Patch 8.13 notes

Riot·6/26/2018, 5:33:27 PM·9 votes·224,992 views

Welcome to patch 8.13, where we clean up a lot of the outliers left as a result of the large changes over the past few patches.

First, we're putting some strength back into the kits of a number of crit marksmen, who have been facing stiff competition in bot lane. We're aiming to hold onto some of that lane diversity, but we want to make sure that enough marksmen (especially the "attack you a lot in a row and crit a ton" type) feel solid.

Since we've got some more games in the rearview mirror since Irelia's rework and Pyke's release, we're tweaking both of those champions to push their playstyles away from some of the free burst they have.

Finally, Aatrox hAas gotten Aa rework, so look out for the revamped Darkin Blade on Summoner's Rift!
Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

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Patch Highlights

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Mid-Patch Updates

7/3/2018 Balance Update

8.13 is a longer patch than normal, so we're releasing a bunch of small balance changes to tide us over until 8.14 in a few weeks. Most of the changes are strict buffs to marksmen, but we're also knocking down two dominant picks in Nocturne and Taliyah.

Caitlyn

HEADSHOT DAMAGE 50% (+100% crit chance) total attack damage 50-100% (at levels 1-18) (+150% crit chance) total attack damage

Tristana

Q ATTACK SPEED 30/50/70/90/110% 50/65/80/95/110%
E COST 70/75/80/85/90 mana 50/55/60/65/70 mana

Varus

Q MINIMUM DAMAGE RATIO 1.0 total attack damage 1.1 total attack damage
Q MAXIMUM DAMAGE RATIO 1.5 total attack damage 1.65 total attack damage
W ON-HIT DAMAGE 5/9/13/17/21 7/10.5/14/17.5/21
W STACK POP DAMAGE 2/2.75/3.5/4.25/5% target's maximum health per stack 3/3.5/4/4.5/5% target's maximum health per stack

Stormrazor

BUILD PATH BF Sword + Pickaxe + Dagger + 725 gold BF Sword + Pickaxe + Dagger + Dagger + 425 gold
TOTAL COST 3200 gold (unchanged)
CRIT DAMAGE 160-200% (at 0-60% crit chance) 160-200% (at 0-30% crit chance)

Brawler's Gloves

COST 600 gold 400 gold

Zeal

COMBINE COST 400 gold 600 gold
TOTAL COST 1300 gold (unchanged)

Aatrox

Q1 LENGTH 625 650
Q1 WIDTH 175 200
Q2 LENGTH 500 525 (sweet spot size unchanged)

Nocturne

BASE ATTACK DAMAGE 65 62
R DAMAGE RATIO 1.5 bonus attack damage 1.2 bonus attack damage

Taliyah

PASSIVE MOVEMENT SPEED 30-45% 20-45%
Q COOLDOWN 9/7.5/6/4.5/3 seconds 11/9/7/5/3 seconds

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6/27/2018 Aatrox Balance Update

Base health increased. Q damage increased. E healing increased. E distance increased. E now resets attack timer. R cooldown decreased at early ranks.

Aatrox has released weaker than we'd like, so we're adding power into his baseline damage and durability and making some quality of life changes to his E.

Base Stats

BASE HEALTH 580 600

Q - The Darkin Blade

Q1 DAMAGE 15/30/45/60/75 20/35/50/65/80
Q2 DAMAGE 125% of Q1 damage (unchanged)
Q3 DAMAGE 150% of Q1 damage (unchanged)
SWEET SPOT DAMAGE 150% of damage (unchanged)

E - Umbral Dash

PASSIVE HEALING 15/16.25/17.5/18.75/20% 20/21.25/22.5/23.75/25%
DASH RANGE 250 300
newC-C-C-COMBO Now resets your basic attack timer

R - World Ender

COOLDOWN 160/140/120 seconds 140/130/120 seconds

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Champions

Aatrox

Aatrox, the Darkin Blade will bring ruin upon us this patch! Prepare for obliteration with these links:
Full-res versions of Aatrox's splash are available on League Displays!

Irelia

Passive on-hit damage decreased. Passive attack speed increased. W damage decreased at lower stacks.

Irelia has fallen into a burstier pattern than intended, which doesn't leave opponents much time to react. We're pushing some of her damage into her base attacks, stacking her passive, and charging her W, so she unloads her full damage a bit more slowly.

