laitimes

Doomsday AI - Doomsday prepares for the release of mad AI

author:BM Xiaowei
Doomsday AI - Doomsday prepares for the release of mad AI

Dear Summoner

The shutdown will be from 7 a.m. to 12 p.m. on October 25 (the entrance to the qualifying competition will close at 6 a.m.), and the specific opening time of the region will be advanced or postponed according to the actual update work.

The pre-season patch is coming soon, so the focus of this patch is to keep the game stable for a few weeks, preparing you for changes like the Assassin Update that will take your QWER keys by storm.

Overall, it's a fairly small release, but we still have a lot of things to update. Some of them are relatively new (like Kelk and Nunu), while others are more mature (Nedley, Graves). We're not writing this preface to catch up on the word count, so be prepared to read some notes!

As a reminder, the first hero in the changelog is the one that has changed the most. By the way, this is the first time we start with a hero who doesn't start with the letter "A", so know that we're serious.

Good luck and see you in pre-season!

hero

Nedri, the Wild Huntress

Jaguar form skill cooldown increased. Savage Dash heals less on high health targets.

Nedri is no stranger to environmental change, but in this update, we revisit the frustration that enemies feel when they try to punish Nedri's mistakes. In the wild, punishment is more of a trade-off than a trade-off. When you spend your time clearing the camp, you don't have time to put pressure on the map, when you want to put pressure on the map, you don't have time to clean up the jungle, and when you're running low on health, everything you do is not safe.

At the moment, Nedri is too good at evading punishment. Her high mobility and clearance speed minimize her sacrifice to the pressure on the map, while her sustained endurance keeps her healthy. Even if you find out that she is on cooldown, she will win the counterattack because her cooldown is too short.

Basically, Nedri doesn't leave much of a chance for enemy heroes to engage her. The usual chances – when the skill is on cooldown or when she's losing health – aren't enough for her. We want to make Nedri's opponent feel like they can take advantage of the opportunity to engage her at the right time, rather than having her completely decide when to fight.

Jaguar form: Q knockout

Cooldown: 5 seconds for all levels ⇒ 6 seconds for all levels

Jaguar form: W - Raid

Cooldown: 5 seconds for all levels ⇒ 6 seconds for all levels

捷豹形式:E Swing

Cooldown: 5 seconds for all levels ⇒ 6 seconds for all levels

Human Form: E-Savage Charge

Heal: 45/85/125/165/205 ⇒ 25-50/45-90/65-130/85-170/105-210 (depending on missing health)

Ratio: 0.5 Ability Power ⇒ 0.275 to 0.55 Ability Power (based on missing health)

Expert Comments: Weakened overall, increased damage skill cooldown by 1 second, reduced E skill healing, reduced Nedri's continuous output and poke's stamina.

Ice shooter Ash

Q Mana cost bug fixed.

This fix is for players who press the keys too fast around the world.

Q: The shooter's focus

Fixed an issue where tapping Q while reaching 4 would cause the shooter's focus to run out multiple times

Graves the Outlaw

Quick Draw now provides less resistance when not charging.

Graves is a face-to-face shooter. The true macho skill gives Graves enough resistance to take damage when on enemy lines, which also makes him too hand-to-hand when flying kites. Graves' defensive stat was supposed to work when his quick draw attack was active, so we reduced the advantage he gained when he didn't rush at the enemy.

E Quick Draw

Maximum number of overlays for Live Effects: 4 ⇒ 8

Rushing at an enemy hero now grants 2 stacks of Man Up

Resistance per stack: 10/15/20/25/30 Armor and magic resistances ⇒ 5/7.5/10/12.5/15 Armor and magic resistance (max resistance unchanged)

Expert Comments: Instantaneous resistance is weakened, stacking 8 layers requires continuous combat survival, and the mana is sufficient, it is difficult to stack to full.

Ion

Again, the mid-release update for version 6.20 is emphasized.

Note: We're making more changes to Ion's passive skills E and R. Ah!

The changes to the basic properties are different from the previous version. Just wanted to remind you.

All-encompassing

Healthy Growth Attribute: 74 ⇒ 90

Base magic resistance: 30 ⇒ 32

Base Attack Speed: 0.625 ⇒ 0.644

Attack Speed Gain Attribute: 2.8 ⇒ 3.4

Passive - Friends of the Forest

Initial Grove Health Cost: 30% of Max Health ⇒ 25% of Max Health

Sow beans and get melons

Explosion Range Indicator: The Planting and Harvesting Area Indicator now only shows Ion's target

Right, small chrysanthemum!

If there are no enemy heroes nearby, Daisy will now mark enemy creeps when the current target dies, instead of returning to Ion

If the enemy hero can't see Daisy, Daisy's attack will no longer fail

Kegmo, the throat of the abyss

R consumes less mana per cast and deals more damage.

In the Marksman Update, we've tweaked the Living Cannon's ability to allow Kgmo to better execute retreating enemies instead of using it as a primary damage tool. Since Kgmo has reverted to his former Kite/Spell Cannon role, he needs to use his ultimate frequently (and stack mana cost) when enemies are well over the kill line. This overshadows the living cannon. As a result, we recalibrated the skill to be more in line with the new (old?) of Kgmo. Playstyle, while retaining some of the fiery execution abilities it gained in the "Marksman" update.

