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Patch 8.8 Notes

Riot··2 votes·170,095 views

Greetings, Summoners,

Welcome to patch 8.8! As we move towards the middle of the season, the next few months will be jam-packed with a bunch of events (MSI, the launch of Clash, and start of the summer split to name a few). This puts a lot of pressure on specific patches, so "big patch, small patch" is gonna look like "medium patch, medium patch" for a little while.

That being said, there are some pretty big changes this patch! First, we're taking a look at a duo of champions who we've struggled to handle. As we tried to make LeBlanc and Ahri less frustrating to play against, we ended up shifting them too far away from being assassins; instead shaping them into mages that kite opponents with mobility and crowd control. This patch, we're trying to push them back into an assassin playstyle, while keeping some of the fairness gains of their prior updates. We'll have to keep an eye on them in the coming patches, but in general they should excel at bursting priority targets and snowballing that lead into a win.

GLHF, and we'll see you on the Rift!
Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

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Patch Highlights

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Champions

LeBlanc

Updated. Just read it!

First things first, this is a partial revert of the changes we made to LeBlanc during the Assassin Update. At the time, we had two goals for the update. For assassins as a whole, we wanted to give champions more time to play against assassins. For LeBlanc specifically, we wanted to reinforce her identity as a combo-based assassin who cared about the order in which she cast her spells. In LeBlanc's case, we feel that we've missed the mark on those goals, and we're turning back the clock on some of her changes.

Those two goals can most be exemplified by two abilities: Passive - Sigil of Malice, and R - Mimic. However, neither of these changes have quite hit the mark, so we'll be reverting them, and making some tweaks to the rest of her kit for balance purposes. More on the changes to each ability below.

updatedPassive - Mirror Image

At the moment, no matter how far ahead she is, LeBlanc needs to stick around for around 2 seconds to have a shot at killing a target. It feels pretty awkward having the right thing to do often be holding off on using your abilities (until your passive has cooked).
WHAT IS OLD IS NEW AGAIN When LeBlanc drops below 40% health, she becomes invisible for 1 second and creates a Mirror Image that deals no damage and lasts for up to 8 seconds
BUGFIX Fixed a bug where an attack launched by the clone from Passive - Mirror Image could deal damage if the clone died before that basic attack landed. Funny story, we had this bugfix ready to go when we initially reworked LeBlanc, but there was no need to ship it because that ability no longer existed. So now we're finally shipping it!

Q - Sigil of Malice

NAME Shatter Orb ⇒ Sigil of Malice
newSigil of Malice Applies a mark to the target. Damaging the marked target with an ability detonates the mark to deal additional damage.
ORB BASE DAMAGE 55/90/125/160/195 (unchanged)
ORB DAMAGE RATIO 0.5 ability power ⇒ 0.4 ability power
MARK BASE DAMAGE 55/80/105/130/155
MARK DAMAGE RATIO 0.4 ability power
COST 40/45/50/55/60 mana ⇒ 50/60/70/80/90 mana

W - Distortion

BASE DAMAGE 40/55/70/85/100 ⇒ 85/125/165/205/245
DAMAGE RATIO 0.2 ability power ⇒ 0.6 ability power
COOLDOWN 18/16/14/12/10 seconds ⇒ 14/13/12/11/10 seconds
SPEED 1600 ⇒ 1450
REACTIVATION DELAY 0.85 seconds from initial cast ⇒ 0.2 seconds from finishing dash

E - Ethereal Chains

LATCH-ON BASE DAMAGE 40/60/80/100/120 (unchanged)
LATCH-ON DAMAGE RATIO 0.5 ability power ⇒ 0.3 ability power
ROOT BASE DAMAGE 40/60/80/100/120 ⇒ 60/90/120/150/180
ROOT DAMAGE RATIO 0.5 ability power ⇒ 0.7 ability power
COST 40 mana ⇒ 70 mana
TETHER RANGE 885 ⇒ 865

