Patch 6.2 Notes
Patch 6.2 will be live in a few hours. Here are the official notes:
New Champion
Shen Rework
Balance
Store Content
Client
Miscellaneous
- Keystone Mastery visible on Load Screen
- New Champion Select
- Wall Collision Detection
- Ward Debris
- Bugfixes
[ Note ] Radiant Wukong, Lunar Wraith Caitlyn & Morgana, the Rising Ward Dawn Skin and the four Lunar Revel Summoner Icons will be coming with this patch. You can find previews of them all HERE.
Don’t know when Patch 6.2 hits live? Here’s the maintenance schedule for all regions:
Greetings, Summoners.
Scarizard is taking a break from the patch notes, so you get me.
Before we get to the meat of things, let’s have a moment of silence for the passing of the old Mordekaiser vs. Master Yi art we stole from somewhere I can’t remember.
…
And now check out that awesome new art we stole from the 2016 season update! You cangrab it as a wallpaper here, which is nice.
Getting into the mix, 6.1 and 6.2 are our ‘preseason followup’ patches, and we’ve been pretty happy with how things are trending. We’re seeing some cool diversity picks in competitive games (little suspicious of that Lissandra support), a lot of major outliers are calming down (although Graves and a few others may need to be checked), and the season’s start is upon us.
In light of the above, 6.2’s very straightforward. The most exciting things I’d want to highlight (aside from the release of Jhin, the Shen update, and the Nunu buffs) are very ‘under-the-hood’ with the ward debris and wall collision detection changes. The wall collision changes are pretty important but self-explanatory, so go read the note. On the point of ward debris: we still firmly believe that there needs to be some way to learn one of the most critical (and often game-winning) systems in League of Legends, so shiny little ghost-wards is where we’re at. Clarity.
And that’s 6.2 wrapped up! We wish you the best of luck in your placement matches. If you’re struggling, try finding some like-minded friends to rank up with – just make sure they don’t owe you money or anything because if you start fighting over who threw the game at the 55 minute mark, feelings get hurt and Tyler will never pay you that $20 he owes unless you call him out publicly in the patch notes. FOR SHAME.
But seriously, find some friends and have fun! Good luck out there!
Jhin will be available for 7800 IP/975 RP on release. After a week his price will drop down to 6300 IP. Â He’ll also be available for RP in a bundle with his release skin – High Noon Jhin.
- Health: 540 [ +85 per level ]
- Mana: 300 [ +35 per level ]
- Auto-Attack Range: 550
- Attack Damage: 53 [ +4 per level ]
- Base Movement Speed: 325
- Armor: 20 [ +3.5 per level ]
- Magic Resist: 30 [+0 per level ]
- HP-per-second: 1.1 [ +0.1 per level ]
- Mana-per-second: 1.2 [ +0.16 per level ]
Death in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.
Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).
Cooldown:Â 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600
Jhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.
Cooldown: 14Â seconds at all ranks || Mana Cost: 50/60/70/80/90Â || Range:Â 2500
Passive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.
Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.
Cooldown: 2Â seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge
Range:Â 260 || Recharge Cooldown:Â 28/27/26/25/24 seconds || Maximum Charges: 2
Beauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.
Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] to enemy Champions (minions and neutral monsters are dealt 65% damage).
Cooldown:Â 120/105/90 seconds ||Â Mana Cost: 50/60/70/80/90 || Range: A lot
Jhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.
If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.
Here’s Jhin’s Champion Select quote:
And his login animation by frostyNinja:
Shen’s rework features a brand new passive, Q and W, tweaked values on E and R and a visual update, including new splash arts for all his skins:
- Health: 540 [ +73 per level ]
- Energy: 400
- Auto-Attack Range: 125
- Attack Damage: 60Â [ +3 per level ]
- Base Movement Speed: 340
- Armor: 25 [ +2.6 per level ]
- Magic Resist: 32 [ +1.25 per level ]
- HP-per-second: 2 [ +0.15Â per level ]
After casting a spell, Shen gains a shield that absorbs 52-120 [+14% of Bonus HP] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].
Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.
Energy Cost: 140/130/120/110/100 || Cooldown:Â 8/7.25/6.5/5.75/5 seconds
Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [+0.015 AP] % of enemy’s Max HP as bonus magic damage.
Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [+0.02 AP] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.
Minions and monters take 30/50/70/90/110 additional damage per empowered attack.
Energy Cost:Â 40 at all ranks || Cooldown:Â 18/16.5/15/13.5/11 seconds
Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.
Energy Cost: 180 at all ranks || Cooldown:Â 18/16/14/12/10 seconds
Passive: Shen recovers 30-40Â energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].
Active:Â Shen dashes in a direction, dealing 50 [+12% of Bonus HP] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.
