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Wild Rift Patch 4.0a Notes: Bases Burn as Inhibitor Respawns Arrive
Wild Rift Patch 4.0a Notes add Inhibitor Respawns and Base Burning, along with several updates to champions such as Sett and Ashe.
The follow-up patch to 4.0 finally introduces promised Inhibitor Respawns and Base Burning updates, along with a plethora of balance changes to champions. “This patch we’re focusing on making adjustments to some champions that have been in need of a hand and to those that needed to be taken down a peg.” reveals the Wild Rift blog.
The most significant change is the addition of base burning. As the game progresses, the bases located at the outermost end of the map in every lane will start losing health and armor, making them easier to destroy. However, this is also accompanied by the inhibitor changes that will allow them to respawn.
Meanwhile, Riot’s Wild Rift team pulls back on the planned movement speed changes to mew champion Zoe, while deploying a bug fix to her Spell Thief. Sett is now more tankier with a increase in base attack damage and a decrease in attack movement speed. On the other hand, Rakan ends up on Riot’s nerf lists again as the champion is still “powerful” even after receiving nerfs in the last patch.
Wild Rift Patch Notes 4.0a Champion Changes
Aatrox will now gain reduced healing from his World Ender, making the champion “less potent.”
Increased Healing: 30/45/60% changed to 25/35/45%
Akshan now receives a 2% mana regeneration while chasing Scoundreals. On the other hand, Riot deploys another buff to the champion by decreasing his Going Rogue cooldown, improving the champ’s late-game impact.
Cooldown: 18/14/10/6s changed to 14/10/6/2s
[NEW]: Gain 2% missing mana regen per second when chasing Scoundrels.
With an increase in her Volley cooldown, Riot are shifting the unit’s identity back as a marksman by lending poeer to her Ranger’s Focus. “That way we can keep her (Ashe’s)role as a marksman on target.” revealed the devs.
Base attack speed: 25/30/35/40% changed to 25/35/45/55%
Volley Cooldown: 13/10/7/4s changed to 15/12/9/6s
Movement speed after the first acceleration decay: 10% changed to 25%
Movement speed after the second acceleration decay: 25% changed to 50%
Monster modification: 110% changed to 140%
Kayn’s Shadow Assasin form receives a plethora of buffs to keep the champion more in line with his blue form.
Shadow Assassin passive reset time: 6s changed to 5s
Shadow Assassin passive bonus damage: 14%~42% changed to 32%~46%
Increased the quantity of charges that Shadow Assassin receives when damaging ranged champions.
Shadow Assassin cooldown: 8s changed to 7s
Shadow Assassin range increased slightly.
Base damage: 95/140/185/230 changed to 110/150/190/230
Mid Lux is in a good spot, but support Lux is in a bit of a bind. We’re shifting some of the power out of her Ability Power ratios and into her base damage to help, since the support role won’t have as much Ability Power.
Shield: 40/70/100/130 + 15% Ability Power changed to 40/75/110/145 + 10% Ability Power
Return shield: 80/140/200/260 + 30% Ability Power changed to 80/150/220/290 + 20% Ability Power
Damage: 60/120/180/240 + 60% Ability Power changed to 65/130/195/260 + 55% Ability Power
Nautilus win rates have been floating up under the radar, so we’re anchoring it back down with some Dredge Line nerfs.
Cooldown: 11/10/9/8s changed to 12/11/10/9s
Base damage: 70/130/190/250 changed to 60/120/180/240
Base damage: 80/150/220/290 changed to 70/140/210/280
Cooldown: 18/16/14/12s changed to 20/18/16/14s
“Sett’s base Attack Damage is low especially when compared to other fighters, so we’re making him hit harder but slower. We want this boss to throw those heavy Haymakers, not fast jabs.”
Base Attack Damage: 52 changed to 58
Attack speed per level: 1.7% changed to 1.2%
Yone is on the strong side, and feedback from you all has been very clear that he’s extremely frustrating to play against in his current form. So, we’re slashing some of his waveclear and defensive capabilities to make sure that he exposes himself to proper risks.
Minimum damage to minions: 50~400 changed to 60~200
Damage cap to monsters: 100~380 changed to 80~290
Base shield: 40 + 70% bonus Attack Damage changed to 30 + 70% bonus Attack Damage
[BUG FIX]: Fixed an issue that prevented this ability from applying on-hit effects.
Wild Rift Patch Notes 4.0a Item Changes
Awakened Soulstealer receives an increased cooldown refund upon scoring a kill, while Luden’s Echo is also granted a buff. Riot’s Wild Rift team has also been “monitoring” Horizon’s Focus for a while, and has finally deployed buffs to make the item more powerful. The item gets the damage increased from 80 + 20% Ability Power to 90 + 25% Ability Power.
Unique passive: Cooldown refund on kill: 20% → 25%
Unique passive: Damage: 80 + 20% Ability Power → 90 + 25% Ability Power
Unique passive: Lightning damage: 100 + 10% Ability Power → 110 + 10% Ability Power
Wild Rift Patch 4.0a Notes Gameplay Changes
To limit turtling tactics in the later stages of the game and keep the overall length of games reasonable, we’re introducing the Base burning System. In the very late stages of the game, turrets will begin to burn, accelerating games to their conclusion. At about 25 minutes into the game, the player’s outermost turret in each lane will start to burn, losinb lose 25 magic resistance and 25 armor. Then they continue to burn and start to lose 3% max health every 3 seconds.
However, you and your team will still need to group up and end the game together or with your minions as the turrets and inhibitors in the opposing team's base will no longer take burn damage once their health drops below 25%. However, turrets will become immune to base burning damage upon reaching 25% health. With these changes, the developers want the players to group up through team fights rather than waiting and “turtling“ in the base to try and farm up.
- At 25 minutes the outermost turret in each lane loses 25 magic resistance and 25 armor and starts to lose 3% max health every 3 seconds.
- Inhibitor Turrets stop taking burning damage when their health drops below 25%.
- Base burning has no effect on the Nexus.
To provide more opportunities for interesting comebacks in the mid to late game, Inhibitors can now respawn. When an Inhibitor respawns, the respawned Inhibitor cannot deal damage to enemy units. Inhibitor respawn time scales up with game time, so losing an Inhibitor in the early stages of the game will have less of an impact while taking an enemy Inhibitor in the late game remains a powerful tactic to close out games.
Inhibitors respawn after destruction based on game time.
If an Inhibitor is destroyed within the first 13 minutes of the game, it respawns after 4 minutes.
If an Inhibitor is destroyed between 13-18 minutes, it respawns after 5 minutes.
If an Inhibitor is destroyed after 18 minutes, it respawns after 6 minutes.
Respawned Inhibitors cannot attack.
When Does Wild Rift Patch 4.a Release?
League of Legends: Wild Rift Patch 4.a is slated to arrive on mobile servers worldwide on Thursday, February 2. As always, the content listed above will be released gradually throughout the patch 4.0 cycle. The current patch will be followed by Patch 4.0b and 4.0c, with 4.0b scheduled to release later during this month. Fans can view the rest of the changes and the free to play champion rotation by clicking on the full patch notes article here.
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