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Posts Tagged ‘Quinn’

PBE Round-up: Patch 6.6

March 20th, 2016

Patch 6.6 will be live in the early hours of March 23rd, assuming there are no delays. Here are its contents:

 

Balance

  • Champion Changes

New Champion

Store Content

 

 

Champion Changes

 

Alistar Final Portrait

 

Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Now heals allies for 33% of the heal’s original value, decreased from 50%.

 

 

 

Chogath Final Portrait

 

Buff BoxFeastFeast [ R ]

  • Bonus health gained per stack increased from 90/120/150 to 100/140/180.

 

 

 

Ekko Final Champion Portrait

 

Z- Drive Resonance [ Passive ] Buff Box   ZDrive Resonance Final Icon

  • Movement Speed buff increased from 40/50/60/80% (values for levels 1/6/11/16) to 50/60/70/80%.

 

 

Buff Box Phase Dive Final IconPhase Dive [ E ]

  • Cooldown decreased from 13/11.5/10/8.5/7 seconds to 11/10/9/8/7.

 

 

 

Fiora Final Champion Portrait

 

Nerf BoxDuelists Dance Final IconDuelist’s Dance [ Passive ]

  • True damage on Vitals changed from 3% [+ 2.8 – 4.5% of Bonus AD] to 2% [+4% of Bonus AD].

 

 

Nerf BoxBladework Final IconBladework [ E ]

  • Slow strength decreased from 40/45/50/55/60% to 30% at all ranks.

 

 

 

Janna Final Portrait

 

Nerf BoxEye_Of_The_StormEye of the Storm [ E ]

  • Bonus AD while shield is active decreased from 14/23/32/41/50 to 10/17.5/25/32.5/40.

 

 

Nerf BoxMonsoonMonsoon [ R ]

  • Knockback duration decreased from 0.75 seconds to 0.5.

 

 

 

Jayce Final Portrait

 

Buff BoxTo the Skies Final IconTo The Skies [ Q ]

  • Damage increased from 30/70/110/150/190/230 [+1.0 Bonus AD] to 40/80/120/160/200/240 [+1.2 Bonus AD];
  • Mana cost decreased from 40/45/50/55/60/65 to 40 at all ranks.

 

 

Kalista Final Portrait

General

  • Attack speed decreased from 0.695 [+3% per level] to 0.65 [+2.5% per level].

 


Change Box Sentinel [ W ]
Sentinel Final Icon

  • Magic damage on proc decreased from 10/12.5/15/17.5/20% to 5/7.5/10/12.5/15%;
  • Now passively gives Kalista 9% [+1% per level] bonus Attack Speed when her Oathsworn ally is nearby;
  • Ghosts now do 3 laps before disappearing, decreased from 7.

 

Nerf BoxFates Call Final IconFate’s Call [ R ]

  • Cast range decreased from 1400 to 1000.

 

 

 

Karma Final Portrait

 

Buff BoxDefiance Final IconDefiance [ R+E ]

  • Bonus to shield increased from 30/90/150/210 [+0.3 AP] to 30/100/170/240 [+0.6 AP].

 

 

 

Khazix Final Portrait

 

Buff BoxTaste_Their_FearTaste Their Fear [ Q ]

  • Cooldown decreased from 3.5 seconds at all ranks to 3.

 

 

Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • Cooldown decreased from 10 seconds at all ranks to 9.

 

 

 

Lulu Final Portrait

 

Change BoxWhimsyWhimsy [ W ]

  • Duration of speed buff decreased from 3/3.5/4/4.5/5 seconds to 3/3.25/3.5/3.75/4.

 

 

 

Lux Final Portrait

 

Nerf BoxPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • Shield decreased from 80/105/130/155/180 [+0.35 AP] to to 50/70/90/110/130 [+0.2 AP];
  • Return shield now stacks with the original, rather than replacing it;
  • The staff projectile now travels slower away from Lux and faster toward her.

 

 

Maokai Final Portrait

General

  • Magic Resist increased from 30 [+0 per level] to 32 [+1.25 per level].

 

Buff BoxSapling_TossSapling Toss [ E ]

  • Duration of saplings increased from 35 seconds at all ranks to 40/45/50/55/60.

 

 

 

Master Yi Final Portrait

 

Change BoxWujuStyle_newWuju Style [ E ]

  • True damage on active changed from 10/15/20/25/30 [+0.1/0.125/0.15/0.175/0.2 Total AD] to 12/19/26/33/40 [+0.25 Bonus AD].

 

 

Nidalee Final Champion Portrait

 

Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • “Hunt” debuff no longer roots jungle monsters.

 

 

Nerf BoxBushwhack Final IconBushwhack [ Human W ]

  • “Hunt” debuff no longer roots jungle monsters.

 

 

Buff BoxPounce Final IconPounce [ Cougar W ]

  • Base damage increased from 50/100/150/200 to 65/110/155/200;

 

 

Orianna Final Portrait

 

Buff BoxCommand-AttackCommand: Attack [ Q ]

  • Mana cost decreased from 50 at all ranks to 30/35/40/45/50.

 

 

 

Quinn Final Portrait

 

Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Duration of blind debuff decreased from 2  seconds to 1.5;
  • Cooldown increased from 11/10/9/8/7 seconds to 11/10.5/10/9.5/9.

 

 

Shyvana Final Portrait

 

 

Nerf BoxTwin_BiteTwin Bite [ Q ]

  • Total AD ratio on second hit decreased from 0.8/0.85/0.9/0.95/1.0 to 0.4/0.55/0.7/0.85/1.0.

 

 

Nerf BoxBurnout Final IconBurnout [ W ]

  • No longer deals 20% increased damage to jungle monsters.

 

 

Item Changes

 

Nerf BoxMagus Enchantment Final IconRunic Echoes 

  • Base damage on proc decreased from 80 to 60.

 

 

Change BoxTiamat Final IconTiamat

  • Recipe changed from Pickaxe_item Pickaxe [875 Gold] + Rejuvenation Bead Final Icon Rejuvenation Bead [150 Gold] + 175 Recipe Cost to 2 x Long Sword Final Icon Long Sword [350 Gold] + Rejuvenation Bead + 350 Recipe Cost (total cost unchanged).
  • Attack Damage decreased from 30 to 20;
  • Now once again has the passive cleave on-hit.

 

Tiamat New Build Path Tiamat New Tooltip

 

Nerf BoxTitanic Hydra Final IconTitanic Hydra

  • Attack Damage decreased from 50 to 35;
  • (Recipe changed to reflect the Tiamat recipe changes.)

 

Nerf BoxZzrot Portal Final IconZz’Rot Portal

  • Armor and Magic Resist decreased from 60 to 55;
  • Void Gates now always take 5 hits to kill, but will regenerate their hit points outside combat.

 

 

AURELION SOL STAR FORGER

 

aurelion-sol-wallpaper

 

CENTER OF THE UNIVERSE PASSIVE

AurelionSol_PassiveThree stars constantly orbit Aurelion Sol, dealing magic damage and applying spell effects to enemies they strike.

 

 

 

STAR SURGE Q

AurelionSol_QAurelion Sol fires the core of a newborn star in a target direction that explodes—dealing damage and stunning all nearby enemies—upon reactivation or once it travels beyond his stars’ maximum orbital range. Aurelion Sol can travel alongside Starsurge, and by keeping it close he’ll nurture it, growing it in size so that it damages and stuns a wider area when it explodes.

 

 

CELESTIAL EXPANSION W

AurelionSol_WAurelion Sol pushes his stars out to his outer ring, significantly increasing their power. Celestial Expansion costs mana to cast and drains mana every second the ability is toggled on. Once he toggles the ability off or runs out of mana, Aurelion Sol pulls his stars back.

 

 

COMET OF LEGEND E

AurelionSol_EPassive: Aurelion Sol builds up increasing movement speed as he travels continuously in the same direction, and loses speed on sharp turns. Some of this speed is stored away as Escape Velocity stacks, which are lost entirely whenever he takes damage from an enemy.

Active: Once Aurelion Sol maxes his Escape Velocity stacks, he can activate Comet of Legend to pull in his orbiting stars and take flight, traversing over terrain for a long distance. He cannot turn once his course is set, and enemy damage will bring Aurelion Sol back to earth, restoring his orbiting stars.

 

 

VOICE OF LIGHT R

AurelionSol_RAurelion Sol shoots out a long wave of starfire in a target direction that damages and slows all struck enemies. Nearby enemies caught in the blast are also knocked back to Aurelion Sol’s outer ring.

 

 

 

 

ASHEN LORD AURELION SOL Banner

Ashen Lord Aurelion Sol will be available in store for 1350 RP.

 

AurelionSol_Splash_1 AurelionSolLoadScreen_1

 

MODEL Banner

Ashen Lord Aurelion Sol Model 1

Ashen Lord Aurelion Sol Model 2 Ashen Lord Aurelion Sol Model 3

 

STAR SURGE Q

Ashen Lord Aurelion Sol Q 1 Ashen Lord Aurelion Sol Q 2

 

CELESTIAL EXPANSION W

Ashen Lord Aurelion Sol W 1

 

COMET OF LEGEND E

Ashen Lord Aurelion Sol E 1

 

VOICE OF LIGHT R

Ashen Lord Aurelion Sol R 1

 

 

DEFINITELY NOT VELKOZ Banner

Definitely Not Vel’Koz will be available in store for 750 RP.

 

Draven_Splash_6 Velkoz_3

 

MODEL Banner

Definitely Not Velkoz Model 1 Definitely Not Velkoz Model 2

 

 

DRAVEN DRAVEN Banner

Draven Draven will be available in store for 750 RP.

 

Draven_Splash_6 Draven_6

 

MODEL Banner

Draven Draven Model 1 Draven Draven Model 2

 

 

MEOWKAI Banner

Meowkai will be available in store for 1350 RP.

 

Draven_Splash_6 Maokai_6

 

MODEL Banner

Meowkai Model 1 Meowkai Model 2

Meowkai Recall 2 Meowkai Recall 1

Meowkai Q 1

Meowkai E 1 Meowkai E 2

Meowkai R 1 Meowkai R 2

 

 

URF KENCH Banner

 Urf Kench will be available in store for 750 RP.

 

Draven_Splash_6 TahmKench_2

 

MODEL Banner

Urf Kench Model 1 Urf Kench Model 2

 

 

New Summoner Icons

profileIcon1116 profileIcon1111 profileIcon1112

profileIcon1113 profileIcon1114 profileIcon1115

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE Update 08 03 Banner

 

Balance

  • Champion Changes

New Champion

Store Content

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Champion Changes

 

Ekko Final Champion Portrait

 

Buff Box Phase Dive Final IconPhase Dive [ E ]

  • Cooldown decreased from 13/11.5/10/8.5/7 seconds to 11/10/9/8/7.

 

 

 

Janna Final Portrait

 

Nerf BoxEye_Of_The_StormEye of the Storm [ E ]

  • Bonus AD while shield is active decreased from 14/23/32/41/50 to 10/20/30/40/50.

 

 

 

Jayce Final Portrait

 

Buff BoxTo the Skies Final IconTo The Skies [ Q ]

  • Damage increased from 30/70/110/150/190/230 [+1.0 Bonus AD] to 40/80/120/160/200/240 [+1.2 Bonus AD];
  • Mana cost decreased from 40/45/50/55/60/65 to 40 at all ranks.

 

 

Kalista Final Portrait

General

  • Attack speed decreased from 0.695 [+3% per level] to 0.65 [+2.5% per level].

 


Change Box Sentinel [ W ]
Sentinel Final Icon

  • Now passively gives Kalista 9% [+1% per level] bonus Attack Speed when her Oathsworn ally is nearby.
  • Ghosts now do 3 laps before disappearing, decreased from 7.

 

Nerf BoxFates Call Final IconFate’s Call [ R ]

  • Cast range decreased from 1400 to 1000.

 

 

 

Karma Final Portrait

 

Buff BoxDefiance Final IconDefiance [ R+E ]

  • Base bonus to shield increased from 30/90/150/210 to 30/100/170/240.

 

 

 

Khazix Final Portrait

 

Buff BoxTaste_Their_FearTaste Their Fear [ Q ]

  • Cooldown decreased from 3.5 seconds at all ranks to 3.

 

 

Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • Cooldown decreased from 10 seconds at all ranks to 8.

 

 

 

Lux Final Portrait

 

Nerf BoxPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • Shield decreased from 80/105/130/155/180 [+0.35 AP] to to 50/70/90/110/130 [+0.2 AP].

 

 

Nidalee Final Champion Portrait

 

Nerf BoxProwlProwl [ Passive ] 

  • Triggering the Hunt mark on jungle monsters no longer roots them for 2 seconds.

 

 

 

Orianna Final Portrait

 

Buff BoxCommand-AttackCommand: Attack [ Q ]

  • Mana cost decreased from 50 at all ranks to 30/35/40/45/50.

 

 

 

Quinn Final Portrait

 

Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Duration of blind debuff decreased from 2  seconds to 1.5;
  • Cooldown increased from 11/10/9/8/7 seconds to 11/10.5/10/9.5/9.

 

 

AURELION SOL STAR FORGER

 

aurelion-sol-wallpaper

 

CENTER OF THE UNIVERSE PASSIVE

AurelionSol_PassiveThree stars constantly orbit Aurelion Sol, dealing magic damage and applying spell effects to enemies they strike.

 

 

 

STAR SURGE Q

AurelionSol_QAurelion Sol fires the core of a newborn star in a target direction that explodes—dealing damage and stunning all nearby enemies—upon reactivation or once it travels beyond his stars’ maximum orbital range. Aurelion Sol can travel alongside Starsurge, and by keeping it close he’ll nurture it, growing it in size so that it damages and stuns a wider area when it explodes.

 

 

CELESTIAL EXPANSION W

AurelionSol_WAurelion Sol pushes his stars out to his outer ring, significantly increasing their power. Celestial Expansion costs mana to cast and drains mana every second the ability is toggled on. Once he toggles the ability off or runs out of mana, Aurelion Sol pulls his stars back.

 

 

COMET OF LEGEND E

AurelionSol_EPassive: Aurelion Sol builds up increasing movement speed as he travels continuously in the same direction, and loses speed on sharp turns. Some of this speed is stored away as Escape Velocity stacks, which are lost entirely whenever he takes damage from an enemy.

Active: Once Aurelion Sol maxes his Escape Velocity stacks, he can activate Comet of Legend to pull in his orbiting stars and take flight, traversing over terrain for a long distance. He cannot turn once his course is set, and enemy damage will bring Aurelion Sol back to earth, restoring his orbiting stars.

 

 

VOICE OF LIGHT R

AurelionSol_RAurelion Sol shoots out a long wave of starfire in a target direction that damages and slows all struck enemies. Nearby enemies caught in the blast are also knocked back to Aurelion Sol’s outer ring.

 

 

 

 

ASHEN LORD AURELION SOL Banner

Ashen Lord Aurelion Sol will be available in store for 1350 RP.

 

MODEL Banner

Ashen Lord Aurelion Sol Model 1

Ashen Lord Aurelion Sol Model 2 Ashen Lord Aurelion Sol Model 3

 

STAR SURGE Q

Ashen Lord Aurelion Sol Q 1 Ashen Lord Aurelion Sol Q 2

 

CELESTIAL EXPANSION W

Ashen Lord Aurelion Sol W 1

 

COMET OF LEGEND E

Ashen Lord Aurelion Sol E 1

 

VOICE OF LIGHT R

Ashen Lord Aurelion Sol R 1

 

 

DEFINITELY NOT VELKOZ Banner

Definitely Not Vel’Koz will be available in store for 750 RP.

 

Definitely Not Velkoz Model 1 Definitely Not Velkoz Model 2

 

 

DRAVEN DRAVEN Banner

Draven Draven will be available in store for 750 RP.

 

Draven Draven Model 1 Draven Draven Model 2

 

 

MEOWKAI Banner

Meowkai will be available in store for 1350 RP.

 

Meowkai Model 1 Meowkai Model 2

Meowkai Recall 2 Meowkai Recall 1

Meowkai Q 1

Meowkai E 1 Meowkai E 2

Meowkai R 1 Meowkai R 2

 

 

URF KENCH Banner

 Urf Kench will be available in store for 750 RP.

 

Urf Kench Model 1 Urf Kench Model 2

 

 

New Summoner Icons

profileIcon1116 profileIcon1111 profileIcon1112

profileIcon1113 profileIcon1114 profileIcon1115

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

Dev QA Banner

Riot Repertoir has concluded his Q&A on the projects he’s currently working on. You can find all his answers below:

 

 

Recent News Banner

PBE Roundup Patch 6 1 Banner

New Champion Select Live Testing Banner

Red Posts 07 01 Banner

 

Repertoir New PortraitHi everyone,

Today I have been reading a thread by HIMM Sandwich that basically comes down to how it feels like Riot sometimes ignores player sentiment/feedback, and then goes silent when asked for answers. I won’t be the best source of insight on projects that I didn’t work on, but feel free to use this post as a place where you can ask specifically about any of the projects I’ve worked on in the last year or two, and I’ll do my best to give you honest, direct answers about why things were made the way they were, and how I/we feel about these projects currently. Keep in mind that if they’re outside of issues I worked on, it’s likely I won’t be able to meaningful answers, and also that I won’t guarantee you’ll like what I have to share on some topics.

Here’s some of the stuff I’m likely to have insight into:

  • Past Projects:
    • Nidalee Champion Update
    • Ryze Champion Update
    • Ashe Champion Update
    • Juggernauts Champion Updates – Garen/Skarner
    • Marksmen Champion Updates – Quinn/Kog’Maw
  • Current Projects:
    • Taric Champion Update
    • Mages Champion Updates – ???/???

Feel free to ask about other stuff as well, but I will say I’m unlikely to be able to help on lots of other things. I should have time to give some answers the next few evenings.

Cheers,
Repertoir

[ Link to Post ]

 

 

GENERAL Banner

 

Do you plan on balancing champions around windows of power

Repertoir New PortraitIt’s definitely an option, but it’s not the only way. We should probably be continuing to look for unexplored or less explored counterplay. Otherwise we end up with stuff like “Thanks Riot, another line skillshot.” I can see the same being true of any overused design, and I’d say I’ve probably leaned a bit too hard on “windows of power.”

[ Link to Post ]

 

 

Why is Riot always so unwilling to revert changes completely

Repertoir New PortraitAs a ground floor game designer that doesn’t really make the big decisions like these, I really can’t do much more than make guesses on this subject, and I don’t really think that’s fair to you guys. Sorry if that sounds like dodging. I’d enlighten you with what I had if I had it.

From the perspective of someone works on champions and gameplay, I really do think that the number of cases where full reverts would be a step forward for the game are very few and far between (especially when considering the large amount of content regularly being added/modified in the game). I can’t think of many cases where I’d say a compromise isn’t the better solution, but that is a matter of perspective (and bias, I’m sure).

[ Link to Post ]

 

 

How much does animation bandwidth constrain smallerscope reworks

Repertoir New PortraitArt resources are a constraint on pretty much every update. Right now, we know going into the large group updates that we have the art resources for approximately one skill per champion.

[ Link to Post ]

 

 

 

Which of your reworks is your favourite Which one surprised you

Repertoir New PortraitI think there’s a few different ways to consider this.

  • Nidalee is incredibly near and dear to my heart. Her design is all over the place and is a mess of complex mechanics and inputs, but I think she offers a really fun and unique challenge to players that put the time into her, and I love to watch a good player enjoy her.
    *As far as which I’m most proud of from a craft perspective, I’d say Ashe. Her changes were simple and exciting to players, and I think they helped to bring her from what a lot of people considered a joke pick to a real contender at all levels.

As far as which I was most surprised by once released, I’d definitely say Kog’Maw. Every bit of feedback I had from internal testing and PBE feedback led me to believe he would be broken, which is so odd in hindsight given how much he’s struggled since the Marksman Update.

[ Link to Post ]

 

 

Do you think Rengar blowing up squishies from stealth is good design

Repertoir New PortraitNot a lot of insight into this, unfortunately. I don’t think Rengar’s current state is one that we should have allowed for so long, and I hope we do something about it soon.

