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Patch 6.19 notes

Riot··8 votes·204,003 views

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Greetings, Summoners.

Welcome to 6.19, the one where we return to our normal programming. That means two things: first, we can tackle a few projects deemed too risky for patches hyper-focused on Worlds, and second, our balance focus has returned to standard calibration.

So, what’ve we got? The biggest change of the patch is a partial revert of last year’s update to Kog’Maw. The context there is twice as long as this foreword, so we’ll gloss over the topic here. Void doggos aside, we’re also looking at champs whose strengths or weaknesses are out of whack. We’ve got a few late-game champs who are taking over too early (Soraka, Cassiopeia) as well as a few champs who are falling off too hard as the game progresses (Corki, Mundo). That’s no bueno, so we’re taking steps to even things out.

Toss in a few quality-of-life and usability features and we’ve got ourselves a patch! May your HUD pings be plentiful, your item undos less painful, and your summoner spells safe from “user error” at the start of the game.

Good luck, have fun.

P.S. - you’ll notice Kog’Maw out of alphabetical order. We’re going to start using the top of the Champions list to ‘feature’ large or more contentious changes. We’ve dabbled with this before, but now it’s explicit. Top of the notes? It’s a Big Deal (™)
Patrick "Scarizard" Scarborough Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman

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Mid-Patch Updates

9/27/2016

Worlds Icons & Emotes

BUGFIXES Fixed a few issues with the new Worlds icons and emotes

9/26/2016

Howling Abyss

BUGFIX Fixed a bug that caused the Howling Abyss fountain to regenerate mana

9/22/2016

Singed

BUGFIX Fixed a bug where Q - Poison Trail was dealing way too much damage to Baron Nashor and Vilemaw
BUFF FIX Poison Trail's damage from AP scaling now properly applies to Baron Nashor and Vilemaw

Champions

Kog'Maw

Q and W have been reverted to their pre-update paradigms.

Let’s start with the bottom line: Kog’Maw’s being partially reverted to his pre-2016 status. While we’ve had champions that take a couple of passes to get right (...Ryze), this is the first time we’ve actually gone back on a Champion Update. To understand how we got here, let’s take it all the way back to last year’s pre-season.

Our goal for the Marskman update was to create strategic identities for them outside of ‘who does the most damage’. What does each marksman do that their classmates don’t? Kog’Maw already had an answer to that question: be the glass cannon, demanding an entire team’s resources to support. So rather than create a distinct identity, we took a different approach: sharpen the one he already had. If ‘glass cannon’ was cool, could we push things further and make a ‘glass turret’?

10 months and 5 attacks per second later, how did that shake out? Well, Kog’s gameplay has actually moved away from the niche he previously filled. Transforming into an immobile turret is certainly unique, but it creates a ‘feast or famine’ situation. Kog can’t move between attacks in the late game, so either he mows down everyone in range, or enemies walk to safety since Kog can't keep pace. Compared to the consistent payoffs of old-school ‘Jugger-Maw’ comps, playing with today’s Kog’Maw feels too hit-or-miss.

As an aside, new Kog's created some warping effects on the items system. Specifically, on-hit items (Rageblade, Wit’s End, even Skirmisher’s Sabre) are balanced with the attack speed cap in mind, and Kog'Maw's pushing the strength of these effects past their designs. This puts heavy restrictions on the item system, all to support a single champ.

All said, we’re left with two choices - continue to make concessions toward Kog’Maw’s ‘glass turret’ ideal, or hit the reset switch to a stabler (though still imperfect) Kog. The updated kit's moved too far from what made Kog’Maw special, so we opted for the latter. This transition may be choppy, as many of League’s underlying systems have changed since Kog'Maw's update, but we’ll be monitoring how he readjusts and make any changes necessary to support him.

