Boards Discussion | Let's play "If I was in Riot..."

Elohaven··3 votes·1,630 views

This is a test to see what we can come up with. Basically, the game is to post your own set of Patch Notes. Within the week, I will update the thread or make another post highlighting the most favored set of custom Patch Notes a user made.

CaptainMarvelous' post made Community Patch notes based on multiple user inputs - but I want to change the experiment up and see the result from more individual views. Also because Marvelous' thread, due to the nature of the Boards, lost some comments and disabled some users from seeing the latest discussions or discussions posted in between the latest and most upvoted. (This is just a Boards glitch that occurs with people with mega threads with lots of feedback)

Rules:

  • No absurd changes such as "10% damage decreased for everything"
  • You can only post once
  • You must make the notes with the assumption that Patch 8.13 passed (which you can find on Surrender@20)
  • Each change must have a reason for the change

Example: Patch 8.14


#Mid-Patch Update

  • Updated Irelia's E hitbox to match the visual indicator
  • [Vel'Koz's Geometry] Updated Thresh and Blitzcrank hook hitboxes to match the visual indicator.

> ##Champions

  • MissFortune Miss Fortune

  • *The bounty hunter has had her fair share of infamy across the Rift. We're dialing her badass attitude a bit. *

  • Lethality Miss Fortune has become one of her only builds due to the crit changes in Patch 8.11. Its early game advantage over other matchups is a bit overbearing so we want opponents to have more opportunities against her.

    • Movement Speed: 325 ⇒ 320
    • [Passive] Love Tap: Bonus AD decreased to 40-100% from 50-100% (based on level)
  • Yasuo Yasuo

  • Yasuo needs a bit of help in the damage department. Not only does he hit his spike later, but unlike other assassins, he's not able to duke out as much damage due to his spikes as well during the mid-game. Thus, we're giving him more strengths while giving opponents more ways to counterplay him.

  • [Passive] Way of The Wanderer

  • Windwall

    • Only blocks projectiles from its front
  • Minions now gain a blade over their heads when Yasuo has dashed over them for all players

  • Xayah Xayah

  • Xayah hits her powerspike with critical strike much later now. Like many ADCs, she's very vulnerable early on but gains a massive power spike on her third item. We're going to smoothen out her jagged spike a bit.

  • E [Bladecaller] now scales with bonus attack damage rather than critical strike chance

  • Yorick Yorick

  • The Undertaker needs a bit more resources to be a team asset.

  • A ghoul can now be spawned when allies kill 8 or more non-champion enemies in his vicinity.

  • Tryndamere **Tryndamere **

  • Tryndamere is an old pal of ours. We designed his kit a while ago. Now that we have more champions, like Renekton, we believe it's fairer if we make his lane less of a game of chance and more of strategic one. It'll also help with our rework.

  • [PASSIVE] Battle Fury - Tryndamere cannot randomly critically strike without crit items. Tryndamere now deals a bonus amount of AD on his autoattacks proportionate to his fury.

  • Soraka Soraka

  • Soraka is doing a good job in this meta of poke and mage supports. However, her objective shouldn't be damage.

  • E damage decreased from 70/110/150/190/230 to 50/70/90/140/190

  • Brand Brand

  • Brand's a bit tricky. It's cool that he's a support but midlane Brand should be respected as well. Thus, we're tweaking his kit a bit.

    • R no longer sets targets ablaze but does 30% increased damage to those set ablaze and prioritizes them.
    • W radius decreased early on and scales with level. Deals 50% increased damage to minions.
    • Minimum Mana Regen: 10.7 ⇒ 11.5
  • Movement Speed: 340 ⇒ 350

#Jungle

  • Baron
  • More Baron Steals!
  • HP buffed from 9000 ⇒ 12000

> #Items

  • item 3147 Duskblade of Draktharr

  • Duskblade has become a must-have for assassins. We want assassins to have more opportunities to be played in high elo, but also play with their team more. Thus, we're changing Draktharr's passive.

