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Patch 8.12 notes

Riot··5 votes·162,331 views

In recent history, we've seen mage changes in 8.9, jungle shifts in 8.10, and most recently marksman adjustments in 8.11. 8.12 ends this "midseason" timeframe—so named because we're in the middle of the season but no single patch was kingmade as a "Midseason" event. A few final systems changes are in this patch, but our focus has otherwise already shifted to followup. The plan between now and preseason is mainly to smooth out the rough edges and balance issues, meaning until preseason comes around, patches will be less disruptive than what you've seen over the past few months.

Back to 8.12! We're tuning down the duration of allied shield abilities and the strength of the Forbidden Idol item line with the goal of making shields fairer for enemies to play against. If you were watching PBE this patch, you also saw some item changes to help fighters carry late-game teamfights. Fighters have gotten stronger over the past few patches thanks to what's changed around them, and the landscape is still rapidly shifting. We're holding off on most of these changes until the dust clears, lest we power up a class that no longer needs the help.

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

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Patch Highlights

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Mid-Patch Updates

6/18/2018 Balance Update

We'll be looking to make individual marksman changes in the coming patches, but we don't want to risk overbuffing them alongside item changes. To start, we're adding power to some core crit items before looking at individual champions too heavily.

Infinity Edge

TOTAL COST 3700 gold ⇒ 3600 gold

Stormrazor

ATTACK DAMAGE 70 ⇒ 75
STORM'S EDGE MOVEMENT SPEED AMOUNT 10% ⇒ 20%
STORM'S EDGE MOVEMENT SPEED DURATION 1.75 seconds ⇒ 0.75 seconds

Essence Reaver

Essence Reaver is performing pretty well on users who have some way to "cheat" extra basic attacks (Lucian's passive or Renekton's W, or attack resets), and thus get far more ability refreshes. We want to open Essence Reaver up to a few more champions without buffing it on the core champions, and that means giving more attack speed so that champions without bonus attacks in their kit can get more bang for their buck.
BUFF DURATION 8 seconds ⇒ 6 seconds
ATTACK SPEED 30% ⇒ 50%

Champions

Elise

Human and Spider form movement speed increased. Human W damage increased.

We've been watching Elise for a while, but wanted to see how she'd do with the Runic Echoes rework in 8.10 and subsequent buffs in 8.11. She's pretty far below the average Echoes jungler, so the runway's clear for direct buffs.

Base Stats

HUMAN FORM MOVEMENT SPEED 325 ⇒ 330
SPIDER FORM MOVEMENT SPEED 350 ⇒ 355

W - Volatile Spiderling

BASE DAMAGE 55/95/135/175/215 ⇒ 60/105/150/195/240

Ezreal

Armor decreased.

Ez is still running rampant after the scaling nerfs we shipped partway through last patch, so we're making it easier to boot him out of lane without letting him hit his item cost thresholds. In particular, this may leave him stuck on Tear of the Goddess (potentially not even that) without damage items for longer.

Base Stats

ARMOR 25 ⇒ 22

Mid-Patch 8.11 Updates

These went live last patch.
ATTACK DAMAGE GROWTH 3.11 ⇒ 2.5
PASSIVE - RISING SPELL FORCE ATTACK SPEED 10/12/14% per stack ⇒ 10% per stack at all levels

Kindred

Attack speed growth increased. Q attack speed increased. E damage increased.

Kindred's recently taken losses from both the Rift Scuttler changes and the Zeal item nerfs. We're building on last patch's buffs (focused on adjusting Kindred's early marks to account for the Scuttler changes) with a heavier power-up this time around.

Base Stats

ATTACK SPEED GROWTH 2.5% ⇒ 3.5%

Q - Dance of Arrows

BONUS ATTACK SPEED BUFF 10% ⇒ 25%

E - Mounting Dread

BASE DAMAGE 65/85/105/125/145 ⇒ 80/100/120/140/160

Lee Sin

W cooldown decreased. E damage increased.

Last patch's buffs didn't go far enough in bringing Lee back up from the Warding Totem changes, so we're giving him a few more buffs.

W - Safeguard / Iron Will

COOLDOWN 14 seconds ⇒ 12 seconds

E - Tempest

BASE DAMAGE 70/105/140/175/210 ⇒ 80/120/160/200/240

Poppy

Passive cooldown decreased late. Q cooldown decreased; ratio increased.

Giving Poppy a bit more oomph throughout the game, particularly with aggressive builds.

Passive - Iron Ambassador

COOLDOWN 16/13/10 seconds (at levels 1/7/13) ⇒ 16/12/8 seconds (at levels 1/7/13)

Q - Hammer Shock

COOLDOWN 9/8/7/6/5 seconds ⇒ 8/7/6/5/4 seconds
RATIO 0.8 bonus attack damage ⇒ 0.9 bonus attack damage (reminder: applies on both cast and detonation)

Rumble

W shield increased. R damage increased.

