Experiment: Community Patch Notes

ModCaptainMårvelous··154 votes·64,903 views

#As a reminder: ONE change. Champion, item or rune. Numerical changes or skill changes, NO 100% REVERTS. The most upvoted/most impactful will be chosen if there are multiple posts. Treat this as a normal patch.

#Please remember to upvote/downvote changes as well! There are a lot I'm going to have to sift through. (I recommend using chronological view.)

Hey everyone.

With all the balance suggestions/ideas being flung around all the time, I wanted to try something cool. Namely: What would patch notes look like designed by Gameplay? However, there are some rules so that these notes are community-inspired/designed and not just broad changes:

  • 1.) You can only affect one champion/item/rune. No "-10% damage on everything in the game". Also means you can only change ONE thing guys.
  • 2.) If two players have overlapping changes, I'll choose the more impactful of the changes or the higher voted changes.
  • 3.) This will be based on the current game of 8.13
  • 4.) Numerical or current skill changes. **No reverting Sion. **

The goal of this should be to give an example of what the community would consider good patch notes. In addition, feel free to upvote or downvote suggestions. You don't need to provide reasoning if you don't want to but the idea should be to change the game in a positive way for all players, not just a hate-nerf because that Wukong was 20/1/11 at ten minutes.

I'll check back in a week or so to compile the results and see what happened, provided there are enough comments.

EDIT: Considering the amount of people contributing, I'm going to add one more caveat that If a post is -3 or more, it won't be included. Again, not a good or bad post but if a majority disagree that this would be better for the game, we'll count it as a veto.

EDIT 2: Oh god this is getting pretty big. As a heads up, remember that you can only change one item/champion/rune (inclding small runes!) so try to avoid 3-4 champions per post.

EDIT 3: Changed -5 to -3 now. So many posts. Send help.

847 Comments

Blu 175 votes

Irelia ** Q - Bladesurge : ** Damage - 10 / 30 / 50 / 70 / 90 (+ 50% AD) Down from 70% AD Heal - 10 / 12 / 14 / 16 / 18% AD down from 12 / 14 / 16 / 18 / 20% AD

**E - Flawless Duet : ** Target Range - 825 down from 900 Decreased stun hitbox to more accurately match the visual indicator

RiotSkarnye West49 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

The Irelia rework has been out for awhile and by now players have really mastered using bladesurge to dart around the battlefield and make the most of her passive. With all of that mobility, we're finding that Irelia finds it too easy to get in position to land the Flawless Duet stun, so we're decreasing its range and hitbox.

Frontline Fury70 votes

MasterYi : The rift's resident blade master has had some unintended interactions with Conqueror, and while we're happy to see champion kits interact with runes and items in interesting ways Master Yi has been crowding out all competition, regardless of class or build. It's high time we put him more in line with other slayers. You will actually have to purchase armor penetration if you want to right click that five thornmail Rammus to death.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/65/Double_Strike.png/revision/latest?cb=20170818191944 "Four strikes, not three. You're not Vayne." REMOVED: Double Strike no longer stacks itself. item 3124 "Triangular Katana" REMOVED: Guinsoo's Rageblade no longer interacts with Double Strike.

BEK Makadur18 votes

I believe the guinsoo nerf alone would be enough.

DrCyanide64 votes

Yorick " Yorick's contributions to fights really drops off without a Mist Walker militia at his heels. While not a problem split pushing, it's hard to build up his army when teammates shove the wave out or while preparing for objectives in the river. These changes should make joining your team feel less painful without changing his split pushing power too much."

  #Passive: Shepherd of Souls http://ddragon.leagueoflegends.com/cdn/8.12.1/img/passive/Yorick_P.png     [NEW] The More The Merrier: When Yorick is with 2 or more allies, every 12th/8th/4th 8th/4th/2nd non-champion killed drops a grave. (Unchanged when 1 or fewer allies are nearby)     [NEW] Another Soul: Scuttle Crab, Baron Nashor, and Dragons drop graves when killed by allies.     [NEW] The Drowned Float: After level 13 and when in the river, water graves will periodically spawn near Yorick. Capped at 2 water graves, but otherwise function identically to normal graves.

