League of legends wild rift 120 фпс
NYEHEHEHE! A lair-load of updates is headlined by Veigar, the tiniest and evillest of yordles. Also in 2.5: Guilds, matchmaking upgrades, a rework in the jungle and a ton of balance changes in preparation for next month’s Horizon Cup.
CHAMPION CHANGES
Ahri is overperforming across all skill levels, so we’re giving her a tune down across the board.
BASE STATS
- Base Health: 570 HP → 530 HP
- Mana per level: 57 → 49
Orb of Deception
- Base Damage (Both Magic and True): 40/75/110/145 → 35/70/105/140
AKSHAN
We now have the technology to make Akshan’s Heroic Swing feel better when used in obtuse (greater than 90°) angles. Also, here are some quality-of-life changes to help Akshan players make better decisions about his ultimate.
HEROIC SWING
Akshan will now slide along the wall if he hits it at an obtuse (<90°) angle mid-swing
COMEUPPANCE
- Now has an indicator that displays enemies within kill threshold
- [BUGFIX] Tooltip now accurately states that shots execute minions
ANNIE
Annie’s ultimate is too generous in allowing her to stun targets from long distance, and it’s currently too easy to snag multiple enemies in a single cast. We’re bringing down the radius and damage of the initial Tibbers cast, but to compensate, we’re pulling power out of her (3) Molten Shield in order to buff up the bear himself, and make him into a larger threat.
Molten Shield
- Cooldown: 12/12/12/12s → 14/13/12/11s
- Shield amount: 60/110/160/210 + 60% AP → 50/110/170/230 + 40% AP
Summon: Tibbers
- Effect radius: 275 → 225
- Base damage: Reduced from 150/275/400 → 140/250/360
- Tibbers flame aura effect radius: 200 → 300
- Tibbers flame aura damage: 20/30/40 + 10% AP every 1 second → 24/40/56 + 12% AP every 1 second
- Frequency: Increased from 1 tick per second → 4 ticks per second
Frost Shot
- Slow amount: 15 to 25% by level → 20 to 30% by level
- Critical slow amount: 30 to 50% by level → 40 to 60% by level
AURELION SOL
BASE STATS
Celestial Expansion
CAMILLE
Camille is dominant in multiple positions for highly skilled players, and we believe that she has too much flexibility in her position selection. We are removing her ability to clear the jungle quickly now the second cast of Hookshot no longer hits jungle monsters. This will also disable Camille’s ability to trigger Hookshot’s attack speed buff in order to make her jungle play a riskier bet that will rely more on ganks to succeed.
Hookshot
- Grants Attack Speed and stops on hitting an enemy champion or large monster → Grants Attack Speed and stops on hitting an enemy champion
DIANA
Diana is very close to being a viable jungler so we are giving her a light nudge to help her succeed a little more.
MOONSILVER BLADE
Players have given us feedback about Fizz’s ultimate fish not matching its hitbox—we agree! We’re fixing it to better match its visual so it’s easier to position around.
Chum the Waters
GALIO
SHIELD OF DURAND
- Base Damage: 40/80/120/160 → 40/70/100/130
GRAGAS
Gragas is a dominant pick in professional play and a multi-position flex. While it’s great when skilled Gragas players set up their team with a powerful knockback, (Ult) Explosive Cask currently holds too much damage and is available a little too frequently in the earlygame.
Explosive Cask
- Cooldown: 80/70/60s → 90/75/60s
- Base damage: 200/300/400 → 150/275/400
JARVAN IV
Jarvan’s flag-n-drag combo feels a little clunky so it’s getting smoothed out.
Demacian Standard
- [NEW] Sped up dash startup time when using (1) Dragon Strike to dash to (3) Demacian Standard
Deadly Flourish
- Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
KENNEN
BASE STATS
LIGHTNING RUSH
- Bonus movement speed: 100% → 110%
LEE SIN
Lee Sin is a popular and powerful jungler that has been particularly dominant in high level play. In order to reduce how quickly he can burst down targets, we are softly reworking Iron Will so that it persists across two attacks but deals less damage with each hit.
Safeguard
- Iron Will: Empowers next attack to deal an additional 50/75/100/125 + 80% AP magic damage and gain 35/50/65/80% physical and magic vamp
→ Empowers next two attacks to deal an additional 26/39/52/65 + 40% AP magic damage and gain 16/24/32/40% physical and magic vamp
Lux is very close to being in a healthy spot in mid. We are giving her some love to her ultimate’s scaling to reward high AP builds.
