Patch 8.2 notes

Riot·1/23/2018, 2:41:47 AM·4 votes·233,151 views

Greetings, Summoners,

Welcome to 8.2, the one where we make a pretty big systemic change. For the history of LoL, minions have rushed to defend their allies against any champion who hit them with a basic attack, but those same minions merely watched on as Pantheon chucked spears or Cassiopeia sank Twin Fang after Twin Fang into you. After this patch, no more. Minions now understand that targeted spells are mean, and they'll respond just as if they were basic attacks. This is a pretty big change, so we're headlining it here, but a full list can be found below.

With that being said, there are a few junglers terrorizing the Rift recently, and we're taking the chance to knock them down a peg so that laners (and junglers) everywhere can feel a bit safer. Same goes for marksmen, and the names probably won't catch you by surprise.

GLHF,
Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Mid-Patch Updates

1/25/2018 Balance Update

Nunu

We wanted Nunu something to do with his hands, but it turns out we gave him too much. Dialing that back so he can settle in a good place.

Q - Consume

ON-HIT DAMAGE 3/5/7/9/11 (+5 per 100 ability power) 1/2/3/4/5 (+5 per 100 ability power)

Turret Durability

Armor and magic resist increased early.

We've added more and more ways to bust towers, and as a result, we're seeing the laning phase come to an end a bit earlier than we think is sufficient. Some early resistances should help extend the laning phase.

This change went out at the beginning of the patch, it just didn't end up in patch notes.
BASE ARMOR AND MAGIC RESIST 40 55
SCALING ARMOR AND MAGIC RESIST +30 over 15 minutes +15 over 15 minutes

Patch Highlights

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Champions

Ekko

Bonus Attack Speed at Level 1 added.

Ekko's pretty close to being able to jungle effectively, and this small bump should help him get back on that path without pushing his solo laning out of line.

Base stats

BONUS ATTACK SPEED AT LEVEL 1 0% 10%

Evelynn

E damage decreased.

Evelynn's burst is too damn high.

E - Whiplash

UNEMPOWERED DAMAGE 4% target's maximum health (+2.5% per 100 ability power) 3% target's maximum health (+1.5% per 100 ability power)
EMPOWERED 6% target's maximum health (+3.5% per 100 ability power) 4% target's maximum health (+2.5% per 100 ability power)

Ezreal

Q damage decreased at early ranks.

Kleptomancy has dramatically shifted Ezreal's power curve, making it far easier for him to get his core of Sheen/Tear of the Goddess earlier. As a result, Ezreal's power spikes (especially Trinity Force/Muramana) show up earlier and control the game for longer. It doesn't really make sense for him to have a safe lane phase (even bullying some laners) while also having best-in-class midgame power, so we're tuning down his early game strength.

Q - Mystic Shot

BASE DAMAGE 35/55/75/95/115 15/40/65/90/115

Jinx

Base attack damage decreased at early levels. Passive no longer stacks, but uncaps attack speed while Jinx is Excited. Minigun's attack speed no longer scales with level but scales harder with rank.

We want to accentuate Jinx's wildcard nature by toning down her early game safety but ramping up her ability to snowball. That means upping her ability to take towers or win duels when she picks up early kills, and giving her a unique teamfight high when she gets rolling within a teamfight.

Base stats

BASE ATTACK DAMAGE 66 61
ATTACK DAMAGE GROWTH STAT 2.41 2.7

Passive - Get Excited!

updatedTOO EXCITED Get Excited's attack speed no longer stacks
newOVER 9000 Jinx's attack speed can exceed the cap while she is Excited

Q - Switcheroo!

updatedMINIGUN ATTACK SPEED 30/40/50/60/70% 30/55/80/105/130%
removedJINXED Minigun no longer gains attack speed based on Jinx's level
new Jinx's first attack after switching to minigun comes out within .4 seconds of swapping

Kha'Zix

Passive scaling decreased. Q scaling increased.