RiotSkarnye West37 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

As the game goes late and Yorick begins grouping, his allies' attempts to cs often deprive him of the Mist Walkers he needs to live up to his full potential. We're tweaking his passive so that grouping doesn't scare off Yorick's ghostly pals

D357R0Y3R46 votes

Lucian

Base AD reduced from 61 to 58 AD per level reduced from 3.11 to 2.5

Ashe

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

RiotSkarnye West37 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

Ashe is the original kiting Marksman, but right now there are too many champions who can easily close to melee. With no escapes, Ashe needs a bit more baseline mobility to keep dashless opponents at bay. She should still struggle against heavy divers like Jarvan or Malphite, but we want her strengths to really shine against juggernauts like Udyr or Darius.

Melledoneus44 votes

Shen

#Passive: Ki Barrier https://vignette.wikia.nocookie.net/leagueoflegends/images/1/1e/Ki_Barrier.png/revision/latest?cb=20160113193213

[NEW] Arcane Spirit: Convert 25% of all mana provided by items into shield strength for https://vignette.wikia.nocookie.net/leagueoflegends/images/1/1e/Ki_Barrier.png/revision/latest?cb=20160113193213 Ki Barrier and https://vignette.wikia.nocookie.net/leagueoflegends/images/8/85/Stand_United_2.png/revision/latest?cb=20170208230402 Stand United.

E-Shadow Dash- Physical Damage lowered from 50/75/100/125/150 to 40/65/90/120/150.

"As somebody who is already niche among most tanks, Shen shouldn't shy away from powerful defensive itemization or deviating build options because of a stat he cannot use, so opening mana as an option to him in the form of shield strength gives him a reason to build certain items that were previously wasteful to build on him. This also tackles the problem of balancing his team utility, locking a large portion of it behind his itemization choices, allowing him to choose the options that most benefit his team. To accommodate for these changes, we will be lowering the base damage on Shadow Dash in order to tone down his 1v1 damage in lane in favor of a more defensive power curve. Also, we were a bit curious what some users could do to push the limits of Shen's shielding capabilities, namely certain ones that showcase them on Youtube."

Wind23443 votes

Conqueror - true damage conversion lowered from 20% to 15%

I feel like Conqueror might be a bit too strong at the moment, and it's part of the reason why so many bruisers are running around everywhere. Toning it down would give other champions a fighting chance without being deleted in an instant, but I don't want to completely kill the keystone since it's nice that bruisers are finally having their time in the sun, so to speak.

RiotSkarnye West28 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

Conqueror is living up to its name a bit too well, with bruisers conquering top lane as of late. The true damage conversion is helping them shred through tanks too efficiently, so we're starting by dialing that back. We'll be keeping an eye on its strength in this shifting meta and revisiting it in future patches as necessary.

Saibbo35 votes

Xayah
#Xayah

E no longer scales with critical chance, but increased base damage and AD ratio

“With the nerfs to critical chance items and the removal of critical chance on Essence Reaver, Xayah lost a lot of damage and takes to long to build and scale to late game, so now she can take other builds paths without loosing too much power.”

**E - Bladecaller ** REMOVED - No longer scales with critical chance BASE DAMAGE : 55 / 65 / 75 / 85 / 95 ⇒ 55 / 70 / 85 / 100 / 110 AD RATIO : 0.6 attack damage ⇒ 0.7 attack damage

RiotRiot MapleNectar30 votes

Eerily we talked about this exact change (well almost, but close enough) earlier this week. For now we're going to leave Xayah alone as players experiment with new item builds, but think this change could definitely be on the table in the future.

tl;dr - you're hired!

Karunamon32 votes

Blitzcrank Blitzcrank

Visual and QoL changes.

We think the steam golem is in a good place right now, but we want to address a couple of long-standing annoyances.

CHANGED: Give me a hand here: Blitzcrank's Q - Rocket Grab projectile is now visually larger to more accurately reflect the range at which the attack will connect.

NEW: Lightning rod: Blitzcrank's R - Static Field now displays a reticle over the next minion, monster, or champion that will be hit by the next proc of its passive.


The Q change is pretty self-explanatory. It's been a gripe of playing and playing against Blitzcrank that the Q hitbox doesn't make any sense.

Accidentally stealing CS (or the occasional kill) with the R passive is a minor meme, and I've seen it add up to a full wave or two that he didn't even want to take by the time the game is over. With this, Blitz now has the tools to modify his positioning to avoid taking those unwanted last hits.

I feel that both of these don't carry any serious implications for balance.

Jathojen31 votes

Zac W - Unstable Matter : Damage - Add the old (+2% per 100 AP) to his current --> 15/30/45/60/75 magic damage +4/5/6/7/8% of the enemy's max health

R - Let's Bounce! : Revert to old ultimate.

