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Patch 8.10 notes

Riot··3 votes·167,347 views

Greetings, Summoners,

Welcome to patch 8.10! Last time around, we revisited mana and waveclear; this patch we're checking out the jungle and rethinking the way we do kill streak bounties.

First, the jungle. We've had to take efforts to dial back the amount of pressure junglers can exert early, but we're pushing that harder in the direction of the jungle camps. TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab—or sneak one when the other jungler can't respond—will be at an experience and sustain advantage, and can turn that into plays around the map.

Next up, bounties. We've long cast bounties as a team objective: Kill the fed enemy for a boost of gold that can get your team back in the game. At the root of that is the ability to come back from a game that might otherwise snowball out of control. However, at the moment, spreading that reward to the whole team prevents individual players from feeling fully rewarded for their big plays.

Finally, we're conducting a balance pass on non-keystone runes. The rune system has had some time to breathe (and adapt to new or changed keystones), so we're going through and tuning a number of the minor runes.

GLHF,
Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid



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Clash

Clash, League's new tournament mode for teams, launches this patch. The first Demacia Cup begins May 25. Read up on how it all works and claim a free ticket on the Clash microsite.

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Patch Highlights

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Champions

Sion

Base health regen decreased. E base damage decreased, damage ratio increased, and no longer deals bonus damage to secondary targets. E Armor shred now applies to secondary targets; duration increased.

The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).

Base stats

BASE HEALTH REGEN 10 per 5 seconds ⇒ 9 per 5 seconds

E - Roar of the Slayer

BASE DAMAGE 70/105/140/175/210 ⇒ 65/100/135/170/205
ABILITY POWER RATIO 0.40 ability power ⇒ 0.55 ability power
SECONDARY TARGET DAMAGE 130% ⇒ 100% to targets struck by a knocked-back enemy
ARMOR REDUCTION 20% to primary target ⇒ 20% to all targets hit by Roar of the Slayer or a knocked-back enemy
ARMOR REDUCTION DURATION 2.5 seconds ⇒ 4 seconds

R - Unstoppable Onslaught

newCOMING THROUGH Sion's ultimate is no longer obstructed by an allied Azir's R - Emperor's Divide

Dr. Mundo

R cost and cooldown increased.

Last patch's changes helped bring Mundo's ultimate to a more satisfying level of power, but decisions around when to invoke that power are a bit too forgiving. A longer cooldown and higher costs should make the timing of those choices more important.

R - Sadism

COOLDOWN 100/85/70 seconds ⇒ 110/100/90 seconds
COST 20% current health ⇒ 25% current health

Poppy

Movement speed increased.

Poppy’s changes last patch were intended to be approximately power neutral, but they ended up taking her down slightly. We're reverting the movement speed nerf to give Poppy more room to maneuver around fights (or just start them).

Base stats

MOVEMENT SPEED 340 ⇒ 345

Zac

W ability power ratio removed. E and R ability power damage ratio increased.

Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.

W - Unstable Matter

removedABILITY POWER RATIO No longer deals an additional 2% targets' max health per 100 ability power (base max health damage unchanged)

E - Elastic Slingshot

RATIO 0.70 ability power ⇒ 0.90 ability power

R - Let's Bounce!

RATIO 0.70 ability power ⇒ 0.90 ability power

Bard

W mana cost decreased.

The high mana cost of Bard's W limits his uptime, especially in the laning phase. With a lower mana cost, he won't have to choose quite as directly between providing some healing to himself or his allies and having the mana to make plays on the map.

W - Caretaker's Shrine

COST 90 mana ⇒ 70 mana

Kindred

Small quality of life buff.

Passive - Mark of the Kindred

newPACK HUNTER If an ally kills a hunted jungle monster within 6 seconds of Kindred damaging it, Kindred will still acquire the passive stack

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Items

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%

Warding Totem

Wards last longer but have a higher cooldown.

