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quinta-feira, 21 de novembro de 2013

Preseason Changes: Gameflow (Map, Dragon, Trinkets, Inhibitor destruction)




In this article you can read about gameflow changes that are not as specific as those both Support and Jungler roles are suffering, like brush changes, Dragon objective modifications, the new Trinkets, minion behavior changes when an inhibitor is destroyed.





Brush Changes
(image belongs to leagueoflegends.com)


Many brushes have been changed this season, mostly because of how ward placement and visibility could reach awkward angles where warding one instance of the brush would not affect it entirely (due to length and curving). As you can see above, toplane brush has been split into three, and shortened brushes include the all around red buff  (both sides and behind it), all brushes around blue buff (entrance from river, entrance from between mid lane turrets, by the side of the buff itself) and botlane river entrance.


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Snowballing reduction attempt
(image belongs to leagueoflegends.com)


Taking into consideration how fast teams could snowball in previous seasons, a set of measures has been applied to try and reduce that effect. Average game length might increase because of this, but so will the odds of play making and testing of overall game knowledge. However, these changes might also hit teamcomps aimed at early dominance and game execution.

  • Gold income from kills before the 4 minute mark has been reduced up to 40%.This means early jungle skirmishes will be less sought because of the high risk that surrounds them;
  • Gold income from outter turrets reduced to 100 for champions not participating in it's destruction. This will also tone down overall team growth with early objective acquisition; 
  •  Destroying inhibitors only affects the strenght of minions spawning in that inhibitor lane. This is actually a really rewarding change for defending teams. Up until now, winning a teamfight in your pushed base often meant it was hard to gain objectives out of it since all lanes are pushing. Now, only those missing an inhibitor will be at true disadvantage, allowing teams to recover in power;
  • Dragon gold and experience income scales over time. Meaning this objective will now remain relevant throughout the game;
  • Experience gaining is increased as you approach level 18. Also helping those behind in levels (usually supports) to keep up in levels with the rest of the champions;
  • Early Death Timers reduced;
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Vision Changes 




Various changes are coming to Vision this Preseason, mostly motivated by the Gold Wards coming from Vision, rather than the need of having sight in the Fog of Ward itself. Also, the introduction of Trinkets and a ward limit are expected to help shift the burden of warding from a single player to the entire team (mostly out of the competitive experience, since competitive play has seen a lot of emphasis in carrying wards, specially the Vision type).

Ward changes:
  • Sight Wards have been changed to Stealth Wards. Their placement has been limited to up to 3 per player (including Sightstone, Trinkets and Wriggle's Lantern), with any extra ward replacing the oldest one (the same way they already do when using the Sighstone);
  • Vision Wards now have a limit of 1 per  player, are no longer stealthed and have 5 hit points;




TRINKETS


Trinkets occupy a new singular slot on the champion menu. There's 3 available for free purchase at the start of the game. They evolve when the player hits level 9 and you can buy an upgrade for gold afterwards. 
 Totems
Warding Totem (cost: free)
Limited to 1 Trinket
Passive: Becomes Greater Totem at level 9 and can be further upgraded with Gold.
UNIQUE Active: Places a Stealth Ward that lasts 60 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
 

Greater Totem (evolved from Warding Totem)
Limited to 1 Trinket
UNIQUE Active: Places a Stealth Ward for 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
Greater Stealth Totem (Cost 475G, only available from Greater Totem)
Limited to 1 Trinket
UNIQUE Active: Places a Stealth Ward that lasts 180 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).

Greated Vision Totem (Costs 475G, only available from Greater Totem)
Limited to 1 Trinket
UNIQUE Active: Places a Vision Ward that lasts until killed  (180 second cooldown). Limit 1 Vision Ward on the map per player.
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
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Lens


Sweeping Lens (cost: free)
Limited to 1 Trinket
Passive: Becomes Greater Lens at level 9 and can be further upgraded with Gold.
UNIQUE Active: Reveals and disables nearby invisible traps and invisible wards for 4 seconds in a small radius (180 second cooldown).
(Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
 

Greater Lens (evolved from Sweeping Lens)
Limited to 1 Trinket
UNIQUE Active: Reveals and disables nearby invisible traps, devices  and wards for 6 seconds in a medium radius (90 second cooldown).
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
Greater Stealth Totem (Cost 475G, only available from Greater Totem)
Limited to 1 Trinket
UNIQUE Active: Reveals and disables nearby invisible traps, devices  and wards for 6 seconds in a medium radius and grants detection of nearby invisible units for 10 seconds (90 second cooldown).
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
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Orbs 
Scrying Orb (cost: free)
Limited to 1 Trinket
Passive: Becomes Greater Orb at level 9 and can be further upgraded with Gold.
UNIQUE Active: Reveals a small location within 1100 range for 1 second (150 second cooldown).
(Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
 

Greater Orb (evolved from Scrying Orb)
Limited to 1 Trinket
UNIQUE Active: Reveals an area up to 2000 range away for 1 second (150 second cooldown).
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).
Farsight Orb (Cost 475G, only available from Greater Totem)
Limited to 1 Trinket
UNIQUE Active: Reveals an area up to 2500 range away for 1 second (90 second cooldown).
( Trinkets cannot be used for the first 90 seconds of a game. Selling a Trinket will disable Trinket use for 180 seconds).

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