PSA: Runes Nerfs and Tanks Buffs Incoming on PBE Soon
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
