Champion gold bounties 英雄赏金系统
The champion gold bounty (often simply champion bounty) is the gold reward that a champion dispenses upon being slain by an enemy champion. Unlike other player units in League of Legends which have a set gold bounty, the worth of a champion is governed by a multitude of rules.
The champion bounty system is the most obvious negative feedback (comeback) system that players interact with, though it is one of many others in the game. The purpose of a negative feedback system can be summarized into two ideals: one, it should adjust according to players' advantage (snowball) or disadvantage, and two, it should grant opportunities for comebacks to take place without severely punishing the leading players.
General[edit | edit source]
常规编辑 | 编辑源代码
The slain champion's full gold bounty is granted to the champion who is credited the kill. Being executed by a non-champion does not cause the slain champion's bounty to be dispensed, nor affects the champion's worth in any way.
被击杀的英雄的全部赏金将授予获得击杀的英雄。被非英雄单位处决不会使被击杀英雄的赏金被发放,也不会以任何方式影响该英雄的价值。
The default, or base gold bounty that all champions dispense is based on their level:
所有英雄默认(基础)的赏金是基于其等级的:
300 / 300 / 300 / 300 / 300 / 300 / 310 / 320 / 330 / 340 / 350 / 360 / 370 / 380 / 390 / 400 / 410 / 420 gold.
300 / 300 / 300 / 300 / 300 / 300 / 310 / 320 / 330 / 340 / 350 / 360 / 370 / 380 / 390 / 400 / 410 / 420 金币。
This base amount varies based on the champion's performance. A champion who is worth more than the base amount is said to be in a positive state. A champion who is worth less than the base amount is said to be in a negative state.
这个基础金额会根据英雄的表现而变化。比基础金额更值钱的英雄被称为处于正向状态。比基础金额更不值钱的英雄被称为处于负向状态。
If a kill has been assisted, an assist bounty is additionally generated and shared equally among every assistor. Assist bounties are always half of the kill bounty that the slain champion has dispensed, capped at 50% of the base amount.
如果击杀存在助攻,还会额外生成助攻赏金并在所有助攻者之间平均分配。助攻赏金总是被击杀英雄所发放的击杀赏金的一半,并且最高上限为基础金额的 50%。
There exists a buffer of
100 bounty gold provided upon entering a positive state which will not count toward dispensing a bounty. This exists to reduce variance in bounties near the base value; the champion's actual bounty is still accrued during this time. Excluding this buffer, any positive bounty that a champion has accrued is considered "Shut Down gold" and they have a "Shut Down bounty", which is relevant for various mechanics related to champion bounties. Champions who have accrued a Shut Down bounty display their extra worth on the scoreboard to both allies and enemies (rounded to the nearest multiple of
50). If slain, they will be announced as "Shut Down".
存在一个
金的赏金缓冲区,进入正向状态时提供,这部分不会计入赏金发放。这是为了减少赏金在基础值附近的波动;在此期间英雄的实际赏金仍然会累积。除去这个缓冲区,英雄累积的任何正向赏金都被视为"阻断金",他们拥有一个"阻断赏金",这与与英雄赏金相关的各种机制有关。累积了阻断赏金的英雄会在记分板上向己方和敌方显示他们的额外价值(四舍五入到最近的
的倍数)。如果被击杀,他们会被宣布为"阻断"。
Accrual and Depreciation[edit | edit source]
积累与折旧编辑 | 编辑源代码
Champions' gold bounties accrue and depreciate granularly: in increments of
1.
英雄的赏金会以精细的方式积累和折旧:以
1 为增量。
A champion accrues a bounty via the following rules.
英雄根据以下规则获得赏金:
- By earning
gold from killing champions or assisting in their killing:
通过从击杀英雄或参与击杀英雄中获得
金币: - By earning
gold from killing
minions and
monsters, as well as Support item generation—collectively called "Gold Value sources" or "GV sources":
通过获取杀死
小兵和
野怪的
金币,以及辅助道具生成的金币——统称为"金币来源"或"GV 来源": - Any Shut Down gold that a killer earns while in a positive state themselves is disregarded for the purposes of accruing a bounty.
任何处于正面状态的击杀者获得的关闭赏金都不计入累积赏金的目的。
A champion's bounty depreciates at a rate of
1 bounty gold :
4 gold distributed to the killer and assistor(s), when they are slain. The minimum kill bounty a champion can dispense is
50; any depreciation of their gold bounty beyond that point is discarded.
