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Patch 8.14 notes

Riot··2 votes·183,841 views

Welcome to patch 8.14. Over the last few patches, the game has seen some pretty hefty changes to the jungle, mid lane, marksmen, and Aatrox. For the next few patches, we'll be dialing it back and doing some smaller-scope changes, mostly balance tweaks.

First, you'll notice two new section as of last patch: simple buffs and simple nerfs. For the most part, that's for self-explanatory changes designed at making a champion stronger or weaker but not really altering their playstyle all that meaningfully.

We're also following up on the Aatrox rework, looking to reduce some of his overbearing lane presence and give him more to do in late-game teamfights. Finally, we're taking a small dive into two of our AP assassins (Fizz and Ahri) to make their gameplay a bit more intuitive and satisfying.

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

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Patch Highlights

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Champions

Aatrox

Base health decreased. Q base damage decreased. E recharge rate decreased early, increased later. R bonus attack damage increased. Q timer freezes while reviving.

Now that Aatrox players have gotten some games under their belt and mastered his pretty unique spells, it turns out he's pretty strong, especially in lane. We're pulling some of his early game power in exchange for some more late-game consistency.

General

newBANNER OF.... In addition to switching Aatrox's sword stance, toggling CTRL+5 now unfurls banner-style wings

Base Stats

HEALTH 610 ⇒ 580

Q - The Darkin Blade

BASE DAMAGE 20/35/50/65/80 ⇒ 10/25/40/55/70
Q2 DAMAGE 125% of Q1 damage (unchanged)
Q3 DAMAGE 150% of Q1 damage (unchanged)
SWEET SPOT DAMAGE 150% of Q1, Q2, or Q3 damage (unchanged)
DAMAGE TO MINIONS 65-100% (at levels 1-18) of base damage ⇒ 50-100% (at levels 1-18) of base damage

E - Umbral Dash

RECHARGE RATE 20/18/16/14/12 seconds ⇒ 24/20/16/12/8 seconds

R - World Ender

BONUS ATTACK DAMAGE 20% total attack damage ⇒ 20/22.5/25% total attack damage
newPAUSING THE APOCALYPSE Q's recast timer is now frozen while reviving

Mid-Patch 8.13 Updates

These changes went live partway through 8.13.

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

Fizz

W no longer deals bonus damage against primed targets. W base damage increased. W now grants on-hit damage if empowered attack does not kill its target.

The mark-priming mechanic on Fizz's W was unsatisfying, asking players to hold one of their damage tools until later. As an assassin, his role is to lay down damage quickly and get out, which made that wait feel particularly awkward. We're removing the priming mechanic, and bringing back an on-hit buff on the active, but keeping the cooldown reset on kills. The new W still does damage over a longer period of time, but more of that damage is front-loaded so Fizz players can more quickly make like a trident and stab.

updatedW - Seastone Trident

Fizz's next basic attack deals bonus damage. If it kills a unit, W's cooldown and mana cost are partially refunded. If it doesn't, Fizz's subsequent basic attacks are empowered for 5 seconds.

EMPOWERED ATTACK DAMAGE 20/30/40/50/60 (+0.4 ability power) ⇒ 40/50/60/70/80 (+0.4 ability power)
ATTACK RESET? Yes (unchanged)
COOLDOWN 10/9.5/9/8.5/8 seconds ⇒ 7/6.5/6/5.5/5 seconds
COST 30/40/50/60/70 mana (unchanged)
REFUND ON KILL W's cooldown resets to 1 second and Fizz is refunded 20/28/36/42/50 mana ⇒ 20/28/36/44/52 mana
DAMAGE BUFF ON NON-KILL 10/15/20/25/30 (+0.3 ability power) on-hit damage for 5 seconds
PASSIVE BLEED 20/30/40/50/60 (+0.4 ability power) over 3 seconds (unchanged)
LESS STABBY W's passive bleed no longer applies to targets Fizz passes through during Q's dash or to targets hit by R's fish or shark

Jinx

Base health increased. Health growth decreased.

Part of the reason marksmen (notably the immobile, late-scaling ones) are struggling is low lane durability against the new aggressive champions they face.

