Massive Legends of Runeterra 1.14 patch sees changes to 13 cards

▲ Patch 1.14 will up the punch that Shyvana packs. Images via Riot Games

 

On Tuesday afternoon, the Legends of Runterra development team announced what players can expect in the upcoming 1.14 patch, which features a myriad of balance changes to some of the most (and least) played cards in the game.

 

In addition to the following card adjustments, the development stated that these were the last ones they have planned in the Call of the Mountain expansion before the first Seasonal Tournament kicks off in December. Also rolling out with the patch is the first iteration of a spectator mode so players can watch their friends play games live inside the client for the first time.

 

The following 13 cards experiencing balance changes are as follows (including comments from the devs behind them):

 

Patch 1.14 balance changes

 

 

Level 2 function: Can now trigger the same round as leveling up

 

"This change and the similar one to Jinx below are intended to better align their Level 2 effects with the way those of newer Champions like Sejuani and Soraka function. There is some challenge here due to their current state of balance, but we feel that Champion consistency in this area warrants a change. We're releasing these changes as buffs since the new functionality didn't feel significant enough in testing to warrant compensatory nerfs, but we'll be carefully monitoring their impact to understand whether further changes are needed."

 

 

Power: 3 --> 4

Shyvana Level 2 power: 4 --> 5

 

"Shyvana is designed around attacking, but her statline too often kept her from being able to profitably do just that."

 

 

Old text: Attack: For each attacking ally other than Vladimir, deal 1 to it and deal 1 to the enemy Nexus.

New text: Attack: For each attacking ally on my right, deal 1 to it and 1 to the enemy Nexus.

Level up: You've had 6+ allies survive damage. --> You've had 5+ allies survive damage.

Level 2 old text: Attack: For each attacking ally other than Vladimir, deal 1 to it and drain 1 from the enemy Nexus.

Level 2 new text: Attack: For each attacking ally on my right, deal 1 to it and drain 1 from the enemy Nexus.

 

"We’re giving Vladimir a small boost by making his level-up condition easier to achieve and giving players more agency in choosing which allies are hit by his effect."

 

 

Health: 6 --> 5

Level 2 health: 7 --> 6

Ice Pillar health: 8 --> 6

 

"Trundle was too effective as a stat-stick, helping him act as a stall tool doubling as a win condition. We love that Trundle has opened up new kinds of ramp decks since Call of the Mountain, so we want to make adjustments that preserve his ability to do that while opening him up to a bit more counterplay and softening his prowess as a blocker.

 

In addition to a health nerf to Trundle himself, we’re also adjusting Ice Pillar, which had too much impact given its free cost—leveling up Trundle, giving enemies Vulnerable, and giving players a "free action" provided too much of an advantage. Similarly to Trundle, we want to reduce the overall amount of stalling it provides and give opponents more potential for counterplay to its round start effect."

 

 

Level up: You've targeted 10+ enemies this game. --> You've targeted 6+ enemies this game.

Level 2 old text: Nexus Strike: Create a Fleeting Mystic Shot in hand. When you cast a spell, deal 2 to the enemy Nexus.

Level 2 new text: Nexus Strike: Create a Fleeting Mystic Shot in hand. When you cast a spell, deal 1 to the enemy Nexus. If it targeted an enemy, deal 2 to the enemy Nexus instead.

 

"We want to take an alternative but hopefully healthier direction for Ezreal—an easier level-up condition in return for more conditional output for Ezreal (level 2). We also want to remove much of his current Burst-speed potential to open up more possibilities for counterplay. We're leaving some of that potential (along with an easier level-up) so that he can still serve current decks, while providing a new incentive to continue targeting opposing units—giving players the option to play a bit more of a control gameplan with a combo finish."

 

 

Level 2 function: Can now trigger the same round as leveling up.

 

"Check the Lucian context above for the full story, but one additional note for Jinx. If you play Jinx with an empty hand and she levels up, she still won’t create a Super Mega Death Rocket! right away—you’ll need to empty your hand again in some way (i.e., go from some cards in hand to no cards in hand)."

 

 

Power: 2 --> 3

Level 2 power: 3 --> 4

 

"Taric could use better combat stats to enable him to both attack more cleanly and contribute more on defensive rounds"

 

 

Power: 7 --> 8

Health: 7 --> 8

 

"Tianna should be a bigger trump to endgame followers from other Regions. This change should give Demacia decks access to more finishing power and allow Tianna to more consistently set up devastating Rally attacks."

 

 

Health: 4 --> 3

 

"We want to open up more counterplay to mana ramp strategies given the additional powerful tools they’ve gained since Call of the Mountain, so we’re reverting an old buff to Wyrding Stones in order to give opposing decks more opportunities to delay powerful endgame cards."

 

 

Cost: 4 --> 3

Health: 3 --> 2

 

"Support-based Ionia decks could use more effective options, and Fuzzy Caretaker was a bit too expensive to effectively fit the playstle of low-to-the-ground Support decks."

 

 

Power: 6 --> 7

Health: 5 --> 6

Keywords: None --> Quick Attack

 

"Minah's effectiveness hasn’t lined up with her cost—Quick Attack and additional stats should let her be a more effective game-ender after hitting the board."

 

 

Cost: 5 --> 4

Power: 2 --> 1

 

"Funsmith has never been able to find a home given its cost and relative fragility, so we’re bringing it down the curve to make it a more enticing and flexible option."

 

 

Old text: If an ally died this round, deal 3 to a unit.

New text: If an ally died this round, deal 4 to a unit.

 

"We’d like to strengthen removal options for synergy-based Shadow Isles decks, especially in light of the power of new Burst-speed protection spells from the last two expansions."

 

 

Power: 7 --> 6

Plunder:  Fire 7 Cannon Barrages. --> Fire 6 Cannon Barrages.

 

"The sheer volume of Cannon Barrages laid down by Riptide Rex have made him too consistent at wiping boards, finishing games with his high Power, and ultimately preventing counterplay (while also posing a long-term issue with our board’s nine-spell/ability limit). These changes aim to address all of those issues while leaving Rex’s core play pattern intact."

 

 

Health: 5 --> 7

 

"Eclipse Dragon’s stats were underwhelming given its lack of immediate game impact, and we’d like it to be a more generally effective option for both big Dragons and Daybreak decks."

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