冠军的赏金以
1 赏金金币 :
4 金币的比率分配给击杀者和助攻者。最低可分配的击杀赏金为
50 金币;超出该点的任何赏金贬值都将被丢弃。
Extended bounties[edit | edit source]
扩展赏金编辑 | 编辑源代码
When a champion has accrued a positive bounty that exceeds [ the base bounty +
700 ], they are placed in an extended bounty state. A single kill cannot award more than this amount to the killer.
当一个英雄的赏金累积超过 [ 基础赏金 +
700 ],他们将进入延长赏金状态。单次击杀无法获得超过此金额的赏金。
If a champion with an extended bounty is slain, any excess bounty after the depreciation applies (due to their death) is added onto their next respawn instead. This repeats as needed until the champion no longer has an extended bounty.
如果一个处于延长赏金状态的英雄被击杀,在其死亡后扣除的赏金溢出部分将会在下次重生时叠加。这种情况会持续进行,直到该英雄不再处于延长赏金状态。
Other rules[edit | edit source]
其他规则编辑 | 编辑来源
- The total assist bounty is reduced to 50% – 100% (based on Game Time) early in the game.
游戏早期阶段,总助攻赏金将被减少至 50% - 100%(基于游戏时间)。 - After 6:00 game time, if a team is not convincingly winning then Shut Down gold is instantly and dynamically reduced by 30% / 60% / 90% / 100% (based on team advantage) near the equilibrium.
6:00 游戏时间后,如果某个队伍没有明显领先,那么击杀赏金将根据队伍优势,即刻动态减少 30%/60%/90%/100%,接近均衡状态。- The advantage is calculated by considering a combination of team stats:
gold,
experience, and map objectives (
turrets and
monsters). Team Gold has the highest weight/importance.
优势通过综合考虑团队数据计算:
金币、
经验和地图目标(
防御塔和
野怪)。团队金币拥有最高的权重和重要性。- The same calculations are used in determining Objective bounties.
同样的计算方法也用于确定目标赏金。
- The same calculations are used in determining Objective bounties.
- Positive bounties will still continue to accrue as normal in the background.
正常的正向赏金仍将在后台持续累积。 - When the equilibrium is broken by one of the teams and they are then considered to have gained an advantage, Shut Down gold is once again instantly restored for that team.
当天平被某个队伍打破,并且他们被认为已经获得优势时,"击杀额外奖励"金币将立即为该队伍恢复。
- The advantage is calculated by considering a combination of team stats:
- While Objective bounties are active, Shut Down gold is fully suppressed for the losing team.
当目标赏金激活时,失利队伍的"击杀额外奖励"金币将被完全抑制。 - On
Summoner's Rift, changes to a champion's gold bounty are deferred until 5 seconds after exiting combat with enemy champions.
在
召唤师峡谷,对一个英雄的金币赏金变化将被推迟至与敌方英雄脱离战斗 5 秒后生效。- On the
Howling Abyss, bounties can increase at the same time as kills and assists are earned, and will be dispensed even if the champion dies immediately after scoring a multi-kill.
在
嚎叫深渊,赏金可以在获得击杀和助攻的同时增加,并且即使英雄在获得多重击杀后立即死亡,赏金也将发放。
- On the
- Gold-generating champion, item and rune effects never count toward champion bounties.
来自冠军、道具和符文的金币生成效果永远不会计入冠军赏金。
Patch History[edit | edit source]
版本历史编辑 | 编辑源代码
- Accrual rate from GV sources while in a neutral or positive state reduced to
1 bounty gold :
20 gold earned from
1 bounty gold :
17.5 gold earned.
在中性或积极状态下,从 GV 来源获得的累积率降低至
1 赏金金币 :
20 金币获得自
1 赏金金币 :
17.5 金币获得。 - Extended the valid bounds of the application of devaluation by 25% (both the lower and upper bounds are now closer to and further from, respectively, the equilibrium). This also means each stage is applied and removed less abruptly overall.
将贬值应用的有效边界扩大 25%(下限和上限现在分别更接近和远离平衡点)。这也意味着每个阶段的应用和移除整体上不再那么突然。
- Bug Fix: Pinging a champion bounty via the scoreboard no longer incorrectly exposes that champion's exact bounty in chat instead of displaying the rounded value as shown in the scoreboard.
修复错误:通过记分板标记英雄赏金时,不再会在聊天中错误地显示该英雄的精确赏金值,而是正确显示记分板上的四舍五入值。
- Base champion bounty increased to
300 – 420 (based on level) from
300 at all levels.