Kha'Zix is supposed to shine when he can isolate a target and chain his abilities on them. At the moment, the damage on his passive is a bit too high, allowing him to win nonisolated fights he probably shouldn't. As a result, we're shifting some power out of his passive and into his Q.

Passive - Unseen Threat

RATIO 0.4 bonus attack damage 0.2 bonus attack damage

Q - Taste Their Fear

RATIO 1.1 bonus attack damage 1.2 bonus attack damage

Malzahar

Q scaling decreased. R cooldown increased.

Malzahar's burst combo is a bit too consistent so we're lessening its frequency and overall damage.

Q - Call of the Void

RATIO 0.8 ability power 0.65 ability power

R - Nether Grasp

COOLDOWN 120/100/80 seconds 140/110/80 seconds

Nunu

Nunu now additionally does bonus magic damage on basic attacks. W now also increases ability power on both targets.

Nunu just isn't very good right now.

Q - Consume

newTHESE HANDS Well Fed now additionally grants 3/5/7/9/11 (+5 per 100 ability power) magic damage on basic attacks

W - Blood Boil

newMAGIC FINGERS Now additionally increases ability power by 40% (max increase: 40/60/80/100/120) on both targets.

Ornn

Ornn is no longer unstoppable during W. R cooldown increased.

The usual counterplay to champions who stand still (or in Ornn's case, move slowly) while they churn out sustained damage is to displace them. Being unstoppable during W - Bellow's Breath just doesn't leave players with much gameplay against him. His ultimate cooldown also isn't leaving enemy teams with good windows to be aggressive, so we're tuning it up.

W - Bellows Breath

removedUNSTOPPABLE Ornn is no longer Unstoppable during this ability

R - Call of the Forge God

COOLDOWN 130/100/70 seconds 140/120/100 seconds

Pantheon

We're changing the way targeted spells draw minion aggro, which has pretty significant implications for how Pantheon's passive functions.

W - Aegis of Zeonia

MINION AGGRO OP No longer blocks or is consumed by siege minion attacks

Sona

Q mana cost decreased.

Our nerfs to Sona in response to the Runes overhaul went a little too far so we're restoring some power to her ability to poke in lane.

Q - Hymn of Valor

COST 60/65/70/75/80 mana 50/55/60/65/70 mana

Vayne

Attack speed per level decreased. R bonus attack damage decreased.

Vayne is just too strong right now. Fleet Footwork is giving her an easier path to the late game, and when she gets there, she's just rolling in stats. Rather than hit her laning phase (and put most of the pressure on her opposing bot laner), we're reducing her power in the late game.

Base stats

ATTACK SPEED GROWTH 4% 3.3%

R - Final Hour

BONUS AD 30/50/70 20/30/40

Miss Fortune Skin Splash Updates

Miss Fortune's oldest skins have received new splash art!

Cowgirl Miss Fortune

Waterloo Miss Fortune

Secret Agent Miss Fortune

Candy Cane Miss Fortune

Road Warrior Miss Fortune

Mafia Miss Fortune

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Items

Enchantment: Runic Echoes

Proc mana restore increased.

Most mage junglers struggle with mana—form-swappers are the main exception—so we're looking into giving those weaker mage junglers more consistency.
MISSING MANA RESTORE 15% 25%

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Support Items

Supports spend a ton of gold—and slot space—on two items that exist largely for their role. We're merging those items together to give supports more autonomy in their itemization.

Removed Items

Removed Sightstone. Removed tier 3 support items.