R - living cannon

Mana Cost: 50 Mana + 50 Mana per Cast (up to 500 Mana) ⇒ 40 Mana + 40 Mana per Cast (up to 400 Mana)

Mana Cost Debuff Duration: 10 seconds ⇒ 8 seconds

Base damage: 70/110/150 ⇒ 100/140/180

Kill Threshold 1: Deal 200% damage to targets between 25% and 50% health⇒ Deal up to 150% damage to targets with close to 40% health

Kill Threshold 2: Deal 300% damage to targets below 25% health⇒ Deal 200% damage to targets below 40% health

Expert Comment: R's mana cost has been reduced, base damage has been increased, and the extra damage from kills is easier to trigger than before, meaning that more output can be contributed earlier, and the overall improvement has been improved.

Li Qing

Back in version 6.19, we fixed a bug that caused Li Qing to overlap directly with the target, instead of getting close to it. This fix caused a more serious problem - the Li Qing would be in the wrong place on the wall. As a result, we're reversing the changes in version 6.19.

Echo Strike and Golden Bell Jar will once again overlap with Li Qing and his target.

Infinite Sword Grandmaster Yi

Passive, Q and E skill bug fixes.

Like Zai, Azir, and the heroes before us, we dug into Yi's code, fixed a bunch of bugs, and then we had a new plan: rewrite the broken code. In this patch, we've rewritten the Alpha Raid and the inevitable deaths it causes.

Passive - a double blow

Fixed a bug where Double Strike could not deal a critical blow to monsters at certain attack speeds.

Q: Alpha Raid

When dying during an Alpha Raid, Yi's death animation will now play correctly, placing him where the Alpha Raid placed him

Added: Minimum unselectable time: 0.25s (Note: Not being selectable does not mean being immune to damage)

Fixed a bug where Alpha Raid would sometimes be on cooldown after a failed cast, and would not reset with a normal attack until it was easy to use Alpha Raid again.

New: Alpha Raid now also provides visibility into the next Space Shuttle attack location

If Yi is the first target, the Alpha Raid will no longer cause him to overlap with Baron Nash

After an Alpha Raid fails to cast, Meditation will no longer be locked immediately

As long as the Alpha Raid visually bounces to a specific target, Yi will get an assist after the kill (though it won't deal damage until the animation is complete).

Electronic Commitment Sword

Fixed a bug where the Infinite Sword's passive attack damage bonus was not counted in the 25% bonus attack damage bonus of the active effect when used immediately after the cooldown ended.

Nasus, the desert reaper

R now grants armor and magic resistance when you attack an enemy, instead of getting attack damage.

Nasus is the quintessential Big Mac: an unstoppable force and a leader in the eyes of his enemies. It's okay to use Vampiric Blasts to give him enough power in the late game, but damage isn't everything, especially if Nasus dies before he can make contact with an enemy. As such, we've repositioned Deathtouch instead of giving him more extra damage to give Nasus the ability to survive the fight long enough.

Q-Soul Drain

Bonus Attack Range now stacks with Deathfall's Bonus Attack Range (Attack Radius: 175 ⇒ 200)

R- Death is coming

Removed: No longer converts death damage to attack damage

New: Now provides 15/35/55 armor and magic resistance when activated, and gains an additional 1/2/3 armor and magic resistance per second

Expert Comments: After the Q layer is high, there is no shortage of output in the later stage, so the changes to R make the late stage more meaty, and the attack range of Q has increased, which is very suitable for continuous combat, which can be regarded as an overall strengthening.

Nocturne, an eternal nightmare

It can be difficult to see the effect of the Dark Sanctuary on some of Nocturne's skins, so we're tweaking those skins to use the skill visuals from their classic splash art to make everything clearer.

W- Dark Shelter

Phantasmal Nightmare and Blue Flame Nightmare now use the classic shield particle effect

Snow Knight Nunu

Devour's HP bonus decreased.

We made some upgrades to Nunu Devour in version 6.20, but it seems like a bit overdone. When the new Q health bonus is paired with the right Slaghulk item (cheers for bug fixes), it will only make Nunu too hand-to-hand. We're lowering his health bonus so enemies feel like they can kill Nunu, even if they occasionally have to.

Q - Devouring

Extra Health per Stack: 3% ⇒ 2%

Expert Comments: The resilience in the early stage has been slightly weakened, but it is still very strong.

Zack, a cyborg demon

E now shows a warning indicator 0.75 seconds before Zach lands.

Zach is back in action, thanks to Slingshot's unique raid opportunity. But when the way to counter a skill is to "avoid it", it's important to know when to cast the skill. The slingshot isn't quite clear at the moment, so we're moving in that direction, so you'll need to adjust your position to avoid being crushed by this slime-like substance.