基础英雄赏金从
300 在所有等级提高到
300 - 420(基于等级)。 - Accrual rate from kills and assists while in a neutral or positive state increased to
1 bounty gold per
3 gold earned from
1 bounty gold per
3.5 gold earned.
在中立或积极状态下,通过击杀和助攻获得赏金的比率从
每 3.5 金币获得 1 赏金金币,提高到
每 3 金币获得 1 赏金金币。 - Accrual rate from GV sources while in a neutral or positive state increased to
1 bounty gold per
17.5 gold earned from
1 bounty gold per
20 gold earned.
中立或积极状态下从 GV 来源获取的金币率提高到
1 赏金金币每
17.5 金币获得,从
1 赏金金币每
20 金币获得。 - Bounty suppression now applies to teams that are not convincingly winning in terms of all team stats (gold, experience, objectives) instead of to teams that are convincingly losing. It can now apply to both teams who are close to the equilibrium.
赏金抑制现在适用于在所有团队统计数据(金币、经验、目标)上不明显领先的队伍,而不再仅限于明显落后的队伍。它现在可以同时应用于接近均衡的双方队伍。- Suppression still takes place in stages (by 30% / 60% / 90% / 100% (based on team advantage)).
抑制仍然分阶段进行(按 30% / 60% / 90% / 100%(基于团队优势))。 - Bounties can now also be gained instantly upon gaining enough of a team advantage.
现在可以在获得足够的团队优势时立即获得赏金。
- Suppression still takes place in stages (by 30% / 60% / 90% / 100% (based on team advantage)).
- Bounties now accumulate and devaluate only after being out of combat with champions for 5 seconds (similar to the pre-V14.21 system).
- Bug Fix: Team deficit/advantage for the purposes of bounty suppression is now calculated each time that a change in team stats (experience, gold, objectives) and bounties takes place, applicable to the entire team, instead of only when a champion's bounty is recalculated. Previously this would cause the calculations for suppression to be variably delayed despite a team being currently entering a disadvantage/losing their advantage or being at the next stage of it.
- Bounty suppression activation time reduced to 6:00 from 14:00.
- Bounty devaluation while at a deficit changed to 30% / 60% / 90% / 100% (based on team disadvantage) from 20% / 40% / 60% / 80% (based on team disadvantage).
- V25.04 - February 20th Hotfix
- Bug Fix: Bounty devaluation no longer incorrectly applies to the Blue side team when both teams are near equilibrium, and regardless of whether Blue side is ahead or not.[1][2]
- Disadvantage threshold required for bounty devaluation to activate has been reduced by 60% (is now 60% closer to the equilibrium than the previous value).
- Bounty devaluation while at a deficit changed to 20% / 40% / 60% / 80% (based on team disadvantage) from 10% / 20% / 30% / 40% / 50% / 60% / 70% / 80% (based on team disadvantage).
- Bug Fix: Kill score and active bounty text are no longer sometimes overlaid in the scoreboard.
- New Effect: Upon Objective bounties activating, all Shut Down gold is suppressed for the losing team's members.
- Removed: There is no longer a buffer amount of 50 gold when entering a negative bounty state.
- Bounty accrual from kills and assists while in a negative state reduced to
1 bounty gold :
5 gold earned from
1 bounty gold :
4 gold earned. - Removed: First Blood no longer grants
100 bonus gold nor generates
50 bonus gold toward the assist bounty.
- Accrual rate from kills and assists while in a neutral or positive state increased to
1 bounty gold per
3.5 gold earned from
1 per
4 gold earned. - Disadvantage threshold for bounty devaluation to activate has been reduced (activates closer to equilibrium).
- Rate of bounty devaluation while at a deficit has been up-to-quadrupled from the previous values.
- Shut Down gold is now considered to start at
400 total gold (
100 bonus) worth of positive bounty, instead of
450 total gold (
150 bonus).
- The floor for Shut Down bounties to display on the scoreboard has also been lowered to the new value.
- Removed: Tiered bounties. Kill bounties are no longer based on kill (positive) or death (negative) streaks, and assisting a kill no longer increases the assistor's bounty tier by 1.
- New: Bounties can now accrue mid-combat instead of being delayed until exiting champion combat (5 second timer).
- New: Champions can now accrue bounties indefinitely. During extended bounties, one death can still only dispense a maximum of the base bounty +
700 at a time. - New: Champion bounties are now determined based on the
total gold earned from all sources and distributed upon death, and accrued granularly. Gold-generating passives (e.g. , , etc.) are still excluded.