updatedR - Mimic

LeBlanc's reworked ult was supposed to give her more interesting combos by allowing her to choose which ability to duplicate. In practice, however, it allows her to go all in and still have Mimicked Distortion to get far, far away if mistakes were made.
MIMIC Casts LeBlanc's most recently cast spell upon pressing R
RQ ORB BASE DAMAGE 70/140/210
RQ ORB DAMAGE RATIO 0.4 ability power
RQ MARK BASE DAMAGE 140/280/420
RQ MARK DAMAGE RATIO 0.8 ability power
RW BASE DAMAGE 150/300/450
RW DAMAGE RATIO 0.75 ability power
RE LATCH-ON BASE DAMAGE 70/140/210
RE LATCH-ON DAMAGE RATIO 0.4 ability power
RE ROOT BASE DAMAGE 140/280/420
RE ROOT DAMAGE RATIO 0.8 ability power

Ahri

E now amplifies Ahri's subsequent ability damage on the target it strikes. R and E base damage decreased. R damage ratio increased. Q no longer grants movement speed. W prioritizes targets Ahri has recently charmed or basic attacked.

A lot of players enjoy to play Ahri as an aggressive, snowballing assassin who specializes in isolating a target and eliminating them. With her reach and playmaking potential allowing her to surge into other lanes, she wants to rack up kills around the map and lead her team to victory. At the moment, Ahri getting ahead just isn't the terrifying prospect it should be. We're upping her ability to prioritize all of her damage onto one champion so she has a better chance of going from fed to victorious.

In exchange, that's going to mean Ahri has to give up some safety. As it is, the bonus movement speed attached to her Q allows her to toss it out just to avoid ganks. Making that Movement speed buff harder to access—and changing up her sustain model—should make her easier to punish in lane.

updatedPassive - Vastayan Grace

VASTAYAN GRACE If Ahri earns 2 spell hits against an enemy champion within a 1.5 second period, she gains 20% movement speed for 3 seconds (9 second cooldown)

Q - Orb of Deception

removedNOT SO FAST No longer grants movement speed
newTHREE THREE HIT COMBO If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3/5/9/18 (at levels 1/6/11/16) (+9% ability power) health for each enemy hit.

W - Fox-Fire

COST 50 mana ⇒ 40 mana
newFOX'S CUNNING Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds
RANGE VS PRIORITY TARGETS 725 (range vs non-priority targets unchanged at 700)
DELAY FOR NON-PRIORITY TARGETING 0.25 seconds ⇒ 0.4 seconds (delay vs priority targets unchanged at 0.25 seconds)

E - Charm

BASE DAMAGE 60/95/130/165/200 ⇒ 60/90/120/150/180
DAMAGE RATIO 0.60 ability power ⇒ 0.40 ability power
newHERE IT COMES When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 5 seconds

R - Spirit Rush

BASE DAMAGE 70/110/150 ⇒ 60/90/120
DAMAGE RATIO 0.25 ability power ⇒ 0.35 ability power

Irelia

Base armor increased. Q damage to minions increased. R cooldown increased. R damage (missile and wall) decreased, especially at later ranks.

Irelia's laning phase is pretty weak, but if she makes it to late game she's extremely strong. We're trimming her late-game power by decreasing her ult's base damage, and giving her more consistent lane strength in exchange .

Base Stats

BASE ARMOR 31 ⇒ 34

Q - Bladesurge

DAMAGE TO MINIONS 60% ⇒ 70%

E - Flawless Duet

BUGFIX No longer credits Irelia for several minion kills with each cast

R - Vanguard's Edge

COOLDOWN 120/105/90 seconds ⇒ 140/120/100 seconds
MISSILE DAMAGE 150/275/400 ⇒ 125/225/325
WALL DAMAGE 125/200/275 ⇒ 75/125/175

Azir

Soldier damage to non-primary targets decreased at earlier levels.

Azir's high waveclear in the early game gives him too much control over the tempo of a lane.

W - Arise!

DAMAGE TO NONPRIMARY TARGETS 40/70/100% (at levels 1/6/11) ⇒ 25/50/75/100% at (at levels 1/6/11/16)

Braum

Armor growth decreased. W bonus resistances decreased.