    • https://image.noelshack.com/fichiers/2018/24/6/1529158863-new.pngUNIQUE Passive - Nightstalker:
    • After being unseen for at least 1 second, your next basic attack against an enemy champion deals 30-250 bonus physical damage (based on level and enemy missing health) and slows them by 99% for 0.25 seconds. Ranged basic attacks do not apply the slow. (Lasts for 5 seconds after being seen by an enemy champion).
  • item 3056 Ohmwrecker

  • Ohmwrecker is an item that simply exists right now. With many ways to take down objectives, we feel safe to allow some more ways to defend them.

  • https://image.noelshack.com/fichiers/2018/24/6/1529158863-new.png I Exist?!

    • When activated on ally turrets, if three or more allies are within its vicinity, the turret grants 10% damage reduction in its area for all non-champions and deals true damage to minions for 10 seconds.(Cooldown 180 seconds)

#Summoner Spells

  • summoner 14 Ignite
  • Earlier in Season 8, we buffed ignite to nerf botlane sustain and heal. However, ignite has become too much of a dominant choice with the amount of indirect nerfs to sustain. Thus, we're rolling its damage back. We believe heal's cooldown is in the right spot though.
  • True damage reduced: 80-505 ⇒ 70-410

#Runes

  • https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0a/Electrocute_rune.png/revision/latest/scale-to-width-down/64?cb=20171126182032 Electrocute

  • We don't mind Electrocute's damage but sometimes it offers too much. Aery or Comet offer the same amount of damage over the course of a game but Electrocute more often guarantees a kill. To help with snowball, we're going to dial back Electrocute's flat damage but still allow assassins their strength when achieving their items.

    • Damage changed: 50-220 (+50% AD)(+30% AP) (based on level) ⇒ 30-180 (+60% AD)(+35% AP) (based on level)
  • http://opgg-static.akamaized.net/images/lol/perk/8010.png Conqueror

  • We like the viability Conqueror has given to Bruisers but we want to level the playing field a bit more. Conqueror is a rune intended for extended trades and for split-pushers. It also has allowed toplaners to go botlane to do an ADCs job - melt tanks and siege. However, usually the winning side of a lane dictates how well this rune plays out in a game. Thus, we're adding it into part of our mission to stop snowball and push more carrying potential to other lanes.

    • https://image.noelshack.com/fichiers/2018/24/6/1529158863-new.png [Ruler] Your first attack against enemy champions grant 10-35 AD. lEvery second in combat with an enemy champion grants you a stack of Ruler up to 4 accumulative stacks. Ruler stacks grant 5% of your damage into true damage. After 4 seconds, melee attacks refresh the buff by 1 second while ranged attacks will lose it. (Cooldown 8 seconds)
    • https://i.imgur.com/RDtRcD5.png After 4 seconds in combat, your first attack against an enemy champion grants you 10 - 35 AD, based on level, for 3 seconds and converts 20% of your damage to champions to true damage.

#Miscellaneous

  • Death timers lowered early on until 10 minutes

5 Comments

rayzo2 votes

Patch 8.14

Removed Zoe

Edge of Daybreak1 votes

Glacial Augment: I feel like this rune doesn't have much use on some champions as they never want to be in range to auto attack you anyway and I figured this thing is called augment so why not have it augment spells which can help out more varieties of champions.

If you apply a slow to an enemy champion Glacial Augment will apply it's slow starting at the end of your current slows duration.

Would probably remove the frost laser portion.

Predator: Change it to be similar to wWarwick's W. Gain movespeed when moving toward enemy champions that are below 75% hp. This bonus increases when below 50% and 25% respectively. Damaging an enemy champion below 25% hp deals %missing hp adaptive damage and puts predator on cooldown for 120 seconds.

Enemy champions would still receive the predator icon if you are moving toward them with bonus movepseed and are within 2000 units. You no longer have to have boots to use this rune.

Amumu Tantrum now applies for spells as well as physical damage. Should help him with general tankiness. It has always annoyed me that this was only for physical damage.