Energy Cost: 0 at all ranks || Cooldown:Â 180/150/120 seconds
Shen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [+1.3 AP] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.
Shen’s also received updated in-client lore to complement his rework:
”The Eye is blind to fear, to hate, to love, to all things that would sway equilibrium.”
Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.
Twin Fang [ E ]
- Casting the spell will no longer cancel Move or Attack orders.
Masochism [ E ]
- Bonus AD decreased from 40/55/70/85/100 [+0.4/0.55/0.7/0.85/1 per 1% Missing HP] to 20/40/60/80/100 [+0.2/0.4/0.6/0.8/1 per 1% Missing HP]
Sadism [ R ]
- Cooldown increased from 75 seconds at all ranks to 100/85/70.
- Base Movement Speed in Human Form decreased from 330 to 325;
- Base Movement Speed in Spider Form decreased from 355 to 350 (same change for spiderlings).
Volatile Spiderling [ W ]
- Base Damage decreased from 75/125/175/225/275 to 60/110/160/210/260.
Duelist’s Dance [ Passive ]
- Vital spawning now alternates between top-right and bottom-left sides, changed from spawning randomly.
Cannon Barrage [ R ]
- Cooldown increased from 140/130/120 seconds to 160/150/140.
Focused Resolve [ W ]
- Mana Cost decreased from 70/75/80/85/90 to 50/55/60/65/70.
Void Spike [ W ]
- Can now be ‘buffered’ mid-jump so that Kha’Zix can cast it slightly before landing;
- If Kha’Zix attempts to cast both Void Spikes and Void Assault while mid-air, he’ll buffer only the last one he attempted to cast (not both, that would be too much).
Void Assault [ R ]
- Same changes as with [ W ].
Dance of Arrows [ Q ]
- Mana Cost increased from 30 at all ranks to 35.
Mounting Dread [ E ]
- Base damage decreased from 80/110/140/170/200 to 60/90/120/150/180.
Ice Blast [ E ]
- Damage decreased from 85/130/175/225/275 [+1.0 AP] to 80/120/160/200/240 [+0.9 AP];
- Slow strength increased from 20/30/40/50/60% to 40/45/50/55/60%;
- Attack Speed and Slow debuff duration decreased from 3 seconds to 2;
- Mana cost decreased from 75/85/95/105/115 to 70/75/80/85/90;
- Cooldown decreased from 6 seconds at all ranks to 6/5.5/5/4.5/4.
Unseen Predator [ Passive ]
- When Rengar dashes, he will now land a small distance away from his target.
[ Context ] This is to prevent the mid-air Bola cast when on top of an enemy Champion.
Empowered Savagery [ 5-Ferocity Q ]
- Total AD ratio decreased from 1.5 to 1.3;
- Bonus Attack Speed and Attack Damage increased from 10% to 20%.
Bola Strike [ E ]
While Rengar is dashing, Bola Strike will have a small cast delay.
Thrill of the Hunt [ R ]
- Range for exclamation mark to appear increased from 1250 to 1450;
- When stealthed, Rengar will gain the Movement Speed buff, regardless of whether he’s moving toward an enemy Champion.
An Acquired Taste [ Passive ]
- Stacks now remain on the target for 5 seconds, decreased from 7.
Abyssal Voyage [ R ]
- Ratio on passive decreased from 4/6/8% of Bonus HP to 2/4/6%.
Athene’s Unholy Grail
- Recipe Cost decreased from 565 Gold to 465 (Total Cost down from 2800 Gold to 2700).
Cull
- Attack Damage increased from 5 to 7;
- Gold received for reaching 100 stacks increased from 300 to 350.
Enchantment: Cinderhulk
- Tooltip fix: now mentions the burn aura will only trigger while in combat.
Farsight Alteration
- Mouse cursor now changes color depending on where you want to drop the trinket:
Red – impassable terrain, don’t put trinket there over penalty of playing Teemo;
Blue – regular terrain, trinket can be placed;
Green – trinket will be placed in brush.
Frost Queen’s Claim
- Cooldown on active increased from 60 seconds to 90.
Morellonomicon
- Recipe cost decreased from 765 Gold to 615 (Total cost decreased from 2550 Gold to 2400).
Assassin [ Tier 2 Cunning ]
- Bonus damage when alone increased from 1.5% to 2%;
- Bonus damage now only applies to enemy Champions, not minions and monsters.
Thunderlord’s Decree
- Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level);
- Window to stack 3 attacks/spells to proc the damage decreased from 5 seconds to 3.
High Noon Jhin will be available for 1350 RP as soon as Jhin is released.
Beast Hunter Draven will be available in store for 750 RP:
Beast Hunter Sejuani will be available in store for 750 RP:
Beast Hunter Tryndamere will be available in store for 750 RP:
A few eSports summoner icons have been updated for Patch 6.2:
We also have a new anchor icon, presumably for OCE’s Ocean week:
[ Note ] You can find the official Lunar Revel teaser and all the new themed content HERE.