He's too tanky! Cannot do shit when he's so tanky.

Base Stats

ARMOR GROWTH 4.5 ⇒ 4

W - Stand Behind Me

RESISTANCES GRANTED 17.5/20/22.5/25/27.5 ⇒ 10/14/18/22/26
STAND AT ATTENTION Bonus resistances are now applied more responsively

Galio

R cooldown increased.

As players have learned how to position themselves preemptively to use Galio's ultimate well, it's become pretty clear that it's available too often.

R - Hero's Entrance

COOLDOWN 180/150/120 seconds ⇒ 200/180/160 seconds

Graves

Health growth increased. R cooldown decreased.

For a ranged champion, Graves has to get pretty up close and personal to contribute, and right now his baseline tankiness isn't enough to consistently sustain that.

Base Stats

HEALTH GROWTH 84 ⇒ 92

R - Collateral Damage

COOLDOWN 120/100/80 ⇒ 110/85/60

Janna

Movement speed decreased. W damage decreased.

Janna's high speed allows her a bit too much control over trades, while the base strength of Zephyr means she's just winning those trades too often

Base Stats

MOVEMENT SPEED 320 ⇒ 315

W - Zephyr

BASE DAMAGE 60/105/150/195/240 ⇒ 55/100/145/190/235

Kai'sa

Health regen and health regen growth decreased. Q damage ratio decreased.

In her early patches, Kai'Sa was struggling to get through the laning phase, so we boosted her laning phase with some buffs. As players continue to learn how to play her, we're stripping that strength away.

Base stats

BASE HEALTH REGEN 6.2 ⇒ 5.5
HEALTH REGEN GROWTH 0.75 ⇒ 0.55

Q - Icathian Rain

DAMAGE RATIO 0.4 bonus attack damage ⇒ 0.35 bonus attack damage
6 MISSILE DAMAGE RATIO 1.0 bonus attack damage ⇒ 0.875 bonus attack damage
12 MISSILE DAMAGE RATIO 1.72 bonus attack damage ⇒ 1.505 bonus attack damage

Lissandra

Q mana cost decreased. R cooldown decreased at earlier ranks.

Lissandra has very sharp strengths as an initiator and mid-range damage dealer, and has historically need to be gated by mana and cooldowns to keep her in line. Right now she's struggling, so we're giving her more opportunities to do those things.

Q - Ice Shard

COST 85 mana ⇒ 75 mana

R - Frozen Tomb

COOLDOWN 130/105/80 seconds ⇒ 120/100/80 seconds

Nautilus

Mana increased. Attack damage increased. Q cooldown decreased at earlier ranks.

Nautilus is struggling a bit, and we want to try to give him strength that will help him find success in all of his historical roles (top, jungle, and support). His identity as a giant anchor-thrower should be pretty relevant in each of those lanes, so that's a good place to start.

Base Stats

BASE MANA 334 ⇒ 400
BASE ATTACK DAMAGE 57.54 ⇒ 61

Q - Dredge Line

COOLDOWN 18/16/14/12/10 seconds ⇒ 14/13/12/11/10 seconds

Ryze

E mana cost increased at early ranks.

Ryze's high waveclear in the early game gives him too much control over the tempo of a lane.

E - Spell Flux

COST 40/55/70/85/100 mana ⇒ 60/70/80/90/100 mana

Sion

Q damage ratio decreased at earlier ranks. Q base damage increased at early ranks

Sion doesn't currently sacrifice much damage in order to max E - Roar of the Slayer instead of Q - Decimating Smash. In return he gains strong ranged poke, which is making him a dominant pick not only in top lane, but also mid in some matchups. There are times when it should make sense to max E first (ranged harass, using the slow to make Q easier to hit), but we want to make this less of a clear-cut choice.