General

BASE ATTACK SPEED 0.625 ⇒ 0.665
ATTACK SPEED GROWTH STAT 3.5% ⇒ 2.65%

Q - Caustic Spittle

new?BONUS ATTACK SPEED Now grants 15/20/25/30/35% attack speed

updatedW - Bio-Arcane Barrage

W no longer doubles Kog’s attack speed or the attack speed cap, but deals more max health per hit, has a higher range early, and lasts longer.

removedULTRA RAPID KOG’MAW No longer doubles Kog’Maw’s attack speed, increases his attack speed cap to 5.0, or decreases his cast times by 50%
removedFLAT MAGIC DAMAGE No longer deals 4/8/12/16/20 bonus magic damage per basic attack
MAX HEALTH DAMAGE 2% of the target’s maximum health ⇒ 2/3/4/5/6% of the target’s maximum health
MAX HEALTH DAMAGE RATIO 0.75% max health per 100 ability power ⇒ 1% max health per 100 ability power
BONUS RANGE 90/120/150/180/210 ⇒ 130/150/170/190/210
COOLDOWN 13/11.5/10/8.5/7 seconds ⇒ 17 second at all ranks
new?COOLDOWN PARADIGM Bio-Arcane Barrage’s cooldown begins on cast, rather than when the effect ends
DURATION 6 seconds at all ranks ⇒ 8 seconds at all ranks

Anivia

E damage lowered.

Anivia’s historically succeeded by establishing control over the battlefield through persistent threat of AoE lockdown. Frostbite is her follow-through when she lands a crowd control ability, but it hits so hard it’s single-handedly winning trades for her. We’re toning Frostbite’s damage down so Anivia has to utilize her entire kit to succeed, rather than leaning on a single ability.

E - Frostbite

DAMAGE 55/85/115/145/175 ⇒ 50/75/100/125/150
CHILLED DAMAGE 110/170/230/290/350 ⇒ 100/150/200/250/300

Aurelion Sol

Passive damage up, W damage down. W’s cost adjusted. E no longer requires build-up to cast.

Aurelion Sol is a sassy dragon who favors extended fights where he can pummel enemies with his stars. The catch is that, as an innately-squishy champ, Aurelion has to survive those encounters himself. Investing in defenses is the obvious solution to the problem, but comes at the tradeoff of deferring more damage-focused purchases. As it turns out, Aurelion doesn't need ability power to be a mid-game threat due to how much base damage he gets from Celestial Expansion rank-ups.

That said, Aurelion’s damage ends up in a reasonable spot once his build is balanced out in the late-game with a mix of offense and defense, and we don’t want to take that away. So, instead of a straight-up nerf, we’re moving base values around to smooth Aurelion’s damage progression over the game. If he wants to continue to be a mid-game damage threat, he'll now need to make riskier purchases early on.

On an entirely separate note, we've got a set of usability improvements for Comet of Legend. Removing Escape Velocity as a requirement to press E is a straight-up buff, but there are a few quality-of-life improvements bundled in as well. Fly high, Aurelion Sol.

Passive - Center of the Universe

DAMAGE 20-97 (at levels 1-18) ⇒ 20-130 (at levels 1-18)

W - Celestial Expansion

BONUS DAMAGE 10/20/30/40/50 ⇒ 5/10/15/20/25
COST 40 + 16/22/28/34/40 mana per second ⇒ 40 + 22/24/26/28/30 mana per second

E - Comet of Legend

removedESCAPE VELOCITY Aurelion Sol may now cast Comet of Legend any time outside of combat (goes on 5 second cooldown when taking damage)
BLASTOFF Aurelion now takes flight immediately, even if cast outside the cast range
AUTOCORRECT When cast during Comet of Legend, Starsurge now travels in the same direction as Aurelion Sol if it was cast just slightly off-angle

Cassiopeia

W cast range reduced. E healing down.

We’ve had this conversation a few times since mid-season, but to restate one of our beliefs: late-game characters like Cassiopeia need to have windows of interaction in the early game so opponents have a fair chance of winning. As Cass players learned to play around their bootless immobility, those windows have gradually closed. With finer mastery over their combat ranges, Cassiopeia players are now controlling too much of the battlefield from too far a distance, all the while sustaining through the damage opponents do manage to land. We’re heightening the risks Cassiopeia needs to take in lane to re-open those windows of interaction necessary to justify her late-game hyperscaling.

Passive - Serpentine Grace

AN UNNECESSARY PATCH NOTE Cassiopeia still can’t wear boots. We thought you’d like to know.

