League of Legends Patch 14.21 Overview: Buffs for Azir, Nerfs for Yone, Bounty Adjustments, and Additional Updates

League of Legends Patch 14.21 Overview: Buffs for Azir, Nerfs for Yone, Bounty Adjustments, and Additional Updates

The preview for League of Legends patch 14.21 has been released, featuring insights from Matt Leung-Harrison (@RiotPhroxzon on X), the game’s Lead Gameplay Designer. This patch will introduce various adjustments to the MOBA, including significant Bounty modifications, along with champion buffs and nerfs. Additionally, several system changes are anticipated to impact the solo queue meta.

This article provides an overview of the upcoming modifications in the LoL patch 14.21 preview.

Overview of Champion Changes in League of Legends Patch 14.21

Buffed Champions

  • Azure
  • Corki
  • Gangplank
  • Irelia
  • Kayle
  • Malphite
  • My hatred
  • Sivir
  • The house
  • Teemo
  • Xayah

Nerfed Champions

  • Aurelion Sol
  • Brand
  • Camille
  • Elise
  • Fiddlesticks
  • Gallium
  • Gwen
  • Hey
  • Eat
  • Karthus
  • Kassadin
  • The nose
  • Senna
  • Taric
  • Viego
  • Volibear
  • Again
  • Yorick

Adjusted Champions

  • Nilah
  • Swain

System Changes in League of Legends Patch 14.21

Buffs to Systems

  • Lethal Tempo (Melee)

Nerfs to Systems

  • Blade of the Ruined King
  • Sorcerer’s Shoes

System Adjustments

  • Champion and Objective Bounties

The Lethal Tempo is being enhanced for melee champions following the reduction of Grasp of the Undying. This change is intended to help sustain a steady power balance for melee carries, especially after the Blade of the Ruined King was weakened.

Given that Ability Power (AP) remains somewhat inflated and is particularly affecting Lucidity, the developers are opting to tone down the potency of Sorcerer’s Shoes. This decision follows the conclusion that Lucidity is currently in a healthy state and does not necessitate any improvements.

Changes to Bounties in League of Legends Patch 14.21

This patch will also bring significant updates to Bounties, designed to make them more straightforward in terms of champion and objective rewards. Essentially, the connection between gold earned and gold spent will be better aligned with Bounty mechanics.

For players in a negative gold situation, there will be a gradual recovery towards a baseline of 0 gold through gold acquisition. In comparison, a player who has faced several deaths and then secures an elimination will receive a 150g Bounty. Simply earning one or two eliminations may not suffice to restore a player’s worth to 300g.

Additionally, repeatedly eliminating the same opponents will result in lesser Bounty payouts and gold rewards. At the same time, Objective Bounties will increasingly depend on gold rather than experience points (XP), catering to player preferences more effectively.

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