Final Spark
NUNU & WILLUMP
Nunu & Willump’s power levels have snowballed out of control after their release. As players have grown to understand the boy and his yeti, they’ve grown to be a menace for players of all skill levels, so we’re lowering their survivability and clear speed.
BASE STATS
CONSUME
- True damage to monsters and minions: 350/560/770/980 → 350/500/650/800
- Base healing: 60/100/140/180 → 60/95/130/165
- Heal Bonus HP ratio: 9% → 8%
PANTHEON
GRAND STARFALL
- Cooldown: 120/105/90s → 110/95/80s
RIVEN
Riven is overperforming in multiple roles, so we’re taking this opportunity to cut down on two big points of frustration for playing against Riven: her early game damage output and the uptime on her defensive abilities.
BROKEN WINGS
- Base damage: 20/45/70/95 → 15/40/65/90
VALOR
SERAPHINE
Seraphine’s getting the same quality-of-life feature from her PC version. Starting with max Echo stacks means she has a few more options at level 1.
STAGE PRESENCE
- [NEW] Seraphine starts the game with max Echo stacks
SHYVANA
Shyvana is struggling a little bit in organized play and high-skill ranked, so we’re amping up her strategic power as a power farmer and a dragon killer.
Fury of the Dragonborn
- Bonus damage against Elemental Drakes and Elder Dragons: 20% → 25%
Burnout
- Base Magic Damage: 25/40/55/70 per second → 30/45/60/75 per second
SORAKA
Soraka is falling off a bit too much in higher levels of play after our last round of changes. We want her to have a higher payoff when she is successful at popping her only hard crowd control.
Equinox
- Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
TRISTANA
RAPID FIRE
- Cooldown: 19/18/17/16s → 18/17/16/15s
EXPLOSIVE CHARGE
- Cooldown: 16/15/14/13s → 15/14/13/12s
TRYNDAMERE
Consistently across all skill levels, but particularly in higher skill games, Tryndamere has struggled as a laner but performed quite well as a jungler. This patch, we’re taking a larger swing at balancing out his positions by giving him a new mechanic he can take advantage of in lane more so than in the jungle. As a result, we also needed to rebalance some of his stats and abilities to make sure jungle Trynd was not overly buffed. This is a pretty large change, so we’ll be keeping an eye on how he performs. RAAAARGH!
BASE STATS
- Base Attack Damage: 64 → 52
- AD per level: 4.55 → 5.5
- Starting bonus attack speed: 20% → 10%
Battle Fury
- Crit Rate gained from Fury: 1.6% to 3% (based on level) and doubled at 100 Fury → 3.2% to 5% per point of Fury (based on level—caps out at Level 10)
- Fury gained from unit kills with attacks: 10 → 15
- [NEW] Attacking a champion grants 50/55/65/75% (scaling with ultimate rank) attack speed for 5 seconds (6 second cooldown after attack speed runs out)
Bloodlust
- Heal amount per point of Fury: Increased from 0.5/1.1/1.7/2.3 HP → 0.7/1.3/1.9/2.5 HP
Mocking Shout
- Slow amount: 30/40/50/60% → 20/30/40/50%
Undying Rage
- [NEW] Passive: Increases Battle Fury’s bonus Attack Speed to 55/65/75% based on Ability Rank
WUKONG
Wukong is clearing the jungle too quickly, so we are removing his ability to amplify his damage against large monsters for his clear. Note: The tooltip incorrectly stated that this passive could stack against any unit, while it only stacked on champions and large monsters.
CRUSHING BLOWS
- Stacks on enemy champions or large monsters → Stacks on enemy champions or epic monsters
ZIGGS
NYEHEHEHE! A lair-load of updates is headlined by Veigar, the tiniest and evillest of yordles. Also in 2.5: Guilds, matchmaking upgrades, a rework in the jungle and a ton of balance changes in preparation for next month’s Horizon Cup.
CHAMPION CHANGES
Ahri is overperforming across all skill levels, so we’re giving her a tune down across the board.
BASE STATS
- Base Health: 570 HP → 530 HP
- Mana per level: 57 → 49
Orb of Deception
- Base Damage (Both Magic and True): 40/75/110/145 → 35/70/105/140
Akshan
We now have the technology to make Akshan’s Heroic Swing feel better when used in obtuse (greater than 90°) angles. Also, here are some quality-of-life changes to help Akshan players make better decisions about his ultimate.