W - Miasma

CAST RANGE 900 ⇒ 800

E - Twin Fang

HEALING ON POISONED TARGETS 5/10/15/20/25 ⇒ 5-22 (at levels 1-18)

Corki

Attack damage per level up.

Sheen buff? Sheen buff.

...More seriously, Corki’s been struggling ever since his Patch 6.3 nerf, but zooming out a bit brings us to a bigger question: what is Corki? Is he a mage who cares about his auto attacks? Is he a marksman who relies on spells? That tension is at the root of Corki’s unclear identity. Patch 6.3 framed Corki as the least marksman-y marksman, able to get by without reliance on his basic attacks. However, there is a threshold where that goes too far, and Corki has crossed it. Corki doesn’t need to be a carry who can get away with just standing and attacking, but his Trinity empowered autos between spells should be more explosive.

General

ATTACK DAMAGE GROWTH STAT 2.5 ⇒ 3.5
ATTACK DAMAGE AT LEVEL 18 98.5 ⇒ 115.5

Dr. Mundo

E damage up, cooldown reduced.

When we last visited Dr. Mundo, the early game sustain of Grasp of the Undying was making it difficult to punish his laning phase. At the time, we nerfed his early damage so that opponents could win trades and set him behind. With Grasp now significantly weaker, Mundo is missing out on damage at all stages of the game. When Mundo scales into the late game he still goes where he pleases, but without damage, his opponents don’t care.

E - Masochism

MINIMUM DAMAGE 20/40/60/80/100 ⇒ 30/50/70/90/110
MAXIMUM DAMAGE 40/80/120/160/200 ⇒ 60/100/140/180/220
COOLDOWN 7 seconds ⇒ 6 seconds

Kled

Kled does full damage to monsters and minions while dismounted. R’s range and duration decreased.

This is Kled’s first visit to the patch notes, so we’ll share our initial read on him. He’s hitting the fantasy of scrappy, aggressive insanity we envisioned, but is more feast-or-famine than we’d like in terms of overall performance.

Specifically, Kled runs away with even small leads due to how much power is packed into CHAAAAAAAARGE!!! Its giant range gives Kled a quick trip back top after recalling (often in the form of ganking his own lane), and regardless of where Kled’s headed, allies have an eternity to decide whether to come along for the ride or not. But if Kled falls behind, remounting Skaarl can feel like an impossible task. Farming to build courage is meant to be risky, but it’s also complicated since Kled’s last-hit threshold changes while dismounted. If he can’t tell which risks are worth taking, he just doesn’t take risks.

To even the Cantankerous Cavalier out, we’re asking Kled and his team put a little more footwork into making strong CHAAAAAAAARGE plays, while throwing him a bone when Skaarl’s abandoned him.

Passive - Skaarl, the Cowardly Lizard

removedDISMOUNTED DAMAGE REDUCTION Kled’s basic attack damage against minions and monsters is no longer reduced by 20%

R - Chaaaaaaaarge!!!

MOVEMENT SPEED TRAIL DURATION 8 seconds ⇒ 6 seconds
RANGE 4500 at all ranks ⇒ 3500/4000/4500

Leona

Whoops.

E - Zenith Blade

BUGFIX Fixed a bug preventing Leona from Flashing during Zenith Blade’s cast time

Singed

Poison ticks much faster but damage over time is unchanged.

This one’s pretty simple. A smoother tick rate makes Poison Trail’s payoff more consistently reflect how well Singed was able to outmaneuver his opponents (or how quickly opponents were able to escape).

Q - Poison Trail

TICKS PER SECOND 1 ⇒ 4
DAMAGE PER SECOND Unchanged

W - Mega Adhesive

A STICKY SITUATION Fixed a bug where Mega Adhesive lasted 0.5 seconds longer than intended

Soraka

W cooldown increased at early ranks.

Killing an opponent through Soraka’s barrage of heals can feel like an exercise in futility. We like her ability to sustain an ally through otherwise lethal damage in teamfights, where one positioning mistake can spell death for the squishy healer. But in lane - where she can hang way back and sustain - punishing Soraka without an aggressive support like Blitzcrank or Leona can be pretty frustrating. The low early cooldown on Soraka’s heal prevents opposing lanes from meaningfully trading with her carry, so we want the sustain train to start off slower before picking up steam.