It'd be great to have the old things about Zac that we used to love back! Putting a little AP into him used to be a great way to be tanky and do a little damage, so you could play him as somewhat of an AP bruiser.

Thank you for letting us voice our opinions

Salvor Hardın29 votes

What a funny and interesting idea. ######Maybe i can do it in the LAS Forum and compare the results

##GragasGragas Attack Damage increased from 61.38 to 64. Attack Speed increased from 0.625 to 0.675.

(this changes to improve Jungle Gragas)

HalcyonDweller28 votes

I really like this idea, thanks for making a post about it! Here's my patch note, let me know if it's 'legal' within the rules of the game.

If Caitlyn places a third trap under the same enemy tower, the oldest trap under that turret expires in 5-10 seconds.

Novalas26 votes

item 3187 item 3348

I'm excited to see what this'll look like! It'd be interesting to add in context for each change as well to see why each change is being made.

Aalydon26 votes

Jinx Jinx learns a little something from Ziggs.

R-Super Mega Death Rocket! can now collide with and execute towers if they are below 20%/24%/28% health, doing only Super Mega Death Rocket's minimum base damage otherwise if they are not below the threshold. (25/35/45)

WHY?

  1. because we see Jinx ulting piltover with several Super Mega Death Rockets in her original introduction video, so makes canonical sense with Jinx destroying buildings.
  2. It potentially gives her access a passive Proc that she needs in a fight (IF Jinx or her team can setup a tower to execute before hand)
  3. still has counter play (eat the rocket hit for your tower)
  4. Introduces new counter play when low health and recalling (hide behind your tower)
  5. Hammers down her identity as THE tower-destroying and sieging marksman
  6. Long range tower finisher that gives her the extra gold needed to function as a marksman.

I'd also be totally okay with her Ult cooldown being way higher if this actually saw the light of day.

FelixFurry25 votes

Lissandra Lissandra

"Lissandra was designed to be the anti-melee, teamfight mage, but because of her low range and predictable patterns, she can't start fights reliably or stay alive long enough to do damage. We are upping her damage potential for a maximum rotation and allowing her to get into fights without being 100 to 0. While we are adding damage into her kit, we also want to reduce where she is getting damage elsewhere so her kit isn't so damage opressive."

Mana Regeneration Growth: .4 -> .65 Base Movement Speed: 325 -> 330

Passive: Iceborn (Reworked) After damaging an enemy champion with an ability, Lissandra applies Frostbite. (20 second cooldown) Frostbite: Marks an enemy champion after applying ability damage, causing the next damaging ability or basic attack from Lissandra to consume the mark and deal 10 - 150 (based on level) +15% AP magic damage, and stealing the targets movement speed by 8% for 1.5 seconds.

** Q: Ice Shard** New: Reduced slow applies after first enemy hit. (Half of original slow -> 7 / 9 / 11 / 13 / 15%)

W: Ring of Frost Effect Radius: 450 -> 475 Mana Cost: 50 -> 65 Cooldown: 14 / 13 / 12 / 11 / 10 -> 12 Base Damage: 70 / 110 / 150 / 190 / 230 -> 65/100/135/170/205

E: Glacial Path Projectile Speed: 850 -> 875 Cooldown: 24 / 21 / 18 / 15 / 12 -> 23 / 20 / 17 / 14 / 11 Base Damage: 70 / 115 / 160 / 205 / 250 -> 65/105/145/185/225 New: After recasting Glacial Path, Lissandra develops an Icebound Shroud, gaining 7/9/11/13/15% damage reduction for 2 seconds

R: Frozen Tomb Target Range: 550 -> 575 Base Damage: 150/250/350 -> 125/225/325 New: All enemy champions caught in Frozen Tomb's slow applies Frostbite.

(I don't know how overboard I did it, but I really want Lissandra to get a decent passive and be a good laner ;w;)

EDIT: I'm adding one more thing because it was ticking me off.

item 3174 Athene's Unholy Grail

Bugfix: Now gives 35 AP because of the Fiendish Codex buff in 8.9.

LuthianDelphi25 votes

summoner 11 Jungle Change: Gromp's aggroing can be a bit frustrating and the camp resets rather easily leading to some un-needed frustration for some junglers. To rememdy this gromp will now chase another 200 units.

RiotSkarnye West22 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

Because of its early attack speed, players are encouraged to kite Gromp. As a result, we're giving Gromp a longer leash so random feeling de-aggros are less common.

