Πιστή στην υπόσχεσή της, η Riot Games κυκλοφόρησε το νέο τεράστιο update για το League of Legends, το οποίο έρχεται με την έκδοση “Patch 26.9”. Οι παίκτες μπορούν ήδη να κατεβάσουν την ενημέρωση και να απολαύσουν όλα όσα προσφέρει.
Το patch έχει τον αριθμό 26.9 να κάνει re-balance ορισμένους champions όπως τους Briar, Ambessa, Warwick, ενώ θα προσθέσει και νέα αντικείμενα. Πιο συγκεκριμένα, η Riot Games επιβεβαίωσε ότι φέρνει νέα starting items και αναμένεται να παραμετροποιήσει ορισμένα runes για το meta. Όλα αυτά, λίγο πριν την άφιξη του Season 2.
Οι χαρακτήρες Gragas, Tahm Kench και Taliyah είδαν ορισμένα buffs, ενώ «τρώνε nerf» οι Ambessa και Briar. Πρόκειται για μια σημαντική ενημέρωση, όπως αναφέρει χαρακτηριστικά η Riot Games, διότι διορθώσει πολλά ζητήματα και αλλάζει πολλούς champions.
the Rift gets chaotic in Patch 26.9
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The launch of Season 2, the return of Deathfire Touch, and new Pandemonium skins!https://t.co/ISosjsWvoZ pic.twitter.com/XDDLt9NdJM
— League of Legends (@LeagueOfLegends) April 28, 2026
Ακολουθούν τα patch notes:
Quest Progression
- To kick things off for Season 2, we have a set of changes to Role Quests that are aimed at making them generally more understandable and less punishing.
- With this update, we’re lessening penalties when you just need to get out of your lane towards the end of laning phase.
- Quest Point Penalty applied to CS / Turrets / Plates: -50% ⇒ -75% , decreasing down to -0% based on Quest Progress
- We’ve also adjusted the bounds in which you earn Role Quest progress. Previously, it was heavily tied to being around your lane’s outer most turret, but now it’ll be more broad to allow for responding to proxying and roaming. Gone are the days of having to stick to your wave so you don’t fall behind, rejoice assassin mains!
- Passive Point Progression: 0.333 per second, increased to 1.6 per second while they are “in the quest lane” ⇒ 0.333/s, increased to 1.5/s while you are “in the quest lane”
- “In the quest lane”: Defined as near or past the lane’s outermost turret ⇒ Defined as anywhere in the lane, outside of your base
- Recall Penalty to Passive Point Earn: Functionally exists because passive point gain was reduced until at outermost turret, creating a minor bias towards mid lane (shorter) ⇒ Disables passive point earn entirely for 12s after recalling
- Passive point progression now also allows for a moderate degree of roaming. After level 3, you’ll now start banking roaming time while “in the quest lane,”getting up to 60 seconds after spending 120 seconds in lane. For every second banked, you’ll earn the increased Passive Point Progression as though you’re still “in the quest lane” even if you’re not.
- Functionally, every 2 minutes you spend in lane, you can spend 1 minute roaming without penalizing your quest progress
Quest Rewards
- Finally, we have some adjustments to quest rewards. For top, we’re doing a minor nerf to overall experience gain and adjusting the experience bonus to distinguish between champion and non-champion sources. Effectively, this will help out top laners who prefer scrappy teamfights over split pushing. We’re also ensuring that we avoid top lane experience creep situations where top laners who end up repeatedly killing each other scale their own level and experience rewards.
- XP Increase: +12.5% from all sources ⇒ +80 flat XP on champion takedown; +11% from all other sources
- For mid, we’re replacing the empowered recall effect with a percent-based increase to bonus AD and AP. We’ve felt that mid has lost some of its carry and scaling fantasy compared to top and bot’s rewards, which get more levels and XP or more gold and items. We’re hoping this change provides an edge over other lanes to spike harder on item purchases.
- Role Quest Reward: Empowered Recall (300s CD, reduced by 60s on Takedown) ⇒ +6% Bonus AD and 6% Bonus AP
- We feel like bot is a little too strong and snowballs a little too hard given their late game fantasy. So we’re giving a minor nerf to their bonus takedown gold.
- Bonus Takedown Gold: 50g ⇒ 40g
Game Systems
Minion Waves
- We’re moderately increasing minion wave durability, mostly around mid and late laning phase, to help increase minion action. This should also have a minor impact on opening up roaming windows as well as slightly increase wave stacking effects, allowing teams to spend a bit more time outside of the lane while a wave builds up.
- Melee Minion Health: 440 (+25 every 90s; then +35 after this has happened 5 times)⇒ 430 (+35 every 90s)
- Minion Slayer (Minion Damage Bonus to other Minions): +[2 Melee | 4 Ranged | 6 Siege]% Current HP On Hit ⇒ +[2 Melee | 3.5 Ranged | 5 Siege]% Current HP On Hit
Μπορείτε να διαβάσετε περισσότερα για τα patch notes πατώντας εδώ.
VIA: unboxholics.com