We're leaning into Rumble's lane bully strengths by making fights more favorable for him and letting him carry that lead more convincingly if he can secure it.

W - Scrap Shield

BASE SHIELD 80/110/140/170/200 ⇒ 100/130/160/190/220
SHIELD RATIO 0.4 ability power ⇒ 0.5 ability power

R - The Equalizer

MAX DAMAGE 650/925/1200 (+1.5 ability power) over 5 seconds ⇒ 700/1050/1400 (+1.75 ability power) over 5 seconds

Sejuani

Icebreaker deals less damage vs monsters but no longer has a cooldown against them. More units can be frozen. W costs less, now has AP ratios. E damage and ratio increased.

Sejuani's been bristling for a buff since her nerfs earlier in the season, so we’re making her early clear healthier and more engaging. We’re also giving her some itemization flexibility by letting her feel good about pickups with AP in their stat lines.

Passive - Fury of the North

ICEBREAKER DAMAGE VS MONSTERS 400 flat ⇒ 10-20% target's max health (max 300 against epic monsters), matching damage vs other targets
ICEBREAKER TARGETS Enemy champions and epic/large monsters ⇒ Enemy champions, epic/large/medium monsters, super minions, and siege minions (see Permafrost below)

W - Winter's Wrath

COST 80 mana ⇒ 65 mana
newFIRST SWING AP RATIO 0.2 ability power
newSECOND SWING AP RATIO 0.6 ability power

E - Permafrost

FREEZABLE TARGETS Enemy champions and epic/large monsters ⇒ Enemy champions, epic/large/medium monsters, super minions, and siege minions
removedNON-CHAMPION COOLDOWN 10/9/8 second per-unit cooldown against non-champions
DAMAGE 20/30/40/50/60 ⇒ 30/45/60/75/90
RATIO 0.3 ability power ⇒ 0.6 ability power

Taliyah

Q rocks beyond the first deal slightly less damage to champions.

When we shipped 8.11, Taliyah landed in a weak spot. We gave her a bunch of buffs partway through the patch, which overcompensated and pushed her too high. So we're reining in one of those mid-patch buffs to a more workable middle ground.

Q - Threaded Volley

CHAMPION DAMAGE 60% for rocks beyond the first ⇒ 50% for rocks beyond the first

Mid-Patch 8.11 Updates

These went live last patch.
BASE ATTACK DAMAGE 56 ⇒ 58
Q - THREADED VOLLEY DAMAGE VS CHAMPIONS 40% for rocks beyond the first ⇒ 60% for rocks beyond the first (it's now 50%—see above)
E - UNRAVELED EARTH DASH DAMAGE 35/45/55/65/75 (+0.2 ability power) ⇒ 50/60/70/80/90 (+0.3 ability power)

Yorick

Q cooldown decreased late. Mist Walkers and the Maiden now update their stats when Yorick's stats change.

With no bonus AD ratios in his kit, the Sterak's shift from granting base AD to bonus AD weakens Yorick's Trinity Force damage without increasing the impact of his abilities. (Other Sterak's/Trinity Force champions in this bonus-ratio-less position are either pretty far ahead of Yorick power-wise or have other builds to lean on.) Since this build has historically been Yorick's only good offensive choice, we're giving him some buffs to offset a nerf he has no way of sidestepping.

General

LOOK AT ME Mist Walkers and the Maiden now update their stats when Yorick's stats change

Q - Last Rites

COOLDOWN 7/6.5/6/5.5/5 seconds ⇒ 7/6.25/5.5/4.75/4 seconds

Jhin

Bugfixin'.

BUGFIX Jhin's fourth Passive - Whisper shot now overrides Stormrazor's guaranteed-crit damage modifier

Mid-Patch 8.11 Updates

These changes all went live last patch; see Ezreal and Taliyah above for a few more.

Kai'Sa

PLASMA BASE ON-HIT DAMAGE 7-12 at levels 1-16 ⇒ 4-10 at levels 1-16
PLASMA PER-STACK DAMAGE 1-9 at levels 1-17 ⇒ 1-5 at levels 1-17
PLASMA AP RATIO 0.2/0.25/0.3/0.35/0.4 (for stacks 1-5) ⇒ 0.1/0.125/0.15/0.175/0.2 (for stacks 1-5)
W - VOID SEEKER RATIO 0.45 ability power ⇒ 0.6 ability power

Pyke

BASE HEALTH REGEN 5 health per 5 seconds ⇒ 7 health per 5 seconds
BASE MANA 380 ⇒ 415
BASE ARMOR 42 ⇒ 45
BASE ATTACK DAMAGE 60 ⇒ 62

Yasuo

BASE ATTACK DAMAGE 60 ⇒ 63
Q - STEEL TEMPEST CRIT DAMAGE 150% ⇒ 180%
BUGFIX The combination of Brawler's Gloves and Infinity Edge now properly grants Yasuo 40% critical strike chance

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Allied Shield Abilities & Items

This pass comes in two parts: abilities that shield allies ("gifted shields") and items that increase shield strength. On the ability front, we're tightening up the timing requirements of gifted shields. Enemies should be able to play around shields in some scenarios by baiting them out and waiting for them to fall off, rather than always having to try to brute-force their way through. Shortening the duration of shields makes that counterplay more realistic in more cases and makes proper timing of shield abilities a more important skill for enchanters to master.