EkyonKun24 votes

item 3027

Health up from 300 to 400 Mana down from 300 to 200 Ability Power up from 60 to 80 Total cost increased from 2750 to 3000 Combine cost decreased from 750 to 615

Health per stack decreased from 20 to 10 Mana per stack increased from 10 to 15 AP per stack unchanged.

Mana to health conversion increased from 20% to 30%, up to 25 per cast. Health gain cap unchanged.

item 3010 + item 1026 = item 3027
to item 3010 + item 1026 + item 1052 + =item 3027


For many champions, Rod of Ages just doesn't come online quickly enough to compete with other mana items, while others buy it as a first item just about every match. To help alleviate this, we're making the base stats and build path more appealing for the early game on more champions while not making it overbearing on the ones who were already building it anyway.

JAYCCCCCCCCCCCCE23 votes

item 1054

Regain 4 health every 5 seconds, Down from 6

Regain 15 additional health after taking damage, down from 20.

Reasoning: Been seeing this item used way too much now. Even adcs from last patch were taking this as a starting item. Taking this item + Resolve = never having to worry about taking damage. Which is also why Bruisers are too strong right now. Most poke champs like Panth/Teemo/Quinn cant even poke enemies down if they take Resolve+Shield.

eldritchbreadD22 votes

for those who feel that RekSai has become less impactful we have decided to give her a bit of quality of life changes

Fury of the Xer'Sai - we are gonna give her a (2% to 5% hp ratio) so she can come out of the jungle much healthier

W - burrow now instead of 15 / 20 / 25 / 30 to 20 / 25 / 30 / 35 movement speed per level and lowering the level she gain movement speed from 1/6/11/16 to 1/5/10/15

E - tunnel cooldown lowered from 26 / 23 / 20 / 17 / 14 to 22 / 20 / 18 / 16 / 14

Ben Heimer21 votes

This looks like a lot of fun so I'll take a stab at it.

item 3056 Ohmwrecker

"We're reworking the way Ohmwrecker works by giving players an item that brings better ways to defend, interact and support their turrets."

Combine cost reduced: 950 -> 800 Price change from 2650 to 2500.

+50 armor -> +60 armor Cooldown Reduction removed Now grants +5% Movement speed

** Passive** Unique – Point Runner removed NEW - Turret Rigger: When standing near the proximity of an ally turret, heal the turret 0.5% hp/second. This effect is doubled when turrets are below 50% HP.

Active Unique:Targets an enemy turret to prevent it from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Removed NEW Unique: Target an ally turret granting a shield that protects it for 25% its maximum health for 5 seconds (120 second cooldown)

Warlord Rhinark18 votes

Shen

"Shen's ultimate is a big turnaround in an otherwise easy fight for the enemy and creates global threat from anywhere on the map. However, most of the time Stand United's shield will either be too small from being activated on a full health target or put on the target too late when activated on a low health target. This change should give Shen the time he needs to successfully Stand United with his team and set up for some Shensational plays."

United we Stand: Ultimate now gives the maximum amount of shields to the target regardless of current health percentage.

RiotSkarnye West18 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

Right now, Shen players are locked in a gamble with death: hold their shield until the last possible moment to get the most shield value (but risk never arriving), or use it early to secure their superhero landing, and not get the full shield. That gameplay sounds like a cool idea from the Shen's perspective, bu dying because your Shen wanted 50 more shield feels pretty bad. We're tweaking Shen's shield calculation so that it hits maximum shield value at significantly higher target health.

(sorry, I changed your changelist slightly)

Galiö18 votes

_'My list of changes are to appease Pre-Rework Galio Mains and to bring current Galio closer to the original without having to revert functionality. Galio currently does not see competitive play (no ardent/shield/protect the marksmen comp in Meta) and his current winrate is far lower then that of Pre-Rework Galios, and playrate is now the same as it was before the rework. i have been vocal, annoyingly so, on the forums ever since his announcement about how upset i am with the rework (Diamond Galio with Most Mastery Point on Galio in NA). I focus on changing his W (removing DR and Adding Healing) and his R (reducing knock up time, bringing enemies towards inner circle, and short taunt to set up for W taunt). ' _

Galio Armor is increased to 27 at level 1

Galio W change:

First Cast: Galio charges for up to 2 seconds, increasing Shield of Durand's radius, damage and Taunt duration. Galio can still move and healing himself for the duration every time Galio takes damage (each subsequent healing tick is 20% weaker than the last one).

