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Patch 4.7 notes

Riot··8 votes·84,668 views

Hey Summoners,

It's time for a new patch! We don't have a ton of changes today, but we're hitting a few high priority targets that are having a heavy impact on the health of the game. As an example, we're still concerned with high-damage junglers who are entering the mid-game with more gold and more experience than even the solo laners who had to scrap out their gains against another opponent. We're still exploring the possibilities here, but for now we're going to be reducing some of the power of Feral Flare so that it remains a unique item build without being a dominant strategy.

So what else can you expect in this patch? We've got a few rework follow-ups in the form of Gragas and Kassadin, and we've been experimenting with Skarner on the interim. We know we mentioned Skarner in the 4.6 foreword, but we've got a stronger idea of where we can give back some of his old identity so we're making sure we get it right this time.

We're also following up with our promised top lane buffs for Jarvan IV and Malphite. We're already seeing more diversity in top lane beyond Renekton, but we'll be keeping an eye on future candidates as the changes shake out.

Finally, we're making some changes specifically targeted at competitive play in the form of reduced trinket start cooldowns, increased gold rewards for the Dragon, and additional tradeoffs for fast-push strategies. We don't expect these changes to have too much of an impact on regular play, but we're hoping to hit some dominant strategies we're seeing in the high-level competitive scene.

And that's about it! On a closing note, you may notice this patch is a bit bigger than usual - we're shipping out files for a new audio engine in manageable chunks over the next several releases. We'll have more information to share with you closer to the end of the process, but you shouldn't notice any changes to the game until the new engine launches.

You can check out the full scope of the patch below. See you next time!

Pwyff

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Champions

Braum

Braum, the Heart of the Freljord, will be released a bit later during Patch 4.7.

Gragas

Graggy and his barrels have hit the gym. Barrel Roll grants vision (don't ask how that relates to going to the gym), and Gragas can throw his Explosive Cask further.

Pre-update, Gragas liked his R and Q more for their target erasing potential than their utility and displacement. Now that Graggy isn't one-shotting entire teams with barrels, we can buff up his other strengths to emphasize his barrel-throwing play-making power.

Q - Barrel Roll

newUTILITY Grants vision after it reaches its destination
CLARITY Reduced size of cast indicator to better represent the actual radius

W - Drunken Rage

BUGFIX Buff no longer consumed on hitting a ward

R - Explosive Cask

RANGE 1050 ⇒ 1150
CLARITY Reduced size of cast indicator to better represent the actual radius

Jarvan IV

Martial Cadence now deals more damage, but the cooldown starts out higher and scales down over time. Golden Aegis costs less mana and is a flat cost across all ranks.

In the foreword of patch 4.6 we spoke about the challenges of creating a healthy top lane, and one option we're pursuing is to make teamplay-oriented champions more competitive in the current landscape. Specifically for Jarvan IV: even if he's behind he can still provide a lot of value via Cataclysm, and this gives him more incentive to help out in fights rather than farming minions in isolation. These changes are to give him that extra bump he needs in the early game to keep up.


Passive - Martial Cadence

DAMAGE 6/8/10% (at levels 1/7/13) ⇒ 10% at all levels
SAME-TARGET COOLDOWN 6 seconds at all levels ⇒ 10/8/6 seconds (at levels 1/7/13)

W - Golden Aegis

COST 45/50/55/60/65 mana ⇒ 30 mana at all ranks

Kassadin

Up front: We overshot the Kassadin buffs last patch. Specifically, making Kassadin's magic shield stronger ended up making him a little too stifling against a majority of mid lane champions which, in turn, amps up his already strong snowballing power. On that note, while the concept of a magic shield has a strong connection to Kassadin's thematic and strategic niche, we're still examining a way to balance between thematic cohesion and raw champion strength.

Q - Null Sphere

MAGIC SHIELD 40/80/120/160/200 (+0.8 ability power) ⇒ 40/70/100/130/160 (+0.3 ability power)

Kha'Zix

Targets now need to be further away from each other to be considered 'isolated' for Kha'Zix's damage amplification. Turrets now count as friendlies when it comes to preventing isolation. Kha'Zix now needs to wait a bit longer before re-entering stealth via his R.

As an assassin, Kha'Zix should be looking for windows of opportunity (or should be relying on his teammates to create those windows) to engage. Instead, Kha'Zix has so much raw power that he's simply forcing engagements and kills on his own. When assassins can start and end a fight without support, that typically points to an overall lack of tactical weaknesses (which champions need to have in order to maintain meaningful counterplay). These changes are to offer more windows of opportunity against Kha'Zix and should make him think twice before going all-in, but this will be an ongoing project as we examine Kha'Zix's core role and strengths.