List of Removed Items

  • Sightstone
  • Ruby Sightstone
  • Frost Queen's Claim
  • Talisman of Ascension
  • Face of the Mountain

Updated Items and Quests


Quests

updatedWARD ITEM Completing a support item quest now grants Sightstone active, rather than the old quest rewards
newGO TO BASE Quest completion will only grant one ward charge until returning to the fountain
updatedLESS QUEST Quests now complete at 500 gold earned, not 750

Frostfang

newTHE NEW MODEL Upon quest completion, item will upgrade into Eye of Frost, which can hold up to three ward charges

Nomad's Medallion

newTHE NEW MODEL Upon quest completion, item will upgrade into Nomad's Eye, which can hold up to three ward charges

Targon's Brace

newTHE NEW MODEL Upon quest completion, item will upgrade into Celestial Eye, which can hold up to three ward charges

Remnant of the Watchers

OLD NAME Eye of the Watchers
BUILD PATH Sightstone + Frostfang + 550 gold Frostfang (or Eye of Frost) + Ruby Crystal + 550 gold
ALL STATS Unchanged from old Eye of the Watchers
newTHE NEW MODEL Upon quest completion, item will upgrade into Eye of the Watchers and gain the Sightstone active

Remnant of the Ascended

OLD NAME Eye of the Oasis
BUILD PATH Sightstone + Nomad's Medallion + 550 gold Nomad's Medallion (or Nomad's Eye) + Ruby Crystal + 250 gold
ALL STATS Unchanged from old Eye of the Oasis
newTHE NEW MODEL Upon quest completion, item will upgrade into Eye of Ascension and gain the Sightstone active

Remnant of the Aspect

OLD NAME Eye of the Equinox
BUILD PATH Sightstone + Targon's Brace + 550 gold Targon's Brace (or Celestial Eye) + Ruby Crystal + 650 gold
ALL STATS Unchanged from old Eye of the Equinox
newTHE NEW MODEL Upon quest completion, item will upgrade into Eye of the Aspect

Line Balance

Spellthief's Edge lockout on minion/monster kill increased. Relic shield healing decreased when proc'd by ranged champion.


Spellthief's Edge Line

updatedNOT A JUNGLE ITEM Spellthief's Edge line's recharge penalty now also applies on non-epic monster kill
LOCKOUT ON MINION/MONSTER KILL 8 seconds 12 seconds

Relic Shield Line

updatedSPOILS OF WAR Proc healing is reduced by 50% if the item's owner is ranged

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Twisted Treeline

The old support items (without wards) will remain on Twisted Treeline.

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Runes

Rune Features & Bugfixes

newREORDER You can now drag and drop your rune pages to rearrange them in both the Inventory and Dropdown
newPAY ATTENTION Champions who take the Aftershock keystone but lack the hard crowd control to activate it will have their keystone swapped to Grasp of the Undying

Resolve


Keystone

Aftershock

Base damage decreased. Damage health scaling decreased but now scales with bonus attack damage and ability power. Flat resistances increased but no longer amplifies resistances by a percentage.

Aftershock's base damage is a bit too high, and it's letting champions like Alistar or Leona run wild in early duels against marksmen. Having one mastery be so good for both durability and damage is warping interactions between tanks and squishier champions, so we're shifting the item profile to be less about damage and more about durability. While we're at it, we're shifting the resistances gain from percent to flat so that divers can get in on the fun, too.
DAMAGE 40-140 (at level 1-18) 10-120 (at level 1-18)
HEALTH SCALING DAMAGE 3.5% maximum health 3% maximum health
newDAMAGE AD RATIO 0.15 bonus attack damage
newABILITY POWER RATIO 0.1 ability power
FLAT RESISTANCES 20 70-120 (at level 1-18)
removedPERCENT RESISTANCES AMP No longer increases resistances by 30%

Grasp of the Undying

Ranged penalties in healing, damage, and health gain decreased.

Taking advantage of Grasp of the Undying is way easier if you're ranged, so we wanted to make sure it was less impactful on ranged champions. However, it seems like we went too far; even champions like Gnar and Urgot don't perform well with it.
RANGED HEALING AND DAMAGE REDUCTION 50% 40%
RANGED PERMANENT HEALTH PER PROC 2 3

Guardian

Cooldown increased at early levels, decreased at late levels. Shield base value and ratios increased.