[ Link to Post ]

 

 

 

 

Does the community have any impact on Champion updates

Repertoir New PortraitI would love to be able to share work with players earlier, as I feel like I make some of my most meaningful changes to champions after players have been exposed to it a bit. It’s something we’ve talked about doing, but we want to make sure to do it in a way that doesn’t set odd expectations or cause an uproar.

[ Link to Post ]

 

 

If you could rework Irelia what would her new kit look like

Irelia Single Banner

Repertoir New PortraitReal quick off the top of my head, I would ditch her passive, W, R, and parts of her E. I think she could be a really cool candidate for someone that uses her blades to attack two targets at once, or she could just generally deliver a lot better on blade telekinesis thing. I’d try to leave Q alone at all costs unless it was to make it feel better. I love Bladesurge.

I will say that I think she’s really held up against the test of time, as she seems to pop into and out of play reliably, but that may be a matter of statistics or something.

[ Link to Post ]

 

 

Whatre your thoughts on blink escape abilities

Repertoir New PortraitThere’s a place and time for them, but I think they’re overused. These types of skills tend to give champions lots of options to deal with various scenarious, so it’s always tempting to consider them when making something.

[ Link to Post ]

 

 

 

What does Xypherous think of Riven being such a polarizing champion

Championship Riven Banner

Repertoir New PortraitI haven’t asked him about Riven specifically recently, but Xypherous is always funny when he talks about his champions, because they all seem to make him sad in some way or another, from Riven to Nautilus to Orianna. I’m not really sure if Riven makes him especially sad.

[ Link to Post ]

 

 

IMMOBILE MAGES UPDATE Banner


 

Ryze still demands low ping to be played effectively Will you change that

Ryze W Single Banner

Repertoir New PortraitThere are some plans to make him less ping-reliant especially, though it would probably be modifications to his passive and other spells, and not along the lines of a full rework.

[ Link to Post ]

 

 

 

Are you reluctant to change Ryze because hes an iconic League character

Ryze R Single Banner

Repertoir New PortraitBeing a 450 IP champ is a good case for him to be easier to play than I ended up making him. As for being a face of the game, that didn’t really come into play at all.

[ Link to Post ]

 

 

 

Karthus already feels unique enough Does this mean he wont get changed much

Karthus Single Banner

Repertoir New PortraitI agree that he seems pretty distinct already. I doubt he’d get much more change than someone like Sivir or Lucian did in the Marksman Update.

[ Link to Post ]

 

 

 

Do you agree that Zyra is balanced but doesnt fulfill her theme

Zyra Single Banner

Repertoir New PortraitI think she’s in a decent place for the gameplay experience she offers. She feels good to play to a lot of players, and she’s pretty approachable, which is something we don’t do enough of nowadays. As to her fantasy, I agree it’s not really executed on as well as it could, and that kind of thing is definitely a consideration we make when choosing champions to do for these mass updates.

[ Link to Post ]

 

 

Whats the general goal of the Mage update

Repertoir New PortraitGenerally, the goal of the Mage udpate is to make mages more distinct among other mages, and to give them tools that make them uniquely powerful in that space. We’d really like to be able to make a lot of these characters more valuable in a way that doesn’t just mean having more burst damage.

No specifics on which champions are/aren’t in the Mage Update, sorry.

[ Link to Post ]

 

 

What are some immobile mages that you personally think need work

Malzahar Single Banner

Repertoir New PortraitMalzahar because I think he’s a lot cooler thematically than his gameplay lets him be.
Swain because I think he’s generally just a mess.
Zyra because I think there are tons of opportunities to do cool things with her.
Cassiopeia because I’d want a chance to get her some of her poison identity back.

[ Link to Post ]

 

 

What if immobilizing CC immediately stopped all nonult mobility spells

Repertoir New PortraitAs to immobilizing effects stopping mobility spells. I think this is something we should do more often. One of the tricky things about doing it is making it feel intentional on the player’s part. For the longest time, I had this in for Rune Prison while doing Ryze’s update, but most of the time it happened, it was accidental at best.

[ Link to Post ]

 

 

 

Is Rumble a part of the immobile mage update

Rumble Single Banner

Repertoir New PortraitRumble’s not going to be part of the mage update mid year. He is struggling at the moment though, so we’ve got some love for him in the next patch. It’s stuff that’s not easily datamined however, so I’m not sure if it’s been widely noticed (smaller collision radius so he gets stuck on other units less, slight increase to Q range, Q ticking more rapidly for less damage giving it the same damage over time but making it a little easier to last hit with).

[ Link to Post ]

 

 

TARIC REWORK Banner

 

Will the new Taric be a viable top laner or will he be a pure support

Repertoir New PortraitI think he’ll be playable there. I don’t know that he’ll be absolutely amazing, but it wouldn’t surprise me too much if he had some good matchups.

[ Link to Post ]

 

 

 

What kind of changes can we expect with the reworked Taric

Taric Banner Single

Repertoir New PortraitLots of changes, especially visually. I’m really trying to hit a “battle healer” type of feel on him, so he’s probably a weird hybrid of a Tank, Support, and Juggernaut at the end of the day, though we never really committed to a particular class with him.

[ Link to Post ]

 

 

Are his abilities going to be heavily altered or will he be mostly the same

Repertoir New PortraitMost of the abilities are heavily altered, though he will still stun enemies, heal/empower allies, and love Armor.

[ Link to Post ]

 

 

 

Will he keep the calm borderline flamboyant feminine voice tone

Repertoir New PortraitWe’re aiming to make him fun and approachable, probably somewhat funny but not necessarily a joke himself.

[ Link to Post ]

 

 

 

Can you give us a release date for Tarics rework

Repertoir New PortraitReally depends how long these timer intervals are. I’m going to go with “Soon,” since it’s all but guaranteed that he’s the next full size Champion Update we’re going to deliver.

[ Link to Post ]

 

 

What can we expect from the Taric update

Repertoir New PortraitA lot of the same things he always has contributed.

And situationally the strongest spell in League of Legends.

[ Link to Post ]

 

 

Follow Up Banner

Repertoir New PortraitI can’t get into too many specifics on the Taric changes at the moment, but I do think that his ultimate is going to be a game changer that is especially well suited to be used with and against certain types of champions.

[ Link to Post ]

 

 

 

Suggestion Taric uses diamonds which makes him immune to true damage

Repertoir New PortraitThis is a cool idea that I hadn’t really thought of. It would probably need to have a little more gameplay to it, like if he converted all true damage to physical damage or something like that, but I think the idea is generally really cool.

[ Link to Post ]

 

 

 

STATE OF QUINN Banner

 

How did you come up with the idea for Quinns new ultimate

Quinn Banner

Repertoir New PortraitThe idea of a travel form-esque R for Quinn was one that was being tossed over a year ago internally. Jag started that, and when we decided to dedicate ourselves to a Marksmen project a few months ago, I still thought it was a cool idea and tried to make something of it. I agree with you that it has its oddities, and I think a lot of those come from trying to make too much change with too few resources to make it happen on my end. Her R is powerful, but the channel feels a little awkward and has some weird restrictions on it, and even to me it feels like it’s unique and fun, but that it’s also lower overall quality than I’d like it to be.

[ Link to Post ]

 

 

Do you guys feel that Quinn is too strong

Repertoir New PortraitShe seems like she’s on the strong side, but hopefully not by an excessive amount. I wouldn’t be surprised if the balance team wanted to nerf her in a few patches if she manages to rise to the top again.

[ Link to Post ]

 

 

 

What do the numbers say about Quinns balance state

Repertoir New PortraitThere are changes there I’d like to make if power ever permits it, but I don’t currently think it’s a good time.

[ Link to Post ]

 

 

 

 

Should minions be able to cancel the channel on her ultimate

Repertoir New PortraitThere are changes there I’d like to make if power ever permits it, but I don’t currently think it’s a good time.

[ Link to Post ]

 

 

 

STATE OF SKARNER Banner

 

What made you decide to lump Skarner in with the Juggernaut crowd

Skarner Update banner

Repertoir New PortraitWhen coming up with the concept of a Juggernaut, one of the things we were trying to do was actually separate out different groups of fighters, where Juggernaut ended up being one of those groups. That said, there will be a Skarner retrospective post coming to the Boards soon I believe, and one of the things we talk about there is that we probably improperly classified Skarner as a Juggernaut and not some other kind of fighter or tank.

[ Link to Post ]

 

 

Why did you rework Skarner to function only as a solo jungler

Repertoir New PortraitIt wasn’t really a specific goal that we wanted to make him “only a jungler,” but the design we went with does have that outcome.

[ Link to Post ]

 

 

 

Why do you think shipping the Skarner rework was a good idea

Repertoir New PortraitI think Skarner does offer a unique play experience unlike any other champion has to offer, though I think it has too many costs attached to it. Were we to do Juggernauts over again, we likely wouldn’t choose to work on Skarner. I think there are definite upsides to his update, but we likely could have gotten more bang for our buck elsewhere.

[ Link to Post ]

 

 

Were the zones on Skarners passive necessary

Repertoir New PortraitWe set out to make a champion that was defined by pre-determined zones of power, and I think in a lot of ways that was accomplished. That said, I don’t think the execution was as good as players deserved. It feels too forced/constrained.

[ Link to Post ]

 

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE 30 11 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

New Summoner Icons

The PROJECT: Poro icons is legacy and will be available for 250 RP:

 

profileIcon985

 

 

Champion Changes

 

Anivia Final Portrait

 


Revert BoxFlash Frost [ Q ]
Flash_Frost

  • Chill debuff duration increased from 2 seconds to 3 [revert on the changes in this PBE update]

 

Revert BoxGlacial Storm Final IconGlacial Storm [ R ]

    • Chill debuff duration increased from 2 seconds to 3 [revert on the changes in this PBE update]

 

 

Malzahar Final Portrait

 

Nerf BoxNull Zone Final IconNull Zone [ W ]

  • Damage decreased from 4/5/6/7/8% of Max HP to 4/4.5/5/5.5/6%

 

 

 

Nidalee Final Champion Portrait

 

Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage increased from 50/70/90/110/130 to 70/85/100/115/130;
  • Maximum base damage increased from 150/210/270/330/390 to 210/255/300/345/390.

 

Revert BoxPounce Final IconPounce [ Cougar W ]

  • Base damage decreased from 75/125/175/225 to 50/100/150/200 [revert on the change in this PBE update]

 

 

Quinn Final Portrait

GENERAL Banner

  • Base damage decreased from 56.5 to 54.5

 

Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Base damage decreased from 25/55/85/115/145 [+ 0.8/0.95/1.1/1.25/1.4 Total AD] to 20/45/70/95/120 [+ 0.8/0.9/1.0/1.1/1.2 Total AD];
  • Mana cost increased from 50 at all ranks to 50/55/60/65/70.

 

 

Rumble Final Portrait

 

Buff BoxFlamespitterFlamespitter [ Q ]

  • Now deals full damage to jungle monsters (half damage on live).

 

 

 

Skarner Final Portrait

 

Buff BoxFracture Final IconFracture [ E ]

  • No longer has a cap on maximum targets that can be hit (6 on live).

 

 

Nerf BoxImpale Final IconImpale [ R ]

  • Total AD ratio increased from 0.4 to 0.6 [1.0 on live, partial revert from this PBE update]

 

 

 

MASTERY CHANGES Banner

 

Assassin [ New Ferocity Mastery ]

  • You deal 1.5% increased damage when there are no allied champions nearby.

 

Murderous Intent [ New Ferocity Mastery ]

  • You deal 5% increased damage to champions until you gain a kill or assist (afterward the mastery is disabled for 15 seconds).

 

Buff BoxThunderlords Decree Final IconThunderlord’s Decree

  • Bonus AD ratio increased from 0.2 to 0.3.

 

 

UPDATED ZHONYA VFX Banner

The active on Zhonya’s Hourglass now contains 200% more sparkle:

Zhonya VFX 1 Zhonya VFX 2

 

 

POPPY INCLIENT LORE Banner

Poppy’s received her shortform in-client lore:

 

”I’m no hero. Just a yordle with a hammer.” 

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the ”Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon.

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

Red Posts 28 11 Banner

 

Topics Banner

 

Recent News Banner

Champion Insights Poppy Banner

Elderwood Hecarim in STore Banner

CHAMPION REWORK POPPY Banner

 

 

Quinn currently has a 73 winrate

Quinn Banner

Repertoir New PortraitShe’s too strong. We’ll nerf her early game through some base AD and some Q nerfs, and then she should be in a better spot. I had some stuff submitted on Wednesday to the build that goes to PBE, but it looks like we didn’t ship to PBE on Wednesday due to the holiday week. Expect to see some stuff show up there on the next PBE build.

[ Link to Post ]

 

 

Have you thought about tweaking how her passive scales with crits

Repertoir New PortraitYes, but I’m not sure what the right call is on that yet.

[ Link to Post ]

 

 

 

 

What do you think happened to Quinn between patches 5 22 and 5 23

Repertoir New PortraitQ is dealing too much damage for the utility it provides, or it is providing too much utility for the damage it deals (or both).

Harrier is a bit stronger around levels 3-6 before she’s backed and bought any AD (because it now has a base damage that is scaling with her level rather than being all AD dependent).

Some other stuff that may be contributing:

  • She’s really good against Illaoi
  • Not having the option to rush Homeguards (which was fun, and many people were doing) may actually have been a buff because players are buying more combat-effectiveness in their early items.

[ Link to Post ]

 

 

Why did you give Quinn her blind back

Repertoir New PortraitSo that in a balanced state she does not need to be snowballing incessantly in order to be useful for her team. That isn’t to say she’s balanced on this patch; she most certainly isn’t.

In a balanced state, she’ll be able to hit a good Q on a mage or marksmen to help her team win a fight, rather than having to have all her value loaded into her R and raw damage.

[ Link to Post ]

 

 

Do youve any plans for Ezreal

Repertoir New PortraitEzreal feels like he fell a bit short of what we expected to see from him in the 5.22 preseason patch. We should look over him along with some others like Ashe, Sivir, and Twitch before the preseason ends. For him specifically, we nerfed some stuff to make room for the improved Q cooldown reducing effect as a precautionary measure, but it may not have been necessary.

[ Link to Post ]

 

 

Follow Up Banner

Repertoir New PortraitWe expected him to be fine, and he’s honestly not super far off. He tends to sit at a lower-than-average win rate when considered balanced by us and most players.

op.gg has him at a 48.5% win rate over the last week in Korea, where he has always been and continues to be a very popular pick, so that seems like decent evidence that he’s not horribly far off. I don’t think he requires much more than a slight adjustment, really.

[ Link to Post ]

 

 

Can we please get some utility on Ezreals W back

Repertoir New PortraitIt is sad, and we’re not happy with it either. If we had the right low-cost approach (resources seem to mostly be allocated things at the moment), there may be something we could do. Of course there are things we could do, but it’s more a matter of finding a good long-lasting approach.

[ Link to Post ]

 

 

 

Why is Veterans Scars being nerfed so hard on the PBE  from to flat HP

Repertoir New PortraitI’m not in charge of these changes, but one thing to keep in mind here is that changes to the early game power of something have a far greater effect than changes at all other points in the game. It’s why reducing someone’s base HP by 40 or base AD by 3 can result in substantial performance hits to champions.

I imagine this change is intentionally aimed at keeping it powerful in the early game (45 base HP is significant power, as noted above) without it scaling well into the late game. I do believe most the rest of the Resolve tree tends to scale very well into the late game.

[ Link to Post ]

 

 

This nerf will make the midgame for tanky champions worse

Repertoir New PortraitVeteran’s Scars’ placement in the Resolve tree does make it accessible to more than just tank-types that are going down to Resolve keystones.

[ Link to Post ]

 

 

 

Could tanks then also get a better secondary option than Veterans Scars

Repertoir New PortraitThat seems like a good solution if there is currently nothing attractive in the other trees.

[ Link to Post ]

 

 

 

Why nerf the effectiveness of the tank tree so other classes can dip into it

Repertoir New PortraitIf we wanted trees to belong to only one class/archetype of champion, they would be 30 points deep instead of 18 so that you had to invest all your points in that tree in order to get to the keystones.

[ Link to Post ]

 

 

 

FOLLOWUP Mordekaiser Update

Mordekaiser Single Banner

Statikk New PortraitHey all,

We’re going to be trying out methods of making our internal design reviews player-facing. These reviews are mostly done on major champion releases, updates, and systems tuning that we roll out. We may dig into our archives for recently released champions as well.

These reviews will probably not be very ‘polished’ in their presentation, rather, they’re meant to be a way of showing how we examine our work. By looking back at our original goals and then examining what’s currently working (or not working) in the present day, we can be more transparent about followup changes while also being able to discuss what ‘good’ looks like.

This is very much an experimental process, but hopefully it proves valuable in the long run. Our first trial is going to be… Mordekaiser.

Goals

  • Solidify Mordekaiser in the Juggernaut space (low mobility, high close-range threat)
  • Offer a different non-Marksman duo lane experience
  • Add new strategic meaning to Dragon

What’s Working

  • Strengths / Weaknesses profile aligns with Juggernaut space
  • Provides a different bot lane experience and has unique ally synergies
  • Dragon creates unique and memorable moments

Concerns

  • Extremely early / mid game dominant – lacks true, exponential late game scaling
    • Both Morde and Dragon follow this power curve
  • Too difficult to interact with in lane, due to sustain on top of sustain
  • High AP ratios (especially on R) still leading to Morde being potentially too bursty
  • Q damage ramping is extreme and readability is poor – leads to weird “what happened?” moments on Q3 hits
  • Tankiness is extremely inconsistent (unlike other Juggernauts) due to Passive’s scaling with direct damage output – increases snowball dependence
  • Dragon / pet controls are still clunky
  • Experience bonus passive may not be the optimal solution – it is effective and functional, but low in satisfaction and hard to understand

Next Steps

  • Lower sustain early, better damage scaling late
  • Dragon needs more late game relevance and potentially less early game power
  • Flatten Q damage out (more on 1, less on 3) while still preserving the 3rd hit as a big, high moment
  • Increase the importance of effectively utilizing Passive / E to survive in lane and fights

Hopefully this gives you guys a bit more insight into our current thinking on Morde and helps explain the direction we’re moving him in with the recent patch.

Feel free to chime in with any thoughts, questions, or concerns.

[ Link to Post ]

 

 

Why havent you mentioned solo lane Mordekaiser in your post

Statikk New PortraitThis is a good point, definitely an oversight on our part.

I have personal opinions on this, but I don’t want to misrepresent the entire team’s analysis and design direction for Solo Morde.

I’ll try to get some analysis and thoughts back to you guys on this topic after the upcoming break.

[ Link to Post ]

 

 

Its difficult to build Morde as a bruiser given the current AP itemization

Statikk New PortraitThis is an open question. In development, we didn’t think that Morde would continue to be so reliant on AP itemization. We envisioned him having access to the new Juggernaut items in addition to the hybrid AP / AD items.

What do you WANT to build when you play Mordekaiser? I think this would give us a better idea of where to push his itemization incentives.

[ Link to Post ]

 

 

Follow Up Banner

Statikk New PortraitIf AP itemization is what Morde should be buying, I really like the idea of hybrid defensive / AP items being his mainstay (like you stated above – Rylai’s, Liandry’s, Abyssal, Zhonya’s make sense).

I think it’s a lot trickier when Morde’s optimal builds make him a glass cannon – so I’m pretty personally weary of pushing him into items like Nashor’s or Deathcap.

Would a build like Rylai’s + Gunblade + Tank items make sense for Morde?

[ Link to Post ]

 

 

Why not nerf his AP ratios and give his

Statikk New PortraitI think more importantly than nerfing the AP build, we want to provide alternate build paths that allow Morde to truly live out the Juggernaut fantasy.

I can talk to the Live team / CertainlyT about the base stats situation.

[ Link to Post ]

 

 

How about changing Mordekaisers shield so it decays slower

Statikk New PortraitWell if we made this change we would probably have to reduce how fast it generates as well, otherwise that would be a pretty significant buff especially in the lane phase.