Q - Taste Their Fear / Evolved Enlarged Claws

ISOLATION RADIUS 350 units from nearest ally ⇒ 500 units from nearest ally
newGAMEPLAY Turrets now count as allies when determining whether a target is isolated

R - Void Assault / Evolved Active Camouflage

STEALTH RECAST 1 second between stealth casts ⇒ 2 seconds between stealth casts

Lissandra

For Lissandra's birthday, we're giving her a more reliable Frozen Tomb!

R - Frozen Tomb

newUTILITY Now stops enemy champion's movement immediately on application of stun (dashes, jumps, etc will be halted)
BUGFIX Now goes on cooldown when it finishes casting, instead of when it begins casting

Malphite

Granite Shield now recharges faster at later levels, and Brutal Strikes costs a low amount of mana at all levels.

We like how Malphite's Granite Shield works for the early laning phase, but it has trouble scaling into the rest of the game. Brutal Strikes was designed to help Malphite trade damage when he's in someone's face, but its higher mana costs weren't allowing it. Similar to Jarvan, Malphite offers a lot of unique team-focused wombo combo power even when he's behind, so we're also giving him some help to compete.

Passive - Granite Shield

RECHARGE RATE 10 seconds at all levels ⇒ 10/8/6 seconds (at levels 1/7/13)

W - Brutal Strikes

COST 50/55/60/65/70 mana ⇒ 25 mana

Miss Fortune

More like Mage Fortune amirite?

We saw a unique opportunity to support Miss Fortune's off-builds without impacting her game health and play patterns. This is a fancy way of saying we added AP ratios to Double Up.

Q - Double Up

newAP RATIO ON 1ST TARGET HIT 0.35
newAP RATIO ON 2ND TARGET HIT 0.50

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Minor Changes & Bug Fixes

General

BUGFIX Fixed a number of graphical issues affecting older video cards
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range

Fizz


E - Playful / Trickster

BUGFIX Fixed some cases where Fizz could be stunned or rooted while on his troll pole

Kog'Maw


R - Living Artillery

newUTILITY Mana cost is now displayed on the cast icon (similar to Kassadin's Rift Walk)
BUGFIX Tooltip corrected to display the actual range (1400/1700/2000 ⇒ 1200/1500/1800)

Nautilus


Passive - Staggering Blow

BUGFIX Tooltip corrected to display the actual time between roots on the same target (12 seconds ⇒ 9 seconds)

Rengar


Passive - Unseen Predator

BUGFIX Using an empowered ability immediately after leveling the base ability for the first time no longer triggers the base ability's cooldown

Q - Savagery / Empowered Savagery

BUGFIX The bonus damage now applies lifesteal

Bonetooth Necklace

BUGFIX Fixed a bug where stack bonuses were being lost upon switching trinkets

Shen


R - Stand United

BUGFIX Fixed a bug where Stand United would occasionally cancel itself

Twitch

We're ironing out some minor issues in the wake of Twitch's VU. We're also reviewing Rat-a-tat-tat's interaction with structures as we work on its inability to target Inhibitors or the Nexus.

General

RECOMMENDED ITEMS Now includes a trinket
AUDIO Fixed a few bugs preventing several VO interactions from working

Q - Ambush

BUGFIX Fixed a display bug where Ambush's cooldown would appear to start when Twitch entered stealth but reset to its actual cooldown once the stealth effect ended.

R - Rat-Ta-Tat-Tat

BUGFIX Fixed a bug where Rat-Ta-Tat-Tat could sometimes critically strike towers

Vladimir


W - Sanguine Pool

BUGFIX Fixed some cases where Vladimir could be stunned or rooted while in his troll pool
BUGFIX Tooltip corrected to indicate the actual heal amount (12.5% ⇒ 15%)

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Summoner Spells

Heal

When we added more utility to Heal, our focus was to create a spell that added depth to the summoner spell pool while also giving heal-focused supports an ability that let them remain effective against Ignite. On live, however, this wasn't the case as it was primarily being picked up by solo laners to circumvent burst-heavy aggressive play (particularly for champions whose abilities were affected by Grievous Wounds).
removedGRIEVOUS WOUND CLEANSE Removes Grievous Wounds

Graphical Updates

We're continuing along our goal of making gameplay more readable, satisfying, and visceral. Also awesome. And pretty.
  • Flash particles updated
  • Clarity particles and sound effect updated
  • Cleanse particles and sound effect updated
  • Exhaust particles and sound effect updated
  • Revive particles and sound effect updated
  • Screenshots in the spells tab of your profile have been updated according to recent changes

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Items

Feral Flare line

When we designed Feral Flare, we looked at 'carry' junglers who picked up Wriggle's Lantern and looked for ways to support that playstyle. Then we released Feral Flare and realized we may have gone too far.