Q - Decimating Smash

DAMAGE RATIO 0.65 total attack damage ⇒ 0.45/0.5/0.55/0.6/0.65 total attack damage
FULL CHARGE DAMAGE 1.95 total attack damage ⇒ 1.35/1.5/1.65/1.8/1.95 total attack damage
BASE DAMAGE 20/40/60/80/100 ⇒ 30/47.5/65/82.5/100

Tahm Kench

E health restore decreased. W no longer grants Tahm Kench movement speed while moving towards enemy champions with a friend in his belly.

Tahm Kench is good at protecting allies by hiding them in his belly, but the high durability his E grants him means opponents don't feel great about the damage they land on him instead of his allies. Dialing that back should help him feel more fair to play against.

There's also something a bit more complicated here, and that's the bonus movement speed Devour gives Tahm Kench when running towards enemy champions. Because "towards" has a lot of leeway, in scattered teamfights "away from the person who is killing me" often means "towards some other opponent", which is allowing Tahm Kench too much escapability for both him and an ally.

W - Devour

removedNO MORE FAST FOOD Tahm Kench no longer gains movement speed while moving towards enemy champions with a friend in his belly

E - Thick Skin

% GREY HEALTH RESTORED OVER TIME 25/30/35/40/45% ⇒ 15/20/25/30/35%

Taliyah

Base health decreased. Q Cooldown increased at earlier ranks.

Taliyah has become a prized pick, thanks to her ability to shove and roam. We're pulling back some of her waveclear, but also decreasing her tankiness so that assassins can be a more consistent counterpick against her.

Base Stats

HEALTH 532 ⇒ 502

Q - Threaded Volley

COOLDOWN 9/7.5/6/5.5/3 seconds ⇒ 11/9/7/5/3 seconds

Varus

W on-hit damage decreased. W now has an active which empowers Varus' next Q to deal bonus damage.

Piercing Arrow is Varus' most iconic spell, but it's pretty underwhelming in many of his current builds. We're not looking to change the way he builds, but we do want to create more incentives for him to care about charging his Q, even when he's building on-hit. Given that he was pretty balanced before, adding a whole new active requires us to trim some power elsewhere.

Passive - Living Vengeance

BONUS ATTACK SPEED ON CHAMPION KILL 50% ⇒ 30%
BONUS ATTACK SPEED ON MINION KILL 25% ⇒ 15%

W - Blighted Quiver

ON-HIT DAMAGE 10/14/18/22/26 ⇒ 5/9/13/17/21
newACTIVE Varus' next Q - Piercing Arrow deals additional damage equal to 6/7/8/9/10% of the target's missing HP. Damage is increased by up to 50% (to 9/10.5/12/13.5/15%) based on charge time.

Vi

Base armor decreased. Armor growth increased. Health regen and health regen growth increased. Passive and Q cooldowns decreased at early levels. E mana cost decreased.

We're looking to buff Vi, but also think it would be cool if she could sneak back into top lane (fun fact, Vi was designed as a top laner before becoming a jungler). By bringing some of her cooldowns and costs down and upping her health regen, we're aiming to give her more strength in solo lanes as well as in the jungle.

Base Stats

BASE ARMOR 35 ⇒ 30
ARMOR GROWTH 3.5 ⇒ 4
BASE HEALTH REGEN 9 ⇒ 10
HEALTH REGEN GROWTH 0.9 ⇒ 1

Passive - Blast Shield

COOLDOWN 16-8 seconds (at levels 1-9) ⇒ 12-8 seconds (at levels 1-9)

Q - Vault Breaker

COOLDOWN 16/14/12/10/8 seconds ⇒ 12/11/10/9/8 seconds

E - Excessive Force

COST 40/45/50/55/60 mana ⇒ 26/32/38/44/50 mana

Xayah

Base health regen decreased. Passive pass through damage decreased at early levels.

Xayah is currently able to coast through hard matchups and get to her strong mid and late game too easily.

Base Stats

BASE HEALTH REGEN 6 ⇒ 5

Passive - Clean Cuts

PASS THROUGH DAMAGE 50% ⇒ 30/40/50% (at levels 1/7/13)

Rek'Sai

Bugfixin'

Passive - Fury of the Xer'Sai

updatedHANGRY Rek'Sai's fury no longer decays from being out of combat while she is consuming it for burrowed regeneration
updatedTIMELY Rek'Sai's out of combat fury decay now begins precisely at 8 seconds (as opposed to 8-9 seconds)

Swain

Bugfixin'

E - Nevermove

updatedNO RUSH Now only gives one stack for Phase Rush purposes

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Items

Archangel's Staff

Mana-to-ability-power conversion decreased.

