Patch 7.8 notes
Waddup fam,
Midseason is coming up soon and balance will be a bit wobbly for a patch, so consider this patch more of a setup. That being said, we’re focusing on changes that either need to happen now, or will have evergreen results going forwards.
First, we’re taking this chance to look at the way latency interacts with gameplay. Obviously, nobody likes playing on high latency, but some champions suffer far more from the impact. We’re putting in some Quality of Life changes to make those champions less punishing when your inputs aren’t quite as responsive.
Then, there’s the pro scene. With MSI coming up, there are a few strong outliers we’d like to make sure aren’t completely dominating pick/ban phase, so we’re making appropriate changes as needed.
On the other end of the spectrum, now is the perfect time to show love to some underpowered champions who need playstyle love. Aatrox is getting some extra power in the aftermath of his update, while Udyr is getting a tiny update of his own.
Finally, we’re taking this chance to retune some of the game systems in Twisted Treeline and ARAM to give some of our quicker game modes a cleaner experience.
So get out there and toss some Poros,
Champions
Xayah & Rakan
Xayah, the Rebel, and Rakan, the Charmer, will be released later on during patch 7.8! In the meantime, learn more about the vastaya freedom fighters here:
Aatrox
Hellbent attack speed up and now refreshes on monsters. W missing health heal up.
Despite some love in patch 7.6, Aatrox is still struggling with consistency (especially in the jungle). His new passive is much more difficult to access in the jungle than the old one, so we’re tuning that. As well, we’re adding some power back into his self-healing to help him feel safer staying in fights.
Passive - Blood Well
W - Blood Thirst
Amumu
Passive now true damage. Passive numbers down.
The function of Amumu’s passive (post-mitigation true damage) didn’t match expectations (true damage), so we’re switching to the latter and adjusting the numbers accordingly.
Passive - Cursed Touch
W - Despair
Ivern
A single brush no longer blocks vision of epic monsters.
Ivern’s brush is already brimming with utility (let’s not get too deep into the weeds listing every use case); controlling neutral objectives so easily doesn’t need to be one of them.
W - Brushmaker
Karthus
Q casting made more fluid.
Latency limits what you can do with a character, but for a low cooldown spellcaster like Karthus, it can feel like your internet plays more of a role than your opponent’s juking. We’re fixing that with some quality of life magic.
Q - Lay Waste
Lissandra
Q damage scaling up. Passive cooldown down at later levels.
We want Lissandra to be rewarded for her good positioning by getting to land multiple Ice Shards. Currently that often just leads to her running OOM, so we’re giving her more access to the mana from her passive as the game goes on.
Passive - Iceborn
Q - Ice Shard
Malzahar
Armor down. Voidling health down.
Malzahar’s voidlings are too damaging to ignore, but - for many bot laners - too difficult to dispatch quickly. Counters to their health pattern exist (on-hit abilities, recurve bow, or area of effect damage), but we’re reducing voidling health to make those counters somewhat more consistently effective when they are opted into.
Base stats
W - Void Swarm
Nautilus
Mana regen per level decreased. E mana cost increased.
Nautilus creates a ton of free pressure if he constantly pushes with Riptide, but still gets to have mana to do whatever else he wants, whether that’s assist ganks, escape them, or fight duels. Pushing constantly with his abilities - specifically before he’s invested in Sunfire Cape or mana items - should make a bigger dent in his mana pool so that opponents have more opportunities to punish him.
Base stats
E - Riptide
Ryze
Q cooldown resets on W/E cast, not hit.
Much like Karthus, Ryze’s quick combos create a large gap between low and high ping players by decreasing accessibility to his combos. We’re making his resets a bit more fluid to bridge that gap.
Q - Overload
Shen
Q does less damage to minions but more to champions. R shield scales with missing health.
Shen is one of those champions who always performs considerably better in organized play, thanks to the top-tier roaming power Stand United affords him. At the moment, his built-in waveclear gives him consistent map-pressure (which significantly decreases any costs he might face for leaving lane). We’re trimming both his waveclear and his roaming pressure but adding baseline damage and more crowd control consistency to compensate.