While Feral Flare does deliver on its core goal of supporting carry junglers, it's also doing it at the expense of potentially several other players on the map. Because Feral Flare's power is essentially tied to how long junglers can ignore their team, the optimal strategy has been to hide away for as long as possible before making a first appearance as the strongest champion on the map - even in comparison to solo laners who have to scrap out their gold against equally matched opponents (we mentioned this in the foreword, but it's worth repeating here). Long-term, we still like the concept of 'carry' style junglers, but we're currently exploring ways to support them in a way that's healthy for the game.

Madred's Razors

MAIM PASSIVE +60 damage against monsters ⇒ +50 damage against monsters

Wriggle's Lantern

newUTILITY Kills and Assists now count toward transforming into Feral Flare
MAIM PASSIVE +100 damage against monsters ⇒ +75 damage against monsters

Feral Flare

MAIM PASSIVE +100 damage against monsters ⇒ +75 damage against monsters
removedHEAL SCALING Basic attack heal increases with stacks
removedTRANSFORM STAT BONUS Gains Attack Damage + Attack Speed when transformed from Wriggle's Lantern
ATTACK DAMAGE +15 ⇒ +12
ATTACK SPEED +35% ⇒ +30%

Sunfire Cape

Sunfire Cape is an AoE damage aura item, but its current effect looks most like a a debuff on the wearer, even to the point of being confused with Red Buff's or Ignite's effects. This rework more clearly lines up Sunfire's visual with its gameplay.
VISUALS Particles updated

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Aggro Display

To improve aggro awareness and reduce visual noise, we've removed all aggro outlines and added an animated icon above the health bars of minions and neutral monsters. Targeting an enemy or neutral should now be much clearer as an outline around a unit now only means you're targeting it. This approach more closely lines with the intent of the aggro indicator feature, which is to convey game mechanics, not player behavior. Time to work on that combat awareness!
MINION & MONSTER AGGRO DISPLAY Orange outline ⇒ Animated HP bar icon
removedCHAMPION AGGRO DISPLAY Orange outline

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Summoner's Rift

The below changes are aimed specifically at competitive play, and we can talk about them in that light. With the trinket change, we initially went with a longer starting cooldown so trinkets wouldn't have an impact on early game invades, but quickly saw the optimal strategy was to just all-in invade before swinging up (or down) to take out a few towers. Reducing the Trinket cooldown means they'll be incorporated into early game strategies and we're hoping they still allow for aggressive strategies to exist in the pre-laning phase. For the Dragon and Turret changes, we saw very few strategic tradeoffs when it came to fast-pushing lanes with multiple champions, so we're aiming to introduce some in the form of slightly higher rewards for Dragon and slightly higher penalties for teams trying to fast-push lanes. This also let us bring parity back to objectives across Summoner's Rift, as all outer towers now have the same Fortification buff. We'll be keeping a close eye on the fallout of these changes (particularly in competitive play).

Trinkets

STARTING COOLDOWN 120 seconds ⇒ 30 seconds

Dragon

GLOBAL GOLD REWARD 125 gold ⇒ 145 gold

Turrets

newFORTIFICATION All outer turrets now have Fortification (added to Bottom lane)
FORTIFICATION DAMAGE REDUCTION -20 ⇒ -30
FORTIFICATION DURATION 480 seconds ⇒ 420 seconds

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Summoner's Rift & Twisted Treeline

Jungle

BUGFIX Fixed a bug where abilities that dealt damage based on maximum monster health were being calculated on base health instead of actual max health (this is a mid-lategame buff in all affected cases)

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Crystal Scar

Thresh

We gave Thresh some love on this map and it's helped him see more play (and a lot more success), but now he's just crazy. Like 400 armor Thresh with no armor items crazy.

Passive - Damnation

SOUL STACKS 4 souls per unit ⇒ 2 souls per unit

Kassadin

This change is aimed at bringing the new Kassadin rework a little more in line with other maps.