[ Link to Post ]

 

 

 

So your plan is to make the Ghost Dragons HP and damage scale with his ult ranks

Statikk New PortraitWell we’re not married to this exact solution, but overall we feel like an early / mid-game Dragon can be pretty overwhelming to deal with. As the game goes on though, the Dragon Ghost eventually just melts to the exponential late game damage scaling. We think this mostly has to do with survivability tuning.

[ Link to Post ]

 

 

Why was Swain nerfed on the PBE

Swain Banner Single

Meddler Final Portrait We’ve felt Swain’s been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We’re now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC’s the best strength to hit, hence the change to Nevermove so it’s got a lower duration at lower ranks.

[ Link to Post ]

 

 

When was the ratio on Master Yi

Master Yi Banner Single

Meddler Final PortraitLooks like it got changed during the rework. I’d assume it was part of the balancing sweep that happened in the last month or so before the rework’s release and documentation was missed.

[ Link to Post ]

 

 

 

Whats the context for the Ziggs changes on the PBE

Ziggs Single Banner

Meddler Final PortraitWe feel Ziggs is in a weak spot at the moment, and has been for a bit. We’re not looking to go back to the days of endless wave stalling though, so we’re adding power to places where it’s more anti champion/objective than anti lane minion (sweet spot on ult, tower damage from passive).

[ Link to Post ]

 

 

Why not give Ziggs a different AA animation when attacking towers

Meddler Final PortraitSounds like a really good idea. Will bring that up if we’re doing some animation work on Ziggs at some point we could bundle that in with.

[ Link to Post ]

 

 

 

 

Whats with the Skarner nerfs on the PBE

Skarner Update banner

Repertoir New PortraitFrom what I understand, the team just wanted to try out a few different avenues as to how we want to nerf Skarner. Though it won’t show up on the PBE over the holiday weekend, I believe the plan is to go with a pared down version of these nerfs for final changes.

It seems worth noting here that it can be difficult to really try more than one thing out at a time in an effort to land on the correct change when it comes to nerfs and buffs, because we tend to get large reactions from players when we do so. I’m not saying that reaction isn’t justified (since we don’t have the greatest history of being fully transparent on every change you see on the PBE), but I do think that’s what is going on in this case.

[ Link to Post ]

 

 

Why is he being nerfed in the first place

Repertoir New PortraitWe think he’s too strong. Incredibly overpowered? No. But slightly too strong, hence going with a small set of nerfs. You’re free to disagree with that assessment; that was my first reaction too. That said, this is a character that is around a 54% win rate, with an experienced player win rate that appears to easily break 60%, so it’s not unreasonable to assess him as overtuned.

Skarner does have a low play rate, so yes, he can probably be balanced resting north of a 50% win rate. These changes aren’t intended to (nor do I believe they will) be an enormous power hit, just a small power trim.

[ Link to Post ]

 

 

 

Skarner already has a low win rate the ult nerf will completely gut him

Repertoir New PortraitFirst of all, you could hardly call a nerf to his ultimate “taking a dump on him,” so please don’t blow things out of proportion.

As to trying to address a low play rate, there is an assumption here that we would like him to be a popular champion, or at least more popular than he is now. It’s unlikely that Skarner will ever be popular, given the theme, fantasy, and kit of the character.

His theme and fantasy aren’t bad, just niche. And his kit just doesn’t really have the best gameplay built into it, and it never really has. Keep in mind, when I mention good gameplay, I don’t mean that the kit has never been and will never be fun; it’s more that his moment-to-moment power has always been very stat checky. We’d have a lot of work to wholly fix that, and though we tried to chip at it with the Juggernauts update, it would be disingenuous of me to say that it was fixed. He’s now more strategically interesting insofar as he thinks about and tries to set up where he fights you, but it’s still not particularly interesting how he fights you when he does.

For what it’s worth, this isn’t an isolated Skarner case. It’s pretty consistent with many of the melee guys out there, especially the ones that we made 3-4 years ago.

[ Link to Post ]

 

 

Will you end up nerfing Skarners spires or other areas of his kit

Repertoir New PortraitWe still think the spires should be important to his success, but there’s also an argument to be made for him having too many eggs in one basket, so to speak. For now, I believe we’re sticking with the ult AD ratio and leaving the spire strength intact.

[ Link to Post ]

 

 

What are your thoughts on Yasuo at the moment

Yasuo Single Banner

Repertoir New PortraitYasuo is likely too strong, though it’s hard to say by how much. Honestly, and I don’t expect this to be a popular opinion, he’s probably just more frustrating than he is actually overpowered.

This could be me not remembering correctly, but I was under the impression both Brand and DFT were getting nerfs on the PBE.

[ Link to Post ]

 

 

If Yasuos frustrating but not too strong shouldnt he be reworked

Repertoir New PortraitMaybe. It depends how frustrating a champion should be. I think there’s an argument to be made that if a champion isn’t frustrating in one way or another, it’s probably not very compelling/unique/interesting, though of course that isn’t to say we should intentionally make frustrating champions.

[ Link to Post ]

 

 

Follow Up Banner

Repertoir New PortraitYeah, Yasuo feels great to play because he often has so much agency over how his lane goes. Unfortunately, that often seems to come at the expense of his opponents’ agency, so it may be fair to say that’s what’s so frustrating about him.

[ Link to Post ]

 

 

 

By agency in lane do you mean his opportunities for outplays

Repertoir New PortraitBasically, yes. It’s about how much control someone has over their fate. If a character is 100% in control of how a lane goes if played well, then that implies it doesn’t even matter what their opponent does to defeat them, and it sucks to be that opponent and know that I can play as well as I want and it doesn’t even matter all that much.

 

It’s just a barrier based on how well the person can play their champion. These champions are commonly ones that people claim are overloaded. Yasuo, Lee Sin, Nidalee (to use a champion that I was responsible for) have all been guilty of this, and this is some of why we see them needing to be balanced around lower than 50% win rates; because when you actually play things perfectly on champions like these, you leave little room for your opponent to do much of anything.

Unfortunately, these champions are also commonly very popular because they have that feeling of being able to do anything with them, so it does someone beg the question of whether we should be trying to make more champions like that (that players feel like they are in full control of their destiny), or ones with clearer weaknesses for opponents to exploit (at the expense of some of that control).

[ Link to Post ]

 

 

Why was Hecarims unit collision ignore moved from his passive to

Hecarim Single Banner

Repertoir New PortraitI don’t have any deep insight into the particular Hecarim changes on the PBE, but I imagine it has to do with Hecarim’s perma unit collision avoidance being somewhat fundamentally flawed given the kit he has. He just gets near you and then spams circles of damage onto you. If he is stronger and you don’t have a tool to get away, he will win.

On the one hand, yes, he’s always been this way, so the need for this particular change on this very patch is probably no greater than on any other patch. On the other hand, if he’s deemed too powerful at the moment by the balance team (which seems to be the case), it seems like a good place to trim power.

For what it’s worth, permanently ignoring unit collision is probably not something we should just put on champion kits, and I wouldn’t really be opposed to us taking this from Fizz and Kassadin as well, even if it meant we had to compensate them with power elsewhere. It’s just not that exciting for how powerful it is. I don’t think anyone selects any of these champions primarily because they are excited about ignoring unit collision. As any of these champions, I’d rather have just about any of my spells be a bit stronger rather than always avoiding unit collision.

Even if someone was picking these champions solely for these reasons, this to me is more an argument that pathing/collision should be more tolerable on average than having players choose champions that ignore the rule.

[ Link to Post ]

 

 

Why not just remove unit collision in general

Repertoir New PortraitI’m not really the guy to make that call, but I will say I’d prefer that we do that over having champions that selectively ignore it on a case by case basis.

Unit collision between champions is actually something I do think is good, and I do think it’s nice that my minions may cause small reroutes for enemies that are ahead of me, so unit collision isn’t all bad. However, I do understand how frustrating and inconsistent it has felt on Live lately, and that’s not ideal either.

[ Link to Post ]

 

 

Do you have any plans for Rengar

Rengar Banner Single

Repertoir New PortraitI hope we have some plans for him, but I’d need to look into it next week.

[ Link to Post ]

 

 

 

 

Meddler on various ingame mechanics

Why does…

Garen still have a silence

Fizzs ult increase damage taken

Veigar ult scale with other person ap

Udyr have Phoenix stance

Ahri charm not increase damage taken anymore

What’s the purpose of urgots ult

Enemies knocked back into bards magical journey not go through it

Meddler Final PortraitWe want to remove silences from highly mobile, high burst champions since those are the cases that leave very little counterplay if played correctly. Garen’s not very mobile, so we feel it’s appropriate he has a silence still.

Fizz ult has a damage amp on it so that more of Fizz’s burst combo is dependent on a long cooldown. That makes his choice of when he goes all in, and on who, more significant than if he can repeatedly use most of his full burst combo.

Veigar’s ult scales with the opponent’s AP so that Veigar has somewhat different target and match up preferences than other similar champions. It does add a bit more champion select counter feeling than we tend to prefer though, and can get drowned out by the sheer amount of AP he himself builds up, so there’s some debate over how appropriate a mechanic that is.

Phoenix is there to offer Udyr an AOE option should he wish it, and to add some nuance to his damage pattern, particularly while jungle clearing.

The damage amp was removed from Ahri’s E to shift her towards more of a mage pattern and less of a pick into kill model (contrast with Fizz being somewhat longer fight times, lack of untargetability, ranged versus melee etc).

Urgot’s a bit of a mess, and his ult doesn’t fit particularly well with the rest of his kit. It can lead to some cool plays, whenever we do an Urgot rework one of our goals will be to give him a kit with less conflicting notes to it.

While knocking enemies through Magical Journey would be cool it’s both quite a lot of power, in a really team dependent way, and likely to lead to a lot of unintended displacements. Bard’s already got a pretty hard to master playstyle and a fair bit of unreliability, so wouldn’t want to double down further on those elements.

[ Link to Post ]

 

 

Fan Artist Feature Shilin

Hey Summoners! In today’s feature we’ll be hearing from Shilin, a talented community artist from Canada who enjoys telling stories and has her own original comic series! Continue reading to learn more about her awesome art and process.

You can also follow her on Facebook, Twitter, Instagram, and Twitchto see even more of her work!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

 

How did you get started creating League of Legends fan art?

My first league piece was actually the current Sona classic splash art that I had the honour of doing! I didn’t play league at the time because I was terrified of any PVP environment, but eventually my now girlfriend babysat me into the game through playing bots and learning about the champions’ stories, which inspired me to do a bunch of drawings as gifts for her of her favourites (Riven, Vayne). I also got a bunch of my own favourites after learning more about the champion lores, and out came all the fan art that I did!

 

What’s been your favorite piece to create, and why?

My favourite and most natural piece to create is the Nami/MF piece I did, Shipwreck. The composition came to me out of nowhere and the entire rest of the process was just putting what’s in my head onto the canvas, rather than battling the drawing to try to make things work out. I enjoyed thinking about the interaction between the two in the picture a lot, even more than the process of drawing itself. Did Nami strike at a time when MF is most vulnerable? Did Nami save MF from impending fiery doom and just savoring the moment before returning MF to the land? Thinking is the most fun part of drawing!

 

Do you have a dream project you’d like to work on?

I am extremely lucky because I am already working on my dream project–an original series called Carciphona (at carciphona.com). I don’t know how, but the public has given me enough generous support for me to be able to do this work of my own full time, write/draw/publish the story at my own pace, without the confines of a publisher’s deadlines and writing/art direction restriction, or fear of the series being dropped because it’s not mainstream or successful enough. Even to this day I feel baffled just putting this down in words; being able to do what you love for a living to this extent is like heaven for every creative, and I am so privileged to be there already.

Who’s your inspiration? Do you have any favorite League content creators?

In most cases, my inspiration lies in “what” rather than “who”. I feel most frequently inspired by things I see–even mundane things down the streets, stories I hear–be it a masterwork of fiction or the rundown of a friend’s day, news, experiences… There is so much to think about in everything that happens and there is always something to express through art.

 

But that is not to say fellow artists are not inspiring as well! I look up to many professional and peer artists alike and find motivation in seeing the fruits of their hardwork and gems of their genius. Some of my favourite League fan artists are:

Suqling – bask in her masterful storytelling and gorgeous art right before she strikes your vitals with her savage puns.
2gold – for her charming characters and beautiful colours!
Kaisinel – from monsters to people, kaisinel makes everything look SO GOOD.

Is there anything else you’d like to share with the community?

Please allow me a moment to convince you how awesome it would be to have a League MMO. Wouldn’t it be amazing to be able to explore all of the breathtaking lore and world building work Riot has put in!? MAYBE IF WE SPAM ENOUGH RITO PLS, WE CAN CHANGE DESTINY??? 😀

 
 
 

Last but not least, some awesome videos sharing Shilin’s painting process!

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

QA 19 11 Banner

Riot’s Preseason Q&A on the forums has now concluded. Follow the links below for all the responses from the balance team:

 

 

Preseason QA

Meddler Final PortraitWe’re about wrapping up now, we’ll have a finalized rundown later this week, but thanks for participating! We’ll probably close up comments by end of tonight.

Preseason Q&A

Welcome to the preseason Q&A, where myself and the design team will be fielding major questions you might have about the current preseason. Before we get to that, I wanted to write up some early first impressions we’ve had so far. There are certainly some outliers we want to address before we can get a deeper understanding, but initial thoughts might quell some concerns. A few weeks from now we’ll have a more high-level overview.

In the meantime…


Preseason so far

It’ll take a while for things to shake down, but I’ll dig into some first thoughts. If, after reading this, there’s anything not mentioned you’d like to get our thoughts on, we’ll be answering questions between 1pm-3pm (with some less regular posting throughout the rest of the day too (where time permits) between other work).


General Game Elements

  • Masteries

Overall, we’re pretty happy with how the new masteries are going, with some exceptions. The first of those is that there are some that are definitely too strong. The most notable of those is Warlord’s Bloodlust, and we’ll be hotfixing that today to work on champions only, rather than against all targets. Might also need to make some changes so that this mastery’s just not just dramatically more effective on Trynd/Yasuo than other champs (or make changes to Trynd/Yasuo if needs be). Other likely outliers are Deathfire Touch (probably too strong on DoT champs, potentially too weak on others) and some of the Resolve tree on health stacking tanks.

On the other hand there are also some champions that aren’t sufficiently well served by the current masteries. Starting soon (potentially patch 5.24) we’ll start adding a few extra masteries in to flesh out the trees a bit more, probably beginning with the Tier 1 Cunning masteries, since that juncture currently doesn’t feel like it offers many champs a good choice.

  • Minion Blocking

We made some under the hood changes to make minion blocking more predictable and less random in 5.22, but it looks like we also made minions feel too large. We’ll be looking to adjust this to make it feel “right” again, starting with some tuning to how minion blocking’s calculated in 5.23.

  • The Jungle

We’re seeing certain champions struggle more than they should at present. We’ve got some buffs to Hunter’s Talisman and Refillable Potion coming as a result to help out some early clears. We’re also seeing some magic damage dealing junglers in particular have issues, so are lowering Magic Resistance on some monsters to help them specifically. If you’re currently struggling in the jungle, you may want to try Krugs (or Gromp) > double buffs, as that seems to be a fairly stable approach.

As far as Rift Herald goes, we’re seeing it do some cool stuff so far and it seems to be generating the sort of teamwork and reward for controlling the top part of the river we’d hoped. That said, the Herald is looking like it’s a bit too punishing, so we’re reducing its damage output somewhat while trying to keep it tanky. Hopefully this reduces the need to recall after taking it for many champions.

  • Turrets

We’re currently seeing turrets die too easily. Some of that’s assumedly due to the reduction in effective health tower health in 5.22, some of it’s also going to be due to a bug that’s removing their intended growth in Armor/MR over time. We’ll be fixing that bug in 5.23, and increasing outer tower health a bit, then looking at whether towers are still falling too fast or not.


Champions:

  • Marksmen

Graves is significantly too strong, Kog’maw definitely too weak. We’ll be nerfing and buffing those two respectively in today’s hotfix, with Graves losing some burst and early harass power from Q (damage and mana cost nerfs) and a bit of base MS. Kog by contrast’s getting a little bit of early AD and a better base attack speed. In both cases we suspect we’ll need to make further adjustments as well. We’d rather chip at some of the problem quickly and then reassess than try and do everything at once without sufficient observation time.

Current thinking is that a few other marksmen probably also need adjustments, though just in the form of regular balance changes rather than a hotfix. For 5.23 we’re looking at cutting a bit of power from Lucian and MF, both of whom seem too dominant, and we’ll be fixing a couple of small bugs on Ashe’s Q that should help her out a bit. We’re also looking at Quinn to try and shift some of her power from raw damage back into utility, though aren’t sure yet whether we’ll have changes we’re happy with for 5.23 or not.

  • Assassins

Physical damage assassins seem to be in a rough spot after the removal of Brutalizer and changes to Last Whisper. In the short term, we’re looking to give some of them a bit of love through buffs to their kits (Kha’zix/Zed), longer term we’ll also want to find some other solutions as well (potentially assassin focused items, or item changes).

  • Other Champion Changes

It’s not preseason specific, but we’ve also got some significant follow up work on Mordekaiser coming soon. Statikk should be covering that in a separate thread in the Dev Corner within the next couple of days, with some context on what we felt worked and what didn’t from the Morde rework in 5.16, plus thoughts on what our next steps are and why when it comes to addressing issues Morde has.

The next patch will also include a general sizing pass on a large number of champions, with model sizes of around 40 champions changes by between -10% and +10%. The goal there’s to align champion size better with each champion’s role (tanks should look bigger and tougher, squishies like ADCs smaller and more…squishy) while at the same time removing some visual discrepancies (Lucian’s not intended be 7 foot plus tall for example).


Other Stuff

  • Items

Statikk Shiv’s looking too generically strong. We’ll be hitting its damage as a result, while increasing its damage against minions to try and focus it more as a waveclear item.

Rageblade is just all-around way too strong. As a first step we’ll be increasing its cost a few hundred gold, but I imagine we’ll need to look at further power cuts at some point as well.

  • Clean Up, Bug Fixes

We’ve got a number of start of game things to sync up (bunch of stuff that needs to be shifted forwards up to 15s to match the earlier game start, like Bard Chime spawns, Skarner Crystals, Smite charges etc), plus a number of bug fixes to things that changed in 5.22.

  • Game Duration

Game duration, and snowballiness, has been one of the things we’ve spent the most time looking at and talking about since the preseason launch. So far it’s looking like the average game is a couple of minutes faster. There are some changes coming in 5.23 that will likely impact that, in particular a change to Homeguard that gives a modified version to every player after 20 minutes, somewhat tougher turrets (see above), and changes to minion strength that cause them to push more if their team is winning (giving winning teams opportunities to siege/losing teams opportunities to farm and catch up).

In terms of direction, two of the big things we’re looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We’re also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that’s something that should fall off fairly quickly though. If not, we’ll need to make some follow up changes.

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Have surrenders become more common this Preseason

Meddler Final PortraitYes, we’ve seen a noticeable increase in surrendering around the 20 minute mark post 5.22. That’s pretty standard after a major patch like this, given some champions tend to be out of line and people are experimenting with new stuff, so games can feel decided pretty early on. It’s something we’d expect to drop off noticeably over the next couple of patches though as we address major issues and people figure out what works and what doesn’t post changes. If that doesn’t happen we’ll need to dig into what else is going on.

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What other Champion groups are on your radar

Meddler Final PortraitWe’ve just started talking about which class (or sub class) to look at next. We’re currently trending towards immobile mages. Given the need for preseason followup though it’ll also be a little while before the team’s ready to start heavy work on whichever class we go with.

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Would you say Preseason buffed Armor stackers like Taric too much Taric Banner Single

Meddler Final PortraitYeah, we’re also seeing Malphite and Rammus, other champions who are rewarded for stacking armor, do well right now given the number of AD damage dealers being played. I don’t think we’ll make any changes to those champs individually until we’ve got the bigger picture balanced, it seems reasonable to believe that they’re just reflecting a temporary meta state rather than themselves generally overpowered.

