2XKO Warwick to be added during early access day one

2XKO Warwick to be added during early access day one

2XKO Warwick to be added during early access day one

2XKO Warwick officially debuts during day one of early access, which begins on Oct. 7. Teemo is also joining, but his release was already teased in late September. The early access release patch notes adjusted every champion in the game; Ekko, Jinx, and yasuo received nerfs while Ahri, Braum Darius, and Vi were buffed. Blitzcrank and Illaoi saw adjustments. 

The champion-specific details can be found here; the update blog has a separate “Champion Adjustments” section. 

Here are the rest of the patch notes, as pertaining to gameplay: 

Ranked

  • Ranked starts on October 9 with the release of patch 1.0.1.1.
  • Matchmaking has been adjusted to find more balanced matches, resulting in a slight increase in average queue time.
  • Matches should feel more fair, and placement games should place players closer to their expected rank.
  • Reaching Challenger will be more difficult and require more time investment.
  • The developers will continue to monitor and improve Ranked matchmaking during Season 0.

Core Gameplay

  • You can now take actions in mid-air after blocking attacks.
    • This tunes down the power of moves like Vi’s Crater Maker and Blitzcrank’s mid-air Garbage Collection.
    • All moves across all champions have increased or decreased air block stun on attacks to accommodate this change.
  • Throw invulnerability while mid-air has been increased from 5 frames to 8 frames after blocking an attack.
    • This ensures all champions can now perform mid-air actions to beat air throws after blocking, as all champions have an 8 frame or faster air throw.
  • Opponents recover from being hit by Break 10 frames earlier.
    • Break was feeling too advantageous for the person spending their Break meter.
  • Air hurtboxes and air collision is more consistent in any animation where a champion spins through the air.
    • This had a slight impact on advanced combos, mainly affecting Yasuo and Ekko, whose data was tuned to mitigate the difference.
  • Retreating Guard can no longer be performed by holding →. It can only be performed by holding ←.
    • This removes an option select and increases parity between using the dash button vs. using →→ to dash.
  • Assist cooldown timer now starts as soon as the Assist champion leaves the screen.
    • Previously, there was a 30-frame gap. This reduction makes Assists available more often, allowing Tag Launcher to be used as soon as the Assist champ is visually offscreen.
  • Bug fixes:
    • After getting hit by Break or getup attack, you can now perform actions (parry, → throw, or jump), fixing a bug that severely increased the power of Break by forcing opponents to block a meaty attack.
    • Double Down damage scaling now properly applies to Jinx’s and Illaoi’s Super tentacles.
    • Fixed an issue where running jumps could disable inputs on landing in very rare circumstances.
    • The first Quick Tag of a match no longer allows you to block during the Quick Tag animation.
    • Fixed an issue where performing some supers would cause projectiles to disappear.

1.0.1.1 (Live Oct 9)

  • Break is less advantageous when not performing a Handshake Tag.
    • Break advantage on Point champion on the ground is now +6.
    • Break advantage while mid-air can be anywhere from +0 to +11 depending on height.
  • Meter gain has been reduced overall.
    • Meter gain decreases as a combo gets longer: 80% of normal value at 8 seconds, 50% at 11 seconds, and 10% at 16 seconds.
    • Spending meter now decreases meter gain by 75% for 8 seconds. This penalty is removed once the opponent recovers from a combo and reduces the potency of combos performed after a successful parry.
    • Limit Strike bonus meter gain has been reduced from 40 to 25.
  • Handshake Tag no longer prevents gray health from being accumulated.
    • Previously, damage dealt after an Assist → Handshake Tag or Super → Handshake Tag was unrecoverable gray health, making these options disproportionately rewarding. This is no longer the case.

Fuses

  • Juggernaut:
    • Break meter on round start has been reduced from 100% to 75%.
    • Juggernaut’s Break meter no longer resets between rounds, bringing it in line with other Fuses.
  • Double Down: The damage penalty for the second Super in a Double Down Super was increased from 20% to 30%.
  • Sidekick: The damage penalty for the second Super in a Sidekick Super now also increases from 20% to 30%.
  • Double Down and 2X Assist: The cooldown on using Assists after activation has been increased to 4 seconds (up from the normal 2 seconds) to bring it in line with Freestyle.
  • Sidekick: You can no longer perform more than one Double Down in a single combo, bringing it in line with Double Down.

Tutorials

  • Tutorial UI, flow, and menus have been updated.
  • The First Fight tutorial has received some visual updates.
  • A set of avatar items will be received for completing tutorials.

Champion Adjustments

Just want the high-level changes? There’s a summary at the top. Dive into the details in each section below.

Quality of Life Updates

  • Assist meter visuals have been updated for better readability.
  • There is now an additional confirmation dialog that appears on selecting Exit Game from the Settings tab.
  • Added News section to the home screen of the 2XKO client, which shows current promotions in the Store.
  • Added narrator feature, which can read the name of any UI element aloud on mouseover. Enable the narrator in the Settings tab, under the Accessibility section.
  • The Credits cap has been expanded from 10,000 to 12,000.

Bug Fixes

  • On Eject, incoming champions can no longer be thrown while entering the screen.
  • Screen no longer repeatedly flashes when save states overlap with the pause menu.
  • Bots in Training mode will now perform actions after Break recovery, getup attack recovery, and inactive champion parry recovery.
  • Fixed issue where Training bots were not properly blocking Assist attacks because they were still considered a low or high attack.

Known Issues

  • Before progressing too far in the game, make sure your Riot Account’s region is the same as your intended play region. Having your Riot Account region separate from your current region can create poor connection and gameplay experiences.
  • Check out our Player Support article for more known issues and workarounds.

Store and Cosmetics

The 2XKO in-game store is open for the first time in Season 0.

Battle Pass

  • Each season of 2XKO will come with a Battle Pass, which contains rewards you can unlock by completing missions and collecting Battle Pass XP.
  • When you have enough XP for your next reward, you’ll be able to claim it from the Progression tab.
  • Each Battle Pass will have a free track, which lets you claim a limited selection of the rewards that are available for the season.
  • The free track for Season 0 will contain the Rift Quest Teemo skin, a set of avatar clothing, 3 stickers, a player card, a player title, and a finisher.
  • In addition to the free track, you can earn other rewards by unlocking the premium track.
  • The premium track has three different paid options: Standard, Deluxe, and Ultra.
  • You’re always able to earn Battle Pass XP and level up your Battle Pass the whole season, and you can purchase at any point during the Season and claim all your earned rewards.

Bundles

  • Bundles contain multiple types of cosmetics packaged together at a discounted price.
  • Each season will come with a variety of Mega Bundles, featuring premium cosmetics like high-tier skins, finisher, and more.
  • You’ll be able to purchase skin sets within Mega Bundles individually, or grab the full bundle to unlock bonus content.
  • Starter Editions will be available to purchase with real money when Season 0 launches.
  • The Crime City, Aureate, and Snow Moon bundles will be available to purchase with KO Points later in Season 0.

Riot Senior Producer Tom Cannon communicated the goal for the early access period for 2XKO in a social media post. The vision for 2XKO is “a game and team built to serve the FGC, both today and for generations to come.”

According to the social media post, the game is planned to become an “amazing game that’s fun at all skill levels” and rewards players for their devotion to mastery.