Base Stats

HEALTH 531 ⇒ 581
HEALTH GROWTH 88 ⇒ 84

Karma

Base mana regen increased; growth decreased. Base armor increased; Q splash radius increased. Empowered detonation damage decreased at early ranks.

Support Karma is struggling hard at most skill levels, but at this point a straight buff might push her too high up in organized play. We're upping her baseline spellcasting and durability, but pulling back some of her waveclear to keep her from becoming overbearing at the highest levels of play.

Base stats

MANA REGEN 8.5 mana per 5 seconds ⇒ 11.5 mana per 5 seconds
MANA REGEN GROWTH 0.8 mana per 5 seconds ⇒ 0.5 mana per 5 seconds
BASE ARMOR 20.4 ⇒ 26

Q - Inner Flame

SPLASH RADIUS 250 ⇒ 280
SOULFLARE DETONATION DAMAGE 50/150/250/350 (at Mantra levels 1/2/3/4) ⇒ 35/140/245/350 (at Mantra levels 1/2/3/4)

Sion

Q base damage and damage ratio increased at later ranks.

Sion's last round of nerfs was necessary while Banner of Command was the top pick for top laners. Now that the item has been removed from the game, he's landing on the weak side.

Q - Decimating Smash

BASE DAMAGE 30/47.5/65/82.5/100 ⇒ 30/50/70/90/110
DAMAGE RATIO 0.45/0.50/0.55/0.6/0.65 total attack damage ⇒ 0.45/0.525/0.6/0.675/0.75 total attack damage

Twitch

Base health increased. Health growth decreased.

Part of the reason marksmen (notably the immobile, late-scaling ones) are struggling is low lane durability against the new aggressive champions they face.

Base Stats

HEALTH 542 ⇒ 582
HEALTH GROWTH 87 ⇒ 84

Mid-Patch 8.13 Updates

Because last patch was three weeks long (compared to our usual two weeks), we put out a larger balance update than usual in the interim. We're reposting those changes in this patch to make sure you've seen them.

Aatrox

SEE ABOVE See above

Caitlyn

HEADSHOT DAMAGE 50% (+100% crit chance) total attack damage ⇒ 50-100% (at levels 1/7/13) (+125% 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

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

SFX Updates

Updated the SFX for a few champions.

KENNEN New SFX on entire kit
LEE SIN Updated mixing and mastering for current SFX
KOG'MAW Updated mixing and mastering for current SFX
JARVAN IV Updated mixing and mastering for current SFX

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Simple Buffs

Ahri

E mana cost decreased. E charm duration increased early.

Picking opponents off with her mobility and Charm is Ahri's core pattern, so we want to make sure that Charm feels appropriately impactful, even early on.

E - Charm

COST 85 mana ⇒ 70 mana
CHARM DURATION 1/1.25/1.5/1.75/2 seconds ⇒ 1.4/1.55/1.7/1.85/2 seconds

Cassiopeia

Q base damage increased late. Q damage ratio increased.


Q - Noxious Blast

BASE DAMAGE 75/120/165/210/255 ⇒ 75/125/175/225/275
DAMAGE RATIO 0.7 ability power ⇒ 0.8 ability power

Corki

E base damage and resistance reduction per stack increased.


E - Gatling Gun

BASE DAMAGE 80/140/200/260/320 ⇒ 120/170/220/270/320
RESISTANCE REDUCTION PER STACK 0.5/1/1.5/2/2.5 ⇒ 1/1.375/1.75/2.125/2.5

Elise

Health growth increased.


Base Stats

HEALTH GROWTH 85 ⇒ 93

Nasus

Passive lifesteal increased early.


Passive - Soul Eater

LIFESTEAL 10/15/20% (at levels 1/7/13) ⇒ 12/18/24% (at levels 1/7/13)

Pantheon

Bonus attack speed at level 1 added. W base damage increased.

Attack speed should help Pantheon's jungle without pushing his top lane up too much.

Base stats

BONUS ATTACK SPEED AT LEVEL 1 0% ⇒ 8%

W - Aegis of Zeonia

BASE DAMAGE 50/75/100/125/150 ⇒ 60/85/110/135/160

Rek'Sai

Q and R damage ratios increased.


