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2.1 Patch Analysis: What are the major changes?

2.1 revolutionized how the jungle works, this made kills worth more than the minions and introduced a new shop treant that gives the players something to contest early. Some strong heroes took a hit, and some don’t feel any different. Confusion arises for some as they try to figure out the meta. This article will help clear up the changes and how it can affect the game.

 

 

Lane And Jungle Minions Spawn 10 Seconds Later

Bringing back the level 1 fights! This change will provide many options for starting out a game. You can draft an early game team and dominate the jungle, or go for a late game team and play more passively. Try out some different options, see what works best for you!

 

 

 

Before 4:00, Elder Treant Spawns At Jungle Shop

This adds to the strategy of early and late game team compositions. This gives teams something to fight over, and rewards the team who gets this treant. Early game teams can use the level advantage to snowball into the mid game, or late game teams can stall out and potentially even steal the treant from the enemy team. There are lots of strategies in the air, so the major question is, what works the best?

 

 

 

 

Hero Kill Bounties

 

First Blood (First kill of the game) = 300 gold

Making the first kill more valuable allows for early game fights, especially for the big shop treant. This is a whole tier 1 item, which can swing a fight directly into your favor. This can allow for snowballing through the mid game, and leading your team for victory.

 

Kill Bounty Changes

Killing a hero is now worth up to 125 + 75*killstreak + 15*assists since last death. If the hero killed has not reached the minimum worth of 200 gold, you will be given 200 gold for the kill. The max kill bounty is 600 gold, preventing teams that are very far behind from coming back within seconds.

This change makes kills worth your while worth so much more . In the past, you would focus on killing the jungle camps without caring if you died. Now, the opposite is true. You want to focus on the kills because they give more gold than a maxed out back-jungle monster. This also gives room for late game team compositions to win by dominating the late-mid game. The gold they get from kills will help them snowball after the kraken spawn.

 

Crystal Miner Changes

Bounty for killing the Crystal Miner is now 125 gold and 15 experience: This gives a little more influence for killing the crystal miner. Now that it also has 3 lives, there is a big late-game incentive for killing this objective.

 

Major hero changes:

 

Taka

Base armor and shield up to match most other heroes: 23-73 to 20-86. Makes him a bit weaker early, but tankier in the later stages.
House Kamuha (Heroic Perk): Weapon ratio up from 25% to 30%, giving him a boost to his weapon path. Hopefully he sees some more play in the competitive meta!

 

 

Catherine

Base shield down from 25-113 to 25-80: Combined with her perk, players were able to achieve 250-290 shield in the late game with another item. Hopefully this tunes down her tankiness enough.
Stormguard (B) – Cooldown up from 6.0-4.0 to 7.0-5.0: With a crystal infusion, this annoying ability was available too often. This makes the player choose when to use it in a fight instead of using it carelessly.
Blast Tremor (Ultimate): Cooldown down from 105-85-65 to 100-80-60: This gets balanced out with the silence duration nerf from 2.5-3.5 seconds to 2.5 seconds at all levels. The energy cost was also lowered slightly. The duration nerf will help keep Catherine more balanced and will not tilt fights as much as it used to.

 

 

Rona

Berserker’s Fury (Heroic Perk): Weapon ratio up from 80% to 85%: This might give Rona a nice boost to get some more play in the meta.
Foesplitter (B): Weapon ratio up from 80% to 85%: To match the heroic perk, this ability will pack a little more punch and again, to give her a boost.
Red Mist (Ultimate): Bloodrage required to activate ability is down to 25 at all levels: Rona will be able to use this ability more often, giving more opportunities earlier in fights to deal damage and let her lane carry deal the majority of the damage.

 

 

Lyra

Base armor and shield changed from 25-41.5 to 25-65: Lyra is getting the base defense she needs to be more reliable in the meta. This could let Lyra be more of a lane/support flex pick as well in higher tiered drafts.