Q - Twilight Assault
E - Shadow Dash
R - Stand United
Udyr
Q and W now have effects every 3 hits. Ability mana costs adjusted.
Udyr players currently feel pretty pinned into playing Phoenix Udyr or Tiger Udyr, while skipping out entirely on the other one until the end of the game. We’d like to ensure that using all of Udyr’s abilities is at least an option. That means making Tiger and Turtle more compelling stances to remain in, while also making low-level abilities less of a drain on his mana pool.
General
Q - Tiger Stance
W - Turtle Stance
Howling Abyss
Several changes to make ARAMs faster. More poros.
When playing ARAM people are usually looking for a shorter game, but sometimes what ends up happening is a tug-of-war of inhibitor pushes till someone really screws up. We want to reduce the scenarios where that happens reducing average time per game in the process.
Gold pacing
Removed items
Heath Relics
Assists
Minion spawns
Super minions
Recall
Poros
Twisted Treeline
Death timers changed, minions and super minions are stronger, attack speed on Nexus turrets reduced, Vilemaw HP reduced. Health Relics now heal more health if you’re lower on it.
Twisted Treeline has two consistent metas: one with two laners and a jungler, the other with two laners and a support. We think this interplay makes the map pretty cool, but at the moment the support style is dominant thanks to the ease of funneling experience into one champion. That one champion is typically one who gains shields, resistances, or sustain that are meant to allow them survivability in the 5v5s of Summoner’s Rift, and instead afford them insane tankiness in the 3v3s of Twisted Treeline. That - combined with their high stats from levels - allows them to carry a game a little too hard. To combat this, we’re changing the way experience works to make that snowballing a bit less prevalent. Basically, if you’re ahead in levels, you get less experience.
We also want to address the game mode’s potential to turn immediately off of one mid-game teamfight. We’re tuning death timers in the late game to be shorter, allowing a team with a huge lead some chance to recover from a single mistake. Finally, we’re making Vilemaw easier to take, scaling up minions, and lowering Nexus Turret’s overall damage so that when you do lean on a lead, you have better potential to close a game out. To top it all off, we’re having minions spawn earlier to get you out of the game slightly more quickly.
Death timers
Experience
Minions
Super minions
Nexus Turret
Vilemaw
Timers
Heath relics
Masteries
Stormraider's Surge
Because you should know when you activate your keystone mastery.
Jungle
Krugs
Mini Krugs get back in your cave.
Rift Scuttler
Clarity around who killed Rift Scuttler
Ward Death Audio
Gold sound KACHING
Loot
Rotating Game Modes
Legend of the Poro King returns from 4/21/17 12:00 PT - 4/25/17 04:00 PT and 4/28/17 12:00 PT - 5/2/17 04:00 PT. Pelt your enemies in a grand snowball fight on the Howling Abyss to summon the resplendent Poro King.
TL;DR:
- Use Poro TossI to bowl your friendly poro across the map. If it hits a target, activate Poro Dash to dart toward your opponent.
- Once a team lands 10 Poro Tosses against enemy champions, the Poro King is summoned. Any ally can join His Royal Highness’s side by activating To The King!
- Until defeated, the Poro King heals you, boosts your mana regeneration, and helps siege enemy towers with his majestic poro-splosions.
- Thank the Poro King for his assistance (and boost his power) by feeding him Poro Snax.
- May you always bowl straight and true, and may you be fast-footed to avoid those fluffballs.
League Client Update
As we near the end of beta, we’re focused on fixing bugs and tuning performance.
A while back, we introduced our plan for replacing the legacy client. We’ve recently kicked off Phase 2 in Oceania and the results so far are encouraging. This patch, we’ll be extending it to more regions. Check out our latest beta update for details on the client rollout.
You can find solutions to most common issues in the Known Issues section of our support site.
Notable Fixes
- Fixed an issue that was causing the PLAY button to appear grayed out.
- The client will now automatically focus on the password field after launching.
- Your profile background will once again display the correct champion.
- Fixed an issue that was preventing the settings panel from opening.