These changes increase the value of a well-placed ward, the cost of a bad one, and the payoff for successful ward-sweeping. Three birds, two stones!
WARD DURATION 60-120 seconds (at levels 1-18) ⇒ 90-180 seconds (at levels 1-18)
CHARGE TIMER 180-90 seconds (at levels 1-18) ⇒ 240-120 seconds (at levels 1-18)

Support & Jungle Item Exclusivity

You can no longer have both a jungle item and a support item.

Jungle items and gold items are both tuned to give unique, lower-cost power to their roles, which often operate on lower incomes than farming roles. We've had to combat the occasional cannibalization of support gold items by junglers, and at this point it's safer to just cut that option off.
YOU MUST CHOOSE WISELY You can no longer own Hunter's Machete, Hunter's Talisman, or their upgrades at the same time as Ancient Coin, Spellthief's Edge, Relic Shield, or their upgrades

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Runes

Balance pass.
Domination

Cheap Shot damage increased. Ingenious Hunter item cooldown reduction more front-weighted toward initial value.

Cheap Shot

DAMAGE 12-30 ⇒ 15-40

Ingenious Hunter

BASE ACTIVE ITEM COOLDOWN REDUCTION 10% ⇒ 15%
ACTIVE ITEM COOLDOWN REDUCTION PER STACK 6% ⇒ 5%
Sorcery

Phase Rush's movement speed increased.

Phase Rush

MOVEMENT SPEED 15-40% ⇒ 25-40%
Resolve

Demolish base damage increased. Chrysalis health decreased. Bone Plating damage reduction decreased.

Demolish

BASE DAMAGE 125 ⇒ 175

Chrysalis

HEALTH 60 ⇒ 50

Bone Plating

DAMAGE REDUCTION 20-50 ⇒ 15-40
Inspiration

Stopwatch available earlier.

Perfect Timing

TIME AVAILABLE 10 minutes ⇒ 8 minutes

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Jungle

Camp Experience

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%
Rift Scuttler

Two Rift scuttlers spawn at the start of the game, but after both die, only one spawns at a time for the remainder of the game. That Rift Scuttler is tankier early and worth significantly more experience.

Rift Scuttler isn’t the hotly contested objective we’d like it to be, so we’re looking to up the reward ya girl Scuttle gives to encourage more interaction between junglers—and teams—as the game progresses. Becoming the Scuttle slayer will now give junglers an experience edge over their opponents, not just a spot of vision.
HEALTH 800-3920 (based on level) ⇒ 1200-2480 (based on level)
EXPERIENCE GRANTED 10 ⇒ 115-230 (at levels 1-9)
GOLD REWARD 70 ⇒ 70-140 (at levels 1-9)
INITIAL SPAWN TIME 2:15 ⇒ 2:00
newTWO CRAB ENTER At initial spawn, Scuttlers will spawn in the top and bottom river. Both must be killed before the respawn timer activates.
THERE CAN ONLY BE ONE Once both initial Rift Scuttlers are killed, only one Rift Scuttler can be on the map at any given time for the rest of the game. Respawn locations are randomly determined, but signaled ahead of time with a respawn marker.
RESPAWN TIME 180 seconds ⇒ 135 seconds
newSHIELDS UP Scuttler's extra defenses now have a particle to indicate when she's protected and when the shield has been broken
updatedMY CABBAGES Rift Scuttler's chance of trying to steal a honeyfruit is significantly decreased
MANA REWARD ON DEATH 10-40 (based off missing mana percent) ⇒ 50-200 (based on missing mana percent)
Items

Starting jungle items have been updated. Just read the changelists.


