It's time to take a quick look at the latest innovations in Wild Rift. New playable characters, changes and balances applied to existing champions, changes to items... We have summarized all of this below.
Game systems
Ability Haste
Similar to League of Legends on PC, we’re replacing Cooldown Reduction with a stat called Ability Haste. Previously, for an ability with a 100 second cooldown, your 31st point of CDR removed 1 more second off its remaining 70 second cooldown. This reduction is more than 1% of its current value which meant each point of CDR became more and more valuable as you stacked it, forcing us to cap it at 40%.
Each skill boost point allows you to cast your skills 1% more frequently. This linear ramp-up removes the maximum limit, so you can buy whatever you want depending on the situation. Let's take an example: having 100 skill boost means you can cast your skills 100% more frequently (i.e. twice as often!), But reaching that number will take a serious investment.
The tweaks have been pretty light, so expect more updates to be needed to strike a good balance.
For mathematicians, here is the formula for knowing how much of the reduction in cooldowns corresponds to ability haste:
CDR = 1 - (1/(1+Ability Haste))
New Champions
- Darius
- Draven
- Wukong
Dragons
- Base Burn Damage: 50 true damage per second over 3 sec → 45 pts raw damage per second over 3 sec (150 total → 135 total)
- Burn damage per dragon: damage is now 45/60/75/90 for 1/2/3/4 dragons eliminated by your team (including the ancestral dragon) (135/180/225/270).
- The elemental effect of the Ancient Dragon now increases by 50% per dragon eliminated.
150% → 150/200/250/300% for 1/2/3/4 dragons eliminated by your team
Smite
Junglers sometimes hit level 5 before laners, so we want to delay jungler speeds a little. This should also relieve some pressure on the jungler to use Smite before their first camp reaches the spell’s execute range.
Initial charge: Smite’s initial second charge delayed by 10 seconds
Rune - Fleet Footwork
Fleet is appropriately powerful in PvP situations but the amount of sustain it was providing for safer ranged champions felt too strong, particularly in the early game. We’re taking a lesson we learned from League PC and adding a constraint so that ranged laners don’t get to ignore poke completely by taking Fleet Footwork.
Healing effectiveness: Against minions, the healing effectiveness for ranged champions is reduced to 30%.
Other changes
Wild Rift matchmaking has been improved to reduce latency inequalities and game levels.
- There is a limit on the number of gifts that can be sent in the same day.
- The duration of penalties for players who have been inactive during a game has been reduced.
- Chat settings will now be disabled by default until the chat account reaches level 8. At that point, team chat will become enabled by default. Players can activate chat at any time.
- Emotes are now glowing. It's of all beauty !