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Which Riot employees are responsible for the Preseason patch

Asyrite Final PortraitThere were 4 teams responsible for the in game changes:
Game Systems – things like Masteries, Items, minions etc
Live Gameplay – Rift Herald, ongoing balance tuning
Champion Update – Marksman
Playtest – Sanity checks on content before it goes Live

It’s really a bigger team effort though, and the collaboration between teams is pretty huge.

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Meddler Final PortraitAlso worth calling out that we had help from individuals on various other teams as well. Some of the champion team helped out with masteries, couple of folks from the team that worked on the Bilgewater event helped with Rift Herald’s model etc.

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What is the average game length that Riot aims for

Meddler Final PortraitOur goal with preseason was to keep games around the same average length as they currently were (around 33 minutes on average). Games in 5.22 look like they’re a couple of minutes shorter so far, at around 31 minutes, that’s likely to change though in 5.23 as we get in changes that either missed the cutoff for 5.22 or were bugged (minion changes, tower scaling defense respectively).

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How do you intend to fix the Champion kits and builds that Preseason broke

Asyrite Final PortraitHey man! We’re going to be watching, reading, listening, and playing a lot over the next few weeks to get a feel for where the new lay of the land is. Right now win rates are still being highly impacted by people learning new optimized item builds, masteries, abilities etc. Vayne as an example has an~8% delta in win rate between her most frequent build and her highest common win rate build (referencing champion.gg in this case since that’s available to everyone). If you look at the why, it’s because a subset players are still rushing BORK, which looks like it’s proving to no longer be the optimal build path. Just pulling that as one example. Over the next few weeks, as players discover those optimal builds, I’m expecting we’ll see the standard deviation for individual champ win rates get smaller, time will definitely tell though!

I know you referenced Kha’zix in particular, and he’s definitely taken a hit this preseason (to me it feels like it’s actually more about the removal of Trailblazer as opposed to Tiamat passive, but that’s just my $0.02). We’re investigating how we can give him a bit of love, but want to wait for things to settle before getting more aggressive with changes. Also note I used to play Kha’zix a fair bit so I feel your pain :).

Hope this at least touches on some of your concerns

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How about putting a short CD on Quinns ult and removing the cast time Quinn Banner

Repertoir New PortraitYes! I’ve given quite a bit of thought to this actually. One of the things that I think is important to get right here is how to balance what feels good for Quinn versus what feels fair for the opponent. Though I don’t have specific changes for 5.23 to make on this front, I’m keeping an eye on Quinn (her ult especially) to see what kind of adjustments need to be made over the course of the next few patches.

What I’m currently feeling is that it’s too easy/annoying to get knocked out of R or the channel (I think minions cancelling the channel, for example, may be out of hand), and that a cooldown or different restriction on the R may be appropriate in the long term in mitigating some of those more earflicky interactions associated with her R at the moment.

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Why was Quinn heavily reworked in the first place

Repertoir New PortraitI think on the Quinn update generally, we actually didn’t see her as “heavily reworked.” What we intended for her was primarily the changes to her ultimate, and then supporting changes to make that work well. Admittedly, we missed the mark on the proper supporting changes, hence our reaction to re-institute a utility-focused Q in 5.23, but we do think that the changes to her ultimate open up a lot of doors for her both strategically and tactically. That said, I know there are old Quinn mains that won’t agree with that.

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Do you think Quinns current ult may make her a problem in pro play

Repertoir New PortraitIt’s certainly a possibility that we’ll be looking out for. If she ever becomes popular, players will be quick to pick it up and let us know.

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Quinns current Vault E makes it impossible to proc W and chase targets

Repertoir New PortraitFollowing that conversation, I made some adjustments to where E places you when you cast from max range in hopes to address this issue a bit. I don’t currently think her chase is too bad at the moment, but that isn’t to say I couldn’t be convinced otherwise.

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Why is Caitlyn allowed to stack her passive on towers again

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CertainlyT New PortraitThis was done on purpose. Caitlyn is a (perhaps the) premiere siege marksman. She should feel good about attacking towers. We added this mechanic back in on Caitlyn because it made sense that she wouldn’t feel a tension between shooting towers and minions.

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Do you plan on buffing weaker ADCs to the level of the stronger ones

CertainlyT New PortraitI’ll go into some elements of our approach. As an individual contributor to the marksmen updates, it will only reflect my perspective, but hopefully it will be helpful:

1) Winrate data is heavily skewed at the moment due to three factors.
First, a couple of champions are way too strong (e.g., Graves). They will naturally lower the win rate of all other marksmen.
Second, champions with new mechanics ought to go down in win rate as people learn to use them. This includes itemization changes (e.g., we are confused as to why players aren’t trying Essence Reaver on Sivir).
Third, not every champion will have a 50% win rate at balance. For example, as we differentiate marksmen, you’ll have to pick them in the right circumstances – If you pick Vayne on a team that desperately needs wave clear, you’ll probably be worse off than if you’d picked Sivir. Champs that have well defined niches will tend to be more powerful than their win rate suggests.

2) We aren’t sure where every champion sits. Obviously we have our own internal assessments of champion power, but they actually differ markedly from a lot of players’ perspectives. Unless we take the time to carefully watch and play the champions on Live for a while, we risk just playing musical chairs, shifting a new set of marksmen from apparently weak to actually overpowered. Further, we can’t just balance champs. We need to listen to you, the player base, about how you want to use champs in order to get the _right _changes in place. Technically, we could just balance any champ just through changing their base HP and HP per level, but it wouldn’t lead to a satisfying experience.

3) That is all very nebulous. So here are some specific answers.
We’re hotfixing Graves and Kog’Maw today (nerf and buff respectively). I’d look some obvious changes in 5.23 and a substantial amount of fine tuning in 5.24.
Caitlyn’s Q is indeed too weak. Even if we had to nerf other elements of her, it would be worth buffing the ability to let her actually reach towers and make skillfully avoiding it matter when playing against. I believe duo bot Twitch is very powerful and that players who are routinely failing with him are probably not good at the champion or are fixated on a strategy that is now less effective (teamfight AoE) as opposed to opportunistic assassination. Even the data supports this. His win rate is almost 50% when played in his best role. He’s not doing well in the jungle, and we’ll have to assess how much we can support him there.
* I don’t have a good sense for Sivir and Ashe’s balance right now, so perhaps someone else can reply to that. Anecdotally, they feel effective given their utility.

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Do you ve plans for Kha Zix Khazix Single Banner

Asyrite Final PortraitHaving played a decent bit of Kha’zix both in normals and ranked over the years, he’s definitely someone that was hurt more than we’d like due to the preseason changes (looking at you Trailblazer). While we want to avoid any heavy handedness right now due to the number of things that have changed, there’s definitely room to give him a bit of love, especially in regards to his early game.

I played him last night in order to get a better feel on Live, and after Twitch accidentally took my large Krug early which kinda boned me (hit lvl 2 at 3:55), I still managed to do alright. Like I said though, definitely want to show him some love in the near future, as well as potentially look at something more long term.

Hope that helps!

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Whats the balance teams stance on the Grievous Wounds debuff

Meddler Final PortraitWe see GW as a useful safety valve on healing/high sustain champions, and one that’s probably best accessed in game in response to an enemy getting out of control (e.g. a really fed Swain), rather than accessed via champ select before you know how needed it’ll be. GW on individual kits has the potential to lead to hard counter situations, and while we do want to reward good choices in champ select we’d like to avoid games that feel predecided before the loading screen.

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Only Teemo has Blind now do you think Blind is a good mechanic

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Meddler Final PortraitWe don’t have any plans to remove blind from Teemo and I’d imagine will at some point look to use it on at least one other champion. Would want to improve the visual/audio feedback for the blinded player to help them play around the effect before doing so though. The important thing would be putting it on a champion where it doesn’t leave the enemy without sufficient means to respond. Teemo’s really range limited, doesn’t burst people down generally and lacks other survivability tools when in the thick of the fight. Quinn by contrast had much longer range on her blind, has a powerful mid fight reposition and is adept at forcing fights with targets of her choice.

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Thoughts on Twitch

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Repertoir New Portrait I’m excited that the changes for 5.22 did not seem to make him too powerful, and given that, I’d like to keep pushing that direction in an upcoming patch if there’s an opportunity. An example of something we tested internally but didn’t end up shipping (for power concerns) was that the reset on Ambush had more Movement Speed and dropped into stealth instantly instead of with the 1.5 second fade time. This isn’t necessarily exactly what we’d do with him moving forward, but making that added mechanic feel right is probably the basic idea.

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AP CARRY BALANCE Balance Banner


Why do mages have such a hard time efficiently hitting 40

Pwyff Final PortraitI know Jag had a very specific reason as to why he kept Herald a one-person buff, so I’ll poke him to answer here.

For the CDR topic, I wonder if the ideal state of Mages is that they are guaranteed to hit CDR cap without much tradeoff or if they can be balanced in a way that investing into CDR is a meaningful decision (ie: giving up MR and maybe even Sorc Boots to double down on cooldowns for the additional utility). A world where a mage decides between high-damage, higher-cooldown abilities vs. lower-damage, utility-focused, lower-cooldown abilities seems like an interesting decision if done well.

In other words, right now there’s a large mentality shift of “I will always hit the CDR cap” to “I need to think try very hard to hit the CDR cap.” Additionally, since outside of the keystone masteries there hasn’t been anything more powerful injected into Mages, it might feel like a power decrease but we have a lot of noise and data we’ll need to parse through to see if this is actually true. Are mages weak? Are mages properly calibrated against their core stats (CDR, AP, mana regen)? Honestly speaking I want to see more before just saying “if you raise gold costs on AP and make it more difficult to hit the CDR cap, of course mages are going to be weak,” – it’s hard to assess that without seeing how the ecosystem of the game actually plays out, not to mention the strength of Deathfire Touch.

[edit]

Additional note on other champions getting more ‘free’ access to CDR than mages. These kind of comparisons are really weird to me, because CDR is one of those stats that’s very closely tied to the balance of the kit using it. CDR on marksmen tends to be very singular in purpose – damage – and often dependent on proper positioning to use well. Most Mage abilities tend to be fight-starters or fight-stoppers, meaning they have the ability to dramatically change the landscape or flow of a fight on a single ability cast. CDR to them is far more valuable and, in their natural item builds, needs to be ‘priced’ accordingly.

If stats were just generically priced without accounting for the stat affinities of the classes purchasing them, I think we’d get some really, really weird scenarios.

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ADCs can deal AA damage yet they reach the CDR cap easier than mages

Pwyff Final PortraitI edited in an answer regarding that, but I do feel like we’re in a bit of a vacuum comparison. A mage using abilities on cooldown can often stop or outright deny a champion threat. A marksman can do the same via a steady stream of damage but we’re basically talking variance in power. Mages have high variance – high highs, low lows (no abilities to cast), while Marksmen have less highs but more consistent output. In a balanced world, these two types of damage output would be well balanced against each other, but Mages also get the addition of utility, which needs to be considered as well.

I suppose this is a long way of saying damage isn’t the only thing to compare and Mages vs. Marksmen can’t really be boiled down to individual stat comparisons and who gets access to what. A reverse example (not totally comparable) might be if Marksmen were demanding total AD scaling on Trinity Force procs, similar to Lich Bane.

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Pwyff Final PortraitI think I’m saying that Mages have access to a lot more breadth of power than Marksmen and their itemization currently reflects that as well. If a Mage were to become a magic-focused Marksman I think it’d be easier to balance them, but then you’d be effectively choosing between the two. All a marksman has – all that they are identified by – is their pure damage with key positioning. A mage can be that, but they can also be the one who picks off fleeing champs, or controls the battlefield, or catches and blows up a stray squishy.

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Why can AD casters stack CDR so effectively and AP carries cant

Pwyff Final PortraitThe question is also what they do with those abilities. AD Casters get access to CDR very easy, but they can’t transform that CDR into an ability that starts and ends a teamfight on a single cast. An Ahri charm at late game can potentially mean a squishy target is dead without using any ability. An Ezreal Q cast on cooldown does not.

Really, really important distinction.

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Why did so many AP items get a cost increase in the Preseason patch

Meddler Final PortraitWe increased item costs generally in preseason while modifying gold income and item premiums. We have seen a lot of early feedback on AP mages feeling punished by that, from the looks of it so far though some are struggling and some aren’t however, so we’ll need to be more tactical about changes than just straight AP item buffs across the board (Heimer and jungle Nid look too weak for example, Brand and Swain too strong).

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Have you considered adding new items for AP carries

Meddler Final PortraitI expect we’ll look at AP items in the coming year. Immobile mages in particular are one of the classes we’re thinking of tackling next and some item adjustments would likely be part of that process as with Marksmen/Juggernauts.

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ITEMS MASTERIES Banner

 

Are you considering nerfing Essence Reaver

Lucian Single Banner

Meddler Final PortraitWe are. In particular it’s getting champions to the CDR cap too early in the game. We’ll be looking at some changes, probably for 5.24, to make some of that CDR come later in the game.

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How would you make assassins  mages invest points in Cunning and not Ferocity

Meddler Final PortraitWe’ll be fleshing out the Tier 1 and Tier 2 keystones in Cunning, which should help somewhat there. For some champions though Ferocity’s probably always going to be more appealing (DoT mages especially will be really strongly drawn to DFT). Assassins by contrast are meant to be well served by the Cunning tree, so if they’re not getting decent performance from it we might need to make the Tier 3 keystones a bit stronger for them.

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Any thoughts on buffing Cull

Meddler Final PortraitIt’s looking like it’ll probably need some form of buff yeah.

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Why do Deathfire Touch and Thunderlords decree have such similar effects

Meddler Final PortraitWe’d like DFT to be the sustained damage option and Thunderlord’s the burst damage one. Both should have reasonable scaling though, hence the ratios – we’re not looking to make one of them a non item dependent option.

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Does Fervor of Battle work with Lifesteal

Meddler Final PortraitFervor of Battle’s proc damage, so doesn’t work with lifesteal, can’t crit etc.

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Can we get some Poppy teasers

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Meddler Final PortraitQuite soon (almost certainly next rework of any size to go out).

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Will there be Champion Mastery levels added to ARAM or other modes

CertainlyT New PortraitI’m not sure our designers who work on that are in this Q and A, so I’ll answer for them! I would be somewhat opposed to this on the grounds that ARAM doesn’t test a wide variety of skills and because the random mode is about encouraging you to branch out, not go deep on a small number of champions. However, I think it would be cool if there were ways to express your mastery of ARAM as such — for example, ones more related to the map or champion classes.

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Is Thresh considered Melee or Range Thresh Single Banner

Meddler Final PortraitThresh is meant to be a ranged champion. When we updated how we tag champions as melee or ranged he got missed for some reason (not sure why myself sorry). That’ll be fixed in the next patch.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

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[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

PBE 11 11 Reference Banner

Check out Illaoi and her release skin – Void Reaver Illaoi, Tristana’s legendary Dragon Trainer skin, Elderwood Hecarim, Gravelord Azir, as well as a tabletop quartet – Ryze Whitebeard, Braum Lionheart, Gragas Caskbreaker and Varus Swiftbolt.

 

 

Illaoi’s received her Champion Select Quote:

 

[ Note ] You can find a preview of Illaoi and her release skin HERE.


 

Dragon Trainer Tristana’s login screen theme has made it on the PBE. Here’s the video by frostyninja:

 

 

GENERAL CHANGES Banner

  • The increase in Death Timer duration now starts at the 10th minute, not the 35th;
  • The Death Timer now increases at a rate of 0.5% per 30 seconds, down from 2% per 30 seconds;
  • Death cap duration now caps at the 60th minute.

[ Note ] This is aimed at making the mid game more snowbally and dangerous. There should be minimal changes to the late game.

 

 

Champion Changes

 

Graves Final Portrait

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Base damage decreased from 60/80/100/120/140 to 55/70/85/100/115;
  • Damage on the returning explosion decreased from 90/155/220/285/350 to 85/145/205/265/325.

 

 

Kogmaw Final Portrait

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  • Base Attack Damage increased from 54.5 to 57.5
  • Base Attack Speed increased from 0.625 to 0.665

 

Buff BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • AD ratio on % HP on-hit increased from 0.0125 AD to 0.015 AD.

 

 

 

Nasus Final Portrait

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  • Auto-attack range decreased from 175 to 125 (revert on the change in this PBE update)

 

 

Quinn Final Portrait

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Damage changed from 1.5 Total AD to 10 [+5 per level] [+ 1.14 (+0.02 per level) Total AD]

 

Change BoxAerial Assault Final IconBlinding Assault [ Q ] (renamed from Aerial Assault)

  • Damage changed from 20/45/70/95/120 [+ 0.7/0.75/0.8/0.85/0.9 Total AD] [+ 0.35 AP] to 15/45/75/105/135 [+ 0.8/0.9/1.0/1.1/1.2 Total AD ] [+ 0.5 AP];
  • No longer deals bonus damage depending on the target’s missing Health (+1% for 1% missing HP on live);
  • Now additionally limits the vision of enemy Champions hit for 2 seconds.

 

 

 

Tristana Final Portrait

 

Revert BoxRocket Jump Final IconRocket Jump [ W ]

 

 

Jungle Changes Banner

 

Blue Sentinel Final IconBlue Sentinel (Blue Buff)

  • Movement Speed decreased from 180 to 150

 

Elder Brambleback Final IconElder Brambleback (Red Buff)

  • Movement Speed decreased from 330 to 250

 

 

Also, the Rift Herald now spawns out of an actual portal, instead of just plopping on the Rift:

 


ALL PBE UPDATES FOR PATCH 523 CYCLE Banner

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE Roundup Preseason Patch Banner

Preseason starts on November 11th, meaning all Ranked progress will be soft-wiped at that date and end-season rewards will be distributed.

[ Note ] The updated Champion Select may not be in the Preseason patch, which is why I haven’t included it in the notes. You can find an in-game preview of it HERE.

 

End-of-Season Rewards

Balance

Miscellaneous

 

 

ENDOFSEASON RANKED REWARDS

In this section you can find previews of Victorious Sivir and the borders, icons and ward skins you’ll get depending on your Ranked success this season.

 

VICTORIOUS SIVIR Banner

Victorious Sivir is a reward for players who’ve reached Gold League or higher in Ranked this season.

 

SivirLoadScreen_8 Sivir_Splash_8

 

MODEL Banner

Victorious Sivir Model 1 Victorious Sivir Model 2

 

Recall Banner

Victorious Sivir Recall

 

BOOMERANG BLADE Q Banner

Victorious Sivir Q 1

 

RICOCHET W Banner

Victorious Sivir W 2 Victorious Sivir W 1

 

SPELL SHIELD E Banner

Victorious Sivir E 2 Victorious Sivir E 1

 

ON THE HUNT R Banner

Victorious Sivir R 1

 

 

RANKED BORDERS ICONS

This season’s icons and borders will be distributed after November 11th and include Division ornaments on the borders.

 

Note the decoration on the bottom right corner of each border; it changes depending on the Division you ended the season in.

Decoration Notice

 

Here are the default borders for Blue and Red side:

Unrated border Bronze Border

 

BRONZE

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon950 profileIcon951 profileIcon952

 

SILVER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon953 profileIcon954 profileIcon955

 

From left to right: Division 5, 4, 3, 2 and 1:

Silver Borders

 

GOLD Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon956 profileIcon957 profileIcon958

 

From left to right: Division 5, 4, 3, 2 and 1:

Gold Borders

 

PLATINUM Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon959 profileIcon960 profileIcon961

 

From left to right: Division 5, 4, 3, 2 and 1:

Platinum Borders

 

DIAMOND Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon962 profileIcon963 profileIcon964

 

From left to right: Division 5, 4, 3, 2 and 1:

Diamond Borders

 

MASTER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon965 profileIcon966 profileIcon967

 

Master Border

 

challenger banner

Note that icons are split into categories for Challenger:

 

Challenger III: Top 51-200 spots for Solo Queue, 16-50 for 3v3 & 5v5 Teams;

profileIcon968 profileIcon969 profileIcon970

 

Challenger II: Top 11-50 spots for Solo Queue, 4-15 for 3v3 & 5v5 Teams;

profileIcon971 profileIcon972 profileIcon973

 

Challenger I: Top 1-10 spots for Solo Queue, 1-3 for 3v3 & 5v5 Teams;

profileIcon974 profileIcon975 profileIcon976

 

Challenger Border

 

 

WARD SKINS FOR TEAM RANKED Banner

You can earn these ward skins by playing Team Ranked; every win contributes to a point pool.