Second Cast: Galio taunts all nearby enemies and heals all nearby allies by the amount Galio has healed during his charge. Galio continues to heal himself for 2 seconds after second cast.

INITIAL HEALING: 30 / 45 / 60 / 75 / 90 (+ 35% AP) (+15% MR)

Galio R change:

Active: Galio designates the target allied champion's location at the time of cast as his landing spot, channels for 1.25 seconds, and then dashes to them, reducing the damage they take until he lands.

Allied Damage Reduction:
20 / 25 / 30% (+ 8% per 100 bonus magic resistance)

Upon impact, Galio deals magic damage to all nearby enemies and knocked up towards the center, increased damage at the center of the impact zone. Enemies hit are then taunted for 1 second and Galio immediately casts w upon landing.

I Eat Magic -Galio

wobaji18 votes

Corki

base AD nerf reverted

Ziggs

10% more AP on W 2 more HP/level

SINCE I CAN ONLY SEND ONE, I WILL MAKE IT FOR EKKO BUT CORKI NEEDS IT MORE:

Ekko (inspired by: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/vGqrRT1f-ekko-has-among-the-worst-late-game-assassin-win-rates-ideas)

7% more bonus AS level 1 (jg machete compensation... his jg is only viable if you main him atm and he might still need more such as armor but I think this is a safe buff) E AP Ratio decreased to 35% but increases 5% per stack of R. Thus 40% at 6, 45% at 11 and 50% at 16.

This gates his power to exclusively a tiny bit of late game and mid game help. Currently, his late game is among the worst for assassins and it doesn't fit his lore or concept given his weak early. I think he should be an above average late game champion and he lost too much power. This also doesn't incentivize a tanky build. The focus is on just giving a tiny bit of help when he builds AP. The same tech that lets him R is also what powers his E so linking them is even thematically justified.

These are perhaps too conservative numbers but I think it's the right direction to make both mid and jg healthy. The AS will help JG while not so much mid and even if it does help mid, the pre-6 E AP ratio nerf counterbalances it. For mid, the AS is more about just giving a boost to sustained all-ins but that's a pretty rare situation for an Ekko.

I'm sure I could come up with a lot more but this is a start.

RiotSkarnye West17 votes

I'll be back later with more contexts but I've got to go to some meetings so I'm leaving you in the capable hands of Riot Novalas (he's on Playtest, but he's actually written a few of the individual notes in the last few patches)

kurdt91116 votes

Kalista E - Rend Now: Killing an enemy with Rend restores 10 / 15 / 20 / 25 / 30 mana and refunds the cooldown.

New : Killing an enemy with Rend restores 10 / 15 / 20 / 25 / 30 mana and refunds the cooldown. Refunds 30 mana if killed two or more units.

FeuerfalkeFX16 votes

Zoe

Sleepy Trouble Bubble: Cooldown up by 5 seconds on all ranks. Hitting an enemy with Sleepy Trouble Bubble reduces its cooldown by 3 seconds.

This change punishes Zoe more for carelessly using her E. The reason for only a 3 second reduction instead of 5 is because cooldown reduction will be stronger now thanks to the higher overall cooldown.

Example:

Rank 5 E: cd 14 -> 19

With 40% cdr:

old: Always 8.4 seconds.

New: 11.4 seconds -> 8.4 if you hit an enemy

This, however, is keeping the stupid high amount of cdr in the game into account. If this community patch will result in cdr items being far more selective, the cooldown should be increased by only 4 instead of 5 seconds.

Edit: Accidentally swapped two numbers, fixed that.

SirPurrr15 votes

I like the idea of this but I hope Riot remember that perception and reality are often at odds. Judging by my experience, a lot of champions would be totally gutted if the community got to decide. This would go way beyond objective balance and fairness. It would make those champions unplayable. I'm talking about stuff like Zoe.

Anyway, for a start, I'd add 3000 HP to baron now that it does much less damage and 1500 HP to turrets. This would indirectly make ADCs more useful even without changes but the main problem is that strategic play feels lacking now and the leads just snowball out of control. Objectives that should feel difficult and rewarding are not. Turrets feel like paper and the lead tends to be much more about gold than getting a key turret or territory.

DragonShea15 votes

Thresh and Rakan

Changed from being ranged to becoming lashers.

