A new pre-season in League of Legends is upon us. And with it comes developer Riot Games' promise of "strategic diversity."
As explained earlier this month, strategic diversity is all about giving you "more paths to victory so your in-game decisions matter just as much as the champions you pick." To do this, Riot is implementing a number of changes to the game that will be tested during preseason. The biggest difference seems to stem from the jungle, which has been completely reworked with new mobs and items that encourage this strategic diversity. Objectives have also undergone some tweaks.
Below is a full detailed list of changes to League of Legends for the 2015 preseason. It's important to note, however, that some of these could be changed further as Riot collects feedback and data from the League of Legends community.
Dragon Rewards
Baron Buff Revamp
Turrets
Inner Turrets
Base Turrets
Camp Smite Rewards
Murkwolves: Summons a Rift Spirit that watches over a portion of the jungle, giving vision to your team.
Raptors: Grants "Razor Sharp," giving you a warning and Magical Sight (can spot invisible units) when an enemy ward spots you.
Gromp: Grants "Gift of the Toadstool," poisoning enemies who attack you with magic damage over time.
Krugs: Grants "Gift of the Heavy Hands," stunning minions and monsters you strike and doing bonus true damage vs turrets (this consumes the buff).
Brambleback and Ancient Sentinel: Smiting the Brambleback restores 20% of maximum health, while smiting the Ancient Sentinel restores 25% of maximum mana.
New River Monster: Rift Scuttler
The Rift Scuttler is a new durable monster that runs away from attackers rather than fighting back. When a team defeats the Rift Scuttler, they are awarded a vision bubble and shrine that grants out of combat movements peed in front of Baron or Dragon pit.
Difficulty
Jungle Items
The Hunter's Machete upgrades into one of four different jungle items before being mixed and matched with any one of four enchantments that are each designed for a different role. Both Madred's Razor and Spirit Stone (and their respective upgrades) are being removed from the game, but some of their item bonsues are being combined into new items.
Hunter's Machete
PASSIVE – JUNGLER: Deal 30 magic damage on hit to monsters over 2 seconds and restore 8 health and 3 mana per second while in combat with monsters
Stalker's Play
PASSIVE – CHILLING SMITE: Your Smite can target players, dealing 28-164 true damage (based on level) and slowing their movement speed by 50% for 2 seconds
PASSIVE – JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 12 health and 5 mana per second while in combat with monsters
Poacher's Knife
PASSIVE – SCAVENGING SMITE: Smiting a large monster in the enemy jungle reduces your cooldown by half (regardless if you kill the monster or not). If you Smite and kill a large monster in the enemy jungle, you get +20 gold and +175% movement speed that decays over 2 seconds.
PASSIVE – JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 12 health and 5 mana per second while in combat with monsters
Skirmisher's Sabre
PASSIVE – CHALLENGING SMITE: Your Smite can target players, giving you vision of them, making your attacks deal a bonus 18-69 (based on level) true damage to them, and reducing their damage to you by 20%. This lasts for 6 seconds.
PASSIVE – JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 12 health and 5 mana per second while in combat with monsters
Ranger's Trailblazer
PASSIVE – BLASTING SMITE: Your Smite damages all monsters near the target, dealing 50% damage and stunning them for 1.5 seconds. Your Smite cooldown is reduced by 15 seconds and restores 15% of your missing health and mana when used on monsters.
PASSIVE – JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 12 health and 5 mana per second while in combat with monsters
Enchantments
Enchantments provide a specialized set of bonus stats tailored for different roles. These can be mixed and matched with any jungle item you choose.
Warrior
Magus
Juggernaut
Devourer
Elixirs
Elixir of Fortitude and Elixir of Brilliance have been replaced by a set of mid/late game consumables. These are more expensive than the previous Elixirs and only one can be active at a new time. The choice will ultimately be determined by your team's strategy.
Elixir of Ruin
Elixir of Sorcery
Elixir of Iron
Elixir of Wrath
Armor/Magic Resistance
"We want defensive item purchases to be reactive to the situation, and also not trap players into buying items they don't want, so we've simplified a number of build paths by adding lower-cost components. For example, Chain Vest now builds out of Cloth Armor."
Health/Mana Regeneration
"We're changing regen items from flat values to percentages of a champion's stats. The benefits of a design like this are twofold: by having regen scale throughout the game we can create items that provide meaningful benefits early while still remaining relevant late. We also get the benefit of being able to tune regen more effectively champion-by-champion, meaning we can focus strong regen items onto champions where they can be powerful and healthy."
To kick off 2021, we have a glorious return to one of the best franchises…
Last summer, we got our first official look at Hogwarts Legacy. The RPG set in…
Today, it was revealed that Ubisoft would be helming a brand-new Star Wars game. The…
Housemarque shared lots of new details about their upcoming PS5 game Returnal. Today, we learn…
Huge news concerning the future of Star Wars games just broke out. Newly revived Lucasfilm…
GTA 5 is probably the biggest game of all-time. It has sold over 135 million…