 

CONQUERING WARD SKIN Banner

Awarded for earning 20 Team Ranked points or more:

 

Triumphant Ward 1 

 

TRIUMPHANT WARD SKIN Banner

Awarded for earning 45 Team Ranked points or more:

 

Triumphant Ward 2 

 

VICTORIOUS WARD SKIN Banner

Awarded for earning 75 Team Ranked points or more:

 

Victorious Ward 1 

 

 

MAJOR MARKSMAN UPDATES Banner

Six ADCs have received extensive reworks. You can find the gameplay & visual changes to each below:

 

 

Caitlyn Final Portrait

GENERAL Banner

  • Scales 10% less with bonus Attack Speed
  • Attack Damage changed from 50 [+3 per level] to 55.66 [+2.2 per level]

 

Buff BoxHeadshot Final IconHeadshot [ Passive ]

  • Damage now additionally scales with Caitlyn’s Crit Chance at a 2:1 ratio (e.g at 50% Crit Chance, it deals +100% damage);
  • Caitlyn can fire a double-range (1300 range) Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot and doesn’t use up her current stacks toward a passive.

 

Caitlyn Headshot 1

 

Piltover Peacemaker [ Q ]Change BoxPiltover Peacemaker Final Icon

  • Damage increased from 20/60/100/140/180 [+1.3 Total AD] to 25/70/115/160/205 [+1.6 Total AD]
  • Skillshot missile is now more narrow, but expands to its width on live after the first target hit;
  • After the first hit, Piltover Peacemaker deals 40% decreased damage, changed from 10% per enemy less, up to a cap of 50%;
  • Damage on the first target has been increased by ~20%, but falls of harder on follow-up hits.

 

Caitlyn Q 1 Caitlyn Q 2

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Now has a charge system instead of a static cooldown (think Heimer’s turrets). New cooldown is 45/32.5/20/12.5/10 seconds per charge, changed from 16/14/12/10/8 regular CD. Caitlyn can store up to 3/3/4/4/5 traps.
  • Trap duration decreased from 4 minutes to 2;
  • Caitlyn’s first auto attack against a trapped Champion will be a guaranteed Headshot;
  • Traps no longer deal damage (80/130/180/230/280 + 0.6 AP on live)
  • Headshot deals 10/20/30/40/50% increased damage to trapped targets.

 

Change Box90 Caliber Net Final Icon90-Caliber Net

  • Caitlyn’s first auto attack against a target hit by the net will be a guaranteed Headshot;
  • Base damage decreased from 80/130/180/230/280 to 70/110/150/190/230;
  • The net is now slower, the distance traveled is shorter and Caitlyn travels slower.

 

Caitlyn E 1

 

Also, Caitlyn’s Headshot has a new UI icon when it’s ready:

Caitlyn_Headshot (1)

 

 

Corki Final Portrait

GENERAL Banner

  • Damage changed from 51.24 [+3 per level] to 56 [+2.5 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

Hextech Shrapnel Shells: Corki’s basic attacks deal 10% bonus damage, and half of his basic attack damage is converted into magic.

The Package: After an initial 8 minutes, The Package arrives near the fountain. Picking it up temporarily grants 50% out of combat Movement Speed and upgrades Valkyrie into Special Delivery.

The Package reloads 4 minutes after being delivered.

 

Corki Passive 1 Corki Passive 2

Corki Passive 3 

 

New Item BoxValkyrie Final IconValkyrie [ W ]

Range decreased from 800 to 600;

[ New Mechanic ] Special Delivery: Every 5 minutes, Corki receives a special set of bombs on the spawn platform. When he picks up the package, he receives a 40% bonus to his total Movement Speed.

The bombs allow Corki to cast an improved Valkyrie. This mega W has 1800 range, knocks enemies aside when it hits them, slows for 90% and leaves a burning trail that deals 60/90/120/150/180 (+0.2 AD) (+0.2 AP) magic damage per second. The dash speed is 1500 in-game units per second.

Corki’s normal Valkyrie is put on a 0 second cooldown after he casts the mega W.

 

Corki W 4

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • Now deals 50% magic damage and 50% physical damage;
  • Base damage increased from 20/32/44/56/68 to 20/32/44/56/78;
  • Now shreds both 1/2/3/4/5 Armor and Magic Resist, changed from 2/4/6/8/10 Armor shred only.

 

Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Base damage per rocket decreased from 100/180/260 to 100/140/180

 

 

[ Note ] Corki’s received new icons. From left-to-right: Passive, Q, W, Mega W, “The Package”, E, R, Big-One.

 

Corki_RapidReload Corki_Valkyrie_Mega Corki_Valkyrie Corki_PhosphorusBomb Corki_ThePackage Corki_GatlingGun Corki_MissileBarrage Corki_R_BigOne

 

 

Graves Final Portrait

GENERAL Banner

  • Auto-attack range decreased from 525 to 425
  • Attack Damage changed from 54.2 [+3.1 per level] to 61 [+2.4 per level]
  • Movement Speed increased from 330 to 345
  • Armor-per-level increased from 3.2 to 3.4

 

New Item BoxNew Destiny Final IconNew Destiny [ New Passive ]

Graves’ shotgun has some unique properties –

 

  • Double Barrel: Graves must reload when he runs out of ammo. Attack speed reduces reload time only slightly, but reduces time between attacks dramatically.
  • 12-Gauge: Attacks fire 4 bullets (8 on critical strikes.) Units hit take 75% Attack Damage + 25% for additional bullets. Basic auto attacks deal 25% decreased damage to structures.
  • Buckshot: Bullets cannot pass through units. Non-champions struck by multiple bullets are knocked back.

 

Graves Passive 1

 

Here’s the crit from Graves’ shotgun. Note that he fires an extra 4 pellets, each of which deal 25% of the original’s damage for a total of 100%, same as a regular crit.

Graves Passive 2

 

New Item BoxEnd of the Line Final IconEnd of the Line [ New Q ]

Mana Cost: 50/55/60/65/70 || Cooldown: 14/13/12/11/10 seconds

Fires a powder round that deals 60/80/100/120/140 (+0.75 Bonus AD) physical damage to enemies in a line.

After 2 seconds, or on collision with terrain, the round detonates, dealing 90/155/220/285/350 (+0.4/0.6/0.8/1.0/1.2 Bonus AD) physical damage to all nearby enemies.

 

Graves Q 1 Graves Q 2

Graves Q 3

 

Note that Pool Party Graves has a different Q animation in the rework:

End of the Line Pool 1

 

Smoke Screen [ W ]Nerf BoxSmoke Screen Final Icon

  • Cooldown increased from 20/19/18/17/16 seconds to 26/24/22/20/18;
  • Smoke zone no longer slows (the spell now only slows on impact).

 

New Item BoxQuickdrawQuickdraw [ Reworked E ]

Mana Cost: 40 at all ranks || Cooldown: 18/17/16/15/14 seconds

Dashes in a direction, reloading one shell. For 4 seconds, Graves gains True Grit.

Basic attack hits lower the cooldown of Quickdraw by 0.5 seconds and, against non-minions, also refresh True Grit. Note that Quickdraw resets Graves’ auto-attack timer and each shotgun pellet individually reduces the cooldown of Quickdraw.

True Grit grants 10/15/20/25/30 Armor and Magic Resist per stack, with a cap of 4 stacks at all levels..

 

Buff BoxCollateral_DamageCollateral Damage [ R ]

  • Now additionally knocks Graves back on cast.

 

 

 

Kogmaw Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 54.5 [+2.4 per level]
  • Health decreased from 546 [+87 per level] to 518 [+82 per level]

 

Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus increased from 10/15/20/25/30% to 15/20/25/30/35%;
  • Range increased from 975 to 1175.

 

Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • While active, Kog’Maw Attack Speed is doubled and his Attack Speed cap is doubled to 5 attacks per second;
  • Bonus auto attack range is decreased from 210 at all ranks to 90/120/150/180/210;
  • Basic attacks have a 0.55 Total AD ratio for the duration of W, but fully apply on-hit effects;
  • % of Max HP magic damage on-hit changed from 2/3/4/5/6 [+0.01 AP] to [0.0125 AD + 0.0075 AP] %.
  • Cooldown decreased from 17 seconds at all ranks to 13/11.5/10/8.5/7;
  • Cooldown now begins when the buff ends, rather than when the spell is cast;
  • Duration decreased from 8 seconds at all ranks to 6;
  • Now has a 40 mana cost at all ranks (0 on live).

 

Change BoxLiving Artillery Final IconLiving Artillery [ R ]

  • Base damage and ratios have been adjusted;
  • No longer deals increased base damage to Champions (200% base damage on live);
  • Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health;
  • Mana cost increased from 40 at all ranks to 50 (stacking mana cost is now capped at 500, up from 400).

[ Note ] For reference, here’s Living Artillery’s new damage, depending on the target’s missing Health:

  • If above 50% HP:  70/110/150 [+0.65 Bonus AD] [+0.25 AP]
  • If between 25-50% HP 140/220/300 [+1.3 Bonus AD] [+0.5 AP]
  • If below 25% HP: 210/300/450 [+1.95 Bonus AD] [+0.75 AP]

 

Kog’Maw’s received new icons. From left to right: Passive, Q, W, E and R:

KogMaw_IcathianSurprise KogMaw_CausticSpittle KogMaw_BioArcaneBarrage KogMaw_VoidOoze KogMaw_LivingArtillery

 

 

Miss Fortune Final Portrait

GENERAL Banner

  • Mana changed from 276 [+38 per level] to 326 [+35 per level]
  • Attack Damage changed from 49.5 [+3 per level] to 46 [+1 per level]

 

New Item BoxLove Tap Final IconLove Tap [ New Passive ]

Grants Miss Fortune [ 0.5 Total AD – 1.0 Total AD, scales with Champion level] bonus damage when swapping targets (this stacks with Q bounces). Damage is halved against minions. Bonus damage triggers Life Steal. Turrets only take half of the bonus damage from Love Taps.

 

Miss Fortune Passive 1

 

New Item BoxStrut Final IconStrut [ Replaces Current W Passive ]

Impure Shot [ W ]’s passive has been removed & replaced with Miss Fortune’s current passive, Strut. After 5 seconds of not being in combat, Miss Fortune gains 25 flat Movement Speed, which increases to 60/70/80/90/100 after another 5 seconds.

Impure Shot’s current active remains on Miss Fortune’s new Strut [ W ]:

 

Change BoxImpure Shots Final Icon

Impure Shots [ W Active ]

  • Cooldown decreased from 12 seconds at all ranks to 8;
  • Mana cost decreased from 30/35/40/45/50 to 30 at all ranks;
  • Bonus Attack Speed on active increased from 20/30/40/50/60% to 60/75/90/105/120%;
  • Mana cost decreased from 30/35/40/45/50 to 30 at all ranks;
  • Duration decreased from 6 seconds to 3;
  • Love Tap [Passive ] extends the duration of the buff by 1 second every time Miss Fortune hits a different target (1.6 seconds for Champions).

 

Buff BoxMake it Rain Final IconMake it Rain [ E ]

  • Range increased from 800 to 1000;
  • 0.5 second delay on cast removed.

 

Change BoxBullet Time Final IconBullet Time [ R ]

  • Damage per wave changed from 50/75/125 [+0.1/0.175/0.25 Bonus AD] [+0.2 AP] to [+0.75 Total AD] [+0.2 AP];
  • Number of bullet waves increased from 8 to 12/14/16;
  • Channel duration increased from 2 seconds to 3;
  • Each ult wave can now crit for an additional 20% damage.

[ Note ] The crit check happens at the start of each wave, not per bullet

 

 

Quinn Final Portrait

GENERAL Banner

  • Damage changed from 51 [+3 per level] to 56.5 [+2.4 per level]

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Static cooldown changedfrom 10/7 seconds to 8 seconds at all Champion levels;
  • Duration of “Vulnerable” mark decreased from 4.5 seconds to 4;
  • Now deals 150% of Quinn’s total AD, changed from 25-215 [+0.5 Bonus AD] bonus physical damage.

 

New Item BoxBlinding Assault Final IconAerial Assault [ Reworked Q ] (Name changed from Blinding Assault)

Mana cost: 50 at all ranks || Cooldown: 11/10/9/8/7 seconds
Valor flies in a line, stopping at the first enemy hit and marking it as Vulnerable. Valor then deals 20/45/70/95/120 [+0.6/0.7/0.8/0.9/1 Total AD] [+0.35 AP] to 40/90/140/190/240 [+1.4/1.5/1.6/1.7/1.8 Total AD] [+0.7 AP] physical damage to all nearby enemies, based on their missing Health.

If Aerial Assault kills a unit, half the cooldown is refunded.

 

Change BoxQuinn WHeightened Senses [ W ]

  • Movement Speed buff from proccing Harrier [ Passive ] changed from flat 20/30/40/50/60 to 20/25/30/35/40%

 

Nerf BoxVault Final IconVault [ E ]

  • Slow duration decreased from 2 seconds to 1.5
  • Range decreased from 700 to 675
  • Dash speed has been increased;
  • Should now more reliably return you along the vector you dashed in on.

 

Change BoxTag Team Final IconTag Team [ R ] 

  • Now has a 2-second channel time, but has no cooldown;
  • Grants Quinn an additional 70/100/130% Total Movement Speed;
  • No longer allows Quinn to do basic attacks or cast spells for the duration of the ult;
  • Mana cost decreased from 100 at all ranks to 100/50/0;
  • Taking Champion or Tower damage puts Tag Team on a 3 second cooldown.

 

Quinn R 1

 

Nerf BoxSkystrike Final IconSkystrike [ Recast R ]

  • Damage decreased from 100/150/200 [+ 0.5 bonus AD] [+1% per 1% of missing enemy HP] to [ 1.0 Total AD ]

 

[ Note from Tooltip ] During Tag Team:

  • Offensive action taken casts Skystrike and causes Valor to return to the skies.
  • Champion damage, Turret damage, and immobilizing effects cause Valor to return to the skies.
  • All other damage briefly slows them.

 

 

Champion Changes

 

Ashe Final Portrait

GENERAL Banner

  • Mana changed from 231.8 [+35 per level] to 280 [+32 per level]
  • Attack Damage changed from 51.1 [+2.85 per level] to 56.5 [+2.26 per level]

 

Change BoxFrost Shot Final IconFrost Shot [ Passive ]

  • Base slow decreased from 5/11/17/23/29/35% to 5/9/13/17/21/25%
  • Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
  • Ashe can once again crit, but for half the damage of regular crits.  Her crits will instead apply Frost Show’s slow with double strength (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow

 

Change BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Slow amplification (20% more slow) and cooldown (18 seconds) removed;
  • Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running;
  • Passive no longer stacks with Volley [ W ] and Enchanted Crystal Arrow [ R ].

 

 

Draven Final Portrait

GENERAL Banner

  • Attack frame improved by 30% (more responsive auto-attack animation)
  • Basic Attack missile speed decreased from 1700 to 1600
  • Damage changed from 50.4 [+3.5 per level] to 56 [+2.9 per level]
  • Mana changed from 310.5 [+42 per level] to 360 [+39 per level]

 

 

Ezreal Final Portrait

GENERAL Banner

  • Damage changed from 50.25 [+3 per level] to 55.66 [+2.41 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxMystic Shot Final IconMystic Shot [ Q ]

  • Hitting skilshots now decreases Mystic Shot’s CD by 1.5 seconds, increased from 1
  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 6.5/6/5.5/5/4.5

 

Nerf BoxArcane Shift Final IconArcane Shift [ E ]

  • Cooldown increased from 19/17/15/13/11 seconds to 19/17.5/16/14.5/13

 

 

 

Jinx Final Portrait

GENERAL Banner

  • Damage changed from 53 [+3 per level] to 58.5 [+2.4 per level]

 

Buff BoxGet Excited! [ Passive ]Get Excited Final Icon

  • Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
  • Duration increased from 4 seconds to 6

 

Nerf BoxSwitcheroo Final IconSwitcheroo! [ Q ]

  • While using her Rocket Launcher, Jinx’s Total Attack Speed is decreased by 15%

 

 

 

Kalista Final Portrait

GENERAL Banner

  • Attack Speed changed from 0.658 [+3% per level] to 0.694 [+2.8% per level]
  • Attack Damage changed from 57.5 [+3.5 per level] to 63 [+2.9 per level]

 

Nerf BoxMartial Poise Final IconMartial Poise [ Passive ]

  • Jump speed now only scales with Attack Speed/Slows (is slower early game but scales up); no longer scales with boot tier.

 

 

Kindred Final Portrait

GENERAL Banner

  • Damage changed from 49 [+2.2 per level] to 54 [+1.7 per level]
  • Base Health-per-second decreased from 2 to 1.4

 

 

Lucian Final Portrait

GENERAL Banner

  • Mana changed from 299 [+41 per level] to 349 [+38 per level]
  • Attack Damage changed from 52 [+3 per level] to 59.5 [+2.4 per level]

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Number of bullets no longer scale with Attack Speed, but with ranks in The Culling (20/25/30 bullets)

 

 

Shaco Final Portrait

 

Buff BoxTwo ShivTwo-Shiv Poison [ E ]

  • Now decreases minions and monsters’ attack speed by 20/22.5/25/27.5/30% rather than their miss chance (by the same %)

 

 

Sivir Final Champion Portrait

GENERAL Banner

  • Base Attack Speed decreased from 0.66 to 0.625

 

Change BoxRicochet Final IconRicochet [ W ]

  • Cooldown now begins on spell cast rather than when the attack buff expires
  • Cooldown increased from 9/8/7/6/5 seconds to 12/10.5/9/7.5/6
  • Attack buff duration decreased from 6 seconds 4

 

 

Tristana Final Portrait

GENERAL Banner

  • Attack damage changed from 51.5 [+3 per level] to 57 [+2.4 per level]

 

Change BoxRapid Fire Final IconRapid Fire [ Q ]

  • No longer reduces Explosive Charge’s [ E ] cooldown on-hit while active
  • No longer reduces its own cooldown when attacking a target with Explosive Charge [ E ] on
  • Cooldown decreased from 20 seconds at all ranks to 20/19/18/17/16

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage changed from 80/105/130/155/180 to 60/110/160/210/260;
  • No longer deals increased damage per Explosive Charge [ E ] stack;
  • Additionally, If Explosive Charge [ E ] explodes with maximum stacks, Rocket Jump’s cooldown is reset.

 

Buff BoxExplosive Charge Final IconExplosive Charge [ E ]

  • Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this;
  • Tristana’s abilities also add Explosive Charge [ E ] stacks;
  • Missile Speed increased from 1800 to 2400

 

 

Twitch Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 55.5 [+2.4 per level]

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Ambush’s cooldown resets when an enemy champion affected by Deadly Venom dies;
  • Quality of Life Buff: Entering stealth now cancels Twitch’s current auto attack order.

 

Change BoxSpray and Pray Final IconRat-Ta-Tat-Tat [ R ]

  • Buff Duration decreased from 7 seconds to 5;
  • Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q’s stealth no longer cancels stealth;
  • Mana cost decreased from 100/125/150 to 100 at all ranks.

 

 

Urgot Final Portrait

 

Change BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • No longer grants bonus 60/90/120 Armor/Magic Resistance;
  • Now adds 30/40/50% Damage Reduction.

 

 

Varus Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 54.66 [+2.4 per level];
  • Mana changed from 310.5 [+36 per level] to 360 [+33 per level].

 

Change BoxChain of Corruption Final IconChain of Corruption [ R ]

  • Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion;
  • Rooted targets gain 3 stacks of Blight [ W ] over the duration of the root;
  • Base damage decreased from 150/250/350 to 100/175/250.