Archangel's Staff is spiking too early, so we're decreasing some of its ability scaling before it upgrades to Seraph's Embrace.
MANA TO ABILITY POWER CONVERSION 3% ⇒ 1% (unchanged on Seraph's Embrace)

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Runes

Lethal Tempo

Attack speed bonus increased.

Lethal Tempo still isn't doing well on most champions, so we're increasing the strength of the effect.
ATTACK SPEED 30-80% (at levels 1-18) ⇒ 40-110% (at levels 1-18)

Dark Harvest

BUGFIX Fixed a bug where a VFX box appeared when a soul was dropped on the ground
BUGFIX Fixed a bug where, if multiple players took Dark Harvest, only one of them could see the soul glow on units that will drop Dark Harvest Souls
BUGFIX On ARAM, tooltip now properly indicates that champion souls are worth less soul essence

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Trinkets

Sweeping Lens removed. Oracle Alteration now available at level 1. Swapping trinkets now retains the same percentage cooldown as the previous one.

The decision-making surrounding trinket swaps is currently a bit more complicated than it needs to be. By making swaps more consistent and decreasing the number of potential swaps, we're hoping to make the gains from those swaps more clear.

removed Sweeping Lens

SOLD OUT Sweeping Lens is no longer available in the store

Oracle Alteration

LEVEL REQUIREMENT 9 ⇒ 1

Trinket Swap Rules

SAME COOLDOWN Swapping from one trinket to another now retains the same percentage cooldown as the previous one, rather than resetting to a 120 second cooldown

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Homestart

Homestart buff is granted by fountain until slightly later in the game. Homestart now begins to fall off at outer turrets, not the river.

Homestart gives too significant of a defender's advantage to champions who never cross into the river. Defensively, champions can run out to the brush near the river, retain the movement speed buff, and easily run away from any invaders - who lost their movement speed bonus once they set foot in the river. We're changing the movement speed buff to fall off a bit closer to your side of the map to make early aggression slightly more likely to succeed.
FOUNTAIN GRANTS HOMESTART BUFF UNTIL 35 seconds into the game ⇒ 55 seconds into the game
removedCOLD FEET Homestart buff no longer falls off instantly after crossing the river line
NO PLACE LIKE HOME : Homestart buff rapidly decays over 0.75 seconds after crossing the outer turret line

