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Welcome to Ultra Rapid Fire.
I'm your host Jatt, and today we'll be going over the future of League of Legends in a special sneak peek.
Ultra Rapid Fire is a major balance update set to debut next season.
Rather than spring all these changes all at once, we decided to share a preview of what's around the bend.
These changes focus on punching up what we believe are the best experiences in League of Legends.
You can test these balance changes in a special queue that will be live all week.
The guiding principle of Ultra Rapid Fire is that players make plays, and making plays feels good,
so why not make every player a playmaker?
With that in mind, let's talk specifics.
First up, changes to abilities and resource management.
Casting spells makes up the core of League of Legends gameplay, but spells face major constraints in mana costs and cool downs.
Data also shows that when you're out of mana, you are not having fun.
So, we've removed mana and energy costs from League of Legends.
To give deeper credence to the Ultra Rapid Fire future of League of Legends, every champion will now begin the game with
80% cool down reduction on skills, activatable items, and summoner spells.
This approach amplifies everybody's ability to add utility and damage to their team.
It also further delivers on last season's promise that supports should have a substantial impact throughout the game.
And following the huge buff to casters, we knew that auto attack reliant champions would need some love too.
Marksmen are already extremely effective at pumping out damage through high risk, high reward plays.
However, it just takes them too long to get to that point.
To help, every ranged champion gets double the attack speed they normally would from items and abilities.
In addition, ranged characters begin the game with an extra 25% added to their critical strike damage modifier.
Ultra Rapid Fire made some champs a little bit too good, so some champion specific tweaks proved necessary.
In early playtests, Shaco and Teemo were dominating with hundreds of traps around the map.
So we had to make some adjustments to their trap caps to keep them in check.
Zilean also proved problematic - he could revive three or even four teammates per team fight.
To compensate, Rewind got nerved.
Next up on the hit list was Kassadin.
After looking at some global data on bans, it became clear that people just don't want Kassadin in the game.
Accordingly, he's been deleted.
We also removed Ryze.
We've enabled Ultra Rapid Fire in a special queue that will be live all next week.
And remember, without your contributions, we couldn't have made the future of League of Legends.
So hop in, make plays, and share your thoughts.