- Fixed an issue with audio hitching during login.
- Fixed an issue that delayed ready check pop up while editing your Runes / Masteries.
- Fixed an issue that prevented the chat window from opening after completing a game.
- Fixed a rare issue that caused chat to become invisible.
- Reduced padding and altered layout of text in chats to specifically improve Club chat readability.
- Added new message notification visibility to collapsed folders
Queue Health Update
Bugfixes
- Lucian’s Q - Piercing Light now costs the correct amount of mana
- Fixed a bug where disconnecting during the cast of R - Hero’s Entrance could cause Galio to be unable to target units and structures
- Galio’s W - Shield of Durand magic shield now properly recharges after he revives
- Fixed a bug where Gragas’ E - Body Slam would sometimes pass through targets close to walls
- Nunu no longer gets a second Passive - Visionary passive after recalling.
- Fixed a bug where Jax could not use Blast Cone Plant after casting Q - Leap Strike
- Kha’Zix no longer shows the incorrect visuals when evolving his R - Void Assault
- PROJECT: Yi now displays the correct particles during W - Meditate, not his base skin particles
- High Noon Yasuo’s chromas no longer use the base skin particles for Passive - Way of the Wanderer
- Made Dragonslayer Vayne’s Green chroma easier to see on Summoner’s Rift
- Fixed a bug where Dragonslayer Xin Zhao and his chromas were using the classic skin’s SFX
- Gatekeeper Galio’s recall particles no longer stretch back to the Spawning Pool
- Fixed a bug where Cosmic Reaver Kassadin’s particles would flicker when zooming in and out
- Fixed a bug where Club names could disappear from the in-game scoreboard hovercard
- Fixed a bug where Order’s minions incorrectly spawned behind the nexus turret
Upcoming Skins & Chromas
The following skins will be released during patch 7.8:
408 Comments
All those changes to ARAM and you still don't make the one that actually matters :
#Making the entire champion pool available to any participant of ARAM, thus negating "ARAM only accounts".
######Good job.[zombie-brand-clap]
Pretty sure this would destroy ARAM for me.
Good.
I'm one of those people that prefers to play champions that I enjoy playing I suppose.
Sorry
I appreciate your respectful answer. I actually wish more people were like you.
I play a lot of ARAM as well. I have never had less fun because of supposed "ARAM only accounts" that people would have you believe plague the game mode. The only time I don't have fun is when I get someone that I don't enjoy playing.
I believe we all understand the definition of random. Something can still be considered random regardless of the pool of data that it comes from.
Something can still be considered random regardless of the pool of data that it comes from.
That's inaccurate. Entirely. Consideration for one's own belongings (or in this case, champions) isn't supposed to be a factor in a truly random environment. A truly random environment would enable you to be given a champion that you don't yet own.
Diversification of champion pools could be greatly encouraged by helping players familiarize themselves with champions they otherwise may have never had enough of an interest in to purchase, thanks to being given an opportunity to play said champion when they choose to enter a randomized champion selection focused game mode.
If you don't want to potentially get assigned a champion that you have no interest in, no active knowledge of how to play, etc .. well .. there are two maps perfectly tailored for allowing you to avoid that potential.
Sorry to repeat my point. Cheers.
"This is not true. The definition of random mentions nothing about pool size. I can get a random champion in my pool of 50 just the same as I can get a random champion in a pool of 200."
Sorry, but you're wrong. And you'll see why in my second paragraph. ARAM needs to have all champs unlocked and possibly 3 rerolls. I almost exclusively play ARAM and am currently in the top .05% of ARAM players according to whatismymrr. ARAM only accounts destroy the whole point of ARAM.
ARAM is about playing what you're dealt (minus rolls) and forming a team strategy to win with your comp. ARAM only accounts heavily skew winning in their favor, since they only have a champ pool of ~30 (or however many champs you want to say) when I have all but 3 champs. This means they have a much higher chance to get the champs they want (we'll say 1/40 /w 10 free), and on top of that it REDUCES my chances of getting those same champions (because they can ONLY play one of those 40 champs). This means my chance of getting one of those 40 champs is actually LESS than my chance to get the ones they do not have. Not so random now is it? Especially if there are multiple players in the game that have a small champion pool.