Passive - Ionian Fervor

ON-HIT BASE DAMAGE (AT MAX STACKS) 10-66 (at levels 1-18) 4-48 (at levels 1-18)
ON-HIT RATIO (AT MAX STACKS) 8-16% total attack damage 16% bonus attack damage
ATTACK SPEED (AT MAX STACKS) 20-40% 30-50%

W - Defiant Dance

MINIMUM BASE DAMAGE 10/30/50/70/90 10/25/40/55/70
MINIMUM DAMAGE RATIO (AD) 0.6 total attack damage 0.5 total attack damage
MAXIMUM BASE DAMAGE 20/60/100/140/180 20/50/80/110/140
MAXIMUM DAMAGE RATIO (AD) 1.2 total attack damage 1.0 total attack damage

E - Flawless Duet

MARK DURATION 6 seconds 5 seconds

R - Vanguard's Edge

MARK DURATION 6 seconds 5 seconds

Kindred

W now correctly scales with items. W no longer reduces monster attack speed. Kindred once again gains stacks of Hunter's Vigor from moving and attacking.

There once was a duo named Kindred
Whose jungle strength Scuttle Crab hind'red
Now Wolf's attacks scale
Lamb's healthy and hale
And their games are less often surrend'red

W - Wolf's Frenzy

newON THE HUNT Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 32-100 (at levels 1-18) based on her missing health %.
removedGUARD WOLF Wolf's Frenzy no longer reduces monster attack speed by 50%
BUGFIX Wolf's attack speed now appropriately scales with items
BUGFIX Kindred no longer gets two Marks for assisting on epic monster kills

Lucian

Attack damage growth decreased. R damage amplification to minions decreased.

Lucian is pretty much the premiere bot laner right now: Some of his core items got cheaper and most of his competition got weaker. Plus with Essence Reaver, his late game is stronger, making him one of the best marksmen both in lane and in late game. We're choosing to prioritize keeping that lane strength.

Base stats

ATTACK DAMAGE GROWTH 3.11 2.75

R - The Culling

DAMAGE AMPLIFICATION TO MINIONS 400% 200%

Pyke

Health growth decreased. Armor and magic resist growth increased. E and R base damage decreased at later ranks. E and R damage ratio increased.

Pyke has seen a lot of success opting into tank builds and mixed success with more damage builds. We're looking to encourage his more aggressive, less safe build paths by rewarding him more for building damage.

Base stats

HEALTH GROWTH 110 100
ARMOR GROWTH 4 5
MAGIC RESIST GROWTH 1.25 2

E - Phantom Undertow

BASE DAMAGE 95/130/165/200/235 95/125/155/185/215
DAMAGE RATIO 0.8 bonus attack damage 1.0 bonus attack damage

R - Death From Below

BASE DAMAGE 190/240/290/340/390/440/475/510/545/580/615/635/655 (at levels 6-18) 200/250/300/350/400/450/475/500/525/550/575/590/605 (at levels 6-18)
DAMAGE RATIO 0.6 bonus attack damage 0.8 bonus attack damage

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Simple Buffs

Gragas

W cooldown decreased at early ranks, increased at final rank. W grants Gragas additional range for the empowered attack.


W - Drunken Rage

COOLDOWN 8/7/6/5/4 seconds 5 seconds
newDRUNKEN REACH Gragas gains an additional 50 range for his next attack

Jarvan IV

Passive now has a minimum damage. E cooldown decreased at early ranks. E damage increased at early ranks.


Passive - Martial Cadence

newMINIMUM DAMAGE Now does a minimum of 20 damage

E - Demacian Standard

COOLDOWN 13/12.5/12/11.5/11 seconds 11 seconds
BASE DAMAGE 60/105/150/195/240 80/120/160/200/240

Jinx

Q rocket bonus damage can now crit. W damage ratio increased.


Q - Switcheroo!

ROCKET CRIT DAMAGE 210% 220%
newROCKRIT Critical strikes now also double Fishbones' +10% bonus damage (total damage: 210% -> 220%) This means Stormrazor does 216% crit.

W - Zap!

DAMAGE RATIO 1.4 total attack damage 1.6 total attack damage

Kalista

E damage ratio increased.