Q - Queen's Wrath

DAMAGE RATIO 0.4 bonus attack damage ⇒ 0.5 bonus attack damage

Q - Prey Seeker

DAMAGE RATIO 0.4 bonus attack damage ⇒ 0.5 bonus attack damage

R - Void Rush

DAMAGE RATIO 1.85 bonus attack damage ⇒ 2.0 bonus attack damage

Sivir

Q cooldown decreased.


Q - Boomerang Blade

COOLDOWN 9 seconds ⇒ 7 seconds

Vel'Koz

Q damage ratio increased.


Q - Plasma Fission

DAMAGE RATIO 0.6 ability power ⇒ 0.8 ability power

Vayne

W damage increased late.


W - Silver Bolts

MAXIMUM HEALTH DAMAGE 4/6/8/10/12% target's maximum health ⇒ 4/6.5/9/11.5/14% target's maximum health

Vi

Base attack speed increased. R cooldown decreased.


Base stats

BASE ATTACK SPEED 0.625 ⇒ 0.644

R - Assault and Battery

COOLDOWN 130/100/70 seconds ⇒ 110/85/60 seconds

Viktor

W cast range increased.


W - Gravity Field

CAST RANGE 700 ⇒ 800

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Simple Nerfs

Dr. Mundo

Q health refund decreased.


Q - Infected Cleaver

HEALTH COST REFUND ON HIT 50% ⇒ 40% (still doubled on kill)

Rakan

Q cooldown increased late. R cooldown increased.


Q - Gleaming Quill

COOLDOWN 12/10.5/9/7.5/6 seconds ⇒ 12/11/10/9/8 seconds

R - The Quickness

COOLDOWN 120/100/80 seconds ⇒ 130/110/90 seconds

Sejuani

R stun duration decreased.


R - Glacial Prison

MAX STUN DURATION 2 seconds ⇒ 1.5 seconds

Shen

Q slow decreased early.


Q - Twilight Assault

SLOW 35% ⇒ 15/20/25/30/35%

Swain

R explosion damage ratio decreased.


R - Demon Flare

MAX EXPLOSION DAMAGE RATIO 1.35 ability power ⇒ 1.05 ability power

Talon

W return damage decreased late.


W - Rake

INCOMING DAMAGE 70/95/120/145/170 ⇒ 70/85/100/115/130

Wukong

E base damage decreased late.


E - Nimbus Strike

BASE DAMAGE 65/110/155/200/245 ⇒ 65/100/135/170/205

Zoe

W base damage decreased late. W damage ratio decreased.


W - Spell Thief

BASE DAMAGE 75/120/165/210/255 ⇒ 75/105/135/165/195
DAMAGE RATIO 0.65 ability power ⇒ 0.55 ability power

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Items

Jungle Items

If you have the most individual total gold on your team, lane minions kills grant less gold.

Jungle funneling tends to be a very passive and unengaging strategy, largely rooted in avoiding conflict. This is subverting a lot of normal laning patterns, so we're looking to significantly nerf the strategy. We'll be pursuing cleaner system solutions to the problem in preseason, but for now we're just trying to decrease the viability of funneling.

Hunter's Machete/Hunter's Talisman

newMONSTER HUNTER If you have the most individual total gold on your team, lane minions kills will grant 10 less gold. This penalty is removed upon completion of an Enchantment on a Skirmisher's Sabre or Stalker's Blade.

Mid-Patch 8.13 Updates

Because last patch was three weeks long (compared to our usual two weeks), we put out a larger micropatch in the interim than usual. We're reposting those changes in this patch to make sure you've seen them.

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)

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Summoner Spells

Teleport

Cooldown increased.

Teleport has emerged as a dominant summoner spell in most lanes. This is particularly problematic bot lane, where it's often taken on champions who simply wish to avoid conflict in the laning phase and scale into the late game. For now, we're increasing the cooldown to give combat summoners a longer window in which to punish Teleport users.
BASE COOLDOWN 300 seconds ⇒ 360 seconds
CANCELED COOLDOWN 200 seconds ⇒ 240 seconds

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Runes

Conqueror

Bonus attack damage decreased.