D357R0Y3R1 votes

While Diversity bot lane is a good thing, we want diversity in other lanes. Now that marksmen are no longer mandatory bot lane we can encourage them to be played elsewhere. Some strong laning phase champions were played mid lane in the past but no longer fit in that lane today due to the insane jungler pressure and amount of skillshots. We're raising those marksmen's base movement speed to allow them to both run away from ganks while also being able to deal with skillshots

Ashe Hawk shot feels awkward to use sometimes, punishing you for granting sight during a fight when it should be one of the strengths of the spell

base movement speed increased from 325 to 330 Hawk shot: can now be cast while moving

Varus base movement speed increased from 330 to 335

Ezreal Essence flux is extremely outdated, a spell that requieres to hit both allies and enemies is unintuitive base movement speed increased from 325 to 330 Essence flux: no longer gives bonus attack speed to allies now marks enemies for 4 seconds, allies who damage marked enemies gain attack speed

Caitlyn from a design perspective caitlyn decides whoever can lane against her more than any champion. we decided to make her laning phase less overbearing while buffing her later in the game

Base range reduced from 650 to 550 Headshot: New: now increases caitlyn's base range at lvl 9 to 625, and at lvl 16 to 700 Piltover Peacemaker: Cast time now scales with ranks like Lucian's Q

Tristana tristana has always overlapped with champions like caitlyn, we're giving her some unique power to make her a low range high single target burst markswoman which is basically what she always did

Passive: reworked: whenever tristana attacks a champion, her next attack against the same target will increase her damage against that target this ability has a cooldown Explosive charge: number of stack reduced from 4 to 3 damage amplification per stack increased from 30% to 40%

Lucian Lucian has always felt imbalanced because of how his kit only brought damage and mobility, we will try to solve this problem by making him a direct counter to slow based champions while giving him less mobility Ardent blase: attacking marked champions now cleanses slows instead of bonus movement speed mark duration reduced from 6 to 2 seconds

Kalista kalista has too much power loaded into utility making her unable to be balanced between pro play and regular play, we're nerfing her utility and helping her in regular play

Base range increased from 525 to 550 Base armor increased from 23 to 26 Base health increased from 530 to 550 Rend: Slow duration reduced from 2 to 1 seconds Stack duration against epic monsters reduced from 4 seconds to 1 second Fate's call No longer places the ally in statis

Damage creep issue: damage has become an issue due to multiple changes, the removal of magic resistance runes and introduction of stats in the rune system while still buffing base ad was a mistake, we're going to slowly fix this little by little by revisiting few things and maybe eventually hit champions directly if it becomes necessary

Base magic resistance increased by 4 on all champions (12-8 given by MR pen in the old system) AD/AP/attack speed/HP removed from all the rune trees Base AD nerfed on all AD champions by 9 (i believe +9 ad was made in preseason? don't remember the correct number)

ChaddyFantome1 votes

Lulu Lulu took a huge hit with the recent pass on Gifted Shields. While we still believe the change was the right way to go, the amount of power that was taken from her was still huge, and especially disproportionately huge compared to the rest of the class. Lulu was also not an overly performing champion either, so compensations are in order. Additionally, as a follow up we are making changes to her kit to make her less frustrating to play against, in exchange for more proactive and offensive power. This should both give Lulu's more avenues to work towards a win, especially in a world where her ability to Shield is less reliable.

#[Pix, Fae Companion]

#[Glitterlance - Q ]

[Context]: Lulu lacks offensive proactive playmaking. This results in Lulu players aften just sitting back and Shielding allies while reactively to dives and little else, which is both unfun to play against, and not as fun to play when tis the only thing you can do.

Lulu's main claim to fame is her ability to buff allies and debuff enemies. Despite this, Lulu's passive currently doesn't provide anything but damage. It also doesn't encourage any interesting gameplay beyond making her overly synergistic with on-hit champions and items. This is fine, but in its current state it feels like an afterthought in terms of her gameplay. This makes her Passive to perfect place to work with by giving her the ability to make proactive Pix, opening her up to be more vulnerable for the enemy if misplayed.

