I think this is what Killed Eve Death Timers
Death timers decreased at early ranks.
The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.
However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly.
DEATH TIMERS LEVELS 1-6 10-22.5 seconds (at levels 1-6) ⇒ 6-16 seconds (at levels 1-6)
DEATH TIMERS LEVEL 7 25 seconds ⇒ 21 seconds
DEATH TIMERS LEVEL 8+ unchanged
Bounties
Bounties now start at two kills. Bounty gold increased at all levels of kills.
A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward.
new2-KILL BOUNTY 150 gold
3-6 KILLS 200-325 gold (at 3-6 kills) ⇒ 300-500 gold (at 3-6 kills)
LEVEL 6+ 25 gold per additional kill ⇒ 50 gold per additional kill
Outer Turret Gold
Global gold reward decreased.
When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward.
GOLD REWARD 100 gold per player per turret ⇒ 50 gold per player per turret
Jungle monsters give less experience, but experience scales with level.
Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead.
removedSLOW DOWN Experience no longer reduced by 5% per level champion is ahead of the camp being taken.
newRAID BOSS Monster camp experience now scales with level, capping at level 7.
BLUE SENTINEL 180 ⇒ 115 - 180 (at levels 1-7)
RED BRAMBLEBACK 180 ⇒ 115 - 180 (at levels 1-7)
LARGE KRUG 125 ⇒ 100 - 157 (at levels 1-7)
MEDIUM KRUG 35 ⇒ 35 - 55 (at levels 1-7)
SMALL KRUG 7 ⇒ 7 - 11 (at levels 1-7)
LARGE WOLF 100 ⇒ 65 - 102 (at levels 1-7)
SMALL WOLVES 40 ⇒ 25 - 39 (at levels 1-7)
LARGE RAZORBEAK 62 ⇒ 20 - 31 (at levels 1-7)
SMALL RAZORBEAKS 35 ⇒ 19 - 30 (at levels 1-7)
GROMP 200 ⇒ 115 - 180 (at levels 1-7)
removedGRIMP Gromp no longer grants 37.5% reduced experience on its first clear
removedFALSE START Medium Krugs, Small Krugs, and Large Razorbeak no longer grant 25% reduced experience on their first clear
WHEATIES Large Krug's first clear experience reduction 50% ⇒ 30%
updated
Runic Echoes
Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.
Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters.
We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes.
TOTAL COST 2625 gold (unchanged)
BUILD PATH Aether Wisp + Stalker's Blade + Amplifying Tome + 345 gold ⇒ Stalker's Blade + Lost Chapter + 325 gold
removedMOVEMENT SPEED 7%
newMANA 300
newCOOLDOWN REDUCTION 10%
The problem with Runic Echos is, now I'm just not Fast enough to Get close enough to proc my charm, everybody is just too fast.