On the item front, the Forbidden Idol line has been incredibly stat-efficient since the introduction of heal/shield power back in Season 6. This was meant to offset supports' historical lack of income at the time, but the economy's changed in the two years since. Simple stat nerfs to these items will bring them to a more reasonable spot (particularly when stacked with each other in the late game) and hopefully give enchanters a little more freedom in the items they choose to pick up, since "not an Idol item" is now a less punishing tradeoff.

Janna

Shield decays after a brief delay.

Unlike other gifted shields, Eye of the Storm comes with bonus AD that enemies want to knock off as quickly as possible. If we went with a duration reduction, waiting the shield out still wouldn't make sense as a form of counterplay since you'd just be letting Janna's carry hold onto free stats. Nuking the shield would end up feeling worse too, since there'd be much less buff duration to deny. By contrast, a decaying shield makes damage on the shield more effective while keeping the payoff for blowing it up satisfying.

E - Eye Of The Storm

newDECAY Eye of the Storm's shield now decays over its duration after a 0.75 grace period

Karma

Shield duration decreased.


E - Inspire

SHIELD DURATION 4 seconds ⇒ 2.5 seconds (also applies to Mantra'd E - Defiance)

Lulu

Shield duration decreased.

Lulu's E has a visual indicator to let everyone know who Pix is attached to (...it's Pix). So we're able to reduce Help, Pix!'s shield duration without reducing the window Lulu has to fire a Glitterlance from her ally's location.

E - Help, Pix!

SHIELD DURATION 6 seconds ⇒ 2.5 seconds
PIX ALLY ATTACHMENT DURATION 6 seconds (unchanged)

Orianna

Shield duration decreased.


E - Command: Protect

SHIELD DURATION 4 seconds ⇒ 2.5 seconds

Forbidden Idol

Cooldown reduction, heal and shield power reduced.

COOLDOWN REDUCTION 10% ⇒ 5%
HEAL AND SHIELD POWER 8% ⇒ 5%

Ardent Censer

HEAL AND SHIELD POWER 10% ⇒ 8%

Mikael's Crucible

HEAL AND SHIELD POWER 20% ⇒ 15%

Redemption

HEAL AND SHIELD POWER 10% ⇒ 8%

Athene's Unholy Grail

More damage is converted to healing charges.

This change is in part an invisible Chalice of Harmony buff. With Forbidden Idol brought in line, Chalice stands a chance at making it into enchanter laning builds. Ensuring Athene's is a worthy upgrade (particularly in a world with less heal/shield power) makes that a more realistic possibility.
DAMAGE-TO-BLOOD RATIO 25% pre-mitigation damage ⇒ 35% pre-mitigation damage

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Items

removed

Banner of Command

Banner of Command was intended as a strategic-niche item that pushes a lane autonomously, forcing enemies to deal with the threat while Banner's owner is making plays elsewhere on the map. However, it’s only ever lived in two states: rarely purchased even in the situations it was meant for, or meta-warping. We’re removing Banner from the shop and taking a step back to evaluate if this item niche is both engaging and fun enough to work in League. Even if that answer is "yes," Banner would need some serious work to make a return, so this is goodbye for the foreseeable future.

Sterak's Gage

Passive grants bonus attack damage instead of base attack damage.

Sterak's Gage was designed as a juggernaut item, but has become a Trinity Force combo piece due to granting additional base attack damage rather than bonus attack damage. For most current users (see Yorick above for notes on exceptions), swapping Sterak's to grant bonus AD is some degree of sidegrade. They'll gain damage through the bonus AD ratios in their abilities rather than Spellblade procs. On the other hand, non-Trinity Force juggernauts (and divers) can make better use of Sterak's than before.
GIANT'S STRENGTH Grants 50% of base attack damage as additional base attack damage ⇒ bonus attack damage

Maw of Malmortius

Bugfixin'.
BUGFIX Maw's shield now properly lasts the full 5 seconds again

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Runes

Precision

Presence of Mind

Bugfixin'.
BUGFIX Many champions whose ultimate abilities use pet controls or multiple activations (ex. Talon recalling his R - Shadow Assault or Riven casting R2 - Wind Slash) now properly gain Presence of Mind's cooldown reduction on takedowns that occur while their ults are still active
Sorcery