W - Astral Infusion

COOLDOWN 4/3.5/3/2.5/2 seconds ⇒ 8/6.5/5/3.5/2 seconds

Twitch

Q attack speed down.

While not much has changed in recent history for Twitch himself, the game around him has become more favorable to the Plague Rat across the season. As a result, he’s steadily snuck his way to the top of the charts. Given how powerful Twitch’s assassination potential is when he ults out of stealth (Q attack speed times R bonus damage equals murder!) we’re giving opponents a bit more ground to stand on when Twitch doesn’t have Rat-ta-tat-tat to amplify his damage.

Q - Ambush

ATTACK SPEED 30/40/50/60/70% ⇒ 30/35/40/45/50%

Udyr

R’s cone proc deals more damage but its area-of-effect burn ticks one less time.

Udyr’s abilities each follow a similar pattern: an impactful activation followed by a smaller sustained effect. Skilled Udyr players are rewarded for managing their ability cooldowns well, maximizing the impact of these activations. For that ability management to feel good, it’s important that the active portions of the ability be strong - and feel satisfying - compared to the passives. Phoenix stance isn’t living up to that expectation, with the passive burn actually contributing more damage than the on-hit cone. Giving Udyr slightly more explosive damage - rather than a slow burn - should help Udyr players feel the impact of their abilities more clearly.

R - Phoenix Stance

PROC DAMAGE 25/60/95/130/165 ⇒ 40/80/120/160/200
BURN DURATION 5 ticks over 5 seconds ⇒ 4 ticks over 4 seconds
BURN DAMAGE PER TICK 10/20/30/40/50 (unchanged)
CLARITY Phoenix Stance’s burn visual effects updated to better fit the area of effect

Skin Splash Updates

Fiora’s Nightraven and Royal Guard skins are getting a splash update this patch!
In addition, Cottontail Teemo’s also getting a splash update!

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Summoner Spells

Summoner spells have a 15-second cooldown on load-in.

This one goes out to all of you who’ve burned Flashed when trying to say hi in chat.
GLHFLASH Summoner spells now have a 15-second cooldown at the start of the game
FOR REASSURANCE Smite charge timing is unaffected by this change

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Item Shop

A bunch of quality of life and usability improvements!

Given how well-received the HUD pings were, we decided to spend some time giving a bit of love to the item shop as well.

Undo Purchase

This one needs a bit context. Undoing a purchase subtracts health to avoid weird abuse cases around buying a regen-increasing item to heal faster, undoing the pickup, then buying something else. But, the time lost still sucks. Well, not anymore!
BUYER’S REMORSE Undoing a purchase still subtracts health gained since the original purchase, but now adds back the health you would’ve regenerated if you hadn’t made the purchase in the first place

Item Pings

LET ME LAST HIT Pinging an item in the shop generates a chat message letting your team know how much gold you need to purchase the item
PERIPHERAL PINGING You can now use normal pings on the map outside the item shop window

Fast Selling

IT’S WHAT IT SOUNDS LIKE Items can now be sold by right-clicking them in the shop window inventory

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HUD Pings

A summary of pings added since 6.14.

We’ve quietly made a bunch of fixes and additions to the HUD pings feature since it launched in 6.14. So.. here, have some documentation.

Pings added post-launch

  • Enemy/ally summoner spell cooldowns (via the scoreboard)
  • Respawn timers
  • Passives with cooldowns
  • Experience
  • A bunch more items
  • Current gold
  • Gold needed for purchase (see above)

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Bugfixes

  • Fixed a few cases where the Oppressor mastery wasn't amplifying the damage of abilities which applied movement-impairing effects
  • Lee Sin's Q2 - Resonating Strike and W1 - Safeguard no longer cause him to dash directly on top of his target
  • Zyra's plants now properly count as pets, rather than area-of-effect abilities, for the slow effect of Rylai's Crystal Scepter
  • Fixed a bug that allowed Alistar to basic attack during W - Headbutt's animation
  • Final Boss Veigar once again plays VO lines when casting R - Primordial Burst
  • Captain Volibear's golden shoulderpad (did you know it's called an epaulet? High fashion!) no longer disappears into his shoulder during one of his idle animations

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Chromas

The following chromas will be released this patch!