Guardian is the newest in "hidden power" mechanics: Like Bond of Stone or Aegis of the Legion's old aura, players are getting a lot of power from it, but they often don't feel it. We want to make Guardian a little weaker (it's overperforming), but also more noticeable (it's underappreciated).
COOLDOWN 45 70-40 (at level 1-18)
BASE SHIELD 60-150 (at level 1-18) 70-150 (at level 1-18)
SHIELD AP RATIO 0.20 ability power 0.25 ability power
SHIELD HEALTH RATIO 10% bonus health 12% bonus health

Inspiration


Keystone

Glacial Augment

Slow amount increased.

Glacial Augment is underperforming (there is only one champion who performs best with it, and it's Aurelion Sol), so we're buffing it up.
MELEE SLOW 40-50% (at level 1-18) 45-55% (at level 1-18)
RANGED SLOW 20-40% (at level 1-18) 30-40% (at level 1-18)
ACTIVE ITEM SLOW 50% 60%

Kleptomancy

Gold value of pilfered items decreased.

The gameplay of getting a lot of small, mini-use active items is cool, but too often it's optimal to just sell everything and accelerate builds. We want to make sure that there's a reasonable tradeoff between using those items and just cashing them in. Since Kleptomancy is also overperforming, we're also bringing the drop rate down, especially early game and on ranged champions.
updatedLESS LOOT Drop rate significantly decreased in the first 15 minutes of the game
updatedLESS LESS LOOT After 15 minutes, drop rate slightly decreased for melee, significantly decreased for ranged
updatedBUYER'S MARKET Sell values about 20% lower

Precision


A few precision runes are pulling a bit too much power for non-keystone slots.
Combat
Heroism

Coup de Grace

DAMAGE AMP 9% 7%

Last Stand

MAX DAMAGE AMP 12% 11%

Triumph

GOLD ON KILL 25 gold 20 gold

Domination


Tracking

Zombie Ward

Duration down at early levels.

An early sweeper already has the potential to give snowballing junglers too much impact; Zombie Ward's early power is only worsening that problem.
DURATION 180 seconds 60-180 seconds (at level 1-18)
newZOMBIE BY PROXY When a Zombie Ward user reveals a ward via sweeper, control ward, or scrying bloom, they no longer have to actually hit the ward to spawn a Zombie Ward (if the ward then dies).

Ghost Poro

Vision radius up

Ghost poros are cute; who doesn't want to see more people taking that rune?
VISION RADIUS 350 450

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Targeted Spells

Targeted damaging spells draw minion aggro.

Champions with spammable targeted spells, like Pantheon and Cassiopeia, put opposing laners in an awkward position: fight back and draw minion aggro, or just take the punishment they hand out. Changing this mechanic will make those champions a lot more intuitive to play against, as well as easier to balance.

Affected abilities

  • Click to expand

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Healthbar Update

Moment of death is now punctuated by a brief, team colored animation. This displays on players, epic objectives, and structures. Player healthbar animations can be toggled off in the options menu.

Ticks are more evenly spaced and readable for champions with super high health.

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Scoreboard

Technically this feature came out in 7.3, but it has been bugged since. Now it's back and functioning.
NAME-BRAND Hovering over a player in the scoreboard now shows the name of the skin.
MY ULTIMATE IS CHARGING You can now chat ping ultimate abilities for all players from the scoreboard— - though you’ll only be able to see timers for allies.

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Parties

PARTY TIME You can now invite any player to your party. Instead of restricting players from being invited from the lobby screen, there will now be a notification next to the Queue button indicating if every player can queue for that mode. Read more about this change on our Parties /dev blog.

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Champ Select

This will be activated at some point during Patch 8.2.

ALLY SKIN PREVIEWS You can now see your allies’ skin selections in the finalization phase of Champ Select. Build a full Star Guardian team for maximum skin-timidation!