 

 

Vayne Final Portrait

GENERAL Banner

  • Attack Damage changed from 50.5 [+3.25 per level] to 56 [+1.66 per level]
  • Mana changed from 299 [+41 per level] to 349 [+38 per level]

 

Change BoxTumbleTumble [ Q ]

  • Buff duration to next basic attack increased from 6 seconds to 7.

 

 

Change BoxSilver Bolts Final IconSilver Bolts [ W ] 

  • Flat Damage removed (20/30/40/50/60 on live);
  • Percent Health Damage increased from 4/5/6/7/8% to 6/7.5/9/10.5/12% (minimum damage is 40/60/80/100/120).

 

 

TWEAKS TO MANA POOLS MANA REGEN

 

Alistar Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Anivia Final Portrait

GENERAL Banner

  • Mana changed from 346 [+53 per level] to 396 [+50 per level]

 

Blitzcrank Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Brand Final Portrait

GENERAL Banner

  • Mana changed from 325 [+45 per level] to 375 [+42 per level]

 

Evelynn Final Portrait

GENERAL Banner

  • Mana changed from 265.6 [+45 per level] to 315.6 [+42 per level]

 

Fiddlesticks Final Portrait

GENERAL Banner

  • Mana changed from 350 [+59 per level] to 400 [+56 per level]

 

Fizz Final Portrait

GENERAL Banner

  • Mana changed from 267 [+40 per level] to 317 [+37 per level]

 

Galio Final Portrait

GENERAL Banner

  • Mana changed from 319 [+50 per level] to 369 [+47 per level]

 

Hecarim Final Portrait

GENERAL Banner

  • Mana changed from 277.2 [+40 per level] to 327 [+37 per level]

 

Irelia Final Portrait

GENERAL Banner

  • Mana changed from 289 [+35 per level] to 339 [+32 per level]

 

Janna Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Jax Final Portrait

GENERAL Banner

  • Mana changed from 289 [+35 per level] to 339 [+32 per level]

 

Jayce Final Portrait

GENERAL Banner

  • Mana changed from 307 [+40 per level] to 357 [+37 per level]

 

Karma Final Portrait

  • Base Mana-per-second increased from 1.2 to 1.7

 

Kassadin Final Portrait

GENERAL Banner

  • Mana changed from 347.6 [+70 per level] to 397.6 [+67 per level]

 

Lulu Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.7 to 2.2

 

Lux Final Portrait

GENERAL Banner

  • Mana changed from 334 [+50 per level] to 384 [+47 per level]

 

Maokai Final Portrait

GENERAL Banner

  • Mana changed from 327.3 [+46 per level] to 377.3 [+43 per level]

 

Morgana Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Nami Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Nasus Final Portrait

GENERAL Banner

  • Mana changed from 275.6 [+45 per level] to 325.6 [+42 per level]

 

Nautilus Final Portrait

GENERAL Banner

  • Mana changed from 284 [+50 per level] to 334 [+47 per level]

 

Olaf Final Portrait

GENERAL Banner

  • Mana changed from 265.6 [+45 per level] to 315.6 [+42 per level]

 

Pantheon Final Portrait

GENERAL Banner

  • Mana changed from 267 [+34 per level] to 317 [+31 per level]

 

 

Ryze Final Portrait

GENERAL Banner

  • Mana changed from 342.4 [+55 per level] to 392.4 [+52 per level]

 

Sion Final Portrait

GENERAL Banner

  • Mana changed from 275.6 [+45 per level] to 325.6 [+42 per level]

 

Sona Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Soraka Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Swain Final Portrait

GENERAL Banner

  • Mana changed from 324 [+50 per level] to 374 [+47 per level]

 

Syndra Final Portrait

GENERAL Banner

  • Mana changed from 334 [+63 per level] to 384 [+60 per level]

 

Tahm Kench Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.1 to 1.6

 

Talon Final Portrait

GENERAL Banner

  • Mana changed from 327 [+40 per level] to 377 [+37 per level]

 

Taric Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Veigar Final Portrait

GENERAL Banner

  • Mana changed from 342.4 [+55 per level] to 392.4 [+52 per level]

 

VelKoz Final Portrait

GENERAL Banner

  • Mana changed from 325.6 [+45 per level] to 375.6 [+42 per level]

 

Xerath Final Portrait

GENERAL Banner

  • Mana changed from 317 [+47 per level] to 367 [+44 per level]

 

Ziggs Final Portrait

GENERAL Banner

  • Mana changed from 334 [+50 per level] to 384 [+47 per level]

 

Zilean Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Zyra Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

 

Item Changes

I’ve split the item changes into their relevant caterogies. Note that there are also item changes in the Vision & Jungle changes sections:

 

 

STARTING ITEMS Banner

[ Note ] Starting Gold has been increased from 475 to 500.

 

Buff BoxBoots of Speed Final IconBoots of Speed

  • Cost decreased from 325 Gold to 300.

 

 

Removed BoxCrystalline Flask Final IconCrystalline Flask

  • Removed from the game.

 

 

New Item BoxCull IconCull [ New Starting Item ]

Cost: 450 Gold;

Grants 5 Attack Damage and 3 life on-hit;

Passive: Grants 1 Bonus Gold per Creep Score until 100 CS. At 100 CS, you gain 300 Bonus Gold and that passive is disabled afterward.

 

Buff BoxDagger Final IconDagger

  • Total cost decreased from 450 to 300;
  • Attack Speed decreased from 15% to 12%.

 

Buff BoxDorans Blade Final IconDoran’s Blade

  • Attack Damage increased from 7 to 8
  • Health increased from 70 to 80
  • Cost increased from 440 Gold to 450

 

Nerf BoxDorans Shield Final IconDoran’s Shield

  • Cost increased from 440 Gold to 450

 

 

Buff BoxFaerie Charm FInal IconFaerie Charm

  • Total cost decreased from 180 Gold to 125.

 

 

Buff BoxLong Sword Final IconLong Sword

  • Cost decreased from 360 Gold to 350

 

 

Buff BoxRejuvenation Bead Final IconRejuvenation Bead

  • Total cost decreased from 180 Gold to 150.

 

 

Buff BoxSapphire Crystal Final IconSapphire Crystal

  • Total cost decreased from 400 Gold to 350;
  • Mana increased from 200 to 250.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Total cost decreased from 365 Gold to 350;
  • Passive now grants 8 Gold per hit, increased from 5.

 

New Item BoxThe Dark Seal Final IconThe Dark Seal

  • Grants 15 Ability Power, 25% increased Healing from Potions and 100 Mana;
  • Cost is 400 Gold;
  • UNIQUE Passive – Dread: Grants 3 Ability Power per Glory.
  • UNIQUE Passive – Do or Die: Grants 2 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory total. Lose 4 Glory on death.

 

 

CHANGES TO CONSUMABLES Banner

 

New Item BoxCorrupting Potion Final IconCorrupting Potion

Recipe: Refillable Potion Final Icon Refillable Potion + 350 Combine Cost = 500 Gold Total.

 

UNIQUE Active: Consumes a charge to restore 150 Health and 50 Mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges that refill upon visiting the shop.

Touch of Corruption: Spells and attacks burn enemy champions for 15-30 (scales with Champion level) magic damage over 3 seconds. The damage is halved for AoE and DoTs.

Limited to one type of a Healing Potion.

 

Corrupting Potion Final Icon

 

Nerf BoxHealth Potion Final Icon

Health Potion

  • Cost increased from 35 Gold to 50.

 

 

New Item BoxHunters Potion Final IconHunter’s Potion

Recipe: Refillable Potion Final Icon Refillable Potion + 250 Combine Cost = 400 Gold Total

 

UNIQUE Active: Consumes a charge to restore 60 Health and 35 Mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.

Killing a Large Monster grants one charge.

 

Hunters Potion Build Path

 

Removed BoxMana Potion Final IconMana Potion

  • Removed from the game.

 

 

Change BoxElixir of Iron Final IconElixir of Iron

  • Cost increased from 400 Gold to 500;
  • Slow effectiveness reduction removed (25% on live);
  • Now additionally grants 300 flat Health.

 

Change BoxElixir of Sorcery Final IconElixir of Sorcery

  • Cost increased from 400 Gold to 500;
  • Ability Power increased from 40 to 50.

 

Change BoxElixir of Wrath Final IconElixir of Wrath

  • Cost increased from 400 Gold to 500;
  • Attack Damage increased from 25 to 30;
  • BLOODLUST passive now heals for 15% of the physical damage dealt, increased from 10%;
  • Kills and Assists no longer extend Elixir of Wrath’s duration.

 

New Item BoxRefillable Potion Final IconRefillable Potion [ New Potion ]

Costs 150 Gold.

UNIQUE Active: Consumes a charge to restore 100 Health over 10 seconds. Holds up to 2 charges and refills upon visiting the shop.

 

 

CHANGES TO AD ITEMS Banner

 

Change BoxBF Sword Final IconB. F. Sword

  • Total cost decreased from 1500 Gold to 1300.
  • Attack Damage decreased from 50 to 40.

 

Buff BoxBilgewater Cutlass Final IconBilgewater Cutlass

  • Total cost decreased from 1400 to 1300;
  • Life Steal increased from 8% to 10%.

 

Nerf BoxBlade of the Ruined King Final IconBlade of the Ruined King

  • Total Cost increased from 3200 Gold to 3400;
  • % Current HP as physical damage decreased from 8% to 6%.

 

New Item BoxCaulfields Warhamer Final IconCaulfield’s Warhammer

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total;
  • Grants 25 Attack Damage and 10% Cooldown Reduction.

 

Caulfields Warhamer Build Pattern

 

New Item BoxDeaths Dance Final IconDeath’s Dance

Recipe: vampiric scepter Vampiric Scepter (900 Gold) + Pickaxe_item Pickaxe (875 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 525 Combine Cost = 3400 Gold Total

Grants 65 Attack Damage and 10% Cooldown Reduction;

UNIQUE Passive: Dealing physical damage heals for 12% of the damage dealt. (33% effectiveness for multi-target effects.)

UNIQUE Passive: 12% of damage taken is dealt as a Bleed effect over 3 seconds instead.

Deaths Dance Build Pattern

 

Buff BoxEssence Reaver Final IconEssence Reaver [ Reworked ]

  • Recipe Changed: B._F._Sword_item B.F. Sword (1300 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Cloak_of_Agility_item Cloak of Agility (730 Gold) + 300 Combine Cost = 3500 Gold Total;
  • Total Cost increased from 3200 Gold to 3500;
  • Attack Damage decreased from 80 to 65;
  • Now grants 20% Critical Chance instead of 10% Life Steal;
  • New UNIQUE Passive: Grants 10% Cooldown Reduction;
  • New UNIQUE Passive: Gain up to 20% additional Cooldown Reduction, equal to your Critical Chance from other sources;
  • New UNIQUE Passive: Critical strikes restore 3% of your maximum Mana pool.

 

Essence Reaver Build Pattern

 

New Item BoxExecutioners Calling Final IconExecutioner’s Calling [ returns to the store! ]

  • Recipe: Long Sword Final Icon Long Sword (350 Gold) + 450 Combine cost = 800 Gold Total;
  • UNIQUE Passive – Executioner: Physical damage inflicts Grevious Wounds (50% reduced healing) on enemy Champions for 3 seconds.

 

Executioners Calling Build Path

 

Buff BoxFrozen Mallet Final IconFrozen Mallet

  • Recipe Changed: Jaurims Fist Final Icon Jaurim’s Fist (1200 Gold) + Pickaxe_item Pickaxe (875 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 625 Combine Cost = 3100 Gold Total;
  • Total cost decreased from 3300 Gold to 3100;
  • Attack damage increased from 30 to 40;
  • Health decreased from 700 to 650.

 

Frozen Mallet Build Path

 

New Item BoxGiant Slayer Final IconGiant Slayer

Recipe: Long Sword Final Icon Long Sword (350 Gold) + 650 Combine Cost = 1000 Gold Total;

 

Grants 10 Attack Damage;

UNIQUE Passive – Giant Slayer: Grants up to +10% damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference).

 

Giant Slayer Build Pattern

 

Change BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost decreased from 2590 to 2500;
  • Old UNIQUE passive removed;
  • Now grants stacks only for basic attacks; 1 for Ranged, 2 for Melee;
  • Now additionally grants 3 AD per stack;
  • Attack Speed per stack increased from 4% to 8%;
  • At 8 stacks, you gain Guinsoo’s Rage: Basic attacks deal bonus magic damage on hit, equal to 20 [+0.15 bonus AD] [+0.075 AP] to the target and nearby enemy units (mini Tiamat effect).

 

HexdrinkerChange BoxHexdrinker Final Icon

  • Total cost decreased from 1450 Gold to 1300;
  • Attack Damage decreased from 25 to 20;
  • Magic Resist decreased from 35 to 30;
  • Shield value decreased from 250 flat to 110-280 (+10 per Champion level).

 

Change BoxHextech Gunblade Final IconHextech Gunblade

  • No longer grants 10% Life Steal and 20% Spell Vamp;
  • Basic attacks and single-target spells no longer reduce the active’s cooldown by 3 seconds (Reload passive removed);
  • New UNIQUE Passive: Heal for 15% of the damage you deal. This is 33% as effective for Area of Effect damage.

 

Nerf BoxInfinity Edge Final IconInfinity Edge

  • Total Cost decreased from 3800 Gold to 3500
  • Attack Damage decreased from 80 to 65

 

New Item BoxJaurims Fist Final IconJaurim’s Fist

Recipe: Long Sword Final Icon Long Sword (350 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 450 Combine Cost = 1200 Gold Total

Grants 15 Attack Damage and 150 Health;

UNIQUE Passive: Killing a unit grants 5 maximum Health. This bonus stacks up to 30 times.

 

Jaurims Fist Build Path

 

New Item BoxKircheis Shard Final IconKirchei’s Shard

Recipe: Dagger_item Dagger (300 Gold) + 450 Combine Cost = 750 Gold Total

 

Grants 15% Attack Speed.

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Energized Strike: Your Energized attacks deal 30 bonus magic damage on hit.

 

Kircheis Shard Build Path

 

Change BoxLast Whisper Final IconLast Whisper

  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + 425 Combine Cost = 1300 Gold Total;
  • Is now a component item used for new items;
  • Total cost decreased from 2300 Gold to 1300 Gold;
  • Now ignores 30% of Bonus Armor, not Total Armor.

 

Last Whisper Build Path

 

New Item BoxLord Dominik Final IconLord Dominik’s Regards

Recipe: Last Whisper Final Icon Last Whisper (1350 Gold) + Giant Slayer Final Icon Giant Slayer (1000 Gold) + 400 Combine Cost = 2500 Gold Total;

Grants 40 Attack Damage;

UNIQUE Passive – Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum health than you (+1.5% damage per 50 health difference, maxing at 500 health difference).

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Lord Dominik Build Pattern

 

Nerf BoxManamune Final PortraitManamune

  • Total cost increased from 2200 to 2400.

 

 

Change BoxMaw of Malmortius Final IconMaw of Malmortius [ Reworked ]

  • Recipe Changed: Hexdrinker Hexdrinker (1300 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 850 Combine Cost = 3250 Gold Total;
  • Total Cost increased from 3200 Gold to 3250;
  • Attack Damage decreased from 60 to 55;
  • Magic Resist increased from 40 to 50;
  • Now additionally grants 10 Armor Penetration;
  • Shield value changed from 400 to 300 [+1 per 1 bonus MR];
  • No longer grants 1 AD per 2% missing HP (capped at 35 bonus AD);
  • New UNIQUE Passive – Lifegrip: When the shield triggers, gain 25% Bonus Attack Speed, 10% Spell Vamp and 10% Life Steal. Lasts until you exit combat.

 

Maw Build Path

 

Change BoxMercurial_ScimitarMercurial Scimitar

  • Recipe changed: Quicksilver_Sash Quicksilver Sash (1300 Gold) + Pickaxe_item Pickaxe (875 Gold) + vampiric scepter Vampiric Scepter (900 Gold) + 1175 Combine Cost = 3700 Gold Total
  • Attack Damage decreased from 80 to 75;
  • Now additionally grants 10% Life Steal.

 

Mercurial Scimitar Build Pattern

 

New Item BoxMortal Reminder Final Icon Mortal Reminder

Recipe: Last Whisper Final Icon Last Whisper (1300 Gold) + Executioner's_Calling Executioner’s Calling (800 Gold) + 400 Combine Cost = 2500 Gold Total

Grants 40 Attack Damage;

UNIQUE Passive – Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Mortal Reminder Build Pattern

 

Change BoxPhage Final IconPhage

  • Attack Damage decreased from 20 to 15;
  • Cost decreased from 1325 to 1250.

 

Nerf BoxRavenous Hydra Final IconRavenous Hydra

  • Total Gold increased from 3300 to 3600 (recipe cost up from 600 Gold to 1100);
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

New Item BoxSerrated Dirk Final IconSerrated Dirk

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total;
  • Grants 20 Attack Damage;
  • UNIQUE Passive: Grants 10 Armor Penetration;
  • UNIQUE Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.

 

Serrated Dirk Build Path

 

Change BoxSheen Final IconSheen 

  • Recipe Changed: Sapphire_Crystal_item Sapphire Crystal (350 Gold) + 700 Combine Cost = 1050 Gold Total;
  • Total cost decreased from 1200 Gold to 1050;
  • Now grants 10% Cooldown Reduction instead of 25 Ability Power .

 

Sheen Build Path

 

Removed BoxSword of the Occult Final IconSword of the Occult

  • Removed from the game.

 

 

Change BoxTitanic Hydra Final IconTitanic Hydra

  • Recipe Changed: Tiamat_item Tiamat (1250 Gold) + 3052_Enforcers_Vambrace Jaurim’s Fist (1200 Gold) + 990 Combine Cost = 3600 Gold Total;
  • Gold cost increased from 3300 Gold to 3440;
  • Health increased from 400 to 450;
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

Titanic Hydra Build Path

 

Change BoxThe Black Cleaver Final IconThe Black Cleaver

  • Recipe Changed: Phage Phage (1250 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 1150 Combine Cost = 3500 Gold Total;
  • Cost increased from 3000 Gold to 3500;
  • Attack Damage increased from 40 to 55;
  • Health decreased from 400 to 300.

 

Black Cleaver Build Pattern

 

Change BoxTiamat Final IconTiamat 

  • Cost decreased from 1900 Gold to 1250;
  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 1250 Gold Total;
  • Attack Damage decreased from 40 to 30;
  • Bonus to Base Health Regen decreased from 100% to 50%.

 

Tiamat Build Path

 

Nerf BoxBloodthirster Final IconThe Bloodthirster

  • Recipe changed: BF Sword Final Icon B.F. Sword (1300 Gold) + Long Sword Final Icon Long Sword (350 Gold) + vampiric scepter Vampiric Scepter (900 Gold) + 1150 Combine Cost = 3700 Gold Total;
  • Total Gold cost increased from 3500 to 3700 (recipe cost unchanged).
  • Attack Damage decreased from 80 to 75;

 

Bloodthirster Build Path

 

Removed BoxBrutalizer Final IconThe Brutalizer

  • Removed from the game.

 

Change BoxTrinity Force Final IconTrinity Force

  • Now grants 10% Cooldown Reduction;
  • Attack Damage decreased from 30 to 25;
  • Mana increased from 200 to 250;
  • Movement Speed decreased from 8% to 5%;
  • Critical Chance increased from 10% to 20%;
  • No longer grants 30 Ability Power;
  • Attack Speed decreased from 30% to 20%.

[ Note ] Check the changes to Phage and Sheen for context.

 

Buff BoxVampiric Scepter Final IconVampiric Scepter

  • Cost increased from 800 Gold to 900 (Combine cost up from 440 Gold to 550, Long Sword cost down 10 Gold);
  • Attack Damage increased from 10 to 15;
  • Life Steal increased from 8% to 10%.

 

Change BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Cost increased from 2700 Gold to 3200;
  • New Recipe: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 1000 Combine Cost = 3200 Gold Total;
  • Attack Damage increased from 30 to 65;
  • No longer grants 15% Critical Chance.