Conqueror has been crowding out other keystone options for fighters, as well as room for non-fighter champions in top lane. Reducing some of its laning strength should give other keystones (and champions) more ability to fight back.
BONUS ATTACK DAMAGE 10-35 (at levels 1-18) ⇒ 6-35 (at levels 1-18)

Ghost Poro

Ghost Poro now requires an active placement.

newDELIBERATE HAUNTING After 1 second in brush, your current trinket becomes a ghost poro item, which may be used to place ghost poro
updatedSPOOKY SPOOKY While either you or your ghost poro is anywhere in enemy territory (past the river), gain 5-20 (based on level) ability power or 3-12 bonus attack damage, adaptive.

Zombie Ward

Zombie Wards no longer spawn from friendly wards which time out. Damaging a champion after destroying a ward inflicts bonus damage.

newWARD'S REVENGE Damaging a champion after destroying a ward inflicts 30-90 (at levels 1-18) bonus magic damage
updatedFRIENDLY BURIAL Zombie Wards now only spawn from enemy wards killed, not also friendly wards which time out.

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Cursor Update

(Left to right, top row: Default Cursor, Ally Hover, Enemy Hover, Enemy Hover - Colorblind)
(Left to right, bottom row: Target, Ward Bush + Target Ally, Attack Move + Target Enemy)

After nine and a half years, we’re updating the in-game cursor! It’s got all the same functionality as the bronze gauntlet we've worn for years but with a bunch of improvements.
NEW All cursor states have been updated (see above for some of the most common)
SHAPE Cleaner and simpler, so it's easier to track as it moves across your screen
COLORS Adjusted across all states prevent blending in with the map or with particles in chaotic team fights
SCALABLE Can now be scaled up and down in the Options > Interface menu. Great for 4K resolutions!
NOSTALGIA You can still switch back to the old cursor via a toggle in the Options > Interface menu

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Wards Collection

Wards are joining the Collection tab soon after 8.14 goes live! You'll be able to see all ward skins you own, filter to show unowned or unavailable ward skins, and group and sort your collection view just like the Skins and Icons collections.

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Champ Select

Failing to ban a champion no longer kicks you from champ select. This change went live during 8.13.

It’s a bit harsh to break up a champ select lobby on a missed ban selection, so instead, failing to ban a champion will default to “No Ban” and champ select will keep on truckin’. Failing to select a champion for yourself will still incur a dodge.

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Bugfixes

  • Recurve Bow no longer incorrectly applies on-hit damage to towers if the champion has enough ability power to deal magic damage to towers
  • Charm effects now correctly cause Scuttle Crab to take increased damage
  • Wukong's W - Decoy now correctly takes true damage from champions with Conqueror
  • Fixed a bug where Bone Plating's cooldown was incorrectly reset when revive effects were triggered
  • Fixed a bug where Bone Plating would cause Zac to revive if all of his Passive - Cell Division blobs were killed at the same time
  • Shields on Star Guardian Ezreal are no longer misplaced during his dancing animation
  • PROJECT: Leona's E - Zenith Blade's VFX no longer pass through Yasuo's W - Windwall
  • Meowkai's Laugh SFX no longer stack when the emote is spammed
  • Skin-specific SFX have been restored for Santa Draven
  • Dark Waters Diana's R - Lunar Rush no longer causes frame drops when used on an enemy from Fog of War
  • Certain shield particles from items and champion abilities no longer render through terrain during the animation of God-King Darius' R - Noxian Guillotine
  • Updates have been made to Pulsefire Twisted Fate to increase gameplay clarity
  • Hextech / Star Guardian Poppy no longer display base Poppy's VFX when an enemy destroys the P - Iron Ambassador buckler
  • Twisted Fate's E - Stacked Deck empowered attacks now correctly deal their bonus damage if Twisted Fate dies while they are traveling
  • Twisted Fate's E - Stacked Deck counter no longer gets confused after he is affected by a revival effect (Guardian Angel, Zilean's R - Chronoshift)

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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 emotes will be released this patch:

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321 Comments

Dog of Pavlov98 votes

Is it that hard to provide some context, even for the simple buffs and nerfs? You have people wondering why Shen and Sejuani got nerfed, so why not give them some context? Like come on... patch notes are meant to be informative so people understand what's happening.