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Minion Items

Minions now have items in their inventories which explain previously hidden mechanics. No mechanics have been changed.

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League Displays

Bugfixes and updates to League Displays.

  • Computer usernames not containing alphanumeric characters no longer cause League Displays to BugSplat on startup.
  • Fixed a bug that caused wallpapers on Windows 7 to rotate too rapidly.
  • Fixed an issue which caused images to load as a solid color instead of art.
  • Fixed an issue where power settings weren't functioning properly.
  • Removed the Default Screensavers collection from League Displays. Now if players do not select a screensaver or wallpaper, nothing will change.
  • Added a large amount of art, including updated splashes for champions like Evelynn and Twitch. We will continue to update the art selection.
  • For updates in the future, you can check out our FAQ here. If you have questions or suggestions please let us know!

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Bugfixes

  • Janna's R - Monsoon no longer incorrectly knocks back champions who are protected by spell shields
  • Galio's W - Shield of Durand shield now correctly returns out of combat after falling off
  • Ashe's E - Hawkshot no longer procs spell shields when flying through champions out of Ashe's self-vision
  • Jayce's E - Thundering Blow no longer disables Flash and Hextech Flash when used on a champion with Hextech Flashtraption shortly after they have flashed
  • Fixed a bug where if Aftershock had already been triggered, the owning champion's death would cause the damage effect to apply early
  • Fixed a bug where if a champion with Aftershock immobilized a champion after their death, their corpse would trigger Aftershock as normal
  • Hard crowd control effects no longer incorrectly interrupt Anivia's R - Glacial Storm channel or Aurelion Sol's W - Celestial Expansion when the spell applying the crowd control had been blocked by a spell shield
  • Omega Squad Twitch's Q - Ambush Camouflage VO lines have been restored
  • Santa Braum is no longer missing his purchase and champion-specific taunt VO
  • Star Guardian Lux's staff is no longer missing its glow
  • Ambitious Elf Jinx's Q - Pow-Pow now uses skin-specific SFX, as opposed to base
  • Star Guardian Miss Fortune's beam VFX have been restored during her B - recall animation
  • Pentakill Olaf's Q - Undertow once again makes a cymbal crash sound!
  • Headhunter Rengar's chromas R - Thrill of the Hunt True Sight SFX no longer persist on an enemy target
  • Battle Boss Malzahar's W - Void Swarm and E - Malefic Visions SFX have been toned down and are now less noisy

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Upcoming Skins & Chromas

The following skins will be released in patch 8.2:

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687 Comments

Jad1/23/2018, 7:25:23 PM263 votes

I still think the Ornn W change is bs. Being unstoppable isn't his problem, it's the damage/cd. You literally just got rid of a way for good Ornn players to show any skill or outplay.

BattleBunnyRiven1/23/2018, 8:04:38 PM126 votes

Removing support items seems like a rash decision.... You don't think maybe people use those three actives and deserve more than, "This helps supports, we promise"?

Kritty1/23/2018, 7:39:45 PM87 votes

So, one question: You're removing Ruby Sightstone, but not adding a way to get the 10% Item CDR that was on it.

Can we get an option that brings that back? It's a huge deal when it comes to champions that use a lot of actives (like Redemption, Locket, etc.).

OnlyYouCanHearMe1/23/2018, 8:03:07 PM79 votes

With all due respect guys... if the concern is "letting champions like Alistar or Leona run wild in early duels against marksmen" how on Earth is giving them an extra flat 70 MR/armor at level 1 going to stop that? You've just made them completely unkillable.

A level 1 Leona is going to walk into lane with 47 base + 70 aftershock armor. Level 1, she will have 117 armor against a marksman with a +8 damage Doran's Blade. If she waits until level 3 to get her W, that's still giving her a minimum of 52.3 base + 76 aftershock + 45 eclipse armor. She is going to have her full combo and 173.3 armor, with no armor items. And that's without any armor she might get if she runs Iron Skin instead of Conditioning.