- A Shut Down bounty (and its announcement & scoreboard display) is now considered to start at
450 total gold (
150 bonus) worth of positive bounty, instead of
500 total gold (
200 bonus). Shut Down gold is any accrued positive bounty higher than this amount. - Bounty accrual from kills & assists is weighted at a rate of +
1 bounty gold :
4 gold earned. - Bounty depreciation from deaths is weighted at a rate of −
1 bounty gold :
4 gold distributed. - While a killer is in a neutral or positive state, Shut Down gold earned by them is ignored for accruing a bounty on themselves.
- While a killer is in a negative state, Shut Down gold earned by them is included for accruing a bounty on themselves.
- The first
100 gold of accrual upon entering a positive state cannot be dispensed upon death. - The first
50 gold of depreciation upon entering a negative state is ignored. - Gold Value (GV, or "CS") bounties are no longer based on a weight against the average of enemy gold.
- A Shut Down bounty (and its announcement & scoreboard display) is now considered to start at
- New: Bounties now depreciate by 10% – 80% (based on team disadvantage), starting at 14:00 game time.
- Removed: The kill bounties, excluding the base bounty, of all champions in a team are no longer reduced based on the team's
gold deficit, starting at 30% – 50% (based on Team Gold Deficit) and further diminishing to 50% – 90% (based on Team Gold Deficit).
- The penalty/addition per positive kill bounty tier has been reduced at certain tiers, and normalized to
100 per tier. The following lists the new kill bounties at each positive tier:
- Death streak multiplier per tier increased to 25% from 20%. The following lists the new kill bounties at each negative tier:
- Gold Value bounty accrual beyond the first
100 of advantage has been reduced to
50 per
250 of advantage from
50 per
200 of advantage.
- The percentage reduction of a kill bounty based on team gold deficit has been increased:
- New: 30% – 50% (based on Team Gold Deficit) further reduced to 50% – 90% (based on Team Gold Deficit).
- Old: 20% – 40% (based on Team Gold Deficit) further reduced to 40% – 80% (based on Team Gold Deficit).
- New Effect: Gold Value bounties now adjust based on the number of Support items on both teams.
- Bug Fix: After killing a champion in a positive tier and causing them to drop below the threshold for displaying a bounty (Tier 1 and lower), the scoreboard now properly removes a champion's gold bounty value from display.
- Gold Value bounty accrual beyond the first
100 of advantage has been reduced to
50 per
200 of advantage from
50 per
150 of advantage. - The amount of Gold Value bounty a champion is worth is now reduced if a team enters a Team Gold disadvantage compared to the enemy team.
- New: Gold earned via Support items' generation now contributes to a champion's Gold Value bounty.
- The formula for calculating the average of Gold-Value-source gold for a team now divides the considered gold by 4.3 rather than 4, meaning a Support item user is weighted at 0.3 points for the purposes of these additional bounties, from previously 0.
- Scoreboard and chat bounty numbers now only indicate/announce the gold beyond the nominal champion bounty (i.e., while a champion is in a positive tier, the 300 base kill gold is now subtracted from these displays). This does not affect the actual bounty values dispensed.
- Bug Fix: If First Blood has not occurred yet and a champion has earned enough gold to have any bounty above the base amount, no longer adds the First Blood gold to their bounty indicator in the scoreboard.
- New: If a champion dies while having less minion and monster gold than the enemy team's average, they will now respawn with a buffer equal to the difference at the time of respawning. Accrual of a Gold Value bounty will then be prevented until the champion has used up this buffer amount by farming enough minions and monsters.
- Tier 4 bounty increased to
700 from
675. - Tier 5 bounty increased to
800 from
750. - Tier 6 bounty increased to
900 from
800. - Additional bounty for every consecutive kill above six increased to
100 from
50. - New - Gold Value Bounties: If, since their last death, a champion has earned at least
100 more gold from minions and monsters than the enemy team's average, their bounty will now increase by
50, and is further increased by
50 for every
150 gold that their advantage grows by thereafter.
- Average is determined by dividing the enemy team's earned minion and monster gold since the last time the player died by 4, as there are only 4 farming roles on Summoner's Rift (Top / Mid / Bot / Jungle).
- Modes with smaller teams divide by the number of total champions per team instead (e.g. 3 for Twisted Treeline).