#[Whimsy - W]

  • Polymorph duration lowered to 1 / 1.15 / 1.25 / 1.35 / 1.5 from 1.25 / 1.5 / 1.75 / 2 / 2.25

**[Context] **Shifting power out of Polymorphs duration into her passive. This change will still keep its intended function but be much less of a complete shutdown response by itself to enemy dives.

#[Help Pix! - E]

**[Context] **makes Lulu a lot more interactive in laning in particular. Currently, lulu's pattern is to just click E on her enemies for undodgeable poke. This change opens up options for the Fae Sorceress to both play around her passive and Q while giving the enemies something to play around.

#[Wild Growth - R]

Daddy Ants1 votes

Vayne

Preseason saw a surge in Vayne's win rate, play rate and ban rate and she had to be tuned down as a result. Now that the things that caused her to be a balance issue have been addressed (Fleet Footwork and Targon's brace) we feel comfortable giving Vayne back some of her mid - late game power

Base Stats:

Attack Speed per level increased to 4% from 3.3%

[Context]: We went a bit too far with the nerfs in patch 8.2. Messing with Marksman Attack Speed growth is a huge risk and we should have learnt our lesson after what happened to Caitlyn.

Final Hour (R)

AD increased to 25 / 40 / 55 from 20 / 30 / 40

[Context]: Vayne's kit is of a duelist/anti-tank nature but she doesn't feel very rewarding in the duelist department so we are returning a little bit of the power we removed in 8.2.


Draven

For a champion who's supposed to be mechanically intensive to play as well as risky. Draven's win rate and play rate are a bit on the high side.

Q - Spinning Axe

Damage Lowered from 35 / 40 / 45 / 50 / 55 (+ 65 / 75 / 85 / 95 / 105% bonus AD) to 25 / 30 / 35 / 40 / 45 (+60 / 70 / 80 / 90 / 100% bonus AD)

[Context]: Now that marksmen have had their base armor reduced Draven's damage is way too overbearing so we're pulling a bit of that oppressiveness away to give his competition a chance to retaliate.


MissFortune

Miss Fortune is simply too strong at the moment so we're removing a little bit of power from her.

Base Stats

Attack damage growth lowered to 1.3 from 2.

Love Tap - Bonus damage reduced to 40 - 90% AD from 50 - 100% AD

[Context]: Similar to Draven, Miss Fortune's poke and damage in lane is too overbearing.


Ezreal

As a result of the double tear build being adjusted we are giving Ezreal back a small amount of the power he lost from recent nerfs.

Base Stats:

Base Armor increased to 25 from 22.

Attack damage growth increased to 2.7 from 2.5

[Context]: We have just nerfed the double tear build that Ezreal is actively abusing. We're giving him a small amount of power back to compensate.


Caitlyn

Traps now have a reduced duration and effect when placed within range of an enemy turret.

Yordle Snap Trap (W):

Traps placed within 400 units of an enemy turret have a 75% reduced duration and 75% reduced root duration.

**[Context]: The Idea of Caitlyn being able to wall her opponents behind their own turret is non interactive and is unfair to play against. **


MasterYi

With the new Infinity Edge as well as Conqueror, Master Yi is dealing way too much True Damage at the moment.

Wuju Style Bonus true damage reduced to 14 / 22 / 30 / 38 / 46 from 18 / 26 / 34 / 42 / 50 Active bonus AD ratio reduced to 30% Bonus AD from 35%

[Context]: Master Yi is an Anti-Tank champion but not to the extent where up to 80% of his damage is True Damage. As of such we are lowering the level of the buffs we gave a few patches ago.

Varus

We hit Varus a bit too hard when we changed his W and Passive in Patch 8.8 so we're going to soften the blow a little bit and give Varus a little of his power back.

W - Blight

Passive base damage increased to 8 / 12 / 16 / 20 / 24 from 5 / 9 / 13 / 17 / 21 ** [Context]: We believed the W change in 8.8 would add a bit of power to Varus but in reality it didn't so we are adding a bit of power back to his W passive effect.**


Items:

item 3003

UNIQUE: Item can no longer be purchased if the player has a Manamune or Muramana in their inventory. Also applies to Quick Charge versions in ARAM and other game modes.

item 3004

UNIQUE: Item can no longer be purchased if the player has a Archangel's Staff or Seraph's Embrace in their inventory. Also applies to Quick Charge versions in ARAM and other game modes.

