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Senna and Akali both got some pretty big updates to help round-out their kit. Senna All of Senna’s base form specials (other than ground Beam) have slightly faster startup or slightly less recovery, making them more competitive with normals and n.S1 in neutral. She should feel mostly the same,... show more
11,548 görüntüleme • 25 gün önce •via X (Twitter)
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Hi gamers, Here’s some quick additional context on the patch, split into a few posts Core rules It’s clear that Pushblock needs buffs, so we gave it some. It pushes farther but with 4 more frames of recovery. Specifically, we want champions to be able to pressure after a jump-in or a std.L if they’re on top of it and react to the pushblock in time, but be more reliable on defense. Pushblock and Break now enable you to protect assists by tagging. It won't "cost health" to use pushblock in more scenarios. Freestyle is getting a Break penalty adjustment, going from 35% to 20%. We want there to be a penalty, but it was too severe. You’ll still feel it, just not as much. Hurtboxes are now standardized between champions while standing and crouching. This will be invisible in most situations, but makes spacing-specific combos much more predictable. Wall slump hurtboxes will also no longer be character specific, and now every champion will have the same combo against wall slumped opponents.

Illaoi S2 super has a lot of power behind it, but we’ve made adjustments to improve defensive agency. Alongside the core rules adjustments to pushblock and tentacles disappearing on Throw Tech, d.L is only possible with teamplay. This means that you can't make tentacles hit meaty anymore by delaying their wakeup with OTG d.L. Jumping is also easier with the reduced active frames on tentacles and air block changes. Teemo We made some big adjustments to his super oki, which now loses to Getup Attack (with the current setup) and Throw Tech. S2 super was active longer than its animation suggested, so its active frames now match the explosion. We thought about labeling this a bug, but given the optics we’ll consider it a nerf. It does not impact combos, but now the explosion won't make contact after a throw tech, if the explosion is happening. His combos are now more consistent, and we got to the bottom of why j.H > j.d.H was dropping and fixed it. Thresh Thresh’s primary nerfs target his neutral, with reduced hitboxes and adjusted recovery across his kit to lower his overall screen presence. He should now make contact less often with his most impactful normals. Yasuo We’ve heard you. Std.S1 > stance.M is back, with some adjustments. Instead of reverting std.S1’s distance, we’ve increased the distance Yasuo travels on std.H. This makes the combo feel similar to pre-launch, but keeps std.S1's power in check. Warwick Some Warwicks didn’t enter Bloodlust even when winning outright. We’ve reduced how much blood he loses over time when not in Bloodlust, so players can stock enough blood through normal play to throw in an S2 combo and get there.

Excited to try out the new Twilight Shroud additions.

The senna changes look a lot better

Hey @yohosiefgc Long time Valorant player here got all my favorite skins except the Riot Buddy 😅 We don’t really have devs in our region, so chances are near zero. Any way to earn a shot at it?

Liking the new Mix with Shroud cancels! It felt like for a mix up character it was purely reliant on an assist. Also the Akali feels bad in Duo play being addressed is nice to see Forward assist seems helpful for that. Excited to play the patch tomorrow