E - Rend

DAMAGE RATIO PER SPEAR after the first (+20 / 22.5 / 25 / 27.5 / 30% total attack damage) (+20 / 23.75 / 27.5 / 31.25 / 35% total attack damage)

Kassadin

W now costs mana and can stack Tear. W, E, and R damage ratios increased.


W - Nether Blade

COST 0 mana 1 mana
DAMAGE RATIO 0.7 ability power 0.8 ability power

E - Force Pulse

DAMAGE RATIO 0.7 ability power 0.8 ability power

R - Riftwalk

DAMAGE RATIO 0.3 ability power 0.4 ability power

Orianna

W cooldown decreased.


W - Command: Dissonance

COOLDOWN 9 seconds 7 seconds

Riven

Health regen increased. R cooldown decreased at early ranks.


Base stats

HEALTH REGEN 5.5 health per 5 seconds 7.0 health per 5 seconds

R - Blade of the Exile

COOLDOWN 130/95/60 seconds 120/90/60 seconds

Tristana

E damage ratio increased.


E - Explosive Charge

4 STACK DAMAGE RATIO 1.10/1.32/1.54/1.76/1.98 bonus attack damage 1.10/1.43/1.76/2.09/2.42 bonus attack damage

Tryndamere

E cooldown decreased at later ranks.


E - Spinning Slash

COOLDOWN 13/12/11/10/9 seconds 13/11.5/10/8.5/7 seconds

Twitch

E damage ratio increased.


E - Contaminate

MAXIMUM DAMAGE RATIO 1.5 bonus attack damage 2.1 bonus attack damage

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Simple Nerfs

Camille

E base damage decreased.


E - Hookshot

BASE DAMAGE 75/120/175/210/255 60/95/130/165/200

Dr. Mundo

E attack damage reduced at later ranks.


E - Masochism

ATTACK DAMAGE 30/50/70/90/110 30/45/60/75/90

Master Yi

Q bonus damage to minions removed. Q mana cost decreased.

Master Yi is too efficient at cannibalizing multiple sources of income.

Q - Alpha Strike

removedMINION SLAYER No longer deals bonus damage to minions
COST 70/75/80/95/90 mana 50/55/60/65/70 mana

Nunu

W attack speed and ability power decreased. W ability power ratio added to both attack speed and ability power scaling.

Blood Boil offers too much base value regardless of how well Nunu is doing.

W - Blood Boil

ATTACK SPEED 25/30/35/40/45/50% 20/24/28/32/36/40%
newATTACK SPEED RATIO 5% bonus attack speed for every 100 ability power
ABILITY POWER 40% 20%
newABILITY POWER RATIO 5% bonus ability power for every 100 ability power

Ornn

Base health regen decreased. W size decreased.


Base stats

BASE HEALTH REGEN 9 health per 5 seconds 7 health per 5 seconds

W - Bellows Breath

FLAME WIDTH 225 175
FLAME LENGTH 550 500

Singed

E maximum health damage decreased. R stats decreased.


E - Fling

MAXIMUM HEALTH DAMAGE 6/6.5/7/7.5/8% target's maximum health 4/5/6/7/8% target's maximum health

R - Insanity Potion

STATS GRANTED 35/60/85 30/55/80
updatedNOT A REAL POTION Time Warp Tonic no longer grants movement speed during Insanity Potion

Taric

E base damage decreased. E armor ratio increased. R cooldown increased.

Dazzle offers too much base value regardless of how well Taric is doing.

E - Dazzle

BASE DAMAGE 105/150/195/240/285 90/130/170/210/250
ARMOR RATIO 0.3 bonus armor 0.5 bonus armor

W - Bastion

BUGFIX Fixed a bug where Taric's W - Bastion was granting more armor than intended

R - Cosmic Radiance

COOLDOWN 160/130/100 seconds 180/150/120 seconds

Vladimir

E damage decreased when charged.


E - Tides of Blood

DAMAGE RATIO FULLY CHARGED 1.0 ability power 0.8 ability power

Zoe

W damage ratio decreased. W movement speed duration decreased at late ranks.


W - Spell Thief

TOTAL DAMAGE RATIO 0.75 ability power 0.65 ability power
MOVEMENT SPEED DURATION 2/2.5/3/3.5/4 seconds 2/2.25/2.5/2.75/3 seconds

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Items

Guinsoo's Rageblade

Attack damage and ability power per stack decreased.

