PSA: Runes Nerfs and Tanks Buffs Incoming on PBE Soon

Meep Man··13 votes·7,391 views

Just going to go ahead and drop the current list in here for you guys to discuss. This will also be on the PBE tomorrow.

Electrocute Damage :: 50-220 (+50%bAD)(+30%AP) >>> 30-180 (+40%bAD)(+25%AP) Cooldown :: 50-25 >>> 25-20

Cheap Shot Damage :: 15-40 >>> 8-40

Sudden Impact Lethality Bonus :: 10 >>> 7 Magic Penetration Bonus :: 8 >>> 6

Celerity Bonus Movement Speed converted to Attack Damage :: 9.6% >>> 6% Bonus Movement Speed converted to Ability Power :: 16% >>> 10%

Scorch Damage :: 20-60 >>> 10-30 Cooldown :: 20 >>> 10

Notably, there's some runes like Aery and Comet not included in this list which are cited pretty frequently, they likely also need more work in terms of gameplay that isn't just simply some number shifts (we're still talking about them though)

To quote Maple Nectar from other threads.

Tanks we'll be testing buffs for in 8.16 below. Not guaranteed all of these ship, possible others also get added, though this is our best estimate right now of the appropriate candidates.

Amumu Nautilus Sion Leona Rammus Maokai (probably pretty jungle focused to avoid him defining top lane too much again)

To quote Meddler from the Quick Gameplay Thoughts for July 27th.

EDIT:

List of Tank buffs to make sure this info is spread around.

Nautilus: Goal: Give Nautilus' shield some more flexibility; aiming to bring the effect into more usable trade windows and additional casts per jungle camp. Titan's Wrath (W)

Shielding :: 65/70/75/80/85 (+9/11/13/15/17% maxHP) >>> 60/70/80/90/100 (+9/10/11/12/13% maxHP) Duration :: 10 >>> 6 Cooldown :: 18 >>> 12 Cost :: 80 >>> 60

Amumu: Goal: Simply put, give some unique scaling to Amumu's defensive mechanicc. Tantrum (E)

  • NEW :: Passive physical damage reduction gains additional benefit equal to 3% of Amumu's bonus Armor and Magic Resist

Rammus: Goal: Generally just trying to make him a bit tankier at all stages of the game, but still with a heavier skew towards physical ad rather than magic damage. Defensive Ball Curl (W)

Bonus Armor :: 50/60/70/80/90% >>> 60/70/80/90/100% Bonus Magic Resist :: 25/30/35/40/45% >>> 30/35/40/45/50%

Sion Goal: Increase the reward for stacking W passive Soul Furnace (W)

Permanent max HP gain from small enemies :: 3 >>> 4 Permanent max HP gain from large enemies :: 10 >>> 15

Leona: Goal: Giving Leona the potential for much higher uptime on her defense button, but trying to do so in a way that doesn't buff her lane too much. As such, W and E have had their damage redistributed to mean Leona doesn't get both incredible offense and incredible defense if she maxes W first.

Eclipse (W)

Damage :: 60/100/140/180/220 >>> 60/90/120/150/180 Cooldown :: 14 >>> 18/16/14/12/10 Armor :: 25/35/45/55/65 (+20%) >>> 15/20/25/30/35 (+40%) Magic Resist :: 20/30/40/50/60 (+20%) >>> 15/20/25/30/35 (+40%) Zenith Blade (E)

  • Damage :: 60/100/140/180/220 >>> 60/110/160/210/260

Maokai Goal: Giving Maokai some stat help aimed at a moderate buff to jungle position and small buff to non jungle positions. We're particularly hesitant to over buff his top lane.

Base Stats:

Movespeed :: 335 >>> 340 Magic Resist Growth :: 1.25 >>> 1.75 Sapling Toss (E) Max damage against non champions :: 300 >>> 500

Tahm Kench Goal: Reduce the overall availability of his defensive devour and better reward use in aggressive scenarios. Also tuning Q to give him a few more buttons to press in light of longer cd ally W, and reducing the slow to compensate.