 

 

Fortress

Base armor and shield back up to most other heroes, 30-86: Same as Lyra, this defensive buff can make Fortress more reliable in the meta, especially for early game compositions.

 

 

Krul

Base armor and shield back up to par at 30-86: The same change that Fortress and Lyra has seen, consistency rocks!!
Dead Man’s Rush (A):
Cooldown down from 12-11-10-9-8 to 9-9-9-9-8: This will give Krul a little more early game power and sustain to add to his already strong early game.
Barrier strength up from 100-150-200-250-350 to 100-180-260-340-420: Buffing the health barrier at ability levels 2-5 will give a bigger incentive to upgrading this ability over the ultimate. This will also give Krul a bigger window to be more aggressive and not have to worry too much about dying early.
Barrier duration changed from 2.5 + 0.2% CR to 3.0 seconds: Krul will definitely be a little stronger than he was last patch, the duration will allow him to be tankier, but for longer!
Spectral Smite (B): Lifesteal per stack up to 12.5% at all levels: Lifesteal comes from damage output, so… there was no need for it to be lowered at early levels. Could this make his A ability more useful to upgrade first?

 

 

Kestrel

Adrenaline (Heroic Perk): Attack speed removed from her heroic perk: Due to this change, her base attack speed went back to 100-136% from 100-111%.
Glimmershot (A):
Removed armor piercing completely from this ability: Time to armor up! You can finally counter Kestrel’s Glimmershots with armor, however, this will make CP Kestrel a bit more powerful
Basic attack ratio up from 80-90-100-110-120% to 100-105-110-115-130%: This makes up for some lost ground from the armor pierce nerf.
Crystal damage down from 35-70-105-140-175 + 170% CPR to 30-60-90-120-150 + 160% CPR: Lowering the base crystal damage and also making Kestrel build CP items to deal the splash damage will affect how Kestrel is played greatly. Maybe it’s time to rely on her B ability a little more?

 

 

Skye

Forward Barrage (A):
Weapon ratio down from 210% to 50%: Bringing the WP Skye popularity way down, the damage you gain from this ability while building weapon will decrease dramatically.
Now has a 0% slow (+ 20% for every 100 WP to a max of 40%): This will give WP Skye more utility as a weapon carry, and this will also help her kite heroes better, especially when an Atlas Pauldron has been applied to her in the later stages of the game.

 

 

Ardan

Vanguard (A): Range buff when overdriven: 7-7-7-7-8.5: Giving a benefit to upgrading the vanguard ability to max level, Ardan may see a bit more play in late game team compositions.
Blood for Blood (B): Range buff when overdriven: 5-5-5-5-7: Giving Ardan a benefit to overdriving his B ability early to fit in well with early-mid game team compositions.

These changes to Ardan will give him a place in early or late game team compositions, depending on what you overdrive first, or if you only overdrive one of them. Don’t forget about the stun duration when maxing his Gauntlet (ultimate)!

 

 

Skaarf

Spitfire (A): Damage toned down from 75-125-175-225-325 + 140% CPR to 75-135-195-255-315 + 150% CPR: Less base damage, more crystal power needed to make an impact. This makes shatterglass a more beneficial item for dealing damage, instead of always building Eve and Broken Myth.

 

 

 

 

Item Balances

Nullwave Gauntlet

Item silence duration down from 5 to 4 seconds: Giving supports a little more air to breathe when Nullwaved in the middle of fights.
Delivery system changed: Fast-moving projectile that detonates after a delay: You can either block the item before it hits you, or before it detonates. This will make Nullwave Gauntlet a little more balanced in fights, because it used to be a nearly guaranteed hit when you cannot see it in fights.

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Thank you for reading this article about a few of the new gameplay and hero changes added into Vainglory. We hope that this gives you a better grasp of how 2.1 works, and that it helps with becoming even better at the game!

 

Written by Playlover1 | Edited by Tranurz

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Jungle Shop and Starting Gold 2.0: What’s Changed?