HEROIC SWING
- Akshan will now slide along the wall if he hits it at an obtuse (<90°) angle mid-swing
COMEUPPANCE
- Now has an indicator that displays enemies within kill threshold
- [BUGFIX] Tooltip now accurately states that shots execute minions
ANNIE
Annie’s ultimate is too generous in allowing her to stun targets from long distance, and it’s currently too easy to snag multiple enemies in a single cast. We’re bringing down the radius and damage of the initial Tibbers cast, but to compensate, we’re pulling power out of her (3) Molten Shield in order to buff up the bear himself, and make him into a larger threat.
Molten Shield
- Cooldown: 12/12/12/12s → 14/13/12/11s
- Shield amount: 60/110/160/210 + 60% AP → 50/110/170/230 + 40% AP
Summon: Tibbers
- Effect radius: 275 → 225
- Base damage: Reduced from 150/275/400 → 140/250/360
- Tibbers flame aura effect radius: 200 → 300
- Tibbers flame aura damage: 20/30/40 + 10% AP every 1 second → 24/40/56 + 12% AP every 1 second
- Frequency: Increased from 1 tick per second → 4 ticks per second
Frost Shot
- Slow amount: 15 to 25% by level → 20 to 30% by level
- Critical slow amount: 30 to 50% by level → 40 to 60% by level
AURELION SOL
BASE STATS
Celestial Expansion
CAMILLE
Camille is dominant in multiple positions for highly skilled players, and we believe that she has too much flexibility in her position selection. We are removing her ability to clear the jungle quickly now the second cast of Hookshot no longer hits jungle monsters. This will also disable Camille’s ability to trigger Hookshot’s attack speed buff in order to make her jungle play a riskier bet that will rely more on ganks to succeed.
Hookshot
- Grants Attack Speed and stops on hitting an enemy champion or large monster → Grants Attack Speed and stops on hitting an enemy champion
DIANA
Diana is very close to being a viable jungler so we are giving her a light nudge to help her succeed a little more.
MOONSILVER BLADE
Players have given us feedback about Fizz’s ultimate fish not matching its hitbox—we agree! We’re fixing it to better match its visual so it’s easier to position around.
Chum the Waters
GALIO
SHIELD OF DURAND
- Base Damage: 40/80/120/160 → 40/70/100/130
GRAGAS
Gragas is a dominant pick in professional play and a multi-position flex. While it’s great when skilled Gragas players set up their team with a powerful knockback, (Ult) Explosive Cask currently holds too much damage and is available a little too frequently in the earlygame.
Explosive Cask
- Cooldown: 80/70/60s → 90/75/60s
- Base damage: 200/300/400 → 150/275/400
JARVAN IV
Jarvan’s flag-n-drag combo feels a little clunky so it’s getting smoothed out.
Demacian Standard
- [NEW] Sped up dash startup time when using (1) Dragon Strike to dash to (3) Demacian Standard
Deadly Flourish
- Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
Kennen
BASE STATS
LIGHTNING RUSH
- Bonus movement speed: 100% → 110%
LEE SIN
Lee Sin is a popular and powerful jungler that has been particularly dominant in high level play. In order to reduce how quickly he can burst down targets, we are softly reworking Iron Will so that it persists across two attacks but deals less damage with each hit.
Safeguard
- Iron Will: Empowers next attack to deal an additional 50/75/100/125 + 80% AP magic damage and gain 35/50/65/80% physical and magic vamp
→ Empowers next two attacks to deal an additional 26/39/52/65 + 40% AP magic damage and gain 16/24/32/40% physical and magic vamp
Lux is very close to being in a healthy spot in mid. We are giving her some love to her ultimate’s scaling to reward high AP builds.
Final Spark
Nunu & Willump
Nunu & Willump’s power levels have snowballed out of control after their release. As players have grown to understand the boy and his yeti, they’ve grown to be a menace for players of all skill levels, so we’re lowering their survivability and clear speed.
BASE STATS
CONSUME
- True damage to monsters and minions: 350/560/770/980 → 350/500/650/800
- Base healing: 60/100/140/180 → 60/95/130/165
- Heal Bonus HP ratio: 9% → 8%
PANTHEON
GRAND STARFALL
- Cooldown: 120/105/90s → 110/95/80s
RIVEN
Riven is overperforming in multiple roles, so we’re taking this opportunity to cut down on two big points of frustration for playing against Riven: her early game damage output and the uptime on her defensive abilities.