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Upcoming Skins

For real this time. Look for Championship Zed to release as the World Championship draws closer!

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363 Comments

MoldyBaby74 votes

Finally! The updated splash art for Cotton Tail Teemo is here. So happy.

allblacks8 votes

Agreed. I was so disappointed when they changed it to the ugly troll face teemo. As fitting as it might be.

Cute Poro7 votes

And it's so so cute!

SuperTaster42 votes

Final Boss Veigar Ult-lines fixed yay, but his [Laugh] is still Stupendously Quiet, and not even remotely Final Bosslike. Can evil laughter be audible? Ritopls.

DeltaRaven30 votes

So all the Kog rework did long-term was gut AP Kog'Maw, Right?

Honestly I'd love to see that brought back in some way, I used to like playing him in the Mid Lane.

hopop2014 votes

well with the increased base percent damage and ap scaling on w you can still build AP Kog if you want a massive tank destroyer

S1n1sterm1n1ster14 votes

but that's not what AP Kog'maw did, AP kog was basically a scaled up version of Xerath with Less CC and more spammable spells, they reduced the AP ratio on his E which was his primary damage ability until 6, they changed how his ult deals damage, it now being an execute which does pitful damage at above 50% Health, vs before it had an absurd base damage against Champs and low scaling in AP and AD, the mana cost to it is huge to, from 40 to 50, if you fire 5 consecutive shots, you're spending 600 mana at 40 vs 750 mana at 50, the use of W was for harassing during the laning phase and as a last-ditch effort to kill when everything's on cooldown and ult costs too much

Cipse2 votes

The base percentage was simply reverted to what it was before.

Drexon15 votes

"Aurelion Sol is a sassy dragon..."

You've been watching Sky Williams, huh.

JamesELLYale6 votes

He's not even the one who said it in the video either. They're referencing DUNKEY. THE MAN THEY RAN OFF THEIR GAME. AHHHHHHHHHHHHHHHHHHHHH

Raven Redeemed15 votes

The thing about these Soraka nerfs is she will probably have to max her W (heal) now to reduce the cooldown to an acceptable level. This will make her pretty boring to play and to play against since she basically will be a heal bot with no damage. She certainly needed a nerf to her early game, but I feel like this is punishing anyone who maxed her Q first. (from a Raka main the last 2 seasons)

P.S. Please make it so Sion's ult can pass through Thresh's lantern. At the very least, pass through allied lanterns.

Tylonious6 votes

As a Season 6, Rank 7 Soraka Main I think I would first try Q > W > E and then max Q & W at the same time. Simply because I personally rush CDR items like item 3158 and item 3069 plus supporting runes/masteries. Plus I gotta admit, her early game was still pretty ridiculous on healing if you had good HP regen and accuracy with Qs vs how often the enemy laners would trade as well as enemy jungle support, if any. So i'm eager to see how the changes will affect my play style if at all.

Fine Ionian Silk4 votes

I feel awkward because I max W first as a Soraka main... lol, Guess it's my bad League skills that pushed me to it :p

Ulquiorra9958 votes

I don't think even Rito knows what they are doing with Soraka.

"Let's shift a big part of her sustain to her Q so she doesn't play as a boring, W-maxing healbot"

...few patches later...

"Let's double the early cooldown on her W so she'd have to max it first, making the direction where we want to take her null and void"

Meat Feast12 votes

I don't like all these Anivia nerfs lately... I feel like I'm the only one who plays her in my elo (silver/gold). Why nerf a champ that only a minority of players like to play?

#Anivialivesmatter

ValiantDogFood7 votes

I play her too, and it was stupid the damage she put out after landing one q at level two. A second q and she wins lane. It gives her opponents opportunity to do more, rather than gwtting taken to half health with 2 abilities

Poulet Junior9 votes

What about championship riven ?

Jefftiffy7 votes

Hey guys. I'm so happy that Nocturne is getting the Championship skin. Man it looks so much better than original splash art.