Celerity

Carving out a deeper identity for Celerity. It grants less bonus movement speed, but the doubled conversion rate means other speed boosts will grant users more adaptive stats than before.
BONUS MOVEMENT SPEED 3% ⇒ 1.5%
DAMAGE CONVERSION Gain 4.8% (AD) or 8% (AP) ⇒ 9.6% (AD) or 16% (AP) of your bonus movement speed as bonus stats
Domination

Hail of Blades

We're still watching players experiment with Hail of Blades on different champs and builds. Its list of users is turning out to be narrower than expected, but its underwhelming power level isn't doing much to encourage players to experiment. We're giving it a booster shot for now and will evaluate potential mechanical shifts based on the results.
BONUS ATTACK SPEED 50-100% ⇒ 75-125%

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Last-Hit Assistance

We'll continue chipping away at this over the next few patches.
TRAINING WHEELS Missing a minion last-hit by 4 ⇒ 3 damage will still grant you the last hit

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New Player Experience

We've updated our Tutorials! We're only flipping the switch for some new players to start, so if the disembodied lady is still telling your friend to build Thornmail Ashe, sit tight! Everyone will get the new Tutorial experience down the line once we turn it on 100%.

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Emotes Update

Emote Availability

COST 450 RP ⇒ 350 RP
THANKS If you purchased an emote for 450 RP between May 29 at 12:01 AM PT and June 11 at 11:59 PM PT, we're refunding the difference. This partial refund should appear in your account by June 26. (Questions? Head to our Player Support FAQ).
REALLY, THANKS As a thanks to early emoters, you’ll receive an animated M’Pengu if you purchased any emotes before 8.12. He can also be crafted for 5 gemstones from June 26 – July 10.
M'Pengu
newMYSTERY EMOTE TOKENS Mystery Emote Tokens award a random unowned emote and will be periodically available in the store for 195 RP
REGULAR EMOTE SALES Emotes older than six months will join the regular skin sale schedule

Quality of Life Changes

newBUBBLES When off-screen teammates flash their emotes, the emote will now appear in a small bubble next to their portrait in the HUD. (This feature can be turned off via the Options menu.)
newMORE AUTOFIRE SLOTS Added emote autofire slots for First Blood and Ace
NOISES FOR EVERYONE All emotes now have custom sounds
COLLECTION UPDATES View, sort, and purchase emotes you don’t have from your collection
newMYSTERY EMOTE TOKENS Mystery Emote Tokens award a random unowned emote and will be periodically available in the store for 195 RP
REGULAR EMOTE SALES Emotes older than six months will join the regular skin sale schedule

New Emotes

The following emotes will be released this patch:

Yikes / Okay / Joy Pengu / Go Team! / Hype Kitty

Grab all five in the Emotional Promotional bundle for 925 RP before it expires on July 10, 2018, at 11:59 p.m. PT.

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Bugfixes

  • Corki's bolts from Runaan's Hurricane are now properly converted to partial true damage against champions when they critically strike while Corki has Infinity Edge, and no longer partially convert to true damage against non-champions
  • Ivern can no longer channel Passive - Friend of the Forest on a small wolf or razorbeak to quickly collect them after attempting to channel his passive on the big monster in the camp
  • Fixed an infrequent bug where Rift Scuttler would occasionally heal back the first instance of damage dealt to it
  • The Crushing Blow proc on Dead Man's Plate now properly deals magic damage for ranged users
  • VFX have been restored for Pulsefire Caitlyn's E - 90 Caliber Net
  • Icon for the Crest of the Rooster ward is no longer off center in Champion Select

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Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for their full-res splash!

The following chromas will be released this patch:

Playmaker Lee Sin (Citrine)
Playmaker Lee Sin (Emerald)
Playmaker Lee Sin (Sapphire)
Playmaker Lee Sin (Aquamarine)
Playmaker Lee Sin (Tanzanite)
Playmaker Lee Sin (Obsidian)
Playmaker Lee Sin (Rose Quartz)

Sweeper Rammus (Ruby)
Sweeper Rammus (Rose Quartz)
Sweeper Rammus (Emerald)
Sweeper Rammus (Sapphire)
Sweeper Rammus (Aquamarine)
Sweeper Rammus (Tanzanite)
Sweeper Rammus (Obsidian)

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382 Comments

HZB132 votes

I would have been pumped for these changes last season, but as of right now, they seem super counterproductive. We are talking about a meta where damage supports are running bot lane, and now Riot has made adcs even less effective early and gutted shielding supports, making damage supports even more broken.