How is this supposed to stop her from running wild? If anything, it looks like you gave her the ability to run even wilder, anywhere, anytime.

xCr4zY1/23/2018, 8:14:27 PM73 votes

I hate the fact that us support mains are forced to buy eye of the () (Now called remnant of ()). I never bought those items because I prefer the active abilities that the other items gave (FotM, talisman, spooky ghosts :) ) What was the thought process of removing those items?

Misterjablez1/23/2018, 9:55:25 PM65 votes

As somebody who plays support, these changes are absolute garbage. The passive item quests were a step in the right direction, it helped supports fulfill the role they were suppposed to do: Tanks had a bit more protection, poke supports were able to trade better, and healers could more easily help their teammates with the movespeed buff. I find these changes are going to hit tank supports worst of all, though. On top of gutting Resolve's health bonus (unless you take Inspiration as your second tree but it's not exactly fair to force every tank support to take Inspiration or get lost), you take away the shield passive AND sightstone (not to mention ruby sightstone). Meanwhile, you guys at Rito HQ think it's a good idea to tie vision to farming? Offensive supports are going to just nuke the tanks that no longer have the protection they used to have, which forces them out of lane. While lets the other team farm more, which gives the snowballing lane a vision advantage? What are we supposed to do to that? When you're playing from behind now at least you could grab sightstone a bit earlier, get some defensive vision out. Now that option is completely gone. The losing lane also loses their ability to give vision to their team while the winning lane has every possible advantage and can snowball even harder than before. Which these changes I might just quit playing support altogether if botlanes are going to be nothing but "Support" Luxes and Brands etc. That only get the one support item and build full AP, and are then rewarded with a vision advantage. Botlane is going to be a complete bloodbath, mark my words.

I hope these changes get reverted ASAP or else Riot just lost a support player. I'm glad I've been practicing other roles

Fütanari1/23/2018, 7:19:07 PM47 votes

Another awful balancing patch and mods continue to delete and censor threads criticizing them. Cough ghost crawler cough.

42 Minutes1/23/2018, 7:45:28 PM46 votes

WOW that Targeted Spells change is by far the biggest nerf in this patch, and i bet no one even realizes it. Holy akali, pantheon, cassiopeia, kass, kat, malph, teemo, and vlad all just got smashed, wow

I Am Not Braum1/23/2018, 8:22:01 PM42 votes

Targeted damaging spells draw minion aggro. Affected abilities SWAIN E - Torment

TOO SOON.

Lexanomical Unit1/24/2018, 5:25:54 AM41 votes

So maybe I'm blind, but my comment from earlier is gone. Seriously guys deleting comments?

I'm a long time support main (been plat the last few seasons) and I'm displeased with the quest changes for support items. It's forcing everyone into a shittier Eye item. I loved all three combos with Ruby Sightstone. Kudos to dumpstering actual support mains in favor of autofilled people who just want to build more damage.

But sure, let's delete comments that don't agree with what ended up happening despite pages upon pages of supports begging you to at least put the old quests at a higher gold level.

https://boards.na.leagueoflegends.com/en/c/developer-corner/xeAEIL6M-changes-to-sightstonesupport-items-coming-to-pbe?show=flat

DustyBunnies1/23/2018, 9:46:30 PM39 votes

I have to agree, I don’t really think removing unstoppable on Ornn’s W is the proper course of action. I don’t play Ornn, I agree fully he is too strong in his current state and that the R CD being raised is a good course of action. But changing his W in this way is encouraging a dps playstyle over a tankier route for Ornn players, and I’m not sure why that was the choice. He’ll lose a lot of survivability against other tops with CC, but still retain his damage potential? I believe Ornn is better served as a utility champ for his team, meaning I would rather see slick play of his W and ult, at the cost of his DPS. A fundamental part of his kit (unstoppable) could be retained for skilled play, and his damage lowered on either his fire spout or the damage done from his brittle passive or even both.