Hi im Barbie7 votes

Fiora's royal guard splash looks like something you'd see in Assassins Creed. I like it. x3

Sexist Dodos7 votes

WHEN Is CHAMP RIVEN coming out is it this patchRiven

Exodasius7 votes

I know it isn't the best one artistically, but I really liked the old cotton tail teemo splash (the one pre-troll face with everything else the same), the one that looked like he was high off his mind. Can we have that one instead? ;)

Aqamdax7 votes

Why do you keep nerfing Soraka all the time? It's not Soraka-players fault, if enemies are not smart enough to focus on her in team fights.

Vaysum14 votes

The problem is early game where she can stand way behind her adc so there's no way to get to her and she can just spam heal the adc through trades. Plus she's OP all the way in challenger too not just bronze and silver, so it's not an issue of people not knowing counter play.

l3lueKnight6 votes

I have a question. Why can we ping the enemy summoner spells and see the cooldown? That is absurd in my opinion. Junglers can ping before they gank just to see if you have them or a mid lane roamer. I already did not like the jungle timers that are given because it requires less skill. Now you are giving timers on summoner spells that you use to outplay one another (i.e. flashing an important ability to avoid certain death). Even if you don't give the exact time of the cooldown I still don't like this idea because it takes away from the player that can see that you used a summoner spell and say okay they don't have flash until x time. Now people can just ping and see it before they try to all in you? I may get downvoted a lot or whatever but I really do not like this and hope you could reconsider...

ĘbbAndƒlowey3 votes

That's not how it works. It was always your job to say in chat "this person flashed." And now, they allowed you to press tab and click the spell and it says for example "X Player: (Champ) - Flash." It doesn't give a timer but what it does give is an easy way to communicate with your team that they flashed. And smart players should always have timestamp on, which means they know when too. This change was brilliant and a great use of the new pinging system. And in a team situation it works even better. People can say in voice comms "X player used X Summoner" and the shot caller (ie: normally jungle or support) can relay that in the chat through the ping while the others focus on laning. I can see where you're going with it, but you're also making it sound like it gives a timer. This change was solely a clarity buff and nothing else. It takes more time for someone to type "Cass F" than it does to "tab + ctrl + click summoner" And even bigger of a time gap for the nice, clear formatting that the ping uses.

Neteru Musume6 votes

I just wanted to leave a message reporting a bug. Recently when I played riven I noticed that there was no to little audio every time I q'ed an enemy, both minions and champions. It's obviously not a game breaking bug, but it does make me feel a bit uncomfortable or rather a feeling that something is missing.

bone in wing02165 votes

Not even an apology buff for Taliyah for all of the crappy nerfs shes been put through?

Brother Calvin4 votes

Why nerf anivia?? And of all things her E? It's her bread and butter spell which is really her main damage in lane and late game makes her the nuker she should be. Id say focus on nerfing the amount of armor and mr graves gets from true grit before making anivia nearly unplayable.

Red TRexx4 votes

Can we change twitch's E to "Expunge" and R to "Spray and Pray" while we're at it?

redfeenix3 votes

Pings

A bunch more items

Which items?

Still currently cant Ping any support items or the QSS.

Horn Solo4 votes

The patch isn't live yet. When it is I'd wager support items and qss since they both have activated effects, which they said they added.

RiotLtRandolph22 votes

Did a bunch of items. Can't remember the full list, but the Targon's line and the QSS line definitely are in it.

Davethewave73 votes

Soraka As a Soraka main, this gives me so much salt. Ever since the rework the whole point of Soraka was to heal often, but trade for health. every time she heals she becomes easier to die. This is counterintuitive to the concept.

Zydron2 votes

We need to be able to ping more items, like executioner's calling and zz'rot portal

RiotLtRandolph17 votes

I did a pass across all the currently un-pingable items and marked any of them that stuck out that should be. I know I did Zz'Rot; can't remember if I did Executioner's.

pora2 votes

pinging FQC should say how long until ghosts are ready, not how many stacks of the passive are available

RiotLtRandolph6 votes

This one makes me item 3070 item 3070 . The code is borrowing the logic from your inventory display, and just guesses what's valuable to communicate. When there's a cooldown and stacks active, it knows to do the cooldown. When there's no cooldown active, stacks is the next highest priority.