 

Youmuus Ghostblade Build Path

 

 

CHANGES TO ATTACK SPEED ITEMS Banner

 

New Item BoxPhantom Dancer Final IconPhantom Dancer [ Reworked ]

Recipe: 2 Dagger_item Daggers (2 x 300 Gold) + Zeal Zeal (1200 Gold) + 900 Combine Cost = 2700 Gold Total;

Grants 40% Attack Speed and 30% Critical Strike Chance;

UNIQUE Passive – Spectral Waltz: While within 500 units of an enemy Champion you can see, +12% Movement Speed and you can move through units;

UNIQUE Passive – Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).

 

Phantom Dancer Build Pattern

 

New Item BoxRapid Firecannon Final IconRapid Firecannon

Recipe: Zeal Zeal (1200 Gold) + 2015_Kircheis_Shard Kirchei’s Shard (750 Gold) + 550 Combine Cost = 2500 Gold Total;

Grants 30% Attack Speed, 30% Critical Chance and 8% Movement Speed;

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Firecannon: Your Energized attacks gain 35% bonus range (+150 range maximum) and deal 50-200 bonus magic damage (based on level) on hit.

Energized attacks function on structures.

 

Rapid Firecannon Build Pattern

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 40%;
  • Now grants 30% Critical Chance and 5% Movement Speed;
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5;
  • Bolts can now critically strike and apply on-hit effects;
  • (Unique) Passive buff to basic attacks has been increased from 10 physical damage on-hit to 15;
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged).

 

Buff BoxRecurve Bow Final IconRecurve Bow

  • Total cost decreased from 1100 Gold to 1000;
  • Attack Speed decreased from 30% to 25%;
  • Bonus physical damage on-hit increased from 10 to 15.

 

Change BoxStatikk_ShivStatikk Shiv

  • Recipe changed: Zeal Zeal (1200 Gold) + Kircheis Shard Final Icon Kirchei’s Shard (750 Gold) + 550 Combine cost = 2500 Gold Total
  • Attack Speed decreased from 40% to 35%;
  • Movement Speed decreased from 6% to 5%;
  • Critical Chance increased from 20% to 30%;
  • Combine cost decreased from 600 Gold to 550 (Total cost unchanged);
  • Passive damage changed from 100 to 50-150 (scales with Champion levels);
  • Chain lightning can now hit 5 targets, increased from 4, deals 50% bonus damage to minions and can still critically strike (as on live).

 

Statikk Shiv Build Path

 

Buff BoxStinger Final IconStinger

  • Total cost decreased from 1250 Gold to 1200;
  • Attack Speed increased from 40% to 50%.

 

Change BoxZeal Final IconZeal

  • Total cost increased from 1100 Gold to 1200;
  • Attack Speed decreased from 20% to 15%;
  • Critical Chance increased from 10% to 20%.

 

Removed BoxZephyrZephyr

  • Removed from the game.

 

 

CHANGES TO BOOT ITEMS

 

Change BoxBerserkers Greaves Final IconBerserker’s Greaves

  • Total cost increased from 1000 Gold to 1100;
  • Attack Speed increased from 25% to 30%.

 

Alacrity_item (1)Boot Enchantment: Alacrity

  • Total cost decreased from 475 to 450.

 

Boot Enchantment: CaptainCaptain_item (1)

  • Total cost decreased from 600 to 450.

 

Distortion_item (1)Boot Enchantment: Distortion

  • Total cost decreased from 475 Gold to 450;
  • Cooldown reduction on Flash, Ghost and Teleport decreased from 20% to 15%;
  • Bonus Movement Speed after Flashing decreased from 30% to 20%.

 

Furor_itemBoot Enchantment: Furor

  • Total cost decreased from 475 to 450.

 

Buff BoxBoots of Swiftness Final IconBoots of Swiftness

  • Total cost decreased from 1000 to 800;
  • Movement Speed increased from 60 to 65.

 

Change BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Cooldown reduction decreased from 15% to 10%;
  • Now additionally decrease the cooldown of Summoner Spells by 10%.

 

Change BoxMercury Threads Final IconMercury’s Treads

  • Total cost decreased from 1200 Gold to 1100;
  • Tenacity decreased from 35% to 20%.

 

Change BoxNinja Tabi Final IconNinja Tabi

  • Total cost increased from 1000 to 1100;
  • Armor increased from 25 to 30.

 

 

CHANGES TO AP ITEMS

 

Buff BoxAbyssal Scepter Final IconAbyssal Scepter

  • Total cost decreased from 2450 to 2370.

 

 

Nerf BoxArchangels Staff Final IconArchangel’s Staff

  • Total cost increased from 3000 Gold to 3100.

 

 

Nerf BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Total cost increased from 2600 Gold to 2800.

 

 

Nerf BoxBanner of Command Final IconBanner of Command

  • Total cost increased from 2750 Gold to 2900.

 

 

Nerf BoxHaunting Guise Final IconHaunting Guise

  • Total cost increased from 1500 Gold to 1600.

 

 

Nerf BoxLiandrys Torment Final IconLiandry’s Torment

  • Total cost increased from 3000 Gold to 3200.

 

 

Change BoxLich Bane Final IconLich Bane

  • Recipe Changed: Sheen Sheen (1050 Gold) + Aether_Wisp_item Aether Wisp (850 Gold) + Blasting_Wand_item Blasting Wand (850 Gold) + 450 Combine Cost = 3200 Gold Total;
  • Total cost increased from 3000 Gold to 3200;
  • Now additionally grants 10% Cooldown Reduction;
  • Movement Speed increased from 5% to 7%.

 

Lich Bane Build Path

 

Nerf BoxLudens Echo Final IconLuden’s Echo

  • Total cost increased from 3000 Gold to 3200.

 

 

Change BoxMejais Soulstealer Final IconMejai’s Soulstealer [ Reworked ]

  • Recipe Changed: The Dark Seal Final Icon The Dark Seal (400 Gold) + 1000 Combine Cost = 1400 Gold Total
  • Now grants 200 Mana and 20 AP, but no longer starts off with 5 stacks.
  • New UNIQUE Passive – Dread: Grants 5 Ability Power per Glory. If you have at least 15 Glory, you gain 10% Movement Speed;
  • New UNIQUE Passive - Do or Die (replaces old): Grants 4 Glory per champion kill (2 per assist), capped at 25. You lose 10 stacks on death.

 

Mejai Soulstealer Build Path

 

Nerf BoxMorellonomicon Final Icon

Morellonomicon

  • Total cost increased from 2300 to 2550.

 

 

Buff BoxNashors Tooth Final IconNashor’s Tooth

  • Attack Speed increased from 40% to 50%.

 

 

Nerf BoxRabadon Deathcap Final IconRabadon’s Deathcap

  • Total Cost increased from 3500 Gold to 3800.

 

 

Change BoxRod of Ages Final IconRod of Ages

  • Total cost increased from 2700 Gold to 3000;
  • Ability Power increased from 60 to 80 (before stacks).

 

Nerf BoxRylais Crystal Scepter Final IconRylai’s Crystal Scepter

  • Total Cost increased from 3000 Gold to 3200.

 

 

Nerf BoxSeekers Armguard Final IconSeeker’s Armguard

  • Armor decreased from 30 to 20

 

 

Removed BoxTwin Shadows Final IconTwin Shadows

  • Removed from the game.

 

 

Nerf BoxVoid Staff Final IconVoid Staff

  • Total Cost increased from 2500 Gold to 2650.

 

 

Buff BoxWill of the Ancients Final IconWill of the Ancients

  • Total cost decreased from 2500 Gold to 2300.

 

 

Nerf BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Total Cost increased from 3000 Gold to 3200;
  • Armor decreased from 50 to 45.

 

 

CHANGES TO SUPPORT ITEMS Banner

 

Change BoxAegis Final IconAegis of Legion

  • Total cost decreased from 1600 to 1500;
  • Aura bonus to Magic Resist decreased from 15 to 10.

 

Nerf BoxArdent Censer Final IconArdent Censer

  • Total cost increased from 2100 Gold to 2200.

 

 

New Item BoxEye of the Equinox Final IconEye of the Equinox 

Recipe: Sightstone Sighstone (800 Gold) + Targon's Brace_item Targon’s Brace (850 Gold) + 550 Combine Cost = 2200 Gold Total

UNIQUE Passive – Spoils of War: Melee basic attacks execute minions below 400 Health. Killing a minion heals the owner and the nearest allied champion for 50 Health and grants them kill Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Equinox Build Path

 

New Item BoxEye of the Watchers Final IconEye of the Watchers

Recipe: Sightstone Sighstone (800 Gold) + Frostfang (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 25 Ability Power, 2 Gold-per-10 seconds and 150% Base Mana Regen

UNIQUE Passive – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Watchers Build Path

 

New Item BoxEye of the Oasis Final IconEye of the Oasis

Recipe: Sightstone Sighstone (800 Gold) + Nomads Medallion Final Icon Nomad’s Medallion (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 150% Base Health Regen and 150% Base Mana Regen

UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 6 Gold and 10 Health.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Oasis Build Path

 

Change BoxFace of the Mountain Final IconFace of the Mountain

  • Health decreased from 500 to 450;
  • Spoils of War passive no longer heals for a bonus 1% of your maximum Health;
  • Shield explosion no longer deals damage; instead, it slows nearby enemies by 40% for 2 seconds.

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Now grants 150% Base Mana Regen, increased from 100%;
  • Passive now grants 15 Gold per hit, increased from 10;
  • Active has been replaced with the active from Twin Shadows, but with a slow duration of 4 seconds (up from 2.5 on TS).

 

Buff BoxFrostfang Final IconFrostfang

  • Total cost decreased from 865 Gold to 850;
  • AP increased from 10 to 15;
  • Now grants 100% Base Mana Regen, increased from 50%;
  • Passive now grants 15 Gold per hit, increased from 10.

 

Buff BoxKindlegem Final IconKindlegem

  • Cost decreased from 850 Gold to 800

 

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2750 Gold to 2500
  • Shield duration on active decreased from 5 seconds to 2

 

Change BoxMikaels Crucible Final IconMikael’s Crucible

  • Total cost decreased from 2450 Gold to 2300
  • Magic Resist decreased from 40 to 35

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Recipe Changed: Faerie_Charm_item Faerie Charm (125 Gold) + Ancient_Coin_item Ancient Coin (350 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 850 Gold Total;
  • Total cost decreased from 865 Gold to 850;
  • Gold per minion killed nearby increased from 5 to 6.

 

Nomads Medallion Build Path

 

Nerf BoxOhmwrecker Final IconOhmwrecker

  • Total cost increased from 2600 Gold to 2650.

 

 

Nerf BoxTalisman of Ascension Final IconTalisman of Ascension

  • Gold-per-minion kill increased from 5 to 6;
  • No longer grants 2 gold-per-10;
  • Cooldown on active increased from 40 seconds to 60.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Recipe Changed: Relic Shield Relic Shield (350 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 350 Combine Cost = 850 Gold Total
  • Total cost decreased from 865 Gold to 850;
  • Now additionally grants 2 Gold per 10 seconds.

 

Targons Brace Build Path

 

Nerf BoxZekes Harbinger Final IconZeke’s Harbringer

  • Total cost increased from 2250 Gold to 2350.

 

 

CHANGES TO TANK UTILITY ITEMS Banner

 

Nerf BoxBamis Cinder Final IconBami’s Cinder

  • Total cost increased from 1000 to 1100.

 

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Health increased from 450 to 500;
  • Magic Resistance increased from 60 to 70;
  • Total Cost increased from 2700 Gold to 2900.

 

Buff BoxCatalyst Final IconCatalyst the Protector

  • Health increased from 200 to 225.

 

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Total cost increased from 2750 Gold to 2800.

 

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Total cost increased from 2600 Gold to 2800.

 

 

Nerf BoxGlacial Shroud Final IconGlacial Shroud

  • Total cost increased from 900 Gold to 1000.

 

 

Guardian AngelBuff BoxGuardian Angel Final Icon

  • Total cost increased from 2800 Gold to 2900;
  • Armor and Magic Resist increased from 50 to 60.

 

Change BoxIceborn Gauntlet Final IconIceborn Gauntlet

  • Armor increased from 60 to 65;
  • Cooldown reduction increased from 10% to 20%;
  • No longer grants 30 Ability Power;
  • The size of the slow zone now increases with bonus Armor.

 

Nerf BoxQuicksilver_SashQuicksilver Sash

  • Total cost increased from 1250 Gold to 1300.

 

 

Nerf BoxRanduins Omen Final IconRanduin’s Omen

  • Total cost increased from 2700 to 3000.

 

 

Change BoxRaptors Cloak Final IconRaptor Cloak

  • Recipe Changed: Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + Chain_Vest_item Chain Vest (800 Gold) + 250 Combine Cost = 1200 Gold Total;
  • Total cost increased from 1100 Gold to 1200.

 

Raptors Cloak Build Path

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total cost increased from 2400 to 2600.

 

 

Spirit VisageBuff BoxSpirit Visage Final Icon

  • Total cost increased from 2700 Gold to 2800;
  • Health increased from 400 to 500;
  • Magic Resist increased from 60 to 70.

 

Nerf BoxSteraks Gage Final IconSterak’s Gage

  • Recipe changed: Jaurims Fist Final Icon Jaurim’s Fist (1200 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 1100 Combine Cost = 2700 Gold Total;
  • Total cost increased from 2550 Gold to 2700.

 

Steraks Gage Build Path

 

Change BoxSunfire Cape Final IconSunfire Cape

  • Total cost increased from 2600 Gold to 2700;
  • Health increased from 450 to 500.

 

Nerf BoxThornmail Final IconThornmail

  • Total cost increased from 2300 Gold to 2350.

 

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Armor decreased from 45 to 40.

 

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Health increased from 800 Gold to 850;
  • Total cost increased from 2750 Gold to 2850.

 

Change BoxWits End Final IconWit’s End

  • Total cost increased from 2550 Gold to 2800;
  • Attack Speed decreased from 50% to 40%;
  • Magic Resist increased from 30 to 40;
  • On-hit magic damage decreased from 42 to 40.

 

Change BoxZzrot Portal Final IconZz’Rot Portal

  • Total cost decreased from 2750 Gold to 2700;
  • Base Health Regen decreased from 150% to 125%.

 

 

Jungle Changes Banner

The jungle has received changes both to its monster strength and itemization. There’s also a new epic monster that lives in the Baron Pit- the Rift Herald.

 

 

CHANGES TO JUNGLE CAMPS Banner

Jungle camps have slightly tweaked stats to account for item changes. The end result should be near-similar to what the jungle is like on live currently:

 

 Krug Final IconAncient Krug

  • Attack Damage decreased from 73 to 68;
  • Auto-attack range decreased from 190 to 150;
  • Gold increased from 60 to 81;
  • Experience decreased from 150 to 140.

 

Blue Sentinel Final IconBlue Sentinel

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Cinderling Final IconCinderling

  • Armor removed (8 on live);
  • Health decreased from 400 to 375.

 


Elder Razorbeak Final IconCrimson Raptor

  • Gold increased from 41 to 62;
  • Experience decreased from 140 to 130.

 

Greater Murkwolf Final IconGreater Murk Wolf

  • Attack range increased from 125 to 175;
  • Gold increased from 53 to 68;
  • Experience granted decreased from 142 to 132.

 

Gromp Final IconGromp

  • Damage decreased from 83 to 75;
  • Gold increased from 62 to 86;
  • Experience granted decreased from 200 to 190;
  • Magic resist decreased from 0 to -10.

 

Small Krug Final IconKrug (small golem next to Ancient Krug)

  • Attack Damage decreased from 35 to 32;
  • Health decreased from 540 to 500;
  • Armor removed (12 on live);
  • Magic resist increased from -10 to 0.

 

Small Murkwolf Final IconMurk Wolves (small wolves in Murk Wolf camp)

  • Armor removed (6 on live);
  • Health decreased from 420 to 380.

 

Crimson Raptor Final IconRaptor (small pigeons in the Raptor camp)

  • Armor removed (5 on live);
  • Health decreased from 250 to 225.

 

Elder Brambleback Final IconRed Brambleback

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Sentry Final IconSentries (mini golems in blue camp)

  • Health decreased from 400 to 375;
  • Magic resist increased from 0 to 10.

 

 

CHANGES TO JUNGLE ITEMS Banner

 

Buff BoxHunter's_Machete_itemHunter’s Machete 

  • Cost decreased from 400 Gold to 350.
  • UNIQUE Passive – Jungler has been removed;
  • Now additionally grants 8% Life Steal when fighting jungle monsters;
  • UNIQUE Passive – Nail: Basic attacks deal 20 bonus damage vs monsters.  Killing a Large Monster grants +15 bonus experience.

 

New Item BoxHunters Talisman Final IconHunter’s Talisman [ Requires Smite to be purchased ]

Cost: 350 Gold;

Grants 150% Mana Regeneration while in Jungle;

UNIQUE Passive – Tooth: Damaging a monster steals 20 Health over 5 seconds. Grants +15 bonus experience when killing Large Jungle Monsters.

 

Cinderhulk [ Jungle Item Enchantment ] Change BoxCinderhulk Final Icon

  • Enchantment cost increased from 1400 Gold to 1575 (total cost up from 2250 Gold to 2625).

 

Change BoxDevourer Final IconDevourer [ Jungle Item Enchantment ] 

  • Total cost increased from 2250 Gold to 2450 (combine cost unchanged);
  • Attack Speed decreased from 50% to 40%;
  • Now grants 1 bonus magic damage on-hit per stack, up from 0.66;

 

Change BoxMagus Enchantment Final IconRuneglaive [ Jungle Item Enchantment ] 

  • Recipe changed: Sheen (1050 Gold) + Amplifying Tome (435 Gold) + Any Tier 2 Jungle Item (1050 Gold) + 140 Combine cost = 2675 Gold Total;
  • Enchantment cost increased from 1400 Gold to 1625 (total cost up from 2250 Gold to 2675).
  • Ability Power decreased from 50 to 40;
  • Mana increased from 200 to 250;
  • Now additionally grants 10% Cooldown Reduction.

 

Runeglaive Build Path

 

Buff BoxSated Devourer Final IconSated Devourer [ 30 Stacks Devourer ]

  • Magic damage-on-hit increased from 50 to 60.

 

 

Change BoxSkirmishers Sabre Final IconSkirmisher’s Sabre

  • Recipe changed: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;
  • Total cost increased from 850 Gold to 1050;
  • No longer grants 30 bonus Gold for killing large jungle monsters;
  • Now additionally grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;
  • UNIQUE Passive – Jungler has been removed;
  • UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.

 

Change BoxStalkers Blade Final IconStalker’s Blade [ identical changes to Skirmisher’s Sabre ]

  • Recipe changed: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;
  • Total cost increased from 850 Gold to 1050;
  • No longer grants 30 bonus Gold for killing large jungle monsters;
  • Now additionally grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;
  • UNIQUE Passive – Jungler has been removed;
  • UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.

 

New Item BoxPoachers Knife Final IconTracker’s Knife [ Replaces Poacher’s Knife ]

Recipe: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;

Grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;

UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience;

UNIQUE Active – Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area over 150 seconds. Holds up to 2 charges which refill upon visiting the shop.

 

Trackers Knife Build Path

 

Change BoxWarrior Enchantment Final IconWarrior [ Jungle Item Enchantment ] 

  • Recipe changed: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Any Tier 2 Jungle Item (1050 Gold) + 475 Combine cost = 2625 Gold Total;
  • Enchantment cost increased from 1400 Gold to 1575 (total cost up from 2250 Gold to 2625);
  • No longer grants 10 Armor Penetration;
  • Attack Damage increased from 45 to 60.

 

Warrior Enchantment Build Path

 

 

RIFT HERALD Banner

The Rift Herald is a new jungle monster that spawns in the Baron pit before the 20th minute.

 

Rift Herald Final IconRift Herald

  • Stats: 5000 Health, 150 Auto-Attack Range, 120 Damage, 0.67 Attack Speed, 325 Movement Speed, 40 Armor, 20 Magic Resist;
  • Grants 200 Experience when killed.

 

The buff he grants when killed is called “Doom’s Eye”. It gives the following benefits:

  • 10% Increased Damage and 40 flat Movement Speed;
  • Nearby allied minions have 40% increased Attack Speed.