I really don't understand Riot's decision making. If a fed Caitlyn two-shots me at 25 minutes, that makes sense. If a Brand support one-shots me at 15 minutes, that makes no sense... but that's where we're at right now.

Justicé17 votes

I can understand the frustration but I'll just play devil's advocate on this one. There's a lot to say but these are 5 points that came into my mind.

  1. **Certain damage champions that flex support fall off or get out "utilitied" by other supports late game. ** @Ali's tank potential scales. @Thresh pick potential scales. @lulu protection potential scales.

@brand not so much because although he can output damage, the concentration of team gold is directed away from him. He'll fall off unless game goes to 50 min.

  1. **Brand Support's AP at 15 min barely offsets Brand Mid's AP at 15 min. **This can be explained by rushing Eye of watchers + Running sorcery + domination/inspiration. So this brand "support" you're up against is pretty much just AP brand. In lane phase he's basically a mid all but in "title". Just hang in there, he's not in a position to scale unless you give him kills and the free harass.

3.** Shielding supports aren't the counter to all in supports**. Supports that can either mitigate damage/cc or prevent the damage/cc from occuring tend to be better counters. I.e (Taric + Ali + Kench + Braum + Janna)

There exists overlap for sure, but if you're playing lulu into alistar in lane, prepare yourself for a rough time pre-6. (I'm a 1 trick cow, I would know at least from p2 to below) So by nerfing shielding supports you aren't exactly letting the leash go for damage supports, there are counters.

  1. A good caitlyn is harder to deal with as a team than a good brand. DPS vs Burst late game. **Your win condition is much easier to play to when you have a fed adc. **

  2. This is a pretty snowballish meta. Tanks aren't as prevalent in solo queue with the exception of Ornn and some few others. If a damage champion pops off and you're in the environment where you have less champions drafting peel/tank, expect to be one shot more often. (It's one of the reasons why challengers just ditch adc's and pick darius/yasuo/irelia/morde bot) If you want to play standard adcs safely, pray to god that riot nerfs (triforce + warriors + cleaver + steraks) Thankfully steraks nerfed this patch.

I am by no means saying you're wrong because I think bruiser champions have too much power especially with how cheap GA is. I hope that this info gives some understanding as to what are the general counters/offsets in theory and in practice.

Cheers! (Your friendly support main)

AidanWR14 votes

The problem is how short games tend to be though. The average game length is down from what it used to be. Back before the current client, they said that Summoner's Rift had an average game length of 30-45 minutes. Now the average game length is 20-33 minutes. Not as much time to scale into late game. As much as I agree that tank/engage/shielding supports are better in the long run, with the shorter games, people are opting for more damage over scaling champions. One of the reasons that there are hyper-carrys, like Zed and Yasuo, taking the role of adc now

Icestar11864 votes

I've seen very few games going as short as 20 minutes, personally.

Sakaru14 votes

Depends on rank: DiamondChallenger average 2324 minutes. Game length scales up to 28 minutes for unranked. 27 Bronze/Silver, 26 gold, 25 plat.

Not based on my own assumptions, just for clarity. League of Graphs.

Games used to go anywhere from 30~50 minutes back when I started playing. Now days I rarely see one hit the 30 minute mark regardless of who I'm spectating/playing with. Apparently that's also just the way it is now, according to the numbers.

Fistful1269 votes

Riot wants less strategy and more fighting with lots of death. The reason is that they want to sell broadcasting rights, just like other professional sports. They already have a streaming deal with ESPN. In order to make the game more attractive for viewers, their goal is to shorten it and have more action, lots of fighting and death. What they don't realize is that in the process they are losing the game's niche. There are other games that do brainless fighting and lots of death much better.

xBoomeyx3 votes

Yes their are other games that fill the brainless fighting niche but the they don't have a streaming deal with ESPN on the table. You might all not like the changes that Riot is implementing but if these changes help to push League into the mainstream medi and streaming than I am all for it.

Fistful1217 votes

There is nothing wrong with having mainstream media exposure, but that should not jeopardize the niche of the game, which is not “brainless fighting”. LoL is a macro/strategy game in which fighting is secondary. Recent changes diminish the macro aspect and favor the fighting aspect. Vision was nerfed big time, assassins were empowered over everyone, and they even introduced a “support assassin” (an oxymoron!!!). The problem of degrading LoL into a “brainless fighting” niche is that it is too complex for that. So, when future generations want to choose a “brainless fighting” game, they will go with other games because they are easier to learn, and LoL will not offer anything extra (no macro/strategy any more). The long term survival of LoL as a professional sport depends on attracting future generations, and they won’t be able to achieve that in the “brainless fighting” niche. LoL is the esport version of American football, which is primarily a strategy game, with some physicality involved. The physicality in football never jeopardizes the niche of strategy, because that would alienate people from that sport. Similarly, fighting should never jeopardize the niche of strategy in LoL.