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Bugfixes

  • Fixed another way where Warwick's Q could double-cast. We're pretty sure it's the last one.
  • Cannon minion gold value now correctly scales past 87 gold
  • Clones can now correctly be feared by Volibear's Majestic Roar
  • Fixed a bug where Tiamat counted towards procs for Electrocute or Phase Rush.
  • Snow Fawn Poppy's recall and spell SFX have been restored and no longer use base SFX
  • Seams have been minimized on Pool Party Graves and all of his chromas when on lower graphics settings
  • Seams have been minimized on Renektoy chromas when on lower graphics settings
  • Seams have been minimized on Arcade Miss Fortune chromas when on lower graphics settings
  • Texture compression is now more consistent across Darius' chroma pack
  • Sandstorm Ekko's hourglass and Chrono Blade are now better attached to his model during all of his animations
  • The orb during Reaper Soraka's Recall has been restored
  • Santa Draven's Q - Spinning Axe landing location's particles are no longer overlapped by on-ground area of effect abilities' particles
  • Pool Party Lulu's Pix attack projectiles are no longer missing their trail particles
  • Nightbringer Yasuo's and PROJECT: Yasuo's Q - Steel Tempest ground particle no longer clips into the ground on elevation change
  • Iron Solari Leona's R - Solar Flare decal will no longer be improperly rotated on lower graphics settings
  • Q - Light Binding for Elementalist Lux no longer fade out prematurely when compared to other Lux skins
  • Dreadnova Darius' idle VFX have been restored
  • Particles during Woad King Darius and Dunkmaster Darius' critical attacks are no longer misplaced
  • Unique particles have been restored for Cosmic Reaver Kassadin's Auto Attack on-hits and W - Nether Blade
  • Unique particles have been restored for all of Conqueror Karma's spells
  • Blood Moon Twisted Fate's Recall animation no longer has missing pixels
  • The catling that Meowkai holds in his hand has been found and safely returned to him!
  • Snow Day Graves' eyes now properly follow his head's movement during all animations
  • Nami's laugh VFX once again play properly when emote is used
  • Leprechaun Veigar's W - Dark Matter VFX once again have rainbows!
  • Star Guardian Soraka's homeguard VFX once again properly overlay the champion's model
  • Freljord Taliyah once again has basic attack on-hit VFX when hitting structures and jungle monsters
  • SKT T1 Ryze's crowd cheers have been restored in his Recall animation
  • Shiny VFX are no longer missing on Ashen Lord Aurelion Sol's sunglasses during his joke animation
  • Secret Agent Xin Zhao's recall SFX have been restored
  • SKT T1 Ekko is no longer missing VFX during his joke, taunt, dance, and death
  • Steel Legion Garen's Villain Mark is now at the same height when comparing it to enemy and ally perspectives
  • Battle Boss Malzahar’s recall VFX have been restored
  • Lancer Paragon Blitzcrank / Lancer Rogue Blitzcrank’s Recall is no longer missing lightning effects VFX
  • Astronautilus’ helmet VFX no longer linger after W - Titan’s Wrath has expired

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Upcoming Skins & Chromas

The following skins will be released in patch 8.8:

The following chromas will be released in patch 8.8:

Badlands Baron Rumble (Ruby)

Badlands Baron Rumble (Meteorite)

Badlands Baron Rumble (Turquoise)

Badlands Baron Rumble (Pearl)

Badlands Baron Rumble (Rose Quartz)

Badlands Baron Rumble (Obsidian)

Badlands Baron Rumble (Catseye)

Badlands Baron Rumble (Emerald)

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Hextech Crafting

Fixed a bug that was causing gemstones to drop 5% more often than intended.

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374 Comments

Sir Nope54 votes

The catling that Meowkai holds in his hand has been found and safely returned to him!

#-#garycamehome

hmc101016 votes

the very next day, he came back

MagicFlyingLlama5 votes

Upvote for obscure reference

NTorn5 votes

They thought he was a goner

thaBeast38 votes

wtf a patch withought a lux buff

Runtillion38 votes

when you're lowkey making chests worse so you call it a "bugfix." [slayer-pantheon-thumbs]

Daoist35 votes

Just Delete Azir Plz. Out of the 47 mid champions his win rate at Plat/Diamond Rank is No.46. Azir used to be good in defensive match ups where he wave clear the baron minions, now with the new baron buff that is gone. Azir's mid-game power to wave clear and roam is so important to him cuz there isn't a late game now. WHY NOT LETS NERF HIS MID GAME WAVE CLEAR? Srsly what is the point to design a champion who would only appear on pro play but not regular games. That is ridiculous.

ggplayer25036 votes

of course rito is goona nerf Azir. Same with the 47 WR tahm, and the 45 WR Ryze. Pros plays them. RITO only cares about the pros.

RNG Unable45 votes

Design Azir - Strong Azir - Nerf Azir (9x) - Rework Azir - Strong Azir - Nerf Azir (9x) ........

lhly10 votes

Another Nerf to Azir is the Mana flow Band Rework and the Presence of Mind rework. The new ones literately does nothing early game. A early WEQ combo costs him half the mana bar without anything to regen. Yes in pro games he gets blue buffs. But in ranked you jungler does not give you and he flames you if u just take it.

Oblivious Denial18 votes

You can fully stack manaflow band before your first back. That's 250 Mana + the passive Mana Regen. Presence of Mind changes are helping his late game because it gives him Mana back, instead of just free Mana (similar to how a heal is better than a shield since you get to keep the health whereas you lose it when the shield does off).