Galaxy Destoryer12 votes

Pretty obvious Pro play don’t have to have 200iq to understand that

Raven Redeemed66 votes

A lot of people don’t watch pro play. No need to be insulting.

japhib12 votes

No* need to be insulting

FTFY

Stephenizgod55 votes

DoT based champions are not falling behind burst champions due to lack of damage, giving them more damage is just going to make them more bursty and ridiculously OP. Instead try solving the root of the problem: it is more valuable to immediately erase an enemy than to kill an enemy over 6-8 seconds. That is why champions with DoT based damage are falling behind, giving them more upfront raw damage is just going to exacerbate the damage creep problem...

Tanks still need buffs relevant to their ability to soak damage (whether through items or kits), not giving them more damage and nerfin their CC.

In a meta based entirely on insane levels of damage, constantly being complained about as one of the worst meta's, you add even more damage on Ghost Poro and Zombie Ward... 2 runes that had nothing to do with damage and were entirely focused on vision, a purely strategic mechanic of the game. There was even a damage-oriented option available if you didn't want either of those 2 runes...

DarkDuskBlade8 votes

Yeah, there needs to be some incentive to play Malz over Ahri or other burst mages. Something like Malefic Visions reducing AA damage or just AD in general for half the duration. I'd say lower damage, but at that point you'd make Malz a support. Not that that would be bad either, debuffing could be legit support strategy in some ways. Though it would have to be implemented carefully, elsewise you get an 'anti-fun' set-up. We have a number of items that do it, but no champ that I can think of off the top of my head.

keios20132 votes

tank meta was the worst metaby far.

and really i find a lot of success playing as tank jungler, especially as rammus vs all ad opponets (savors the memories). it's more so the palyer's created meta since malz can suppress the "pure dps" types so teams can blow them up.

instead we all know singed has been getting attention lately.

Stephenizgod3 votes

tank meta was the worst metaby far.

I respect your opinion, but it is the minority one. I have seen far more people agreeing that during the Tank Meta a few season back, was when the game had the most diversity and strategic gameplay. Mostly because you couldn't run into 5 people with an assassin and erase one or two instantly. The reason people complain about it is because ADC's couldn't 4 shot everything like they wanted and assassins were struggling to actually assassinate (which is a valid complaint).

especially as rammus vs all ad opponets (savors the memories).

I mean yes you are going to see success as Rammus against an all AD team. But you would see just as much if not more success with a Kha'zix or another high damage champion (assuming you knew how to play them). This does not mean there isn't a problem though, I have a lot of success with Malphite actually, but not because I can tank so much damage in reality I still die quite easily. It is because of his damage when you have 300+ armor, it gets ridiculous... Add that to his CC and Malphite is capable of outdueling a lot of squishier targets. That is wrong! Malphite shouldn't be out-dueling people because of raw damage when he builds armor. Its similar with Rammus, he does a lot of damage when he is allowed to build armor.

Singed has always been in and out of the spotlight due to his stupid kit and play style. He is not a healthy champion design and its why he goes in between crappy and god-tier.

edgy goth boy41 votes

Leona inhales LeeSin BOI

Akurein31 votes

7 patch notes later and Ivern's Passive is still not fixed, I addressed this issue, sent tickets, complaints, made forums, commented on a bunch of these and it's still not receiving any attention. Fantastic.

NaturesMayhem14 votes

What's the issue?

Maku Man8 votes

I don't see the lobby music bug in the patch notes either.

Larriet28 votes

I noticed it says Nasus' passive lifesteal "increased early", but it looks like was increased all the way through the game.

I'm just excited for SSG Taliyah . I set aside 1500 RP for the Signature Edition (assuming it's the same price as loading screen borders). I really want her to earn a lot of money so we can see more in the future, but I'm not sure how much these skins would factor into that.