Vhan876593 votes

I still don't feel like the shield nerfs should have hit Ori. I understand the thought process behind it and overall checking your bases, but at the same time too when it comes to Orianna specifically, she's already been hurting since the Mage Update awhile back. I just don't feel like Orianna support is large enough of a thing for this nerf.

i miss harambe14 votes

Orianna is one of the safest mid picks that could cover massive burst and utility. She was always like this. The mage update did not change this. She deserves nerfs to her safeness, and shield duration is just one of the many ways to do so. So, i dont mind the nerf regardless

RompingRhyno13 votes

I think 48% win-rate seems a bit low? There's probably a reason why I never see her picked in my ranked games these days.

Shinjusuke18 votes

You don't see her because she's a pick for coordinated, competitive teams. Her winrate is sub-50% because it should be, because she's not meant to be an easy champion to play optimally.

Neither of these facts change that her kit is one of the most all-encompassing of any mage in the entire game.

If she loses a bit of her shield, she still has a much more versatile kit than almost any mage in the entire roster to fall back on (if not the most versatile).

Sakaru21 votes

48% winrate 'would' be normal, if her pick rate wasn't also 3%. Meaning only Orianna players are playing her to begin with, so the winrate is actually higher than should be right now.

If the normal public were to play her, it'd probably drop between 43~45%.

Jethzk27 votes

Ori already felt weak to play...

MiNiX33 votes

Meanwhile, Lux apparently gets to keep her massively buffed shield.

Andreios64 votes

Is this patch a god dam joke? You made an entire class in the game unplayable(marksman) by nerfing all of their stats and items, and it's not even mentioned here. Did you clowns not watch the LCK last night? Ryze and Vladimir as ADCs every game are you kidding me? And then they nerf supports, shields and support items just in case you thought hyper carry ADCs were still alive. Let's not forget the best nerf this patch, the only playable ADC receiving an armor nerf because bruisers need to be able to one shot him through ice born gauntlet come on now. I've played since 2012, never minded any changes/nerfs to my ADC role, I've never commented on a patch notes but this is insane I actually can't play the champions or role I have been for years. Please Riot revert the ADC item nerfs, I don't understand how some of these things make it to live servers. I've played for the longest time, patch after patch, meta after meta and this is the worst state that the game has been in ever. This is more bad than Nidelee one shotting people with spears, this is more bad than when you over buffed Zed, this is more bad than when you overbuffed Kha Zix, this is more bad than when you buffed every tank in the game, this is more bad than runeglaive ezreal, this is more bad than ardent meta, this is more bad than jungler LVL 4 everybody else is LVL 2 meta, , this is more bad than dynamic que, this is even more shit than the releasing of zoe. I hope Riot does the right thing, otherwise I am quitting this game.

ƒlash23 votes

Me too, I'll find a game where the devs actually listen to their player base and don't sell out for viewers on some channel that is dying anyways.

IceAYon14 votes

They did it so more champs can fill the bot lane role. The ADC items revert isn't going to happen.

But to me, the support shielding power nerf seems stupid, if how long the shield lasts is being changed. Why not one or the other(how long shields last or how much dmg the shields prevent)?

Zac x Me56 votes

Banner of Command was meant to be a support item that allowed to counter AP mage mid laners that got autofilled into support and just went full AP right away, by giving your ADC and yourself MR via the aura/stats and allowing for pushing power with the active (combined with the old minion potion / command enchant for boots) but you have taken all that away from supports as you always do.

And nerfing Celerity MS is stupid, you are again just catering to primary damage dealing champions while ignoring those using it for the utility of MS aka SUPPORTS.

IPleadInsanity4 votes

[deleted]

Zac x Me45 votes

[{quoted}](name= Berserkerr,realm=NA,application-id=Ag8jgd8Q,discussion-id=Bi24MWyU,comment-id=001b0000,timestamp=2018-06-12T21:53:52.392+0000)

You sound extra dumb, just delete the comment

no u

Flashes24 votes

o sht gottem

TechTonics53 votes

Yay! Now the only champs that were able to stop kill lanes bot were nerfed. Get ready to see a lot of brand and vel koz "support".

thatoneperson02316 votes

you forgot one, zyra is gonna be strong now wooo Zyra

EyesOfTheFox53 votes

Where to start...

The new Rune system (which I kinda dig) was accompanied by Riot removing a lot of base armor/mr from most if not all champions, they also buffed all the base damages in the process. Tower damage and health/armor/mr was also nerfed somewhere along the way.

Since then damage has creeped significantly to the point that the champions that don't normally build armor/mr just get dumpstered, makes sense (seriously if you don't build tank you shouldn't be able to tank).