Am I pretty bad with some champs? You bet, but it challenges me to itemize for my team if I know I can't directly carry with a champion.
It's a much more rewarding experience.
I'm sorry dude but as another person who only plays ARAM, I don't care about ARAM only accounts. I own all but about 15 (17 now I guess) champions. While I'm not in nearly as high a bracket as you are (top 7%), I don't feel ARAM only accounts makes a difference. I've actually been losing a lot recently but I can assure you it's not because of ARAM only accounts but because as a Gold 4-5 player at best, I'm being matched with and against Plats and Diamond level players and I'm completely out of my element
I respect your position, and that's great it doesn't bother you. I play ARAM competitively, and to me it matters.
It's bad design and needs to change. Better design = better game. I want the game to be better.
but then you'll have a team full of people playing champs first-time vs a team of people all on their mains far more often (>50% of games) than now. Uneven games will be so much more frequent and it would kill the mode. also, opening all champs virtually prohibits newer players from playing ARAM since they only know how to play a few champs. I play ARAM all the time, and "aram-only accounts" aren't ever a problem for me. If they're a problem for you, you probably just need to get better at ARAM.
If they're a problem for you, you probably just need to get better at ARAM.
Thanks for asking, I've played well over 1,500 games of ARAM since it was officially released as a mode and currently have a +45ish W/L ratio. That being said I'd say I'm pretty decent at it.
also, opening all champs virtually prohibits newer players from playing ARAM since they only know how to play a few champs.
virtually prohibits eh? Care to elaborate on that? Heaven help us if someone chooses to queue up for a mode where the chance of receiving a champion they don't own or know how to play, ends up getting a champion they don't own or know how to play.
Do you even know what the term randomized is supposed to represent?
make unpredictable, unsystematic, or random in order or arrangement; employ random selection or sampling in (an experiment or procedure).
######No idea why I wasted the time that I did to type this up, your response will probably be more emotionally fueled drivel in an attempt to undermine legitimate logic. You win.
[slayer-pantheon-popcorn]
I don't understand why it's so hard for veterans to understand that opening all champions in ARAM would be drastically unfair to newer players.
First, all of your arguments on this thread are grounded in faulty logic: you repeatedly claim stuff like "all champions are available so if someone chooses to play the mode why is it bad that they get a champion they don't know" when in reality Riot has left ARAM as it currently is (only owned + free champions available) rather than making it this way.
Second, you repeatedly seem stuck on the notion that Random must mean "uniformly random". As a statistician that's what has forced me to come comment here because it's sickening. A binomial(1,0.9999) (AKA Bernoulli(0.9999) ) distribution is STILL RANDOM. It has a 1 in 10000 chance of being 0, and otherwise will be 1. That's still random. It's not uniformly random, but it IS RANDOM. Likewise, as in this case, the series of slightly-more-complicated-than-hypergeometric distributions that result from multiple players all being assigned a champion out of their limited (of different sizes) and overlapping pools with duplicates not allowed is STILL RANDOM. Just because player X only owns 30 champions, one of which is on free week making a pool of 39 champions to be assigned from, he's still RANDOMLY assigned from those 39 champions. Even if those results were skewed one way or another (like because he can reroll the ones he doesn't want and keep the ones he does) it's STILL RANDOM. How does it become not random? If his pool consists on 1 champion only (or 2, and we assume you can't reroll your initial roll in to itself). However with 10 on free week that's not possible, so again - it's always random, just not uniformly so. Now, the game is called "All Random All Mid" - not "All Uniformly Random All Mid".
Third, ARAM is also a game mode that Riot did not create but merely chose to support - the game mode was created BY PLAYERS who would make custom games and choose to only play down the mid lane of Summoner's Rift and would use the Random champion select functionality. One would think someone very in to ARAM would know this. And did that Random Champion functionality assign you any champion, owned or unowned? It DID NOT. So why should Riot mess with tradition? The game was designed as it is now - it should not be changed.