All-encompassing

Recommended Equipment Update

Electronic slingshot

Warning indicators and shadow particles now appear 0.75 seconds before Zack lands. If the duration of his displacement is less than this, they will appear immediately

Cast range updated to be closer to Zack's accuracy

Yorick the Shepherd

The Mist Maiden will now move towards the path she was summoned from, even if there are no enemy creeps nearby.

Yorick has the ability to split, but sometimes his ghost doesn't seem to have it. Now, if the Ghost is summoned without an enemy creep, she will continue to follow Yorick. Even if Yorick doesn't lead the Ghost Girl down the road, he should be able to get the Ghost to break up, so we made it easier for her to find the path she needs to take.

R Haewoo's eulogy

If Yorick summons the ladies on a certain route, they will begin to follow that route.

Ryan Giggs – a demolition genius

E collision mine detection is now more frequent.

If you break into a minefield of Giggs, sometimes you won't get hurt. It's not very common, but it can be strange when it does. So we're making the change you've been waiting for.

E: Hexagonal blasting minefield

Explosion timer: Check every 0.25 seconds ⇒ every 0.1 seconds

Expert Commentary: Deals damage and triggers thunder faster.

Skin Splash Update

The original images of two old Vladimir skins have been updated in this new version!

Doomsday AI - Doomsday prepares for the release of mad AI

Count Vladimir

Doomsday AI - Doomsday prepares for the release of mad AI

Prince Vladimir

Summoner skills

transmission

Using teleport on a Scout ward near a narrow wall no longer has a chance to teleport you to the other side of the wall

Doomsday Artificial Intelligence

Unite to defeat the cursed Doomsday AI and its evil overlord before all that you love and cherish comes to an end! In this new version, you'll be greeted with not one, but two new limited-time modes in which the Doomsday AI will also wreak havoc on evil! Will you fight them in standard mode, or will you test your limits in an almost impossible and increasingly difficult mode? Stay tuned for updates on the Doomsday AI and its nefarious plans, but be careful, if you stare into the abyss for too long, the abyss will look back at you as well.

We've disabled the hero "Vengeful Flame Soul Brand" in the upcoming new Doom Machine, as his presence will reduce the difficulty of the mode. Are you ready to face the new AI and the attack of the Demon Lord Timo?

Load screen indicator

We're all tech geeks.

We've added a spin icon to the bottom right corner of the loading screen. If the icon stops spinning, it means that an error has occurred.

Spectator mode

Solve additional issues in Baron and Dragon battles.

Fixed a bug where when selecting a team's vision in spectator mode, the visual effects of enemy abilities would appear in the Fog of War in most cases. Maybe all enemies are like this, there are too many skills in League of Legends.

BUG FIXES

The enhanced base attack sounds for Kishais Shards, Startik Blade, and Rapid Fire Cannon no longer play in the Fog of War

When Hammerstone attempts to use Death Judgment to pass through the base gate, it will no longer occasionally send Hammerstone to strange locations

Braum's "R-Glacier Fissure" slow no longer works consistently on enemies in the Fog of War

When Riven is affected by E: Forward, her third Q: Fold Wing will no longer prevent her from climbing over walls

Pulsing Flame: If Ezreal dies while returning to the city, his return sound will no longer stop playing

[Gold Ribbon] Delevingne's [Q Spinning Axe] sound effect has been updated to be more eye-catching

Draven the Soul Reaper's "R-Cold-Blooded Pursuit" now plays correctly when hitting an enemy

Fixed an issue where Cana's [Q: Hurricane] had no sound when it reached its maximum charge

When Fiona kills an enemy with a normal attack, the blue vortex death effect will now be displayed correctly.

When the Magical Girl Bobby's passive skill, Iron Ambassador, grants a shield, the sound effect will no longer play until the effect is displayed

Pool Party Leona who received the "Hand of the Baron" buff will now face the camera correctly during the recall animation

Fixed an issue with the pixelation of Yasuo's third Q skill, Steel Flash, in "Plan: Wind" with the maximum range indicator

Fixed an issue where Soul Warden Udir would play multiple times when he was running to switch forms

Fixed a strange texture effect on the back of Daisy's delicious head in the Candy King Ion skin

Added new skins

The new version will offer the following skins:

Doomsday AI - Doomsday prepares for the release of mad AI

Witch Morgana

Doomsday AI - Doomsday prepares for the release of mad AI

The Witch Tristana

Doomsday AI - Doomsday prepares for the release of mad AI

Summon the archdemon Teemo

Skin color pack

The new version will offer the following skin chroma packs!

Doomsday AI - Doomsday prepares for the release of mad AI

Darius the slam dunk

Doomsday AI - Doomsday prepares for the release of mad AI

Principal Fiona

Known defects

Fixed a bug where changing one's avatar in a room would not immediately update the avatar in the room.

When using the Slam Dunk skin, Darius' Q skill effect is displayed incorrectly when moving.

In Doom AI mode, it takes a while for Teemo to return from death to gain the Homeward Guardian effect.

The actual return time of the Doombot is 4 seconds, but the description is 8 seconds.

In this update, Morgana the Sorcerer will be incorrectly displayed as Morgana the Sorceress. This bug will be fixed in the next version update.

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