A new attack type called "Lasher" will be added in the game due to Thresh and Rakan being pseudo melee champions with a ranged attack champions with a far reaching melee. Lashers can't purchase melee only items but their basic attacks are considered Melee, allowing them to better proc item 3302 due to their semi-melee nature.

KÎŢŢΥKÂŢKÂŢÂRÎÑÂ14 votes

item 3147

Lethality 18 < 14

Passive 30-200 down to 25-175

RiotSkarnye West20 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

As a result of the changes to the game in the last few patches, dedicated tanks are less common. This leaves Lethality stacking with less clear weaknesses, so we're weakening the core Lethality item to make the snowball a little less steep. We'll revisit the other Lethality items if need be, but for now we think Duskblade is the clear outlier

D2Vincent13 votes

Karthus

"While Karthus has surprisingly found recent popularity in high-level play and the LCK, no doubt with the help of a certain frozen duo, he still has some difficulty against high-mobility champions. We're taking a little bit of power out of his ult to instead give him some more peeling and catching tools in his W."

W - Wall of Pain: 50% Slow decay reduced to 2 seconds from 1 now stops champions who are in mid dash

R - Requiem: AP Ratio 70% down from 75%

(Note: It was either stopping champs who dash through the wall, or giving grounded for 2 seconds. whichever is more popular, I'll edit to accommodate)

Rokuroú13 votes

Evelynn W - Allure : can be cast on super minions

Woodakoodashooda12 votes

Grasp of the Undying

Added: Casting Smite on ANY target procs Grasp of the Undying for its full benefits.

I don't like the fact that Grasp is only beneficial for lanes and would like to see this added to the game to benefit jungle and open up more choices in runes for them.

Leonidaź12 votes

One change?

LONGER queue times for better Matchmaking 195 IQ [zombie-brand-mindblown]

koshkyra11 votes

Ashe

Base movement speed: 325 >>> 330 W self-root duration reduced to 0.1 seconds

fatherdarius11 votes

VGU:

Nami - If Nami's ult (R) hits a champion with a flaming visual effect (Brand, Firefang Warwick, a champ with Sunfire Cape, etc.), the tidal wave 'snuffs out their flames' (visual effect only) and covers them in soot and ash for 5 seconds.

Reason: Because science.

ReshiKillim10 votes

item 3056 [NEW]: Active Effect - Fortify When used on an allied turret, the allied turret gains a 30/40/50/60/70% damage reduction for 5 seconds, scaling with champion level. Turrets cannot be affected by this effect more than once in 180 seconds.

TheSingularity7 votes

Nautilus Titans wrath (w) changed from: Shield value 65 / 70 / 75 / 80 / 85 (+ 9 / 11 / 13 / 15 / 17% maximum health) magic damage 15 / 20 / 25 / 30 / 35 (+ 20% AP) To: Shield value 100 / 150 / 200 / 250 / 300 (9 / 11 / 13 / 15 / 17% maximum health) V5.5 Magic damage 30 / 40 / 50 / 60 / 70

Nautilus has been struggling to both clear and survive the jungle for a long time now. With the power of his riptide (e) drastically weaker than when power was taken from W to put into E, I feel there's room to buff it to its former glory. Wasn't a problem when damage was drastically lower, shouldn't be a problem now.

RiotSkarnye West37 votes

(I changed my boards name but it's me, Gentleman Gustaf, your friendly neighborhood patch notes writer)

Nautilus definitely isn't the strongest champion in the game, and we think we can get him there by making him pretty much invincible while doing crazy base damage. You're welcome!

TheSingularity1 votes

Nautilus definitely isn't the strongest champion in the game, and we think we can get him there by making him pretty much invincible while doing crazy base damage. You're welcome!

Watchu talking about? Those were the stats, seems I used an older dmg value doe... will update the OP to something newer, but same with the HP ratio which also appears to be older

Also, what prompted the name change? Curios :D [slayer-pantheon-thumbs]

V5.1 Titans Wrath Titan's Wrath Base shield strength reduced to 65 / 70 / 75 / 80 / 85 from 100 / 150 / 200 / 250 / 300. Shield health ratio changed to 7 / 9.5 / 12 / 14.5 / 17% of maximum health from +15% of bonus health. V5.5 Shield health ratio increased to 9 / 11 / 13 / 15 / 17% maximum health from 7 / 9.5 / 12 / 14.5 / 17%

Novalas10 votes

He's on my team in our internal League tournament. Our team banished him to the Tank Dungeon (in top lane) and gave me jungle instead :~)

RiotSkarnye West11 votes

you monsters

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