Finally, to the point I opened with - a veteran player already has significant advantages over a newer player. They're not only more experienced on their own champion, but also better know what to expect from enemy champions, have better subconscious awareness of things in the game, have better experience on how to make decisions in certain game states, etc... If ARAM were to allow all unowned champions you would add to that the advantage that a veteran who owns all champions will certainly have at least limited experience on their pick, while a newer player will almost certainly have no clue what they're playing. They're already at a disadvantage, there's no reason to make that a larger disadvantage. People should get to play what they generally enjoy playing, it is meant to be a FUN game mode after all. There are plenty of people who would rather play a less stressful version of the game and try a champion they don't always play, while still playing something they're familiar with. When I was a newer player I played a lot of ARAM because if I went to summoner's rift I only ever played one of three or so champions. I enjoyed playing a dozen or so other champions, but when I got something from free week that was tough to play or didn't mesh well with me it wasn't as fun. Change that from around a 33% chance per roll to around a 90% chance per roll and the game mode is destroyed for that kind of player.
IF ARAM HAD RANKED then I'd agree that this is an entirely different argument and there's an unfair advantage to ARAM-only accounts, but in it's current state they are not a problem. Sure - they can be in your games. You know what though? If an ARAM-only account is in your game the game is still even. They're still at that ARAM-MMR with the ARAM-only account, meaning they're equally worse at the game than you are to balance out their champion-advantage. Again, there's no ranked so there's no need to get to the very top place in the ARAM queue (it doesn't exist). Just because the 'highest MMR ARAM accounts' need to be ARAM-only to gain that advantage while being on the best players, it doesn't mean you can't have fun in the game mode.
I know I won't change your mind because you're set on what type of mode would benefit you the most, so I'm not sure why I even bothered typing this.
I know I won't change your mind because you're set on what type of mode would benefit you the most, so I'm not sure why I even bothered typing this.
Inaccurate, I read the entirety of your post and can't find many things to disagree with. There was never anything to change my mind about, my interpretation of words was the sole fuel for my initial post, when I see the word random I interpret it rather decisively.
After having read your post I can see that my interpretation of the word random in this particular case was definitely overreaching as well as mired in my own bias of how I understand the word itself to operate. I've got no problem evolving my own perspectives when given a valid reason to do so, as you've done here.
Cheers and thanks for the feedback.
My only issue with this, is that I want key fragments and chests. I hate getting champions I don't own, because then I can't get them. Unless they make it so you can get keys and chests on any champion, this is a really bad idea.
Malzahar
Base stats ARMOR 20 ⇒ 18 W - Void Swarm VOIDLING HEALTH 3 ⇒ 2
Don't be silly. Malzahar mains don't have hopes or dreams, just like they don't enjoy gameplay.
Well we don't enjoy his gameplay past 6.23.
THANK YOU ^^^ Voidling changes were stupid..
I have hopes and dreams ;-; and Mid/Jungle malzahar mains do to. Don't lump us in with the support malzahar mains.
Btw these nerfs literally killed jungle malzahar.
Btw these nerfs literally killed jungle malzahar.
As if it wasn't dead already?
What a baby.
oh shut it smitty werbenjagermanjensen.
I believe there's a typo on Shen - his ult at rank 1 had a 180 second cooldown, not 80 seconds.
Okay I WAS ABOUT TO SAY
Well it was fixed now (probably thanks to you), because I don't know what you're talking about XD
I believe there's a typo on Shen - HE DOESN'T NEED A NERF.
[zombie-brand-facepalm]
Not excited about Riot removing Legacy Client before adding the ability to edit Item Sets. They should at least wait to force shift until the new client has everything the old one had. [slayer-jinx-unamused]
[slayer-jinx-unamused]
In ARAM a big play that one can make is suicide. This allows you to get back to base and buy without feeding the enemy team and in some cases can be just what your team needs to gain an advantage and take the win. By increasing the assist counter from 10s to 20s you indirectly double the difficulty in making what has long since been a very standard play in the game mode. While I do believe that deaths cause by players would benefit from the increase I believe that deaths cause by turrets should remain at 10s. Since I don't ever post on here I would also like to add in conjunction to that, a indicator of damage taken so it is easier to know when you can safely suicide without feeding the enemy team would be greatly appreciated and in line with other visual indicators for clarity you have added in the game in the past. I would love to see some sort of faded red flashing boarder or something around the edge of the screen indicating you've taken damage recently.