 

With the extra starting gold mechanic and late jungle shop spawn implemented in patch 2.0, a lot has changed in a short time. For many, this has lead to some confusion on what to do with all these additions.

 

This article will provide a quick overview of the impact of some of these changes. From what the additional starting gold means, to the shop spawn and general rotation changes, it will help you out with any confusion you may have.

 

So what are some of these changes, and what do they mean?

 

1. Starting gold is now at 625 Gold

 

1A. The Lane

 

The lane in the first five minutes of the game is crucial. This is when you farm up and get the gold for your first tier 3 items. Whoever gets the most gold the fastest usually wins the lane battle, but this also depends on power spikes, hero level, and many other factors that can be talked about in a separate article.

 

Focusing on the starting item buys for the lane, we have many options to work with:

  1. Two offensive items and a potion or flare.
  2. One offensive item, boots, and a potion or flare
  3. One offensive item, one defensive item, and a potion or flare
  4. One defensive item, boots, and 75 gold to use at your choice.

 

You have these 4 choices to work with, so… which one is the best to use?

 

At first sight, your eyes automatically go to the most offensive choice, but, is that really the best? Remember long ago when buying a single defensive item and consumables was the best? Well, that might still be the case, but with an additional offensive item to help you farm. Explore some of these options in casual matches, and you just might be surprised.

 

1B. The Jungle

 

The jungle is becoming slightly more frightening than it has been before. The only area of advantage the new starting gold mechanic gives is that the jungle carry receives +275 gold. Nothing more, nothing less. This allows heroes to buy an aftershock or even a breaking point at the first sight of the jungle shop. Heroes who build an Aftershock + Broken Myth in the jungle such as Alpha, Ozo, and Koshka have been getting a pretty big advantage in the jungle meta. 

 

1C. The Captains

 

Just like the jungle carries, the new starting gold mechanic also gave supports a big item advantage. Fountain of Renewal is easily reachable within 3:30. If you build a crucible right after it, you can get that within 6:20-6:45, depending on how good your lane carry is at last hitting. To keep this short and sweet, captains can get their core items very quickly now, and that allows for more viable paths with other items such as Nullwave Gauntlet, Contraption, and Stormcrown.

 

2. The 4:00 Jungle Shop Change

 

The spawn time of the jungle shop has changed the pace of the game, and has also altered the meta a little bit. Early game jungle fights are much less common, and usually only happen when early game junglers initiate the fight. It is a rare occasion to see a jungle invade before a fight has occured. This alone shifts the jungle meta to mid and late game heroes such as Petal, Ozo, and Kestrel. Early game junglers tend to fall off quickly if you cannot invade the enemy jungle or get kills onto the enemy lane carry. Therefore, early game junglers are not very viable.  

 

2A. How is the lane affected by this change?

Lane rotations to the jungle are not what they used to be. In 1.24, the lane carry would often rotate every couple of minutes to shop and maybe push the jungle a little with their team. Now, you probably won’t see this until past 4:00 into the game.

 

2B. What about the jungle?

The main concept that the jungle shop changes is teamfighting. Currently, there is no rush to get through the jungle rotation, because there isn’t an item advantage anymore. The faster rotating jungle doesn’t get any advantage in fights, because both jungle carries are level two are the end of first rotation.

 

2C. Rotations

Rotations in the lane and the jungle is revolved around farm. As mentioned before, the meta is about gaining as much gold as possible within the first 8-10 minutes of the game. Whoever gets the items the quickest usually wins the game, right? This has been a core concept of Vainglory for as long as it has been around. Since the jungle carries cannot shop in the jungle until 4:00, it has been more common to use the time to farm the whole jungle as quick as possible. This typically means not going up to the lane unless you have a pretty much guaranteed chance at killing the enemy laner.

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Thank you for reading this informational article about a few of the new gameplay changes added into Vainglory. Please note that this is a general article concerning the new changes, and more in-depth articles about some of the mentioned topics will be made in the future.

 

Written by Playlover1 | Edited by Tranurz