PERCENT ATTACK DAMAGE PER STACK 4% 2.5%
PERCENT ABILITY POWER PER STACK 4% 2.5%

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Runes

Domination Style Bonus

Initially, we'd conceived of Domination as the “stronger keystone with weaker stats” tree and Sorcery as the “stronger stats with weaker keystone” tree. As the power of their keystones has converged, we're removing that stat distinction.
WITH PRECISION 13 ability power/7.8 attack damage 14 ability power/8.4 attack damage
WITH SORCERY 18 ability power/10.8 attack damage 20 ability power/12 attack damage
WITH RESOLVE 9 ability power/5.5 attack damage 10 ability power/6 attack damage
WITH INSPIRATION 18 ability power/10.8 attack damage 20 ability power/12 attack damage

Hail of Blades

Out of combat cooldown decreased. Maximum time between attacks increased.

Hail of Blades isn't a top keystone for any champion right now. We're lowering its cooldown to up its potency on champions who prefer staggered, short trades.
OUT OF COMBAT COOLDOWN 5 seconds 4 seconds
MAXIMUM TIME BETWEEN ATTACKS 1.5 seconds 2 seconds

Unsealed Spellbook

Unique summoner spell cap decreased. Cooldown reduction per summoner spell increased. Overall available cooldown reduction at max summs unchanged.

Unsealed Spellbook is on the weak side since its rework. We're letting players reach max cooldown reduction more quickly (and without having to cycle through as many spells).
UNIQUE SUMMONER CAP 8 6
COOLDOWN REDUCTION PER SUMMONER SPELL 15 seconds 20 seconds

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Early Game Snowball

We've been making changes to the game all season to encourage early action, and we're happy with the increased interaction it's driven. Now that players are more likely to fight, it's gotten far more likely that the game snowballs out of control too early. As a result, we're looking to dial back on how easy it is to get rolling in the first place.

Specifically, we think that the laning phase should determine the tempo of the rest of the game (whether one team is on their back foot or pushing to take more advantages), but rarely should the laning phase determine the result of the game.

This patch, we're looking to make it a bit harder to build a large lead in the laning phase, especially early on.

Death Timers

Death timers decreased at early ranks.

The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.

However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly.
DEATH TIMERS LEVELS 1-6 10-22.5 seconds (at levels 1-6) 6-16 seconds (at levels 1-6)
DEATH TIMERS LEVEL 7 25 seconds 21 seconds
DEATH TIMERS LEVEL 8+ unchanged

Bounties

Bounties now start at two kills. Bounty gold increased at all levels of kills.

A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward.
new2-KILL BOUNTY 150 gold
3-6 KILLS 200-325 gold (at 3-6 kills) 300-500 gold (at 3-6 kills)
LEVEL 6+ 25 gold per additional kill 50 gold per additional kill

Outer Turret Gold

Global gold reward decreased.

When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward.

GOLD REWARD 100 gold per player per turret 50 gold per player per turret

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Jungle

Non-Buff Large Monsters

Burn damage from Immolate (Bami Cinder/Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters.

Don't worry, you can still hand off buffs!
newFOREST FIRE Immolate (Bami Cinder, Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters

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Instant Feedback

Inappropriate name detection buffed.

The detection for, um, unsavory summoner names is getting a big buff. So your reports on names should net you some of that feel good Reporter Feedback. If your name gets rekt, you'll be forced to choose a new one, but there are no additional penalties or impacts to your Honor level.
INAPPROPRIATE NAME DETECTION Bad Better
SUMMONER NAME CREATION Now better prevents the creation of inappropriate names
SUMMONER NAME CHANGE Now better prevents changing to inappropriate names

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Bugfixes

  • Bots no longer purchase Banner of Command on the black market after its removal from the shop
  • Fixed a bug where closing a rune page after making an edit didn't prompt for a save
  • Caitlyn's Passive - Headshot no longer interacts with Stormrazor to deal extra damage while the Stormrazor buff is inactive
  • Predator's active cooldown is no longer incorrectly refreshed by completing the gold income item's quest clear
  • Presence of Mind now correctly partially refunds the cooldown of Rek'Sai's R - Void Rush and Yasuo's R - Last Breath
  • Caitlyn's R - Ace in the Hole now correctly updates its range for the first use after leveling it
  • Jhin's E - Captive Audience no longer fails to play sound and animation if the trap is triggered in brush
  • Pet attacks more accurately draw turret aggro
  • Gun Goddess Miss Fortune's hand VFX glow now shows appropriately on her hand, as opposed to on the ground below her
  • Shields and bindings on Playmaker Lee Sin's model are now appropriately sized