Iunno, maybe I’m alone in this opinion. A buddy of mine plays Ornn and we’ve spoken about it at length. I’m not sure why being a bruiser is pushed over the unique qualities of his kit, but I admit I’m curious to see the effect it has.

[slayer-jinx-wink]

As a Jinx main, I’m thrilled to see these tweaks for my girl that bring her close to what she was at release! I’ve always performed very well with Jinx, but over the last few years I’ve had to adopt a far more tentative playstyle with her because even if I’m 10/2, there are a few adcs Jinx just has a hard time against 1v1. As an ADC main, I’m glad to see Vayne/Ez nerfed.

Pawr1/23/2018, 8:02:06 PM27 votes

Looks at bugfixes and doesn't see Draven axes

[sg-janna]

Lexanomical Unit1/23/2018, 7:20:59 PM22 votes

Man, I'm so excited for the most interesting change to support in four years to be gone :D Goodbye old quests, you shall be sorely missed.

PumpActionKnight1/23/2018, 8:59:59 PM21 votes

I'm kinda loving the new Patch Notes format: "Evelynn's burst is too damn high." "Nunu just isn't very good right now."

Kyle2621/24/2018, 10:35:27 AM19 votes

Since you removed Frost Queen's Clam, why don't you guys bring back Twin Shadows becuase I really like those ghosts that chase and slow enemies.

Candy Bats1/24/2018, 5:29:20 PM19 votes

I'm sorry Rito but why do you have to be "fixing" things that don't need to be fixed? You want to fix something in bot lane? Fix Draven's damage or Twitch and Vayne's insane scaling. Don't take away vital support items. I understand that you're trying to make it cheaper and faster for supports to get SSs but completely taking out active items is not the answer, this coming from a support main. I am CONSTANTLY using my Talisman on Rakan or Nami to remove my teammates from bad situations or help them catch an escaping low health enemy. Constantly use Frost Queen's on Sona and Lulu to reveal nearby areas for safety or to slow down low health champs for my team. I like the idea of making SS less of a hassle to get with other items early game but taking out the essential support items is a stupid idea unless you plan on replacing them quickly with similar items. A lot of supports use the active item procs like Talisman and get a Ruby SS for the vision side. Actually, most supports I know take the active item over the sight item and grab a Ruby SS to compensate for vision. PLUS, Ruby SS has a CDR stat that lets you use all of your active items (what true supports thrive on to sustain their team) much faster, so they're up by every team fight. It really feels like you're trying to push real supports farther out of the meta and bring in more largely damage based AP supports like Lux, Brand, Xerath, etc. (which really arent supports at all, just over glorified midlaners) Supports were fine as is, if you wanted to adjust the SS acquisition rate, you should have messed solely with sightstones or just reduced their gold price or something, what you SHOULDN'T have done was take out vital early items lol

Dr40UR1/23/2018, 7:38:54 PM16 votes

Happy to say point and click spam champions are getting a bit of a punishment. I'm specifically sick of Gangplank, who will spam his Q constantly, get free gold, and poke with Klepto with me not being able to entirely retaliate since he drew 0 minion aggro and had his Q up every 2 seconds. It was frustrating, but hopefully this change will take those people down just a peg.

Sockmonkey28781/23/2018, 10:18:41 PM13 votes

Will Jhin Q and Kat Q still draw aggro if it hits champions off of a bounce?

Admiral Banana1/24/2018, 6:10:54 PM13 votes

Removing support items is a huge issue. One of the most frustrating aspect of League at the moment is the lack of meaningful decisions. For example the build paths for ADCs are atrociously stale. Removing support items is just removing decisions that can differentiate player skill. In this case the decision was to buy the support item with sightstone separate but spend more gold, or forfeit the active item for the combination item while spending less gold. I'm very disappointed with this change. League really needs more items for every role, otherwise building items is becoming more of a chore than a mechanic.