Tongue Lash (Q)

Slow Duration :: 2 >>> 1.5 Cooldown :: 6 >>> 5 Devour / Regurgitate (W)

Damage :: 20/23/26/29/32% (+2% per 100AP) >>> 27/29/31/33/35% (+1% per 100AP) Devour Duration :: 4/4.5/5/5.5/6 >>> 4 Enemy champion duration still halved Cooldown :: 14/13/12/11/10 >>> 28/25/22/19/16 Cost :: 90 >>> 60 NEW :: Triggers half its normal cooldown on enemy cast

16 Comments

PhDs Nuts8 votes

I'm glad they're nerfing the damage, but I hate to see such a huge early CD buff for compensation. It actually deals more overall damage during lane phase now if used on CD.

Weiner the Pooh7 votes

Of course it comes with compensation. That electrocute cooldown decrease is unnecessary.

Warlord Rhinark5 votes

This makes me so happy to see. Especially the Electrocute damage nerf and the Rammus buffs.

But...

Why the cooldown decrease?

Why not just revert it back to Thunderlord's Decree at this point?

Meep Man1 votes

Thunderlord's was even more generic to use cause it didn't require the attacks to be unique. A single DoT proc'd it.

Warlord Rhinark1 votes

[{quoted}](name=Big Ol Tree,realm=NA,application-id=3ErqAdtq,discussion-id=AYTpa76O,comment-id=00050000,timestamp=2018-08-03T19:10:32.918+0000)

Thunderlord's was even more generic to use cause it didn't require the attacks to be unique. A single DoT proc'd it.

But at least Thunderlord's dealt rather mediocre damage.

I'd rather have a rune that's easy to proc, but it doesn't kill me in 2 seconds.

Also, a single DOT did NOT proc it. A Malzahar E did not proc it.

What you're talking about is a DOT AOE spell.

Meep Man1 votes

Old Thunderlord's? No, a single DoT DID proc old Thunderlord's. That was the big change between iterations besides the increase in damage and cool down.

Are you confusing Thunderlord's with something else? Old Thunderlord's was the exact same as Electrocute except without the unique attack thing. The only effects that did not proc old Thunderlord's were single target DoTs.

Either way, what would be the point in a revert when they are functionally the same except Electrocute isn't used on 40% of the cast.

Warlord Rhinark1 votes

[{quoted}](name=Big Ol Tree,realm=NA,application-id=3ErqAdtq,discussion-id=AYTpa76O,comment-id=0005000000000000,timestamp=2018-08-03T19:28:39.423+0000)

Old Thunderlord's? No, a single DoT DID proc old Thunderlord's. That was the big change between iterations besides the increase in damage and cool down.

Are you confusing Thunderlord's with something else? Old Thunderlord's was the exact same as Electrocute except without the unique attack thing. The only effects that did not proc old Thunderlord's were single target DoTs.

What the fuck dude that's what I meant when I said Malzahar's E and AOE DOTs.

I thought I made it clear enough.

Either way, what would be the point in a revert when they are functionally the same except Electrocute isn't used on 40% of the cast.

The point would be the lower damage, obviously.

TrikzterzArma3 votes

They will probably buff their damage, like they did with Poppy.

M00ndanc32 votes

They said there going specifically into buffing none damage areas

Meep Man1 votes

Posted the changes. Very few straight damage buffs here. Only TK got any straight damage buffs to his overall damage, unless you previously built AP Kench and somehow got THAT MUCH AP.

Done252 votes

This is beautiful. They might need to lower electrocute's damage a tiny bit, but it does need to compete with Predator/Comet/Aery.

Colton1471 votes

Ornn item 3070

AirKingNeo1 votes

yes ornn could see some damage nerfs

TaintedFlesh1 votes

More of stumping jungle Leona into a ground

theChibiTina1 votes

I'm glad they reduced damage, but I don't think they should have reduced cooldown. As far as Aery goes, just reduce the damage or remove damage altogether from it. If you're like me then you mostly take it for heal/shield supports anyway.

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