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Upcoming Skins & Chromas

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

The following chromas will be released this patch:

Mecha Aatrox (Obsidian)

Mecha Aatrox (Pearl)

Mecha Aatrox (Tanzanite)

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381 Comments

Autolatrist6/26/2018, 7:52:34 PM146 votes

Hey guys, back here in the patch notes to call attention to Kayle's E not correctly functioning with Hunter's Talisman. This interaction has been bugged since Patch 7.9 in May of last year, and there have been many submissions reporting it. Missing out on 150+ health while clearing raptors makes a huge difference in your first few clears. It's been reported dozens of times, and I've personally mentioned it in the patch notes three other times. Can someone please take notice and take action?

Kayle item 1039 Kayle item 1039 Kayle item 1039 Kayle item 1039

https://boards.na.leagueoflegends.com/en/c/bug-report/0BomOGm4-kayles-e-righteous-fury-does-not-apply-the-damage-over-time-effect-from-passive-tooth

https://boards.na.leagueoflegends.com/en/c/bug-report/6T6nihKt-kayles-e-righteous-fury-no-longer-applies-hunters-talisman-passive

https://boards.na.leagueoflegends.com/en/c/bug-report/t3i7zt9a-kayle-jungle-e-bug

https://boards.na.leagueoflegends.com/en/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters

https://boards.na.leagueoflegends.com/en/c/bug-report/uNBsUMEX-kayles-e-does-not-proc-the-sustain-passive-of-tailsman-in-the-jungle-off-the-aoe

https://boards.na.leagueoflegends.com/de/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters

https://boards.na.leagueoflegends.com/en/c/bug-report/wtfmpvFV-gameplay-kayle-e-splash-doesnt-proc-hunters-talisman-since-patch-79

https://boards.na.leagueoflegends.com/en/c/bug-report/LK9EwcK1-kayle-e-hunters-talisman-gameplay

https://boards.na.leagueoflegends.com/en/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters

KuroCookie6/26/2018, 6:34:37 PM91 votes

I like this way to divide buffs and nerfs.

Azeranth6/27/2018, 5:06:55 AM64 votes
  1. What is this change to snowballing riot? What was the objective here?

As a result, we're looking to dial back on how easy it is to get rolling in the first place.

Why? That is not at all, even the slightest bit what anyone in the community was asking for. This is going to take us right back to 15 CS limits on lane advantages, never being up in levels, and no one thinking its worth enough to risk it to get kills, because they are no longer as valuable. This is SOOOOO much backwards progress.

The current issue with not snowballing, is not that "its easy to get going" the issue is that there is less of a continuous need to outperform the enemy to remain in the lead. Objectives like towers and baron are too weak, meaning even the slightest lead guarantees the securing of these objective. The ahead team no longer has to use their gold advantage to win fights before objectives come up. The point of a gold lead is to be able to venture into enemy controlled territory and wrestle a victory from a position which would normally be very disadvantageous. In an even situation, attempting to fight on the enemy side of the map, zoning off the enemy, and being able to secure vision on the flank (and thus spread out and expose vulnerability) is a large downside, and to be able to compensate for the handicap of being the aggressor, a gold advantage is required to level the playing field.

Here are a few things that ACTUALLY contribute to the issues, not lane phase.