Hunter's Talisman

Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.
KINDLE DAMAGE 45 damage over 5 seconds ⇒ 60 damage over 5 seconds
KINDLE HEAL 25 health over 5 seconds ⇒ 30 health over 5 seconds
updatedKINDLE Damage over 5 seconds is no longer amped to 75 if you have bonus health
removedBASE MANA REGEN 150% while in the jungle
newMAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river
newLEVEL 2First Large Monster killed grants 120 bonus experience

Hunter's Machete

We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.
DAMAGE ON-HIT VS MONSTERS 25 ⇒ 35
removedCHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
newLEVEL 2First Large Monster killed grants 120 bonus experience

Skirmisher's Sabre

Inheriting the changes to Talisman and Machete.
removedCHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS 30 ⇒ 40
removedBASE MANA REGEN 225% while in the jungle
newMAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river
newLEVEL 2First Large Monster killed grants 120 bonus experience

Stalker's Blade

Inheriting the changes to Talisman and Machete.
removedCHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS 30 ⇒ 40
removedBASE MANA REGEN 225% while in the jungle
newMAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river
newLEVEL 2First Large Monster killed grants 120 bonus experience

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Bounties

Kill streak bounties are now granted only to the killer, not the team.

Currently, the rewards a player gets for performing well are too split amongst the whole team, and we'll be looking to remedy that over time. We're starting this patch with Bounties, shifting the reward from a team one to a personal one, and we'll be investigating other team rewards going forward
HEADHUNTER Assists on bounty kills no longer grant bonus gold.
ONE KILL 100 gold split among team ⇒ No bounty
TWO KILLS 150 gold split among team ⇒ No bounty
THREE KILLS 300 gold split among team ⇒ 200 gold to killer
FOUR KILLS 350 gold split among team ⇒ 250 gold to killer
FIVE KILLS 450 gold split among team ⇒ 300 gold to killer
SIX-PLUS KILLS 450 gold split among team ⇒ 300 gold (+25 gold per kill beyond 5) to killer
BOUNTY CHANGE ON BEING KILLED Dying removes 3 bounty levels ⇒ Dying resets bounty to 0

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Replays

You can now download the replays of other players’ Ranked and Clash games.

Whether scouting or reviewing replays of yourself or your Clash teammates, we want to make all competitive matches public domain for your perusal and improvement.
REVIEW THE TAPE Clash matches will be available for download from an individual’s Match History pages in the client
SCOUT’S CODE Ranked matches are now available for download from an individual’s Match History pages in the client

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League Client

Bugfixin'.
LESS LAG Resolved an issue where the League Client was using more resources than it should have been while it was in the background. Higher end systems should see increased FPS.

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Bugfixes

  • LeBlanc's E - Ethereal Chains now correctly reveals stealthed champions
  • Fixed a bug where swapping Hexflash to a different summoner would prevent that summoner spell from being used while in-combat
  • Kennen's W - Electrical Surge passive damage now correctly appears on Death Recap
  • Swain's E - Nevermove no longer incorrectly deals double damage to epic monsters
  • Presence of Mind now correctly reduces cooldowns for kills or assists while dead
  • Talon’s E - Assassin's Path will now be less likely to vault Talon in the opposite direction than was intended
  • Bard no longer can stun units against Gangplank's E - Powder Keg with his Q - Cosmic Binding
  • Garen's Q - Decisive Strike now correctly damages Teemo's R - Noxious Trap mushrooms
  • League Voice will now be more respectful of your default communications device
  • Beemo now flies out of the fountain at game start using Homeguard
  • Battlecast Cho’Gath’s E - Vorpal Spikes now sound more in line with the skin’s theme
  • SFX now only play once during Dragon Trainer Lulu’s dance
  • Star Guardian Ahri’s familiar no longer echos during Ahri’s joke
  • Activating Shurelya’s Reverie will no longer cancel channels

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Upcoming Skins & Chromas

The following skins will be released this patch:

The following chromas will be released this patch:

Dragon Master Swain (Pearl)

Dragon Master Swain (Tanzanite)

Dragon Master Swain (Ruby)

Dragon Master Swain (Emerald)

Dragon Master Swain (Sapphire)

Dragon Master Swain (Obsidian)

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Loot

newSHINY Masterwork chests, which only contain cosmetics, will now be available for 1 gemstone in place of Hextech chests.