The Lunar Revel login animation will be coming with Patch 6.2, as well as a Snowdown-type store. Here’s the video by frostyNinja:
Here’s the still from the animation:
And the music from the login theme:
Also, a Lunar Revel store is now in place of the Snowdown shop in the client. It functions the same way. Try your luck when 6.2 hits live!
Keystone Masteries are now visible during the Loading Screen:
As promised when we launched New Champ Select, we’ve been working to improve the system based on our initial live data. Before we proceed, it’s worth noting that our downtime wasn’t caused by bugs in New Champ Select itself (hence the relatively low number of fixes listed here). Rather, the huge influx of traffic from both New Champ Select’s launch and the start of the 2016 ranked season caused New Champ Select’s underlying systems to fall over.
Now that we’ve reinforced these systems and New Champ Select is back online, here’s what’s new:
Interface Improvements
Adding a few tools back into New Champ Select which weren’t quite ready to go when we launched.
Matchmaking Improvements
These changes were made pretty quickly following the initial release of New Champ Select. We’re just making sure you know about them.
This is a change that has some implications (most good) in terms of how you flash over walls or place wards over walls, so we’re going to be transparent about what happened. Before this change: when someone tries to flash over or place a ward over a wall, the game tries to place you at the spot you want to go. If it can’t, it starts spiraling out (don’t ask why it was a spiral) before arriving at a concrete location. It then plops you at that location. Technically this is consistent, because the spiral is always the same so if you know the right spots you’ll always end up where you want – it’s just a matter of memorizing where. After this change: same thing, except if you can’t find a home in the wall, the system checks for the closest available spot and puts you there. Period.
What this means: flashing over and placing wards over walls should be far more intuitive as to what will ‘work’ or not work. If something used to work and it no longer works, that’s because it wasn’t supposed to in the first place (insufficient range) but the system was cheating it. For those situations, you’ll need to re-learn certain ‘ways’ of warding over walls to get consistency, but it should make a lot more sense.
One major point of feedback we’ve gotten on ward debris is just how useless the information is. Basically, because these things stick around for so long, you end up with a lot of ‘junk’ data that doesn’t do much for learning habits.
This change is to streamline things. By showing clear, readable ‘phases’ in ward debris life, you should understand more about your enemy’s vision strategy and how it evolves over the course of time. This might not sound like a very exciting feature, but it totally is. We’re excited. Please be excited.
- Brightly glows in the first 10% of its lifespan!
- Stops emitting flames after 30% of its lifespan has passed!
- Particle visibly changes and debris shrinks after 60% of its lifespan has passed!
- HUD font size now properly scales with HUD settings, rather than system DPI settings. Sorry, 4k users!
- Fixed a bug where Sweeping Lens’s animation would play when walking into brush the enemy team swept earlier in the match
- Fixed a bug where Warlord’s Bloodlust’s attack speed buff was lasting one second less than intended
- Fixed a bug where Hecarim’s E – Devastating Charge R – Onslaught of Shadows combo wasn’t working properly. Hecarim can now cast E before R and will not lose the E buff
- Similar to Ryze, Cassiopeia now retains her previous movement or attack command after E – Twin Fang‘s cast finishes
- Vel’Koz’s R – Lifeform Disintegration Ray no longer does a variety of strange things if cast as Vel’Koz last-hits a target
- Fixed a bug where Malphite’s R – Unstoppable Force would sometimes knock up and damage units at the start position instead of end position when interacting with displacement spells like Trundle’s E – Pillar of Ice
- Fixed a bug where displacement effects would not displace Zac during E – Elastic Slingshot‘s travel time
- Fixed a bug where leveling up caused Graves’s E – Quick Draw’s armor and magic resistance bonus to become inconsistent until refreshed
- Fixed the vision-granting aspects of Malzahar’s Q – Call of the Void. Vision is now properly granted along the entire path and enemies hit on the edge of their hitboxes are now properly revealed.
- Yasuo’s W – Wind Wall now properly continues to blocking projectiles if Yasuo dies
- Fixed a bug where Yasuo’s third Q – Steel Tempest (and E > Q combo) could deal damage through spell shields in certain situations
- Fixed a bug where Leona’s E – Zenith Blade still rooted a target mid-dash even if they spell shielded the ability
- Pantheon’s Passive – Aegis Protection now blocks – and gets consumed by! – attacks by Annie’s Tibbers and Heimerdinger’s ultimate turret
- Fixed many cases of on-hit effects applying even when blocked by Pantheon’s Passive – Aegis Protection
- Fixed a bug that caused Zyra’s plant attacks to ignore a target’s dodge status
- Rift Herald now drops a soul for Thresh
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]