sanitary pad destroyer machine price camphor making machine:Legends of Runeterra Patch 3.4.0: Everything You Need to Know

sanitary pad destroyer machine price camphor making machine:Legends of Runeterra Patch 3.4.0: Everything You Need to Know

  Riot Games has confirmed the full patch notes for Legends of Runeterra 3.4.0, but what will be implemented in the new update?

  There are a number of new features that are being added to the game as part of the newest patch, including new cards, updates to existing cards and new deck bundles.

  Riot has also confirmed that there will be a number of bug fixes with the update, addressing some of the issues that players are facing in-game.

  Here’s everything you need to know about the Legends of Runeterra 3.4.0 Patch, including what is included in the new update.

  Riot Games sent us the following information with regards to the official patch notes:

  We’re experimenting with a new approach to live balance this patch. In addition to the usual card updates, we’ve taken a holistic look at gameplay patterns that aren’t easily or quickly addressable by changing existing cards, so instead, we’re adding a few new cards!

  This patch, we took a look at regions that lack core tools to deal with wide boards, as well as elusives, leading to one-sided matchups against that archetype, and we’ve created a new spell card for each of them to help shore up that weakness: Piltover & Zaun, Targon, and Shurima.


  While we have some other changes in this patch to help Shurima handle multiple enemies, Shurima has always been reliant on Vulnerable to address single targets. That’s a strong game plan when you can attack, but we felt they needed a tool that could also work on defense rounds.


  Targon is great at creating large single threats, but can struggle with wider boards. While we don’t want to change that identity entirely, we did want to give them an option for slowing down multiple attackers so that their slower game plan has a chance.


  Direct damage is meant to be a strength of Piltover & Zaun, and while that was definitely the case for single targets, their AoE options were not living up to that dream. Rocket Barrage should help keep Piltover & Zaun as a strong option to look towards when you want to be sure your deck can deal with a horde of little aggressors.

  As mentioned in the new cards section, we wanted to make sure that every region had some tools to deal with the threats they might face. We also wanted to help out a couple of underutilized champions, and give some gentle adjustments to some of the decks that have been leading the metagame for a long while.

  Riot Games also confirmed that there will be changes to Champions and their related cards in the new update, and they are as follows:

  Aphelios isn’t changing directly, but we’re bundling these Moon Weapon updates in the Champions section since they very explicitly affect his game plan:

  Moving Aphelios’ Moon Weapons to 3 mana helped contain him at a time where he was dominating the meta. But as we’ve also adjusted other cards he works well with, and as the game has grown, we think the Moon Weapons would be (mostly) safe at their original cost again.

  Crescendo presented a balance problem at any reasonable cost because of its ability to consistently retrieve a specific, powerful 2-cost unit from your deck. While this did offer some interesting deck building challenges, it also limited our ability to make strong 2-cost followers in the future. 

  Azir’s love of units and Shurima’s love of landmarks led to some internal strife, especially in Shurima-only strategies. This change should help Azir players feel better about their board, no matter how they’re filling it.

  You may have seen Gnar around Runeterra occasionally recently, and while we’re happy to see a newly released champ succeed, there can be too much of a good thing. We wanted to make a smaller change to tone him back without making him completely un-Mega.

  Pantheon has been succeeding in a number of strategies, and with his new feline friend around, we felt he needed to pack a little less punch on his own.

  Lurkers have been a consistent force for a good bit of time now, and while they aren’t completely dominant, we think that taking a few teeth off the sharks could let other decks shine more. You can see the Xer’Sai Dunebreaker change further along in the patch notes as another example.

  While Rumble has been having some success on his own, his Mecha-Yordle friends have spent most of their time on the scrapheap. We’re giving several of the weaker mechs a tune-up, and making sure Rumble plays more nicely with his Mecha-Yordle pals. 

  Viktor’s machine evolution already asks a lot out of a player, between creating cards, playing a Slow spell, and still managing to protect your machine overlord. By taking the mana cost off the Hex Core Upgrade, we hope Viktor can focus on his self-improvement without committing resources to the cause every turn. 

  As with Pyke, we’re toning down Xer’Sai Dunebreaker to help other decks shine against Lurk more overall.

  Much like Lurkers, Darkness has been a deck holding its own at the top of the meta for a long while without ever really taking over. We wanted to reduce their ability to trade off with aggressive minions early while also progressing their late game (evil) plans.

  While we were glad to see Vanguard Sergeant become more of a general use tool for Demacia, access to a well-statted body and For Demacia! was just too good a deal for the Scouts deck. We’re turning this one back, but going to look at more changes to Elites in a future patch.

  While Bandle City is meant to be good at Manifesting answers, these two were doing so at a remarkably efficient rate. 

  Targon is meant to be good at handling single threats slowly, regardless of size. Paddlestar was certainly nailing the “slowly” part, but was falling short against larger targets.

  Quicksand was potentially a potent answer to enemies with strong keywords, but its single target focus often left it ineffective against the kinds of decks it was meant to address. Now, it’s a much more flexible tool, and can be a strong answer to a single, built-up enemy or multiple sneaky little ones.

  We’ve all come a long way since She Who Wins was dominating LoR, and since she was restricted to only hit Followers, She has mostly Wandered out of people’s decks. We still want her to be a top-rate finisher, and letting her disrupt the opposing gameplan more effectively will hopefully give her a role as a late game option.

  The Sheriff has a strong effect when she enters play, but was often unable to lay down the law effectively on her own. With a few extra stats, we think she’ll be a more effective answer for Bilgewater decks looking to answer larger units.

  As we were looking at how to enable more interaction for various regions, we realized that these two premier combat tricks were a big part of what made it feel so hard to answer opposing threats. While we like that both Twin Disciplines and Sharpsight are both great defensive answers to removal, the fact that they were also excellent on offense meant that decks could include them without losing any aggression. This change should push players to have a harder choice between protecting their units and including tools that end the game on the spot.

  (Also, we looked at a number of options to keep Twin Disciplines symmetrical, but making them Fraternal Twin Disciplines was ultimately what felt the most fair).

  The King has a potent effect when his son is around, but hasn’t been much of a ruler in his own right. With a little more power, he can do more to hold the throne.

  This is a small change that should hopefully keep Valor from stealing Quinn’s banner all the time. Darn bird.

  Sacred Protector makes a pretty exciting promise, but does little to deliver it on its own. We wanted to help you not just find Shen, but get him closer to a devastating Level 2 attack.

  While we don’t want Sigil of Malice to become a premier damage spell without Reputation, it can afford to be a little less embarrassing. NOTE: This change only affects the base cost – the cost after Reputation is still 1.

  Creating a machine army isn’t cheap, so why shouldn’t they come with a couple improvements pre-included?

  Flashbombs are a potent part of the Traps strategy, but shuffling them into a larger pool of cards could often leave you wondering where all those traps actually went. This change should let your bombs pay off more consistently.

  Careful Preparation can let Predict pull off some really exciting and tricky plays, but it was just too expensive to typically make the cut. 

  While Camphor and Pantheon might not get along, we didn’t like that they also asked you to track two different (but very similar) forms of targeting allies. It was also looking doubtful that Camphor would find a place in any decks at her current statline, so we decided to also give her a slight boost. 

  There are a number of gameplay UX updates, bug fixes and more available as part of the new update, and you can find more information on the official Legends of Runeterra website.

  You can find all of the latest gaming news right here at GiveMeSport.

sanitary pad destroyer machine price camphor making machine:Legends of Runeterra Patch 3.4.0: Everything You Need to Know