Fam... Really riot?
sup fam!
What a joke of a company you've become, at least you're not shy about letting it show any more.
######It was really insulting when you were pretending you weren't incompetent and unprofessional in every regard.
All aboard the salt train. Your conductor I Like Things is speaking.
Ok, I have no problem with these ARAM changes, but with shorter games, supports are gonna be less effective overall. If they still can't get the full build on par with the other champions, it would be better to simply reduce the healing nerf built into the Howling Abyss. Something like 80% effectiveness instead of 50%. I like the gold distribution changes. Before if you were a melee, you had to get relic to get enough gold to close the gap (assuming you had like 4 melees), these changes will help them considerably.
Talking to ManWolfAxeBoss I also posed a similar question and from what he said, due to the passive gold generated supports(and everyone else) will have pretty much the same curve as before, they just happen a tid bit faster with less edge cases of people using GP5 items :P
Removing the GP5 items is another buff to stealth champs in aram. Not only does it remove Frost Queen's Claim as an option to scout for hidden enemies, but it also increases the delay on items when you have to spend 300 gold on Elixers every 5 min. Sure its not game breaking, but it just makes Shaco and Teemo even more obnoxious.
The loss of
on ARAM sounds like it will probably hurt certain champs like
or even the rarely seen but not unheard of full-tank/non-ap
who actually have a need to farm minions for more than just gold income.
Also I'm not going to be surprised if with the removal of
that there will still be
despite nothing for it to build into.
Edit: Called it on 
As an ARAM ONLY player, the new patch has destroyed ARAM. Melee champs and or teams with little poke, have no chance at all anymore. In the current mode, ADCs = Victory. They can sit back and farm all day while the other team has no way of keeping up with the farm. Gold Item's helped so many champions farm in ARAM.
Additionally, as someone mentioned, there is a meta to ARAM and suicide is one of them. changing the assist timers kills that part of the meta.
Lastly, I am not sure who was complaining about ARAM needing to be a shorter game, but some of us enjoy the challenge of taking a random champion and mastering a non-meta build, because of the random team comps. Some champions shine late game, while others have a clear advantage early game.
The current mode really has turned ARAM into which ever team gets the lucky roles for pokes, wins! Please revert it back!
So where's that Rek'sai buff at??? or is there a 4th/5th nerf in store next patch instead? xD
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They can buff Reksai as long as they remove the Tremor Sense locator being visible to everybody on her team. That part doesn't make sense, she's the one underground feeling the tremors... Not her team.
It may make no sense, but it beats having to ping where you see tremors, and hoping your team understands what the fuck youre pinging about. Its a matter of simplicity.
The same 'logic' could be applied to a bunch of other champions, but itd be god awful if they removed it for the sake of 'realism' in a video game with Demons and Fuzzy Dwarf People
Warwick having a 'blood' trail he can follow already proves that it is fair enough to just keep the information to that champion enough. Any information thru the pings is obviously going to be kept to: "Your team better understand basic ping understanding freaking knowledge between a retreat ping, a danger ping, a assist me ping and a on the way ping."
The proposed changes to Rek'sai, to pull her away from being strictly a tank toward being the bruiser she was originally intended to be, was put on hold until after the Mid-Season Tank Update. We were told about it sooner than they'd have liked, because it created a false-impression that we would be getting it soon-ish and that's not the case.
It's still coming, just not before the Mid-Season.
Any reason Xayah and Rakan are not being released on patch day, as champions always have been?
No idea what you're talking about. In the past, champions have often been disabled on patch day and sometimes even for a few days after the patch. Plus, we don't even know if they will be disabled or not, as the patch hasn't even been released yet
I don't recall champs always coming out on patch day. Where are you getting that from?
Ranked Solo/Duo