BROKEN WINGS
- Base damage: 20/45/70/95 → 15/40/65/90
VALOR
SERAPHINE
Seraphine’s getting the same quality-of-life feature from her PC version. Starting with max Echo stacks means she has a few more options at level 1.
STAGE PRESENCE
- [NEW] Seraphine starts the game with max Echo stacks
SHYVANA
Shyvana is struggling a little bit in organized play and high-skill ranked, so we’re amping up her strategic power as a power farmer and a dragon killer.
Fury of the Dragonborn
- Bonus damage against Elemental Drakes and Elder Dragons: 20% → 25%
Burnout
- Base Magic Damage: 25/40/55/70 per second → 30/45/60/75 per second
SORAKA
Soraka is falling off a bit too much in higher levels of play after our last round of changes. We want her to have a higher payoff when she is successful at popping her only hard crowd control.
Equinox
- Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
Tristana
RAPID FIRE
- Cooldown: 19/18/17/16s → 18/17/16/15s
EXPLOSIVE CHARGE
- Cooldown: 16/15/14/13s → 15/14/13/12s
TRYNDAMERE
Consistently across all skill levels, but particularly in higher skill games, Tryndamere has struggled as a laner but performed quite well as a jungler. This patch, we’re taking a larger swing at balancing out his positions by giving him a new mechanic he can take advantage of in lane more so than in the jungle. As a result, we also needed to rebalance some of his stats and abilities to make sure jungle Trynd was not overly buffed. This is a pretty large change, so we’ll be keeping an eye on how he performs. RAAAARGH!
BASE STATS
- Base Attack Damage: 64 → 52
- AD per level: 4.55 → 5.5
- Starting bonus attack speed: 20% → 10%
Battle Fury
- Crit Rate gained from Fury: 1.6% to 3% (based on level) and doubled at 100 Fury → 3.2% to 5% per point of Fury (based on level—caps out at Level 10)
- Fury gained from unit kills with attacks: 10 → 15
- [NEW] Attacking a champion grants 50/55/65/75% (scaling with ultimate rank) attack speed for 5 seconds (6 second cooldown after attack speed runs out)
Bloodlust
- Heal amount per point of Fury: Increased from 0.5/1.1/1.7/2.3 HP → 0.7/1.3/1.9/2.5 HP
Mocking Shout
- Slow amount: 30/40/50/60% → 20/30/40/50%
Undying Rage
- [NEW] Passive: Increases Battle Fury’s bonus Attack Speed to 55/65/75% based on Ability Rank
Wukong
Wukong is clearing the jungle too quickly, so we are removing his ability to amplify his damage against large monsters for his clear. Note: The tooltip incorrectly stated that this passive could stack against any unit, while it only stacked on champions and large monsters.
CRUSHING BLOWS
- Stacks on enemy champions or large monsters → Stacks on enemy champions or epic monsters
ZIGGS
Go to the folder Android > data > com.riotgames.league.wildrift > files > SaveData > Local
There should be at least two folders with numbers in there, open both and look for the folder that only contains the "Settings" file (not the folder with Chat, Common, TutorialData, etc.)
Open the file called "Settings" with a text editor of your choice.
Find the text line that says "frequencyMode":false/true,"
Replace (false/true) with a number of your choice, here are the corresponding numbers for the frames: 0 - 30 FPS, 1 - 60 FPS, 2 - 90 FPS, 3 - 120FPS
Example: I want to unlock my FPS to 120FPS, so I change the text to
Then save the file and launch the game to test it.
Yes. They are the only apple products that have 120hz capable screens.
no controller support?
I really cant imagine playing LoL with a controller to be honest
Very cool game but too overwhelming. There’s so much going on the screen I feel confused. Plus the matches are too long.
Try vs AI for beginner
Yeah same boat. I respect the game, but it’s just not for me.
I rather play Runeterra. Even though that’s a massive complex game as well, it’s still easier to grasp for some reason.
As a diamond player in (PC) league, I just feel like MOBAs (along with shooters IMO) aren’t meant for mobile gaming. Far too complex for the platform. Even pc mobas have a super harsh learning curve, and this just tacks on arguably more difficult controls. I don’t plan on playing Wild Rift
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