R - Riftwalk

COOLDOWN 9/8/7 seconds ⇒ 9/7/5 seconds

newSoul Anchor (Trinket)

It's finally here! With Revive being such a dominant Summoner Spell on Dominion, we realized we could take advantage of the unused Trinket slot to create more diversity while also balancing its use case.
CHARGE RATE +1 at levels 1/9/14
CHARGE CAP 2 (level 14 charge will disappear if unstorable)
UTILITY Grants a short burst of Movement speed on revive
CATS Soul Anchor version of Rengar's Bonetooth Necklace added

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Bots

We're continuing to update our AI features! Specifically, players have been asking for more Bot options in Custom Games, as well as bots that can Flash, so we addressed that.
  • Intermediate bots can now be added to custom games
  • All bots are available on Beginner difficulty in custom games
    • To maintain game-to-game consistency for newer players, the Co-op vs. AI Beginner roster is unchanged
  • Intermediate bots will now use Flash both offensively and defensively

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LoL Client

Ignore feature

We've added a few safeguards to prevent players from accidentally ignoring their friends (so if your friend says this, it's now an excuse).
  • The end-of-game screen "Ignore User" button has been removed. Players can still ignore offensive individuals by right-clicking their summoner name and selecting "Ignore User" from the menu.
  • Added a confirmation prompt when ignoring players from the air client

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Team Builder

  • Solo players can now see which role/position combinations are in high demand when deciding their spec
  • Estimated wait times for solo players are now more accurate
  • Team Builder matchmaking has been improved
  • "Play Again" has been added to the post-game screen, allowing Captains to automatically invite their friends from the same match to a new Team Builder lobby.
  • Team Builder invites are now labeled as "Team Builder" instead of "Classic"

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Upcoming Skins

The following skins will be released at various times throughout Patch 4.7:

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1,893 Comments

ShadowPoundr458 votes

The TROLL pole. <3 Rito

soulbanana8184 votes

Even Riot admits that Fizz's E is a troll pole.

LordoftheFourth126 votes

don't forget the troll pool.

Ardond103 votes

and the troll pool on vlad

Hoodrat206 votes

Still waiting for Riot to give us an option to toggle the effect of item 3068 ;_;

GaleWinUnleashed97 votes

I second this, it's annoying to automatically take turret aggro if an enemy champion walks up to you. Sometimes you just want to stand there and finish off the turret, but Sunfire makes that more difficult.

KingJimmy7348 votes

junglers goving buffs away.

Jester Seraph33 votes

It's a downside to a bonus effect. That's like asking if Ravenous can be toggled or not because turret aggro goes on you when you hit a minion under turret an the splash hits a champion. Positives and negatives to item effects. I figured it was just a balance to the effect of having bonus wave clear and passive pushing potential. You can push the minions like a boss but you can't really get at the turret yourself.

Votable Jester12 votes

Muramana has a toggle effect to remove a downside. Also I always thought the reason for no toggle on Ravenous is because it would be difficult to have that and the active easily accessable.

BlackRoze3027 votes

But if Muramana wasn't a toggle then most people might never pick it up considering you would burn through mana almost instantly when trying to farm.

Other than the occasional enemy near you causing you to take tower aggro, how many long term downsides are there to sunfire? Almost none, and chances are if you are picking up sunfire then you are already tanking the tower like a boss anyways.

J9X205 votes

the new skin for Pantheon looks bad ass..

KBingo249 votes

I want Riot to officially change the name of his ult to "Mandrop"

l Boundless l89 votes

Mandrop is needed. RITO Pls change Pantheon ult to "Mandrop" Pls!

Dragon Slút Fae77 votes

change his title to Mantheon please ~Pantheon, The Mantheon

CharlesKaiminus176 votes

why isn't braums joke "I mustache you a question, nevermind, I'll shave it for later."

NorthLeft53 votes

Because hes to buff to make a weak joke like that. MAN POWER.

KimTheNukeJongUn123 votes

Because that joke has been beaten to the ground over the past few weeks.

InvaderKED18 votes

Veeeery overused joke.

J9X168 votes

Shen R - Stand United BUGFIX Fixed a bug where Stand United would occasionally cancel itself

2 years it took them to fix the bug... finally

RoyEMunson115 votes

And the only reason they fixed it is because it caused an issue in a LCS match.