  1. The overabundance of engage and mobility from champions who do not expose themselves or their team to sufficient downsides. (Camille Rakan Ornn) There are many champions who don't have to cost their team something for how powerful and reliable their engage is. It is unfair that champions like that also have tons of lane presence, are have inbuilt sustain so its hard to punish early, and have amazing scaling due to ratios or utility.
  2. The loss of distinction between mage (and anything else ability based that isn't a fighter) specializations. There was a point in league history where mages had Waveclear, or DPS, or Burst, or Poke. Some mages would have a weird compromise between the two, especially assassins who had burst and waveclear to assist in roams. Now many mages triple or quadruple dip on all of these. Many mages are unviable not because their bad or uninspired, but because the niche they fill, is also occupied by drastically more flexible champions. Why would anyone ever opt into and play around the long range power of Xerath and his poke, when they could pick Taliyah and have the potential to chunk, but also have waveclear and DPS in fights? The solution so far has just been gutting champions like Ryze, Azir, and Taliyah, but this solution rapidly runs out of champions to throw on the chopping block.
  3. There are so many instances where toplane champions like Teemo, make it so the enemy just doesn't get to play the game. They double dip on both safety and threat, with a potential to do well with a lead. Essentially, you are forced to concede the lane because its unwinnable, and if you try and lose, you suffer hard. Unlike someone like Darius, who easily gets a lead but does little with it, many of these ranged champions are miserable and need attention to make their lane less miserable
  4. There are so many champs which are carries, that have no difficulty getting early game. Camille, Irelia, Yasuo, Yi, Rakan, Janna, Soraka, Nami, Taliyah, Graves. It all comes from a widespread issue of things in their kits that just don't belong. Why does a late game mobile hyper carry like graves have such potent early dueling? why does yi a hyper carry do any damage pre 20 minutes? why does camille, a lane bully, have so much utility in her kit that allows her to scale, especially with her heals on Q and her passive shield it gives her a deceptive amount of durability and allows her to be an off tank despite being really mobile and a lane bully. Its like if AD Poppy could also abuse every lane matchup. Rumble has so much damage early, and mindless clear and poke, 0 risk involved in that champion, so why does he scale so well?

Does riot even listen to their community? do you guys play the game. No one thinks death timers are the issues, its that there isnt enough time to mount a comeback, and everytihng is so mushed to gether that there is no longer and division or distinction between unique roles, archetypes, and designs. Everything is just gravitating towards one big mashed up mix of a little bit of everything, and the result is so many champions either have overloaded kits, and playable numbers, so they're OP, or they have overloaded kits and unplayable numbers so they terrible, but when people do play them, its super unfun win or lose for the enemy.

TL;DR The game needs more space for things to spread out and breathe. There is a point where compressing the games to make them more action packed just makes them meaningless, frustrating, and unfun. I want to play the game, its not just about the victory, its about the journey.

Carloslord6/26/2018, 7:13:52 PM48 votes

We need a hitbox overhaul! Too many abilities land when they shouldn't and others don't when they should.

Peetzaman6/26/2018, 6:59:18 PM40 votes

So, I hate to keep ragging about the same old bug for a year, but patch 7.9 and the Dark Star Thresh game mode broke the Blitzcrank/Thresh Dream Shot interaction.

If a kind rioter could throw this in the right direction (certainlyT?) i would really appreciate it so that it can get fixed again

It is (was?) my favorite thing in the game and I've been trying to get attention to it for like 3 months without any luck.

I've put in 2 bug reports over the past 4~ months but don't wanna keep doing it and just fill up the queue. Its super difficult to get stuff noticed

Thanks to anyone who reads this.

Super Big Ego6/26/2018, 9:02:14 PM32 votes

When you click even on jaurim's fist in the shop, it doesn't show that it builds into titanic hydra, even though it's a component of it.

Jabalor6/26/2018, 7:56:46 PM28 votes

Bellows Breath? More like Bellows Belch, you keep nerfing Ornn on expense of LCS games and eventually he will end up like Azir, Ryze or Kalista before him,rarely played by the common player

Byrden6/26/2018, 8:10:41 PM27 votes

Yay now i can feed faster

Róí6/27/2018, 8:45:39 AM26 votes

[sg-soraka] TFW reporting summoner names is getting more buffs than adc's.

Saint Haven6/26/2018, 8:16:23 PM26 votes

why are the descriptions so... non existent on some of these changes. for example, I'd imagine Rageblade nerfs are an indirect check to Kaisa, but there is nothing communicated that there was any need for the rageblade nerfs. Not even "This item is too strong" just "this is being nerfed." This conveys that you don't really know what you're nerfing or the impact it's going to have on the game. This happens several times during these patch notes. Even if your reason is bad, even if the reason is stupid or outright wrong, that is better than conveying that you have no reason at all for nerfing someone's favorite item or champ.