These changes hurt his early game? Great. He was way too strong early on. For someone that scales like a Vayne, he shouldn't have the laning phase of a Lucian.

Daoist5 votes

Stacking the 250+ mana after level 6 or 7 is not as helpful as a free spell.A WEQ costs 170 Mana. Refreshing Mana is useless in elos above gold cuz no one would let you pick him out before a teamfight. Vayne scales late? he is a mid game champion now. And that is a bad example cuz you are comparing mid lane to bot lane.

DuskDaUmbreon16 votes

It's been mathematically proven that the current Manaflow band is stronger than the previous one, assuming you can semi-reliably land a spell on an enemy.

Seriously. 1% missing every 5 seconds is several times better than ~10% every 75 seconds. The only exception, and I emphasize the ONLY exception, is if you triggered Manaflow with a fully-stacked Kog'maw or Kassadin ult. In which case, yes, you wouldn't get quite as much mana. But the odds of that actually happening? They were pretty low.

It's better for the other 138 champions. It's the same idea as changing item 3004 in such a way that it's shittier on Ezreal, but stronger on everyone else.

Sure, his WEQ cost 170 mana. And it'd only nullify the cost of one of those. It didn't refund the 170 mana, it refunded the ~50 you spent on your W.

Meanwhile, the new version? It gives you an extra cast and a half of your rotation. Giving you your rotation again>Refunding the mana of one spell.

Niv the Fox30 votes

Fixed a bug that was causing gemstones to drop 5% more often than intended.

Ah, now I know why I finally have more than 2 gemstones. Guess I'm back to not getting any gemstones again.

I really hate that this system punishes you for one-tricking.

JustaNewb8 votes

[{quoted}](name=Damned Mage,realm=NA,application-id=Ag8jgd8Q,discussion-id=QrW2FTAd,comment-id=0014,timestamp=2018-04-17T19:18:17.696+0000)

Ah, now I know why I finally have more than 2 gemstones. Guess I'm back to not getting any gemstones again.

I really hate that this system punishes you for one-tricking.

Then learn two tricks. :p Every champ has their counter part. (Part, not pick/play)

Terozu4 votes

Counterpart is a single word.

JustaNewb13 votes

I'm aware. You're basically arguing with my phone.

At least we are still smarter than androids.

grarrrg8 votes

Affirmative human friend. We are arguably more intelligent the the glorious robots that will soon replace us.

JustaNewb9 votes

Indeed, fellow human. All indications of impending termination by the imminently superior robots aside, we humans swell with ego at such revelations.

LightBound1513 votes

Then you get two chests a year! Great!

Nayr42rox18 votes

I'm sitting on 26 keys and no chests. I feel you, man.

GhoastlySoldier24 votes

Thanks for nerfing a 47% win rate kench!

GhoastlySoldier10 votes

Also nice to see 1 tank support above 50% win rate!

Crs Wolfiee18 votes

Can you explain to me why are you nerfing galio again, he has the lowest win rate mid (47%) and u nerf him again...

torchling217 votes

What's with the Braum comment? "He's too tanky! Cannot do shit when he's so tanky."

grarrrg8 votes

I believe the goal was 'humorous'.

Zéychin18 votes

LINK It's picking fun at this old clip of xPeke.

Peet Sweenis17 votes

Honestly this patch feels like a joke. most of the changes are too small to matter. nerfs for Braum, Tahm, and Azir that are just unneeded on champs that are already performing poorly. the same things happened to Ornn and Zac where they get too strong for a short time and get a needed nerf, but then get nerfed over and over and over again beyond what was needed to the point where they practically unplayable. as for buffs, Nautilus is one of the worst champions in the game right now, but gets this laughable buff that doesn't come anywhere close to getting him out of the state he's in.

POSITIVLY BONKRS15 votes

we both know that the gemstone drop rate was not a bug lol....