 

Here’s the condensed information about the new jungle monster:

  • Location/timing:
    • Spawns at the Baron Pit
    • First appears at 4:00
    • Respawns every 5 minutes
    • Despawns at 19:45 unless in combat; hard despawns at 19:55 no matter what
  • Encounter details:
    • Melee-only attacker – but hits pretty hard. Need to be able to take a punch to tank RH.
    • The Eye will occasionally open, exposing RH to bonus damage on attacks from behind equal to 15% of RH’s Max HP as True Damage.
    • Takes 35% less damage from ranged Autoattacks.
  • Reward details:
    • 50 global gold to everyone on the killing team
    • Drops “Doom’s Eve” buff to the killer:
      • 10% increase to all Damage (except True Damage) and 40 bonus MS
      • Enhanced Baron Recall
      • Enhances nearby minions offensive power, same as Baron buff, with an additional attack speed increase. Does NOT increase their defensive power (don’t worry, you won’t have to deal with last-hitting Baron buffed minions in lane)

 

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Removed BoxClairvoyance Final IconClairvoyance

  • Removed from the game.

 

 

Removed BoxClarity Final IconClarity

  • Removed from the game.

 

 

Nerf BoxTeleport Final IconTeleport

  • No longer decreases the spell’s cooldown to 240 seconds if cast on a turret.

 

 

 

MASTERY CHANGES Banner

Masteries have been completely revamped. The final slot can now be unlocked with 17 points and is reserved for Keystone Masteries. Think of these as super-masteries – you can only pick one and that will change your general playstyle:

 

 0 out of 10 would not Photoshop like this

Here’s the entire new Mastery tree unlocked (and not at all Photoshopped).

 

5-point Masteries don’t have to be filled to the end; you can split the 5 points between the two and that will unlock the next tier. Note that you can’t spend more than 5 points between the two Masteries.

 

The last row is for Keystone Masteries. Again, you can only pick one of the three.

 


TIER I FEROCITY MASTERIES

 

Nerf BoxFury Final IconFury [ 5 Points, increased from 4 ]

  • Grants +0.8/1.6/2.4/3.2/4% Attack Speed, decreased from 1.25/2.5/3.75/5%.

 

 

Change BoxSpellsword Final IconSorcery [ 5 Points ]

  • Now grants +0.4/0.8/1.2/1.6/2.0% bonus Ability Power and Spell Damage, changed from 1.25/2.5/3.75/5% Cooldown Reduction.

 

Change BoxDouble Edged Sword Final IconDouble Edged Sword [ 1 Point ]

  • Melee – Deal 3% more damage and take 1.5% more (changed from deal 2% more and take 1% more);
  • Ranged – Deal and take an additional 2% damage, changed from 1.5%.

 

Change BoxFeast Final IconFeast [ 1 Point ]

  • Killing a unit now restores 20 Health on a 20 second cooldown, changed from 3 Health and 1 Mana without a cooldown.

 

Nerf BoxVampirism Final IconVampirism [ 5 Points, Moved from T3 Utility to T1 Offense ]

  • Grants 0.4/0.8/1.2/1.6/2.0% Lifesteal and Spell Vamp, decreased from 1/2/3% (with 3 points).

 

New Item BoxNatural Talent Final IconNatural Talent [ New, 5 Points, replaces Arcane Mastery ]

  • Grants +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18.

 

 

TIER II FEROCITY MASTERIES

 

New Item BoxBounty Hunter Final IconBounty Hunter [ New, 1 Point ]

  • You deal 1% increased damage for each unique enemy champion you kill.

 

 

New Item BoxOppressor Final IconOppressor [ New, 1 Point ]

  • You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.).

 

New Item BoxBattering Blows Final IconBattering Blows [ New, 5 Points ]

  • Grants +1.4/2.8/4.2/5.6/7% Armor Penetration.

 

 

New Item BoxDangerous Game Final IconPiercing Thoughts [ New, 5 Points ]

  • Grants 1.4/2.8/4.2/5.6/7% Magic Penetration.

 

 

FEROCITY KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Deathfires Touch Final IconDeathfire Touch

  • Your damaging abilities cause enemy champions to take [ 6 + 0.5 Bonus AD + 0.2 AP ] Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).

 

Warlords Bloodlust Final IconWarlord’s Bloodlust

  • Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).

 

Fervor of Battle Final IconFervor of Battle

  • Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

 

 

TIER I CUNNING MASTERIES Banner

 

Change BoxWanderer Final IconWanderer [ 5 points, replaces Fleet Foot ]

  • Grants 0.6/1.2/1.8/2.4/3% Movement Speed out of Combat, changed from 0.5/1/1.5% bonus MS in combat and out.

 

New Item BoxSavagery Final IconSavagery [ New, 5 points, replaces Butcher in Offense ]

  • Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters, increased from 2 with 1 point.

 

Nerf BoxRunic Affinity Final IconRunic Affinity

  • Bonus to buff duration decreased from 20% to 15%.

 

 

Buff BoxSecret Stash Final IconSecret Stash [ New, 1 Point, merges Alchemist with Cullinary Mastery ]

  • Your potions, flasks, and elixirs last 10% longer
  • Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

 

New Item BoxMerciless Final IconMerciless [ New, 5 points ]

  • Deal 1/2/3/4/5% increased damage to champions below 40% health

 

 

Nerf BoxMeditation Final IconMeditation [ 5 points ]

  • Mana regen decreased 0.5/1/1.5% of missing mana every 5 seconds to 0.3/0.6/0.9/1.2/1.5%

 

TIER II CUNNING MASTERIES Banner

 

Buff BoxBandit Final IconBandit [ New, 1 point, merges Scavenger with Bandit ]

  • Gain 1 gold for each nearby minions killed by allied champions;
  • Gain an additional 3 Gold for Ranged/10 for Melee when hitting an enemy Champion with a basic attack (internal cooldown of 5 seconds).

 

Moved BoxDangerous Game Final IconDangerous Game [ Moved from T4 Offense to T2 Utility ]

  • Champion kills and assists restore 5% of your missing Health and Mana.

 

 

New Item BoxPrecision Final IconPrecision [ New, 5 Points ]

  • Grants 0.6/1.2/1.8/2.4/3 [ + 0.06/0.12/0.18/0.24/0.3 per level ] flat Armor & Magic Penetration.

 

New Item BoxIntelligence Final IconIntelligence [ New, 5 Points ]

  • Your Cooldown Reduction cap is increased by 1/2/3/4/5%;
  • Additionally grants 1/2/3/4/5% Cooldown Reduction.

 

 

CUNNING KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Windspeakers Blessing Final IconWindspeaker’s Blessing

  • Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target’s resistances by 15% for 3 seconds when used on an ally other than yourself.

 

Thunderlords Decree Final IconThunderlord’s Decree

  • Your third attack or spell on an enemy Champion shocks the area around them, dealing [ 0.2 Bonus AD + 0.1 AP + 10 per level ] magic damage to all enemies in the area. (30 second cooldown).

 

Stormraiders Surge Final IconStormraider’s Surge

  • Dealing 30% of a Champion’s maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown).

 

 

TIER I RESOLVE MASTERIES Banner

 

Nerf BoxRecovery Final IconRecovery [ 5 Points, increased from 2 ]

  • Grants 0.4/0.8/1.2/1.6/2.0 Health Regen-per-5 seconds, decreased from 1/2 HP-per-5 (with 2 points).

 

Change BoxUnyielding Final IconUnyielding [ Now T1 with 5 points, replaces T5 Enchanted Armor ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Armor and Magic Resist, changed from 2.5/5/7.5/10% with 4 points in T5.

 

Buff BoxTough Skin Final IconTough Skin [ 1 Point ]

  • You take 2 less damage from Champion and Monster basic attacks, increased from 1/2 less damage from Monsters with 2 points.

 

New Item BoxWanderer Final IconExplorer [ New, 1 Point ]

  • Grants 12 Flat Movement Speed while moving in brush or along the river.

 

New Item BoxRunic Armor Final IconRunic Armor [ New, 5 Points ]

  • Grants 1.6/3.2/4.8/6.4/8% bonus to all shields and healing on you (includes Life Steal and HP regen).

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ 5 Points, replaces Juggernaut ]

  • Grants 0.8/1.6/2.4/3.2/4% Bonus Health,  changed from 3% with one point.

 

 

TIER II RESOLVE MASTERIES Banner

 

New Item BoxInsight Final IconInsight [ New, 1 Point ]

  • Your Summoner Spells have 15% reduced cooldown.

 

 

Change BoxPerseverance Final IconPerseverance [ New, 1 Point ]

  • Grants 50% Health Regen, increased to 200% when below 20% of Maximum Health, changed from regenning 0.35/0.675/1% of missing HP-per-5.

 

Change BoxSwiftness Final IconSwiftness [ New, 5 Points, merges Swiftness and Tenacious ]

  • Grants 3/6/9/12/15% Tenacity and Slow reduction, changed from 7.5%/15% Slow Resist with 2 points from Swiftness and 10% Tenacity with 1 point from Tenacious.

 

Nerf BoxLegendary Guardian Final IconLegendary Guardian

  • Grants 0.6/1.2/1.8/2.4/3.0 bonus flat Armor and Magic Resist for each nearby enemy Champion, decreased from 3 flat Armor/MR with 1 point

 

DEFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Bond of Stone Final IconBond of Stone

  • Grants 4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from Champions is dealt to you instead (cannot reduce you below 15% Health).

 

Grasp of the Undying Final IconGrasp of the Undying

  • While in combat, every 4 seconds your next attack against an enemy Champion is buffed to steal life equal to 3% of your max Health (halved for ranged champions).

 

Strength of the Ages Final IconStrength of the Ages

  • Siege minions and large monsters that you or nearby allies kill grant you 20/10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.

 

 

VISION CHANGES Banner

 

Wards that expire now leave visible remains on the ground, allowing teams to know where the enemy had an active ward.

Trinket upgrades are now free (250 Gold on live).

 

Removed BoxFairsight Orb Final IconFarsight Orb

  • Removed from the game.

 


New Item BoxFarsight Alteration Final IconFarsight Alteration
[ replaces Farsight Orb ]

  • Alters the Fairsight Orb Trinket by placing a visible ward with infinite duration and 1 HP;
  • Cast range is 26,000 units (global);
  • Decreases the cooldown of Fairsight Orb by 60%;
  • Cannot store ward charges.

 

Removed BoxGreater Stealth Totem Final IconGreater Stealth Totem

  • Removed from the game.

 

 

Removed BoxGreater Vision Totem Final IconGreater Vision Totem

  • Removed from the game.

 

 

Change BoxRuby Sightstone Final IconRuby Sightstone

  • Gold cost increased from 1600 to 1800;
  • Health increased from 400 to 500;
  • (New) UNIQUE Passive: Item Active cooldowns are reduced by 10%;
  • Now holds 4 Ward charges, down from 5;
  • Ward duration decreased from 180 seconds to 150.

 

Removed BoxStealth Ward Final IconStealth Ward

  • Removed from the store; can still be cast via certain support items.

 

 

Removed BoxScrying Orb Final IconScrying Orb

  • Removed from the game.

 

 

Buff BoxSweeping Lens Final IconSweeping Lens

  • Cooldown decreased from 120/75 seconds (upgrade at level 9) to 90 – 60 seconds (scales down with Champion level);
  • Both cast range and sweep radius now increase with Champion levels.

 

New Item BoxOracle Alteration Final IconOracle Alteration [ replaces Oracle’s Lens ]

  • Alters the Sweeping Lens Trinket by increasing the detection radius and having the sweep effect follow you for 10 seconds;
  • Decreases the cast range to 0.

[ Note ] This is identical in effect to Oracle’s Lens.

 

Removed BoxOracles Lens Final IconOracle’s Lens

  • Removed from the game.

 

 

Buff BoxVision Ward Final IconVision Ward

  • Cost decreased from 100 Gold to 75.

 

 

Change BoxWarding Totem Final IconWarding Totem

  • Initial ward charges increased from 1 to 2;
  • Ward duration doesn’t scale up at level 9; instead, it increases from 60 seconds to 120 based on Champion level;
  • Ward recharge time decreased from 120 seconds flat to 180 seconds, scaling down to 120 based on Champion level.

 

 

New Summoner Icons

Three new icons for the upcoming All-Stars event have made their way on the PBE:

 

profileIcon944 profileIcon945 profileIcon946

 

The Fire & Ice icons have their own in-game emotes. Press Control + 6 to activate them:

 

 

ADJUSTMENTS TO KILL BOUNTIES Banner

Here’s the relevant information on what changes are coming to Kill Bounties, taken from Xypherous‘ post which you can find HERE.

 

Bounty Rules

Champions now begin to accrue a Bounty once they have gotten 2 consecutive kills without dying, like live – and will set you to Bounty Tier ‘2’ (like live.)

The more kills you get, the higher your bounty ‘Tier’, up to a maximum of Bounty ‘Tier’ 5 – which is the same as live.

Major Changes

Bounty ‘Tier’ are now visualized next to your champion health bar. Higher ‘Tiers’ of Bounties will have progressively more impressive icons. You will be able to see both the Bounty Tier of allies and enemy champions.

Dying no longer resets your Bounty entirely. Instead, it decays your Bounty ‘Tier’ by 3 ‘Tier’. If you have a Bounty ‘Tier’ of 3 or less, this means it will reset completely. If you have a Bounty Tier of 4 or 5 – you will go to 1 and 2 respectively.

Bounties now give Team gold rather than adding to kill gold. Killing a champion with a Bounty will display the total amount of Team Gold awarded to the enemy.

ASSIST ‘STREAKS’ REMOVED Gold bonuses from having multiple assists without killing a champion have been removed entirely. The majority of this gold has been moved to either starting Tier 1 support items, ambient gold or floated to more global gold from objectives and champions.

Bounty Rewards by Tier

Tier 1: 20 Global Gold
Tier 2: 30 Global Gold
Tier 3: 60 Global Gold
Tier 4: 70 Global Gold
Tier 5: 90 Global Gold (MAX)

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE 04 11 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Following the Bounty changes in yesterday’s PBE update, Xypherous has altered the values slightly:

 

Xypherous Final PortraitASSIST ‘STREAKS’ REMOVED Gold bonuses from having multiple assists without killing a champion have been removed entirely. The majority of this gold has been moved to either starting Tier 1 support items, ambient gold or floated to more global gold from objectives and champions.

Bounty Rewards by Tier

Tier 1: 25 20 Global Gold
Tier 2: 45 30 Global Gold
Tier 3: 75 60 Global Gold
Tier 4: 100 70 Global Gold
Tier 5: 120 90 Global Gold (MAX)

UPDATE: After some fantastic discussions about this – it seems like the initial gold values are really putting people off. Going to aggressively tune some of these numbers until they seem more reasonable at first glance. Thanks guys! 😀

[ Link to Post ]

 

 

Champion Changes

 

Draven Final Portrait

GENERAL Banner

  • Attack Speed-per-level increased from 1.5% to 2.7%.

 

 

Graves Final Portrait

GENERAL Banner

  • Magic Resist-per-level decreased from 1.25 to 0 (same as on live).

 

 

Kogmaw Final Portrait

 

Change BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Bonus Attack Speed on passive changed from 10/20/30/40/50% to 15/20/25/30/35%.

 

 

Nerf BoxLiving Artillery Final IconLiving Artillery [ R ]

  • AD ratio for missing enemy HP (>75/<50/<25%) decreased from 0.75/1.50/2.25 to 0.65/1.30/1.95.

 

 

Miss Fortune Final Portrait

 

Buff BoxLove Tap Final IconLove Tap [ Passive ]

  • Bonus damage now triggers Life Steal.

 

 

Buff BoxStrut Final IconStrut [ W ]

  • Switching targets now increases the duration of the active by 1 second, increased from 0.8.

 

 

Quinn Final Portrait

 

Change BoxBlinding Assault Final IconAerial Assault [ Q ]

  • Damage changed from 10/40/70/100/130) [+0.6/0.7/0.8/0.9/1.0 Bonus AD] to 20/45/70/95/120 [+0.7/0.75/0.8/0.85/0.9 Bonus AD]

 

 

Urgot Final Portrait

 

Revert BoxZaun-Touched_Bolt_AugmenterZaun-Touched Bolt Augmenter [ Passive ]

  • No longer decreases the size of enemies affected by the passive by 15% (reverted to live)

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

  • End-of-Season Ranked Rewards
  • Champion Changes
  • Icon Changes

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

ENDOFSEASON RANKED REWARDS

This season’s icons and borders will be distributed after November 11th and include Division ornaments on the borders.

 

Note the decoration on the bottom right corner of each border; it changes depending on the Division you ended the season in.

Decoration Notice

 

Here are the default borders for Blue and Red side:

Unrated border Bronze Border

 

BRONZE

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon950 profileIcon951 profileIcon952

 

SILVER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon953 profileIcon954 profileIcon955

 

From left to right: Division 5, 4, 3, 2 and 1:

Silver Borders

 

GOLD Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon956 profileIcon957 profileIcon958

 

From left to right: Division 5, 4, 3, 2 and 1:

Gold Borders

 

PLATINUM Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon959 profileIcon960 profileIcon961

 

From left to right: Division 5, 4, 3, 2 and 1:

Platinum Borders

 

DIAMOND Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon962 profileIcon963 profileIcon964

 

From left to right: Division 5, 4, 3, 2 and 1:

Diamond Borders

 

MASTER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon965 profileIcon966 profileIcon967

 

Master Border

 

challenger banner

Note that icons are split into categories for Challenger:

 

Challenger III: Top 51-200 spots for Solo Queue, 16-50 for 3v3 & 5v5 Teams;

profileIcon968 profileIcon969 profileIcon970

 

Challenger II: Top 11-50 spots for Solo Queue, 4-15 for 3v3 & 5v5 Teams;

profileIcon971 profileIcon972 profileIcon973

 

Challenger I: Top 1-10 spots for Solo Queue, 1-3 for 3v3 & 5v5 Teams;

profileIcon974 profileIcon975 profileIcon976

 

Challenger Border

 

 

Champion Changes

 

Corki Final Portrait

 

Nerf BoxValkyrie Final IconValkyrie [ W ]

  • Bonus Movement speed from carrying the “Package” decreased from 50% to 40%;
  • Cooldown on “Package” increased from 4 minutes to 5;
  • Dash speed when casting the Mega Valkyrie decreased from 1800 to 1500.

 

Corki’s also received a new icon for his Valkyrie [ W ]:

Corki_Valkyrie

 

Graves Final Portrait

 

New Destiny [ Passive, renamed from Destiny ]

  • Basic auto attacks deal 25% decreased damage to structures.

 

 

Kogmaw Final Portrait

 

Nerf BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Basic attacks during the buff deal 55% decreased damage to non-minions, down from 60%

 

 

 

Quinn Final Portrait

 

Nerf BoxTag Team Final IconTag Team [ R ]

  • Mana cost increased from 80/40/0 to 100/50/0

 

 

 

Item Changes

 

Nerf BoxDeaths Dance Final IconDeath’s Dance

  • Now converts 12% of all damage taken to bleed damage, decreased from 20%;
  • Bleeding duration decreased from 5 seconds to 3.

 

Buff BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Ghosts now slow for 4 seconds, increased from 2.5

 

 

Change BoxMejais Soulstealer Final IconMejai’s Soulstealer

  • Maximum Glory decreased from 30 to 25
  • Glory lost per death increased from 8 to 10
  • Glory-per-assist increased from 1 to 2

 

Buff BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed increased from 35% to 40%

 

 

Buff BoxSeekers Armguard Final IconSeeker’s Armguard

  • Ability Power increased from 20 to 25

 

 

Change BoxThe Dark Seal Final IconThe Dark Seal [ New Item ]

  • Glory-per-kill decreased from 3 to 2
  • Glory lost per death decreased from 6 to 4
  • Ability Power-per-Glory increased from 2 to 3

 

Removed BoxZephyrZephyr

  • Removed from the game

[ Note ] This was an old change, but I didn’t find it until now.

 

Buff BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Ability Power increased from 80 to 100

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.