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What's New
Welcome to Patch 14.21, aka "the Swain patch"
We've got a big gameplay update to Swain, aimed at making him more self-reliant and more fun, specifically in solo lanes. Read more about him below!
We're also updating the bounty rules on Summoner's Rift and Howling Abyss, aimed at making them activate at more intuitive times and slightly decrease their average payouts. They've also got lengthy sections in the patch notes if you want all the details.
On the game balance side of things, we're tweaking the on-hit space with changes to Blade of the Ruined King and Lethal Tempo, nerfing Sorc Shoes to be more comparable to other boots, and otherwise making a large number of champion changes aimed at tightening overall game balance.
We've also got some balance changes for ARAM and Ultimate Spellbook in this patch, and an update on the Worlds Viego Border (we finally got it into the game so you can grab it and it'll be available for a little longer than normal to make up for that delay).
Champion Bounties
We've overhauled the champion bounty system this patch. Our primary goal was to make bounties more intuitive. We still believe in champions gaining a bounty on their head when they're doing well but the way that was being calculated didn't always line up with player expectations so we rebuilt the underlying rules of champion bounties.
Bounties are now based purely on gold (don't worry, Pyke and Gangplank players, we're ignoring special gold income from champion kits). This focus on gold means that a 0/0/0 Jinx can have a bounty on her head if she's earned enough from farming. A 0/0/15 Janna will also have a bounty on her head, as she's earned plenty of money from champion combat. Chain-ganking the top lane Jax will be worth less gold on average, as giving away gold for assists devalues him faster than if he were solo killed. Sion's 100g death won't put an extra 100g bounty on the Fiora who's just trying to protect her turret.
We've tuned these new champion bounties to generally decrease the total gold given and to favor the losing team more. Since individual kills and assists won't undo negative bounties as quickly, losing teams are going to give away less gold from fights, meaning their downside for taking risks will be lower and games will snowball more slowly. While we've play tested these new bounties internally for a couple months, we'll be reading player feedback and reacting quickly if any parts of this new bounty system are mistuned.
Overview
- Champion bounties are now based on gold earned and lost, as opposed to kill/death streaks and the relative amount of farm.
- Gold from champion-specific sources (e.g. Draven's Adoration and Twisted Fate's Loaded Dice) never contribute to champion bounties.
- Champion bounties are now accrued granularly. For example, it's now possible to have a bounty of +1 gold.
- Bounties will not display on the scoreboard until they are worth at least 150 gold and update in further increments of 50 gold.
- The "Shut Down" announcement will display for any champion killed with at least a 150g bounty on their head.
Positive Bounties
- A positive bounty is bonus gold given to a champion's killer when slain (unchanged).
- Positive bounties are no longer based upon kill streaks.
- Positive bounties are no longer based upon your minion and monster kills relative to the average minion and monster kills of the enemy team.
- Champions now accrue 1 bounty gold for every 4 gold earned from kills and assists. Shut Down gold does not increase the killer's positive bounty.
- Potential bounty gold is now reduced by 1 for every 4 gold given away to killers and assisters on death.
- While in a positive state, champions now accrue 1 bounty gold for every 20 gold earned from minions and monsters.
- When a champion is "Shut Down" all bounty is removed from the champion.
- As an exception, a champion with a bounty greater than 700 gold will carry over their remaining bounty into their next life.
- The first 100 bounty gold is not applied. For example, 400g worth of kills and assists will not give you a bounty, but the next 400g will set your bounty to +100g.
- When active, objective bounties will now devalue positive bounties for the losing team. This modifier starts at a 10% reduction and can reach about an 80% reduction in the most extreme scenarios.
Negative Bounties
- A negative bounty is a baseline devaluation of a champion's kill gold. Unlike positive bounties, this reduced value is also factored into assist gold (unchanged).
- Negative bounties are no longer based upon death streaks.
- Negative bounties are no longer reset from earning a single kill.
- Negative bounties no longer "undo" one death per assist.
- While in a negative state, base gold value is reduced by 1 for every 4 gold given to killers and assisters on death.
- While in a negative state, base gold value is increased by 1 for every 4 gold earned from kills and assists. Shut Down gold is applied to negative bounties.
- While in a negative state, base gold value is increased by 1 for every 10 gold earned from minions and monsters.
- The first 50 negative bounty gold is not applied. For example, a 300g death will set your base kill gold to -25, not -75.
Complete release notes can be found here.