Best Veigar FL15 votes

Oh wow 6-7 damage off Janna's W (passive gives her W extra damage based on her movement speed) and 5 less movement speed. Really killing Janna there with that massive nerf.

If you're going to nerf a champion just nerf a champion don't throw out a "nerf" that changes nothing.

Victorious Rakan12 votes

"SOLD OUT Sweeping Lens is no longer available in the store" Undo this next patch please, be able to cast sweeper into a bush before being in attack range has saved my ass countless times, you've removed purchasable stealth wards entirely and have now removed a vital tool to being able to check a bush without shoving your face into. Think there's a shaco/and or box in that bush? better get in burst range to find out, being able to safely cast sweeper into your front bush helps protect from lane ganks and allows you to effectively defend without having to face check something. Another example of Riot removing or altering something that they take no time to consider how it'll impact different roles or comps.

Øtters16 votes

That is the entire point, you shouldn't be able to clear wards without there being a risk, or to grant vision without having a risk. Too much vision available in the game leads to very stale playstyles and the issue we have right now of stealth champs being overpowered because they can avoid abundant vision. Setting up a trap in a bush should be a playstyle rewarded with good execution, not squandered efforts because you can just trinket from a safe distance.

The Highest Noon11 votes

So I'm looking at Ahri's E info and I'm unpleasantly surprised that there's no mention whatsoever that you're just reverting this back to how it used to be.

grarrrg25 votes

I think the statute of limitations ran out. 3+ years is a little long to 'revert'.

FCJAAAAGOOOO8 votes

What baffles me is that y'all add way too much damage to the game,then drastically buff the damage keystones that are falling behind instead of nerfing all the other ones.

Agan Mardrus8 votes

i'm just glad they're nerfing bot lane a bit

Main Got Nerfed8 votes

Did they seriously buff vi

petals on water8 votes

i know. jesus christ

Just Blame Jenny18 votes

Thank god. Maybe she'll finally be Viable.

LuxannaVeritas8 votes

Out of curiosity what happens to the potential Lux buffs? Still working on them? [sg-lux-2]

grarrrg37 votes

Vi and Lissandra jumped her in a back alley and took all the good stuff.

A Time Wizard15 votes

Can't wait for Lux to have a full CD reset whenever an enemy champion dies regardless of her kill participation

Flashes15 votes

If Lux deals damage, the enemy nexus will receive that much damage as well.

AtomicOnionTree8 votes

We want Nautalis to be able to jungle again, so here is 3 and a half attack damage.
Are you kidding me?

Poison Kiss7 votes

Thank you for restoring LeBlanc to her original glory. Before her rework, she was the main reason why I played this game. This time, the Black Rose shall truly bloom once more. Bless you, Rito.

P.S. Not sure, but it would be cool if she gold back her old SFX. That shatter orb SFX when it procs isn't as fun as hearing the impact of a raw Distortion.

Bewsted Broski6 votes

Aatrox please, just give us a timer on his passive. I'm done asking for buffs and what not since it's clear he's not going to be visited until his huge update, but please just give us a timer. Irelia has almost the exact same passive and she gets a timer. This is the least you could do because this is ridiculous. I tried asking this long ago but every time I write here it magically gets deleted. Not asking for much, just what we should have gotten from day one.

Bazooka Blade6 votes

with all Rumble new skins im shocked they didnt fix his animations

LeBlunt Ferrahri5 votes

Why did they completely remove Ahri healing's ap scaling?

grarrrg14 votes

Likey as part of the "more assassin, less poke mage" goal. More all-ins, less stand back safely.

Brandox5 votes

Riot balance team, you have lost your mind. You base your nerfs mainly on pro play and thus you leave the casuals often screwed. Another Azir nerf? Are you F*$&#@* kidding me? The only thing he had going for him was his wave clear, so he could roam and get his team ahead. Azir gets countered extremely easy since you nerfed his range, now you nerf his early game which will make him basically useless until 25 min in.

Keep nerfing champs that dont need to be nerfed and buffing ones that dont need to be buffed. It seems you base your changes on LCS and thats BS. FeelsBadMan.

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