[Context]: Double Tear builds are adding a lot more power and safety to champions who don't really need it (Ezreal) so we are making them exclusive, similar to how Titanic Hydra and Ravenous Hydra are.


item 3147

_This item combined with Stormrazor is causing some very unhealthy burst patterns (Looking at you Shaco and Wukong). Also we decided to reduce the strength of the slow to remove a bit of Duskblade's oppressiveness. _

UNIQUE: Duskblade of Draktharr can no longer be purchased if the player has a Stormrazor in their inventory. Applies to all maps and game modes.

Melee only Slow reduced to 75% from 99%.

item 3095

See Duskblade of Draktharr

UNIQUE: Stormrazor can no longer be purchased if the player has a Duskblade of Draktharr in their inventory. Applies to all maps and game modes.

** [Context]: Stormrazor and Duskblade is adding too much front loaded burst to a lot of champions and leaving no room for opponents to react. Coupled with the slow from Duskblade, Melee champions have too reliable and front loaded burst that doesn't feel good to play against for their enemies. **


Runes:

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d7/Summon_Aery_rune.png/revision/latest?cb=20171126182228

Cooldown increased from 2 seconds to 4 seconds.

[Context]: Summon Aery is giving champions who are supposed to deal minimal amounts of damage (Janna and Soraka for example) way too much damage when paired with Scorch. We are increasing the cooldown to give enemies a chance to play around it.


https://vignette.wikia.nocookie.net/leagueoflegends/images/2/2e/Hail_of_Blades_rune.png/revision/latest?cb=20180505140825

_Hail of Blades cooldown timer no longer counts lane minions. _

Hail of Blades cooldown changed from "4 seconds out of combat" to "4 seconds out of combat with Enemy Champions, Structures or Large/ Epic Monsters"

**[Context]: Hail of Blades should not make you have to stop farming for 4 seconds to gain access to your keystone. **


https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f2/Lethal_Tempo_rune.png/revision/latest?cb=20171126182145

Reducing the time Lethal Tempo takes to activate after hitting an enemy champion. Attack Speed slightly reduced to counter balance.

Attack Speed reduced from 40% - 110% to 35 - 105% based on level.

Lethal Tempo activation time reduced to 1 second from 1.5 seconds.

[Context]: We believe Lethal Tempo is under used due to it taking time to activate so we are reducing that delay slightly as well as reducing the AS granted to counter balance.


https://vignette.wikia.nocookie.net/leagueoflegends/images/7/75/Bone_Plating_rune.png/revision/latest?cb=20180209233224

Bone Plating has been reprogrammed as a damage reduction effect.

Damage reduction increased from 15 - 40 (Based on Level) to 20 - 45 (Based on Level) Bone Plating now acts as a damage reduction effect and no longer mitigates True Damage.

Bone plating now shares a row with Chrysalis.

[Context]: True Damage is exactly that, "True Damage". Allowing a rune to mitigate a damage type that is not supposed to be mitigated is defeating the object of that specific damage type. To counter balance this change we have increased the damage reduction amount slightly.


https://vignette.wikia.nocookie.net/leagueoflegends/images/0/06/Chrysalis_rune.png/revision/latest?cb=20180310102632

Now shares a row with Bone Plating

Chrysalis has been moved to row 1 and now shares a row with Demolish and Bone Plating.

[Context]: Bone Plating and Chrysalis is too strong as a combo together so we have decided to move Chrysalis to share a row with Bone Plating and Demolish.


https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f6/Font_of_Life_rune.png/revision/latest?cb=20170926025627

Font of life moved to row 2 of the Resolve Tree and now shares a row with Conditioning and Second Wind.

Font of Life has swapped places with Chrysalis and now shares row 2 with Conditioning and Second Wind.

[Context]: See Bone Plating section above.


More from Gameplay

More by Elohaven