PianoConspiracy22 votes

"Support Karma is struggling hard at most skill levels, so lets give her a light nerf. This will probably help." - Riot 2018.

BroteinSupreme7 votes

They did the same shit with Ornn last patch and no one cared.

Oh it was because he was good in the pro leagues. Wow, pros know how to synergize so that must mean nerfs are necessary.

DCYOUNG88821 votes

Still prefer all the changes listed have context in it like why did Sejuani's empowered stun get nerfed or why did Elise get a buff specifically to her hp growth?

allblacks18 votes

Nasus Passive lifesteal increased early

frightn14 votes

sej ult nerf? wtf

Tilt Proof9 votes

Yeah Im not sure whats going on there shes already been nerfed to oblivion, unplayable in this state. Sad, use to main her.

RekSai CoffeeCo9 votes

Typical riot, they only want certain junglers in this meta. Long gone are days of drafting a champ to fit composition i.e needing a tank. Sej wasn't strong to begin with in this meta.

PaffWasTaken14 votes

I'm actually curious on how the hell Shen deserved any form of nerf at this point

brightvoid14 votes

So... supports are still screwed then

Vhan876514 votes

What happened to the Karthus emote? I was really looking forward to that emote, it was great.

RekSai CoffeeCo12 votes

Jungle funneling tends to be a very passive and unengaging strategy, largely rooted in avoiding conflict. This is subverting a lot of normal laning patterns, so we're looking to significantly nerf the strategy. We'll be pursuing cleaner system solutions to the problem in preseason, but for now we're just trying to decrease the viability of funneling.

Funneling is caused by having such a weak jungle level compared to solo laners and not reverting scuttle on top of it.

Quit making excuses and revert scuttle and balance jungle xp to that of solo laners 20 cs for level 3 for solo laners should equal 20 cs for jungle for level 3.

Z- for this patch

LeBlunt Ferrahri11 votes

“Finally, we're taking a small dive into two of our AP assassins (Fizz and Ahri) to make their gameplay a bit more intuitive and satisfying.” Can someone provide some context for this? The AP assassin classification for Ahri seems rather irresponsible. Ahri’s damage and scaling is nowhere near even remotely compatible with Katarina, LeBlanc, Evelyn, and Fizz

Techerock10 votes

Personally before I quit League I mained Fizz. He really didn't need anything adjusted at all. Unnecessary change.

34m35 da memes5 votes

i think it was unnecessary to for fizz and if anything it should have been a nerf because hes so good. but at least his bleed is worse

PickleLorde11 votes

I'm being forced into playing ARAM in order to feel that the game is more balanced than it really is.

Grimshack11 votes

Sometimes I wonder if the people that patch this game have ever played this game... -_-

420 grams10 votes

Gold funneling existing on Twisted Treeline for a long time and it's nerfed just like that when it reaches summoners rift for a patch. RIP

ModDaenrysTargaryen11 votes

This Nerf does not effect Twisted Treeline, only Summoners rift from what I saw. I think that is what you meant?

  • What about Twisted Treeline, funneling has been going on there for a long time. It has, and that means changing it's a pretty substantial upheaval, given it's so core to how TT's been played for quite a while. At least in the short term we'll be keeping these changes that nerf gold funneling on SR only.

Source: https://boards.na.leagueoflegends.com/en/c/developer-corner/Ekj5nZEm-quick-gameplay-thoughts-july-13

420 grams1 votes

{quoted}

This Nerf does not effect Twisted Treeline, only Summoners rift from what I saw. I think that is what you meant?

It has, and that means changing it's a pretty substantial upheaval, given it's so core to how TT's been played for quite a while. At least in the short term we'll be keeping these changes that nerf gold funneling on SR only.

Source: https://boards.na.leagueoflegends.com/en/c/developer-corner/Ekj5nZEm-quick-gameplay-thoughts-july-13

https://na.leagueoflegends.com/en/news/game-updates/patch/patch-814-notes

Where does it say it's the rift only?

ModDaenrysTargaryen4 votes

In the source I linked,

At least in the short term we'll be keeping these changes that nerf gold funneling on SR only

they might have forgot to put that in the patch notes or they could have reversed the decision and decided it will affect TT, but from what I understand from the post I linked that Twisted Treeline is not going to be affected by that change, I could be wrong though.