GamingEelektross6/26/2018, 6:24:34 PM24 votes

Kassadin Expect these mains to start coming out of the depths with the W change

MikaGeeks6/27/2018, 3:38:36 PM20 votes

Hi. Support main here. Are you sincerely telling me that you had to nerf Taric a little more because of the “hyper carry jungle support mid” crisis? You don’t think Master Yi has been a bigger issue in this? I’m sure things are different in higher elo, but in my elo and my past (since I’ve been climbing) Master Yi has been the absolute bane of mine and my teams existance. I’ve permabanned him pretty much every game because if he really gets picked on the enemy team, the game feels over. If Master Yi does nothing all game but farm, no ganks or anything, he can still come out around like 20 mins with my grouped team at mid and kill us all. But you nerf his damage to minions?? His kit allows him to do essentially nothing and then burst into lane at the speed of light and become an untargettable killing machine with little to no effort and unless we hard CC him while he’s somewhere in the middle of the team fight that just cost us at least one or two lives, he just keeps going. My friend was on his like 2nd or 3rd Yi game and he got two penta-kills and a quadra-kill after he got counter jungled all game AND lost early duels to the enemy jungle. He didn’t gank or if he did it was unsuccessful, but managed to carry the mid/late game after losing absurdly hard and doing nothing but farming. He was completely unkillable. I sincerely believe that the “nerf” you gave him was like a little slap on the wrist that will change absolutely nothing. Meanwhile you’re punishing Taric who is already unpopular as a support and difficult to learn for inexperienced players. His ulti needs the perfect timing to activate you can’t just pop it AFTER you get hard engaged on that will do nothing. An increased cooldown to me is absurd on an already very long cooldown and so is the damage reduction On his stun that takes strategy and communication with whomever you’re attached to in order to even land is, to me, also absurd. This is all part of a more general topic that I’ve been feeling over the last patches or so, you change something tiny about champions that have become difficult to deal with, and you gut another champion that has a niche audience that maybe plays it as like a one trick or that you’ve discovered is really great and strong the way you play it. I just feel like there was no reason for Taric nerfs, and more of a reason for Yi nerfs.

ThatGingerAgain6/26/2018, 8:06:49 PM19 votes

Please have some mercy Rito and give us Brand nerfs

Akwa6/27/2018, 5:48:48 AM15 votes

So are you guys fixing the teams ult black circle bug? Get it back to green

Rarok Armcrush6/27/2018, 7:36:07 PM13 votes

OH NO OUR FORCED META IS FALLING A PART!! QUICK PATCH THIS NEW META OUT OF THE GAME!!

Rcteg6/26/2018, 8:48:31 PM12 votes

Can we get context for Vlad nerfs?

l0rd of adc6/27/2018, 3:06:21 AM12 votes

Riot, please explain why you have decided to nerf guinsoo's rageblade. If this is aimed to nerf Kaisa, why not just nerf her numbers instead of impacting other adcs who are already in a bad position?

Kaiser Rienhard6/27/2018, 12:11:43 PM10 votes

Release the bruiser items, they were fine and you're holding back meaningful new decisions for a large number of champs simply because a literal couple may be a bit strong with them. Release the bruiser items.

Kyunsei6/26/2018, 8:03:18 PM10 votes

No minions training wheel 3 -----> 2 ?

TheFlipcyde6/27/2018, 3:09:34 PM6 votes

Why the Ornn nerfs? He has been ground down since release. He has a win ratio of less then one and he’s no longer utilized in competitive. Doesn’t the majority of Rito’s income come from casual play? Seems like it should be in their best interest to adapt the game for casual play.

Darkdragon0916/27/2018, 9:01:41 AM6 votes

Hello, I have been running into a bit of a problem, and its starting to worry me, ever since around 8.11 or 8.12 my league of legends has been having a bit of a problem, since it has been crashing and crashing time again right after champion select, making me reconnect time and time again, and I did everything I could to fix the problem, even using the hextech repair tool and checking the crash logs, but no progress is done whatsoever, I've read about a bunch of people having the same problem, and I believe it is the anti cheat system, since I toyed around in different servers like LAN and my league worked there... I dont know whats going on with that but I dont want to lose the account i spent 2 years on... I dont use any programs that interfiere with league, so it makes me wonder if thats the case. Ive also tried to re install league multiple times with no luck, AND I have also have tried to restore my pc into a date where i wasnt facing this problem, and it still is there! Im really worried that its my computer, and I dont know if I can fix it [sg-soraka]

Blakiepug6/26/2018, 7:47:20 PM2 votes

[deleted]

CelticDK6/26/2018, 7:07:48 PM2 votes

Lucian's description says 'making making'