- New: While a champion is worth
450 gold or more, their bounty is now displayed in the scoreboard, visible to both teams. - New: Bounty payouts for killing members of the losing team are now reduced down to a minimum of 20% of nominal values, based on the Team Gold deficit of the slain champion's team:
- 20% – 40% for the first 3%–8% deficit, further reduced to 40% – 80% (based on Team Gold Deficit) for the next 8%–24% deficit.
- Extended Bounties: A single kill can no longer award more than
700 above the base bounty (i.e.,
1000 total) to the killer. Being slain while in an extended bounty only removes the maximum dispensed amount from the bounty.
- Any additional bounty past the point where an additional bounty for each kill starts being applied will now roll over to that champion's next death. This means champions can be "Shut Down" multiple times before reaching Tier 0.
- Removed: Bounties no longer increase during combat with champions, but are deferred to 5 seconds after having exited it.
- Minimum champion bounty increased to
100 from
50.
- New: At Tier 2, champions now have a gold bounty of
450 instead of no additional bounty. - Tier 3 bounty increased to
600 from
500. - Tier 4 bounty increased to
675 from
550. - Tier 5 bounty increased to
750 from
600. - New: At Tier 6, champions are now worth
800 (explicit) instead of
625 (=
600 plus
25 for the first consecutive kill above five). - Additional bounty for every consecutive kill above six increased to
50 from
25.
- Removed - Global Bounties: Killing a champion who is kill streaking no longer awards an amount of gold that is split equally among the entire team, regardless of range, death status or participation.
- Kill streak bounties are once again personal. Champions who are kill streaking will dispense an amount to the killer based on their tier:
- Tier 0 and 1: Base bounty (
300). - Tier 2 (2 kills): Base bounty (
300). - Tier 3 (Killing Spree):
500 kill gold. - Tier 4 (Rampage):
550 kill gold. - Tier 5 (Unstoppable):
600 kill gold. - Tier 6+: Adds an additional
25 to the kill bounty for each consective kill beyond the 5th. This can occur up to the 33rd consecutive kill for a total bounty of
1300.
- Tier 0 and 1: Base bounty (
- Being shut down now resets the Bounty Tier to 0 from previously reducing it by 3 stages.
- Assist gold is still capped at 50% of the base kill gold (i.e.,
150 at most).
- Removed: While a player has at least 2 more assists than kills, scoring an assist no longer generates an additional 15 gold for each higher assist than kill they have, up to 60 gold for each player. The amount of bonus gold generated to the team was capped at the half the amount dispensed to the killer.
- Champions who are in a kill streak are now worth a global gold bounty based on their Bounty Tier, which is split equally among every team member, living or dead, regardless of range, and including the members who participated in taking down the enemy.
- Global gold bounties are additional rewards to the nominal bounty earned for a champion kill/generated for assists.
- Bounty Gauge: A new icon next to the champion's health bar will now indicate their worth if they are in a positive Bounty Tier.
- Streaks are now formally classified into Bounty Tiers:
- Tier 0: No global bounty
- Tier 1:
100 total /
20 to each teammate. It is only possible to enter Tier 1 by being shut down from Tier 4, as earning one kill at Tier 0 will not affect the champion's actual bounty (same as incurring one death—this behavior is unchanged from the previous system). - Tier 2 (2 kills):
150 total /
30 to each teammate. - Tier 3 (Killing Spree / 3 kills):
300 total /
60 to each teammate. - Tier 4 (Rampage / 4 kills):
350 total /
70 to each teammate. - Tier 5: (Unstoppable+ / 5+ kills):
450 total /
90 to each teammate. - Gold bounties for death streaks (negative tiers) are unchanged.
- Being shut down now reduces the current Bounty Tier by 3 rather than fully resetting it to 0.
- Removed: There is no longer an early kill bounty modifier that reduces kill bounties earned to 75%–100% of the base kill amount before 4:00 (scaling linearly from 2:00 to 4:00).
- New: Before 3:30, all assist gold generated is reduced to 50%–100% of the expected assist gold. This value scales linearly from 1:30 to 3:30.
- Early kill bounty modifier now starts at 75% from 60%.
- Note: The 100 gold bonus from First Blood is unaffected by this modifier, so its minimum has been increased to 325 gold from 280.
- Kill streak multiplier per tier reduced to 16.66% from 20%.
- The maximum bounty of 500 gold is now reached at 5 kills from 4.
- Removed: After 20 minutes, assist bonuses earned are no longer increased to 50%–80% of the base kill amount, scaling linearly from 20:00 to 35:00 game time.