I could add a separate override to make item 3092 say "Ready" instead of charges, but that's a lot of effort for little gain.

That said, if it says "0 Charges" or whatever, that does mean the ghosts are ready to be spooky.

DarkRitual2 votes

Relic shield line needs it's own ping coding. item 3302 & item 3097 Stacks left item 2303 Spoils stacks and charges left item 3401 Spoils stacks and Cooldown

There's plenty of room in the chat line to include multiple pieces of info for some of these special cases.

RiotLtRandolph5 votes

This patch adds spoils stacks to item 3302 item 3097 and item 3401 (and they now show the number of stacks on the inventory icon).

Since item 2303 shows ward charges, there isn't a place for me to put the spoils stacks.

LazyW0lf4 votes

What if we were able to ping the little item 3302 symbol above the HUD instead (for cases like item 2303 ) for the spoil charges and the item for the ward stacks?

DarkRitual4 votes

Being able to ping some buffs would be useful. In addition to Spoils of War stacks, things like: Remaining duration of Dragon/Baron/Herald/Red/Blue Being marked by Kindred Number of marks Kindred has Aatrox/Zilean/Anivia Reanmiation passive buffs Volibear Passive buff Annie/Sona passive counts Zeke's Herald stacks Dark Seal/Mejai's/Tear/Archangel's/Muramana stacks

Being able to ping your own, and the enemies buffs like that.

NewGuy1016 votes

what if instead of pinging stacks, we just look to see if the character has blue orbs around them? [slayer-jinx-wink]

LazyW0lf2 votes

Pinging stacks is useful if a situation arises where you will have a stack soon for a siege and would like to communicate it.

Hyrum Graff2 votes

What if items with both an active and a charge just pinged twice? So I alt-click FQC and chat reads,

Frost Queen's Claim -- 21 seconds
Frost Queen's Claim -- 2 charges

(not certain that's exactly how the ping reads but you get the point)

XXXCypress2 votes

FOUR ticks a SECOND for Singed Q , HELLO, U CRAZY RITO, he already does 200 dmg a tick with just one ap item.

Azoth De Wolf3 votes

Did you even read? The overall damage is the same. The only thing different is the ticks which will proc thunderlords.

Canastus1 votes

This patch marks a very dark day for Cass players around the world. She already was sitting at a perfectly normal 50% winrate and you STILL decided to gut her? These changes are completely missing their point, you claim you're trying to weaken her lanephase and yet those nerfs greatly affect her lategame aswell.

Infact her lategame already has a lower winrate than her midgame, how about you finally give her better lategame scaling as a compensation? Well, that sustain of hers? It'll never be as good at lv18 as it used to be after these changes. Her miasma? It'll permanently remain out of reach to catch anyone with after those changes. Didn't you know that her W was THE big selling factor for this champ after the MYM update? Well, you just took away from the only redeeming aspect of her kit.

You've blatantly neglected this champion for far too long and when she finally sees some play you immediately start gutting her. You know how people used to say "Better nerf Irelia"? Well, at this point it might aswell be "Better nerf Cass", considering how often you've done it to her since the day she came out back in 2010.

This has happened multiple times so far and EVERY TIME it ended up with her being an obscure and irrelevant champion who's out of touch with the meta and desperately waiting for another rework while rotting away. To make matters worse, you're outright ignoring her when it comes to skins (3.5 years since the last one), lore (reduced to 3 lines of text back in 2014 and never touched again) and other kinds of content.

She's by far the most neglected female champion in the entire game. I doubt you'd be even capable of selling a skin for her with those marketing and balancing choices of yours, considering how much harm you've done to her already - and it just keeps adding up.

When will you finally learn from your mistakes, Riot?

usernameisnull3 votes

As a cassio Main with a winrate of 63% over 112 games, the very thought that cassio isn't broken is preposterous, there is definitely excess power in her kit, which has been discussed in depth on the cass mains subreddit. these nerfs are fair, as her laning is getting to be oppressive with few openings in some matchups especially. I do agree that she needs new skins, but that is more a matter of finding the correct set to put them in rather than having project:cassiopiea or star guardian cassiopeias running around

RileyBou10 votes

I suggested Pool Party Cassiopeia should be just a giant pool noodle with a face.

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