J9X16 votes

riot cares for more lcs than us no names solo q players.. thats why they shifted the meta to 40-70 minute games

RiotRiotFpMcgee411 votes

We've actually been working on fixing this bug for at least a year. Unfortunately, despite literally hundreds of man hours of testing, we were never able to find a 100% repro case (or even a 10% one) and claiming to fix something when you can't prove that it's fixed is a super negative player experience. All it takes is one failed fix that costs you a kill for you to stop trusting us when we say we fixed things (and that's not unreasonable).

Ultimately, some of our awesome engineers and designers worked to create some engine and logging improvements so we could track this thing down and resolve it. If you still experience this issue, PLEASE let us know! And if it's a hard to track down issue that you can reproduce 100% of the time on command, by all means share the knowledge!

Captain Colon96 votes

Thanks for replying to this! I was kind of inclined to agree the the OP (still think Riot is a bit too focused on competitive play at the expense of the casual crowd, but that's another discussion) and you raised a great point I didn't consider.

Speaking of issues that have bugged players forever...are there any plans to ever squash cases where you flash and die, but the flash should've saved you or you shouldn't have been able to flash in the first place due to being dead (example: flashing away from a melee ability like Garen Q and still having it hit) and end up losing your flash for nothing? Or is this just a result of latency and the way the engine works that we have to deal with? I'm sure this has been discussed before but I can't remember what the official word was.

oke88 votes

Now we just need good ping on the east coast and we're set.

Phatty7773 votes

Rito, I understand the base dmg on item 3160 was too high, but why remove the increased heal from farming...it doesn't transition to late game anymore

DorkunedAuras36 votes

Just make the heal gain from stacks slower, maybe one hp per 2 stacks instead of 1 per 1

Theorchero44 votes

Yeah because it totally wasn't letting people solo baron with just that and a botrk or anything.

TSM GodKong88 votes

Yeah because it totally wasn't forcing people to WARD BARON or anything. That would simply be preposterous if we had to WARD. Thats not a healthy part of this game.

KiIl Them All68 votes

RIP in pieces, Feral Flare.

DJPonyBeats26 votes

Rest in pieces in pieces?

KiIl Them All103 votes

Rest in peace, in pieces.

Alderon WolfBane65 votes

Khazix NEWGAMEPLAY Turrets now count as allies when determining whether a target is isolated!!!!!!!! ¿REALLY?

GrumbleyCakes68 votes

Screw him anyway.

Ardond11 votes

This is riot's thinking "everyone loves the Alien vs. Predator champs, so lets nerf them like mad so they become tanks that do no burst damage even thought they were made to be assasins"

NeuroticPlatypus43 votes

The "assassin" role was always intended to be high risk and high reward. the main problem with kha'zix was that in the hands of someone who wasn't brain dead he could nuke two or more people solo in the middle of their entire team and get out alive, or 100 to 0 a midlaner under their turret and live. It's about damned time that little bug got a nerf that puts some risk into his playstyle.

Communist Beef64 votes

[deleted]

ninjacapo25 votes

i agree so much. i liked it because it forced teams to make choices. if i see that their jungler is going ff and afk farming, i just play vi or panth and gank every time i get the chance. one ff jungler cannot defeat an entire fed team. if i went ff and they did as well, it became a game of cat and mouse trying to cripple eachother's farms (smite stealing small camps like the wolves became important). ff forced decisions, and that's something that the league community cant deal with (although i must say, i will be glad to see less non-jungle mains in the jungle. if you dont know how to jungle, learn how to jungle. that's what youtube is for)

Ao Oni62 votes

when will we get the double runepage for half price? D:

soulbanana86 votes

This month. Hopefully soon.

Tehemai26 votes

I rather they hold off as much as possible so I can have time to save.

JustAKoreanADC44 votes

good bye feral...you will be missed...

Lycanbutt205 votes

Said nobody ever.

xXCOD proXx80 votes

i hate how they changed the ad on feral to 12 from 15 rito y u mess with my ocd

J9X40 votes

"For Lissandra birthday, we're giving her a more reliable Frozen Tomb!" God bless Riot

Sweet

Samu36 votes

When bladecraft Lissandra coming out? o3o

LilGunz32 votes

If Liss gets a skin before Khazix I will be pissed.

Lord Moriuz34 votes

I don't understand something, you guys buff Mage Fortune... But you completely ignore other actually viable champion builds like AP Xin Zhao, AP Sona, etc?

Lord Moriuz93 votes

Also, if you guys are gonna change Feral Flare, could you please fix the tooltip so that it gives the correct info?

Splurged32 votes

Even riot calls it a troll pole.

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