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295 Comments

CAN I JUST WIN118 votes

Hey Riot I wondered if you can add pictures those specific runes when posting changes about runes. Plain words do not usually ring a bell among new league players, and for some people like me have to go back and forth to find what rune it actually is. A image will definitely be helpful. Same apply to other changes. Thx!

Remu54 votes

MY CABBAGES Rift Scuttler's chance of trying to steal a honeyfruit is significantly decreased

i like that ATLA reference

Kaelen41 votes

put bone plating and chrysalis on the same row instead of nerf pls

Jonasauraus27 votes

lee sin nerfed again... with them ward cooldowns

Shameow19 votes

That's why you buy, item 2055

Sniff this unit5 votes

He should get a unique jungle ward item.

SignError7 votes

We should get Tracker's Knife back. From the patch notes, it sounded like the gold income was the issue, not the wards. So give us back the item that included wards, at the tradeoff of the Champion smite.

Shinjusuke35 votes

Oh no, a nerf to the low-skill floor, high-skill ceiling, nearly-top-played champion who Riot has been favoring literally since release and gets a major buff before every Worlds to get Pros to play him because "flashy".

What a terrible shame.

Epimyth26 votes

TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab

TL;DR the strongest level 2 Jungler or the strongest early push mid/rotation on the team will have a HUGE advantage. You're going to limit the viability of junglers with weak level 2 if you do this. Seriously a bad move that you know you will in fact have to change in the future. Why make us suffer in the meantime? I've really been wondering about the design team as of late, this change can be immediately seen as a bad idea and Riot doesn't seem to care...

IPleadInsanity2 votes

soooo, lvl 2 jgs like lee and nid should be on the same lvl as mid late game jgs ? Nice logic there bud

Epimyth9 votes

Those champions when ahead tend to snowball hard so it is a real concern. Also, Im more interested in champion viability than anything and I think anything that reduces the number of viable champions is a bad idea.

BobBurgerBelcher23 votes

The Phase Rush changes isn't going to make it worth taking on anyone who already didn't previously, it's just not as valuable as other choices in Runes.

WoopyD22 votes

Gemstone change is appreciated. If I can ever get them.

Larriet19 votes

This seems like as good a time as any:

What was the gameplay reason for Rift Scuttler taking honeyfruit in the first place? It's a neat, immersive interaction (I didn't question it at all when it happened, scuttle wants some sugar, cute), but I don't understand the purpose. Not that everything needs a purpose, but this is something that causes a second's delay, which could have a big impact if something big breaks out nearby and you juuust don't make it.

grarrrg32 votes

They were never actually Honeyfruit, you were eating baby Scuttle Crabs this whole time! See, the babies like the honeyfruit, so they climb the vine and eat it, then big evil champion comes along and whack, and the baby Scuttles fall, and mama Scuttles is all like "OH NO MY BABIES!" and rushes over to help them. You should be ashamed is what you should be. Ashamed of eating poor defenseless little baby Scuttle Crabs.

Larriet13 votes

Oh god [sg-zephyr]

Reaxetion6 votes

Beautiful response that I hope becomes cannon. But also, I still wanna know the reasons behind the changes lol.

keios20139 votes

if i remember correctly, some one could pop the plant, and leave the fruit there while a new one grows to double the amount on hand. the scuttler effectively stops you from having enough fruit to last you through winter. winter is coming.

GhostGodOfGamer18 votes

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Hungry Cancer8 votes

RGM's will only be for events from now on, they announced that a few months ago.

OfTheTreePeople19 votes

[deleted]

Hungry Cancer8 votes

I never said it was, though the community's desires regarding RGM's is totally irrelevant so I don't know why you brought it up, but the statistics did support that few people were actually using them when they were always available and they were received far more enthusiastically when they're just used around events like they used to be. They also can't spend the resources for new RGM's if they have the guys on that team bogged down with the maintenance for constantly rotating game modes that people really don't care that much about when they're always available.