Enter tanks and Shield supports. To protect those squishy folks that still can't build tank into their path (most mid and marksmen), tanks and shielders became more relevant. The increase in damage they got from the Rune updates coupled with the busted tank runes and the lack of armor/mr unless building it, created the tank meta, tanks can now NOT DIE and 1 v 9! HUZZAH!

Thanks to tanks and shielders, crit marksmen were able to shine, as the original nerfs to armor pen prevented any other type of marksmen from being able to damage the tanks. During this time, the community complained that tanks were too strong (not strong as in tanky, strong as in, "why is someone with 4,000 health allowed to one shot people?". So after a couple of tank rune nerfs...

Enter the true damage and jungler influence. After earlier (prior to 8.9-8.10ish) changes made the jungle easier to clear, players realized that allowing the crit marksmen to get out of hand hurt their chances of winning the game with their tank top lane, so bot gets camped, actually I don't even know if the junglers ever saw the inside of the jungle after the first large monster kill. Bruisers are also realizing they can build straight tank and one shot people so...

Enter the bot lane centric meta. Marksmen complain about jungle and support influence (rightfully so imo) so in an effort to remove focus from bot, the jungle gets nerfed and support gold items (not dmg) get nerfed. Now jungle influence is even earlier in the game because at level 2 it's easier for them to gank bot as there's a good chance that bot lane may still be level 1 so that kill pressure and kill potential is more rewarding than actually farming their jungle, plus the vision scuttle is right there, so they'll grab that after they ruin your bot lane experience.

Enter shield supports. With bot lane being the center of attention, shielders and healers ruled the day. Never taking a bad trade because they can overheal all of their teams mistakes. Crit marksmen are still strong because they are the only ones that can damage the tanks I mean bruisers.

Enter marksmen and crit changes removal from the game. Marksmen base stats get nerfed. Marksmen items get nerfed. Marksmen are weaker, jungle influence bot has now increased exponentially. It now takes marksmen extra items and multiple attacks to do the same amount of damage as literally every other role in the game with their 1 item and 1 attack. Marksmen have always been dps (unless you are bronze where everyone asks why you are shooting the closest thing to you which always happens to be their front line because duh crit is the only thing that kills him), but being the only dps in a land of burst, means they don't get to live long enough to make use of their dps. But lord knows supports tried with their shields on shields on shields.

Now enter shield changes. I feel these should have come before the marksmen changes so Riot could see how much influence that actually had on the game, but, we're here now. With the shield changes expect damage from non marksmen sources to be at an all time high as less of it will be negated.

TLDR: So, on top of burst being stronger for non marksmen, marksmen being weaker than EVERYTHING in the game in general, and actual supports having their support power taken away we're in for a hell of a ride Mr. Toad~

Mailros9 votes

Did you just say marksmen are weaker than everything in the game? Are you insane? Marksmen have been the strongest archetype for years now and still the only viable way to win once the game gets to late. If you win top do you win the game? How about mid? No? That's because winning bot is the only lane that does that with any consistency. And it sure as hell is not because adcs suck.

You sure as shit aren't carrying as a mid laner unless you really go off. The only thing you can hope to do is kill the enemy adc in teamfights. Otherwise you are pretty much pointless as even landing your full combo will just tickle a beefy front line. Top laners who aren't Irelia either build tank or are pointless throughout the game unless they get super fed. Junglers can't carry anymore with the jungle changes since they are always behind everyone in xp and gold unless they pop off early. You're just wrong on so many levels.

EyesOfTheFox49 votes

Marksmen are the weakest right now (as of 8.11). I stand by that statement. If you actually read what I wrote I'm going in order of how the game has progressed. If you actually read, I comment on how marksmen were strong. If you actually read you would know why marksmen are the weakest in the game right now. I'm not complaining I'm just stating facts. I'm sorry that your first reaction was to not think and just immediately blast someone without actually reading. #feelsbadman

Also if your comments are based on your most recent games, you do know that Lee Sin is kinda trash right now, but you spam him in ranked and then use my post as a way to complain about how poor you are at understanding the meta right now. Lee is actually getting buffs in 8.12 to compensate for some game changes that hurt is abilities but that still might not help him.

Seeing as how you aren't really that good yourself, I can see your frustration.

Then again digging deeper, all of your mid lane champions you have played in season 8 in ranked play have over a 55% winrate, with your Zoe being 60%. Your Swain has a 59% winrate and your Fizz has a 67% winrate. Now, I'm no scientist but you mentioned not being able to win games, does that mean your winrates are high because you get carried? You said you don't win games, but there your history shows you win games NOT playing bot lane or Lee Sin.

