base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo. Here we're reducing excess power in a few areas to put him more in line with other similar spell- based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage. Techmaturgical Repair Bots no longer works on friendly turrets. H- 2. 8G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H- 2. G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro- Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH- 1 Electron Storm Grenade now travels in an arc. UPGRADE!!! Upgrading H- 2. G Evolution Turret transforms it into a giant H- 2. Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro- Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH- 1 Electron Storm Grenade transforms it into a CH- 3. X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing. Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger. Heimerdinger generates a Turret Kit every 2. Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once. Cost: 2. 0 Mana and 1 Kit. H- 2. 8G Evolution Turret Stats. Health: 1. 50 (+2. Attack - Cannon: 1. Ability Power) magic damage. Attack - Beam: 5. Ability Power) magic damage in a line, 1. Maximum Turrets: 3. Hextech Micro- Rockets. Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 6. Ability Power) magic damage. Enemies that are hit by more than one rocket take 2. Minions take 6. 0% instead. Targeting the ability closer to Heimerdinger increases projectile spread. Cost: 7. 0/8. 0/9. Mana. Cooldown: 1. CH- 1 Electron Storm Grenade. Hurls a grenade that deals 6. Ability Power) magic damage to enemy units and slows their Movement Speed by 3. Enemies in the center of the blast are also stunned for 1. Cost: 8. 5 Mana. Cooldown: 1. UPGRADE!!! Heimerdinger's next basic spell is free and has bonus effects. H- 2. 8Q Apex Turret: Places a Turret that deals 9. Ability Power) magic damage with its cannon and 2. Ability Power) magic damage with its beam for 8 seconds. Hextech Rocket Swarm: Fires 4 waves that deal 1. Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 5. Ability Power)). CH- 3. X Lightning Grenade: Throws a grenade that discharges three times, dealing 1. Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 8. Cooldown: 1. 00/8. Cost: 1. 00 Mana. Jinx. Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 5. Finally, Kassadin no longer gains magic resistance per level. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works. Specifically, we wanted to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the . Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self- damage to Olaf on use. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone. Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected). Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area- of- effect damage with Ricochet and her large team- wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics. Check out the full details here. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand.
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