- New: Before 4 minutes, champion bounties earned are now reduced to 60%—100% of the base kill amount. The value scales linearly from 2:00 to 4:00 game time.
- New: After 20 minutes, assist bonuses earned are now increased to 50%–80% of the base kill amount. The value scales linearly from 20:00 to 35:00 game time.
- New - Extra Assist Rewards: If players have at least 2 more assists than kills, an additional 15 gold for each higher assist than kill they have upon scoring any assist is generated, up to 60 gold for each player.
- The amount of bonus gold generated to the team is capped at the half the amount dispensed to the killer.
- New: For every 1000 gold earned from minions and monsters while in a death spree, a champion's tier is now increased by 1.
- Death streak multiplier per tier reduced to 20% from 30%.
- Minimum champion bounty increased to 16.66% (50 gold) from 5% (15 gold).
- Maximum champion bounty reduced to 166.66% (500 gold) from 200% (600 gold).
- Assist gold bonus reduced to 50% from 58.3% of the base amount.
- Kill streak multiplier per tier increased to 20% from 10%.
- Death streak multiplier per tier increased to 30% from 15%.
- Maximum champion bounty multiplier increased to 200% (600 gold) from 166.66% (500 gold).
- Dying to non-champions no longer resets a kill streak and no longer increases a death streak.
- Scoring an assist no longer resets a champion's death streak.
- Now increases the assistor's tier by 1 instead while in a death streak.
- Maximum champion bounty multiplier reduced to 166.66% (500 gold) from 333.33% (1000 gold).
- Minimum champion bounty reduced to 5% (15 gold) from 30% (90 gold).
- Kill streak multiplier per tier reduced to 10% from 16.66%.
- Death streak multiplier per tier increased to 20% from 15%.
- Base champion bounty increased to 300 from 250.
- Assist gold bonus decreased to 58.3% from 70% of the base gold (no effective change).
- Kill streak multiplier per tier decreased to 16.66% from 20% (no effective change).
- Minimum champion bounty decreased to 30% from 35% (no effective change).
- Maximum champion bounty multiplier decreased to 3.333 from 4 (effectively 999.9 from 1000 gold).
- Base champion bounty increased to 250 from 200.
- Assist gold bonus reduced to 70% from 75%.
- Maximum champion bounty reduced to 1000 from 1400.
- Death streak penalty per tier reduced to 15% from 20%.
- Minimum champion bounty reduced to 35% from 50% of the base gold.
- Bug Fix: Players now equally share assist gold.
- Bug Fix: Towers/Minions no-longer clear the player's bounty.
- Kill streak multiplier per tier decreased to 20% from 25%.
- Undocumented: Death streak penalty per death decreased to 20% from 25%.
- Minimum champion bounty increased to 50% from 40% of the base gold.
- Maximum champion bounty decreased by 12.5%.
- Gold bounty for assists increased to 75% from 50% of the base gold.
- Bug Fix: Champion bounties are no longer worth less than intended.
- New: First Blood is now worth 100 bonus gold.
- Gold bonus on killing a champion on a kill streak decreased to 0.25 from 0.3 per rank of the kill streak.
- Bounty cap is now reached at 8 kills from 10 kills.
- Gold reduction on killing a champion on a death streak decreased to 0.25 from 0.3 per rank of the death streak.
- Penalty floor increased to 40% from 30% of a champion kill.
- Base champion bounty increased to 200 from 100.
- High kill streak champions are now worth more.
- Champions on a death streak are now worth less.
- New: Added Assists (gold and experience bonuses when assisting in a kill).
- If a kill is assisted, an extra 50% of the killed enemy's gold worth is split to all assisting players (excluding the killer).
- You now receive gold for a unit you get the last champion hit on even if a tower or minion gets the last last hit.
- New bounty system for champion kills.
- Champion kills now give 100 gold at all levels.
- Increased the gold gained from champion kills.
References 参考资料
- ↑ X — League of Legends Dev Team (20 February 2025) We just shipped a micropatch to a correct a bug that caused blue side bounties to be lowered as if they were the losing team, even in situations where they were the winning team
↑X — 英雄联盟开发团队(2025 年 2 月 20 日)我们刚刚发布了一个微补丁,修正了导致蓝色方的赏金被错误降低的 bug,即使在他们实际处于优势的情况下,仍被当作劣势方处理 - ↑ Youtube — Phreak (20 February 2025) We Fixed a Bounty Bug | League of Legends
↑YouTube — Phreak(2025 年 2 月 20 日)我们修复了赏金系统的 bug | 英雄联盟

