00:00www.sivir.com
00:31The biggest thing that's held Sivir back in the past has been her very, very short range for an AD
00:35carry.
00:36We've increased this pretty substantially to kind of fill more of that ranged AD feeling that you expect from these
00:42types of characters,
00:43as well as to give her a little bit more safety on the farm side.
00:46The second thing we did is we reworked Sivir's W, Ricochet.
00:50Now instead of being a toggle that drains mana on each attack, it's an on-next-hit effect like Nasus'
00:54Siphoning Strike.
00:55This will let her do kind of a double attack thing like we see with other on-next-hit effects,
01:00which improves her ability to skirmish and kind of play in the lane when there's fewer than five targets.
01:05Finally, we've changed Sivir's passive.
01:07As opposed to giving dodge while moving, it now gives bonus move speed when you attack an enemy champion.
01:12This allows Sivir to chase down people without having to blow her ultimate every single time she wants to finish
01:18off a wounded foe or keep up with a moving teamfight.
01:21We have a total overhaul of the jungle in this patch.
01:24You can expect all camps will be easier, their rewards will start lower but scale better into late game,
01:29the smaller camps will respawn faster, and all of the camps will drop some kind of buff.
01:33What are we hoping to accomplish with the new jungle?
01:36One of the major goals with changing the jungle is to make it more accessible to lower level summoners
01:40and summoners who don't have all of the optimized perfect runes for jungling.
01:45There's still going to be junglers who are faster, there's still going to be junglers who are safer, and we
01:48like that,
01:49but you're going to be able to try some wacky builds or try out jungling in earlier summoner levels than
01:54you were before.
01:54We think this is really important to make it accessible without lowering the skill cap on how well people can
02:00jungle and what their mastery of jungle is.
02:02One of the other things we want to increase player choice in the jungle of when to gank.
02:06How we've done this is we've increased the respawn rate of the jungle mobs,
02:09so each time a jungler has to go, is it time to gank or not now,
02:13instead of just waiting until the jungle is clear and going and ganking while the monsters respawn,
02:17each time they do, they have to consider the trade-off between the successful gank
02:21or do I go back in the jungle, clear out some more mobs and get some more farm first.
02:26This is going to create some more dynamic choices when choosing your timings of Wendig jungle,
02:30which will not only be more skill-based for the jungler,
02:33but will also make ganks somewhat more unpredictable for those in lane
02:36who are going to have to pay a little bit more attention
02:37and be more on their game to watch for those jungle ganks.
02:40We also have a few systemic changes aimed at reducing passivity in the laning phase.
02:45We're nerfing the health gain from health potions,
02:47lowering the damage that minions deal to champions,
02:49and nerfing the slow that melee champions get when wearing the lizard buff.
02:53What changes in player behavior are we hoping to see?
02:55These changes are really there to encourage smart aggression.
02:58What this means is right now when you attack an enemy champion in lane,
03:01if there's any minions around, they pretty much rock you.
03:04The incentive here is really bad because you're really disincentivized
03:07from ever getting in and really engaging enemy champions,
03:09even if you have the upper hand in a lot of cases.
03:12This minion damage nerf to champions is going to help make it so
03:15if you think about when the right time to strike is,
03:16you can get in there and you can really engage,
03:18and you can really feel like you made the right choice.
03:20Because of some of the jungle changes we did,
03:23health potions are much less required for junglers to be successful there,
03:26so we felt we had some room to go ahead and adjust these numbers now.
03:28The reason we wanted to do so was
03:30people were being a little too hard to kill in lane
03:32because of the high health-to-cost effect of health potions early on,
03:36which was further disincentivizing aggression.
03:39We have lowered lizard buff's slow percentage on melee characters.
03:42The reason we did this is in light of some of these lane changes
03:45that make it so aggression is more rewarded,
03:47you know, you're going to start pushing in
03:48and getting some good engagements on these enemies,
03:50but the enemy jungler comes out with red buff
03:52and is really powerful and scary.
03:54What it means is if usually he hits you once with this buff on,
03:57it pretty much spells a wipe for your lane.
03:59We wanted to reduce that a little bit
04:01so that you can still push into that enemy team and fight them,
04:04and if that jungler comes out, it doesn't spell instant doom,
04:06it just tips the scales in their favor.
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