Shifted Society5 votes

I like how people downvote things that have no relation to whats above xD

BobBurgerBelcher18 votes

"Rift Scuttler isn’t the hotly contested objective we’d like it to be..." Says anyone at Riot who doesn't play Kindred .

TranscendVirtual10 votes

Now if she doesnt get the scuttle shes even more at a disadvantage haha

Add9217 votes

Dr.Mundo needs to be addressed better than that . Old boy builds full tank and will deal more damage than any ADC .

This is the tank issue we complain about all the time . Soaking damage is fine and should be their job , but if they do that WHILE dealing insane amount of damage , now we have a problem

UHantiHERO13 votes

This annoys me to no end. Tanks should not be out damaging carries.

Hungry Cancer20 votes

Mundo is a fighter not a tank, that makes him just as much of a carry as Darius or Aatrox.

TranscendVirtual4 votes

Darius and Mundo are NOT fighters.... They are juggernauts and Aatrox is Diver

Hungry Cancer20 votes

Juggernauts and Divers are the 2 sub-categories of the fighter class, you may want to fact check before correcting next time amigo, so you can just check here for champ subclass info: https://na.leagueoflegends.com/en/news/game-updates/gameplay/taking-another-look-subclasses

Jazzy Jesus4 votes

Mundo isn't a fighter, he's a juggernaut, and I wouldn't really say that a juggernaut is even a subcategory of fighter. It's more of a middle-ground between tank AND fighter: good damage, good tankiness, but lacks the initiating power of a tank and the ability of a fighter to stay on its target. In other words, he shouldn't be the one to start a fight, he should be strolling into it mid-punch.

Hungry Cancer4 votes

I got you mate, but I'm going by Riot's official subclass system because that's the template they used to make the champ, and Mundo is officially considered a Juggernaut which is the immobile subclass of fighter in contrast to the Divers, they have plenty of base damage and mediocre ratios but generally have to build tank or bruiser at the very least in order to survive long enough to deal that damage and shit on people (the exception to this is Garen who gets enough tankiness from his kit that he can build crit but doesn't deal as much damage as other Juggs if he builds tanky). Tanks similarly break down into a mobile and immobile subclass paradigm as well with the Vanguards and the Wardens, and you can see very clear divides between the 4 subclasses and their 2 base classes with regard to their kits and purposes within a game or fight.

Here's the link to the most recent subclass list, we should be getting an updated one soon: https://na.leagueoflegends.com/en/news/game-updates/gameplay/taking-another-look-subclasses

Hungry Cancer28 votes

Mundo is a Juggernaut, not a tank, he's supposed to deal heavy damage while building tank just like Darius, Garen, Susan, and the like, but they lack the level of durability that a tank would have and they have no engage or gap closers which is why they have such high base damage; if you let a juggernaut get on you you're supposed to die.

Infernape35 votes

Then again all other juggernauts have to build damage items to deal it. IE, Illaoi would commonly build Black Cleaver into Sterak's and then tank items after that. She gives up two or three slots to build damage. Mundo can build pure tank items and deal fucktons of damage because his kit provides him with far too many stats for free.

So while he might be a "juggernaut", he builds purely like a tank.

The only other one that doesn't is Volibear and he's a whole can of problems himself.

Reaxetion17 votes

Have y'all forgotten about that neat little effect called Grievous wounds? Mundo is strong, but half his kit is disabled by buying a rather cheap item.

Galgerahn6 votes

Grevious wounds cuts his healing in half; to which, he has spirit visage, warmogs, his % HP passive, his ult, and specters cowl. Do you really think cutting 260+HP/second down to 130hp/second when he has 200+ armor 60+% phy Reduction, and 3.5k hp, while hitting you for 400+ at ANY range, with a 50% slow and up to, what, 75% CC reduction REALLY matters when he KILLS YOU FASTER THAN YOU CAN LIFESTEAL? Mortal Reminder helps, yes, but it doesn't save you the way an ADC is supposed to win 1v1 vs anything, by kiting, because his cleaver is a 50% slow. |:

What, as an ADC, are you supposed to do? ignore him? Fight his team? Kite him?