In silver right now, which you are S5, there are only 2 marksmen (3 if you count Graves, and 1 if you don't count Quinn) in the top 30 winrates for the last month with an average games played for each of those sitting around 70,000 - 80,000. That means there are 28 other champions better at winning games than all the other marksmen. There are also only 56 champions with winrates higher than 50% in silver for the last month. Can you guess how many marksmen there are +50%? There are 5. One is Quinn (top lane) and one is Graves (jungle), so that means there are only 3 bot lane marksmen in silver with a +50% winrate over the last month. Tell me again how strong they are~

Caluak37 votes

So master yi is still super strong.... cool...

PR Sakko18 votes

And Irelia and Zoe.... hmmm...

Shrooblord66 votes

Irelia OP? Better nerf Lulu! ...wait

The Gay Pink Fox13 votes

I am genuinely embarrassed, by how hard this made me laugh.

Dllesh35 votes

reading these patch notes makes me feel like im just smart enough to realize im being talked down to, but not smart enough to be able to make a proper response, so my reaction tends to be of the more visceral feelz, and i think that ends up playing out in the amount of toxic shit we are seeing every single patch recently.

JaceWind32 votes

As one of few Kindred players out there, I am hyped as fuck for this buff.

Artaeus32 votes

These changes are starting to become absolutely laughable. Dude, who took over Riot? Who's holding the gun to your heads to make so many CORE gameplay changes in rapid succession? Jesus Christ, you're writing your own obituary.

ƒlash31 votes

Are you guys trying to ruin the game?

Zephyrós24 votes

it's shameful what you are doing to traditional supports. like trying to make janna "fun" and "interactive" like no, she is a heal/shield/peel champ, don't make her an aggressive ap champ. Some people like a more passive style of game play. it's ok to have simple champs like that. not everyone has to be super mechanical and complicated. Anyway your gonna have to buff their shields and items again since no one is playing them anymore. smh

Warlord Rhinark20 votes

The last of our lowercase-m-midseason patches brings two new fighter items!

Except they weren't even mentioned in the patch notes at all?

CONSISTENCY RIOT, CONSISTENCY.

TrueCrusaderBoB7 votes

you riot made a point about bruisers becoming stronger because of whats changing "around" them... i dont think their looking at every bruiser cause all i see is Irelia 1v5ing by ring a teamfighting and spamming e and q to get resets and annihilate an entire team with no backup, while riven and jax kinda just sit on the side lines and split push to avoid contact with anyone other then the enemy adc, cause everyone else 2 shots them. and lets no get started on fiora shall we?

Warlord Rhinark7 votes

{quoted}

you riot made a point about bruisers becoming stronger because of whats changing "around" them... i dont think their looking at every bruiser cause all i see is Irelia 1v5ing by ring a teamfighting and spamming e and q to get resets and annihilate an entire team with no backup, while riven and jax kinda just sit on the side lines and split push to avoid contact with anyone other then the enemy adc, cause everyone else 2 shots them. and lets no get started on fiora shall we?

Still doesn't excuse the post presenting false information.

Jaycee170418 votes

What I read was "Screw you support" over and over again.

Frost Zealot17 votes

Gosh darnit I loved Banner though. I hope you bring it back someday rito.

Lestat S4617 votes

You spent how many seasons trying to make people want to play support, to make the role feel good? and now your going out of your way to remove them from the game. ADCs and real supports are so weak the pros are going bruiser and mage bot. and now we've got the dual JG/Mid/Support shenanigans going on to almost completely say fuck the meta. Thank God the bruiser items were removed because theyre dominating as is and now youve nerfed all the shields and heals to keep anyone alive. Brilliant design choice to add scaling defense the more damage you build and vice versa, cuz thats never been toxic at all. If you build Damage it SHOULD come at the cost of survive-ability. If you build defense it SHOULD let you live longer but do less damage. Who the fuck thought itd be a good idea to introduce items that let you do both, to shit on everyone AND never die. Riot has lost their minds.

Obese Ogre11 votes

Great nerf to shields but why nerf Ardent again?

edwsfhgj20 votes

Ah the riot special, nerf items nerfs users in the same patch and they are at the bottom of the pit

Salvor Hardın11 votes

Almost 3 years waiting for a Rammus skin. Thank you Riot!

o0000011ooo9 votes

Shield counter-play is ruining league of assassins for us, lets just see if we can gradually remove supports as a whole.

Crime Is Illegal9 votes

The nails have entered the coffin

D0P3ST3 votes

Literally the only juggernaut that benefits from the Sterak's change is Darius, that's it. But at the sacrifice of Yorick and too a smaller extent Aatrox/Illoai, who are already weaker then Darius... wtf

Axis of Darkness14 votes

1.The sterak's changes were to nerf triforce users not buff juggernauts 2. Aatrox is not a juggernaut 3. Illaoi builds sterak's because she has the highest base AD at lvl 18 in the gmame, not becuase she builds sheen every game (although there are builds that certainly use triforce) 4. As far as I know, most people do not build sterak's on aatrox

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