Tamuut10 votes

The machete/talisman nerf is the problem with having so many patches so often. Instead of letting players figure it out, Riot steps in because they don't like how their game is being played.

Klae44 votes

Lad the majority community and pros have been complaining about how strong funnel is for the entire patch. I'm pretty sure every one would rather see it gone than wait another month for a counter strategy to develop.

Unreal Dreamer21 votes

This ^, Funnel strat is the most boring thing i have ever witnessed in league.

make øut hill10 votes

^^^^ and if you have it happen against you, youre fucked. its too difficult to get your whole team together to properly play against funnel.

TnsTy Spook10 votes

Where tf my Karthus Emote Riot?[zombie-brand-clap]

Slim Gragas9 votes

Keep ruining top lane even more. I know the teleport nerf was more meant for teams stacking it but it's still really going to affect top laners a lot, especially the ones who get harassed early or struggle with mana costs. Conqueror nerf was unneeded when i've noticed how much better grasp performs depending on the champion, especially right now since the meta has shifted to assassins and less tanks where conqueror would be less used. If you take a look on something like U.gg you can clearly see that almost none of the best performing champions run conqueror as well.

I think i speak for most top laners as well that they feel they always have the least impact on the game out of all the roles due to being so isolated for example, and with the teleport nerf they have even less options to try and help out their team waiting 240 seconds just to interact with them (unless they don't have to constantly push top lane as they just watch and hope their team is the one that wins.)

Terozu8 votes

Thank you for removing the no ban kick. Thank you. Thank you.

Prince of Light7 votes

Any chance the God-King Garen sounds can be fixed? Having up to three voice lines overlapping can be overwhelming. And whenever he hits a cannon minion or tower there is a random bird chirp noise.

I covered this on the forums two weeks ago with quite a bit of support. Link here.

Can you guys fix the audio issues to this Legendary skin?

Tetembay7 votes

We feel, at riot, that Fizz needs MORE front loaded damage. He just isn't bursty enough. MORE "FRONT-LOADED DAMAGE"!!!! lol. hahahahaha. Riot you kill me. hahahaha.

Olympius7 votes

Now that Aatrox players have gotten some games under their belt and mastered his pretty unique spells, it turns out he's pretty strong, especially in lane. We're pulling some of his early game power in exchange for some more late-game consistency.

**"his pretty unique spells" **

Is Riot making fun of us?

tombstone1136 votes

If Riot wanted to nerf the TP strategy in bot lane, why not buff heal? If late game carries wont stay in lane and scale, give them a better summoner choice.

xMyst5 votes

DrMundo Nerf [zombie-brand-facepalm] summoner 12 Nerf [zombie-brand-mindblown]

The Mundo nerf, makes it harder for him to survive in a dying lane against skirmishers like Irelia, Yorick, people who can shut him down before he can get anywhere. The tp nerf kills any marksmen potential bot lane from the harass of the new meta, and on top of that it will kill top laners wanting to run it. Meaning its going to be even harder for non meta champs to survive in that lane too due to the potential of sustain fighters forcing you out of lane in seconds without the need to worry of a jungler because the new jungle nerf will keep them in the jungle due to them not wanting to have a failed gank and get less out of it from a tax.

xMyst11 votes

What upsets me the most here is I feel like we are being forced to meta rather than play the game our way. They keep up the rocky patches and they will lose a majority of their player to Dota 2

CheesingFlekEks5 votes

[deleted]

lilnutduck9 votes

That doesn't change anything... just because the meta is constantly changing doesn't mean players don't feel forced to keep playing it.

Monkey Time3 votes

please don't nerf wukong, it's bad enough that his passive got turned into an item, and 30% armor shred on q isnt just baseline. You have to max his E so what is the point of this nerf PLEASE

BroteinSupreme28 votes

It's bad enough that he has a 56% winrate mid and a 54% winrate top and a 52% winrate jungle but he definitely doesn't need a nerf even though he is #outperforming half the champions in the game

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