Play caitlin and hope he misses his first cleaver so you can run away?

[slayer-jinx-unamused]

Reaxetion14 votes

Grievous wounds reduces healing by 40%, not 50.

Lets use your numbers. 3.5K health

His passive normally heals .3% max health per second as his passive. He heals 10.5/sec His passive regen at 18 is 20.8/5. So another 4.16/sec Warmogs is disabled while in combat, so we are gonna ignore it. Ult will heal 3500/12 seconds. 291.67/second. Total without GW - 306.33/sec

Grevious wounds reduces this by 40%, so now he is down to 183.8/second. Further, if he wants that tenacity from his W its gonna cost him 30 more health a second, so hes really only healing 153.8/second.

If your team can't deal with 153.8 regen for 12 seconds, you dont deserve to win. (After 12 seconds, he is only regenerating 14.66/sec - or 8.8/sec with GW.)

You can dodge his cleaver, or you can have an ally peel for you. Also, ADC's are not supposed to be able to 1v1 Juggernauts....

Velasan17 votes

Wow, the bounty changes finally made it in! I don't get the bone plating nerf though. It's not that bone plating is so amazing, it's that nothing else on that row is very appealing. Demolish is only for laners who excel at tower taking (trundle, yorick for example), and Font just doesn't do enough.

A lot of the issue is how bursty everything is. Bone plating is one of the few runes that help from getting exploded. Font and Second Wind could potentially be a lot stronger if fights laster longer than they do now. At current you never get the full use of those runes because you are dead by the time you would get the entire regen.

Pinkaj7 votes

I feel like the bounty changes are kinda toxic, but it does do something about the snowball problem. I definitely agree with you on Bone Plating though.

Bull Buchanan13 votes

Riot, why do you continue to force meta changes and drastic champion changes mid-season? By Patch 8.10, this game is as close to 8.1 as season 3 was to season 5. Why even bother calling it a season?

I would far prefer a league for non master/challenger that only gave us the tweaks that were necessary to keep massive balances in check. Even as a person that usually plays multiple games per day, I find it impossible to keep up with the massively changing dynamics in a way that allows me to climb efficiently. I only wonder what the experience is like for people that can only play ont he weekends.

You're killing the casual crowd and making new player retention way harder than it has to be.

someBODYonce14 votes

I really enjoy the frequency of massive balance changes. Really sets the game apart form other games (like Overwatch) that have only small updates every month or so. We get meta changing patches every two weeks and I for one love it.

Bull Buchanan6 votes

Well, I've been playing since the Beta, and I find it impossible to master all of the new information within the 2 weeks between patches to understand exactly how every situation will play out in ranked. that nearly a decade worth of experience is borderline useless with each coming patch. I prefer games that can be mastered over time as opposed to ones that focus on chasing exploits.

Tarardamir6 votes

I feel you, I'v been playing this game from the start and I too feel like the game is non-stop changing...

keios20134 votes

it's to keep the game fresh, instead of stagnating.

GhostGodOfGamer11 votes

and when is pyke, the new champion coming out???

Hungry Cancer23 votes

They almost always put new champs on the PBE the first patch after the reveal, and assuming no significant bugs it'll go live the next patch after that.

Gamma Anomaly10 votes

I'm gonna get downvoted to hell but I'll keep saying it. Riot please listen to the Zac mains Reddit like you did with LeBlanc and revert Zac , or at least revert his ultimate. Previous Zac mains are still holding onto the hope that you actually listen to what we have to say.

HZB7 votes

"LeBlanc's R - Mimic no longer causes her E - Ethereal Chains to reveal stealthed champions"

Is that a typo? Cause if not, it's not a bugfix, it's a significant nerf.

And what happened to all the actual Leblanc bugfixes and spell buffering improvements Meddler promised for this patch?

Armenian Bot17 votes

I think her E is supposed to trigger that "shimmer" effect on stealthed champions, not fully reveal them. That's the bug

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