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Patch 8.1 notes

Riot··10 votes·186,552 views

Greetings, Summoners,

It's the first patch of the new season, and that means it's our last chance to make changes before the season starts! We already had an extra patch (7.24b) to round out the preseason leading into the holiday break, so this patch is a good deal smaller than usual.

The Ranked ladder resets with this patch, so we’ll see you out there for placements. To go with that, there are a few updates to the Honor system aimed at rewarding honorable players with some sweet loot!

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

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Patch Highlights

If you’re following our Facebook page, this video should look familiar. We figured we’d see what happens if we put it in the Patch Notes, too!

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Start of Season

Note: these changes will come into effect when the season starts on January 16.
RANKED The 2018 Ranked season begins in the early morning of January 16
HEXTECH CHESTS You can once more earn Hextech chests for each champion by getting an S- or higher rank in game
We saw that Challenger players were facing Master tier duos pretty regularly, which ends up making the queue less competitive overall (despite the original intention back in 2016), and also punishes duos on the upper echelons of Master for winning too hard. We’ll be monitoring how much this impacts the health of the queue over the coming weeks
CHALLENGER TIER In Ranked Solo/Duo, Challenger players can now duo queue

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Champions

Brand

Passive damage-over-time increased.

Brand was one of the top users of Deathfire Touch, and without it, his baseline damage is lacking.

Passive - Blaze

DAMAGE PER STACK 2% target's maximum health ⇒ 4% target's maximum health

Evelynn

E buff-fix.


E - Whiplash

BUFF-FIX Whiplash no longer goes on cooldown if it fizzles due to Evelynn losing vision of her target during its cast time.

Graves

Q cost and cooldown decreased. W slows more heavily but for less time.

Graves has an unreliable early game. His burst damage is high enough that it doesn't need an increase, so we made some small changes to give him more room to shine early.

Q - End of the Line

COST 60/70/80/90/100 mana ⇒ 60/65/70/75/80 mana
COOLDOWN 14/13/12/11/10 seconds ⇒ 13/12/11/10/9 seconds

W - Smoke Screen

SLOW STRENGTH 15/20/25/30/35% ⇒ 50% at all ranks
SLOW DURATION 1.5 seconds ⇒ 0.5 seconds

Heimerdinger

Big turret beam damage decreased.

Ya boy Heimerdinger does some serious damage. Probably too much, in fact...

R - UPGRADE!!!'d Q - H-28G Evolution Turret

BEAM BASE DAMAGE 200/270/340 ⇒ 100/140/180 (0.7 ability power ratio unchanged)

Kayle

Attack damage growth and bonus attack speed reduced. E cooldown increased early and decreased later.

Without the stats (namely CDR) from the old rune system, Kayle has a harder time reaching full uptime ranged attacks with Righteous Fury. On the other hand, most of the new runes gave her more damage overall. We're trimming back on basic attack damage, while making it easier for her to reach full E - Righteous Fury uptime more easily.

Base stats

ATTACK DAMAGE GROWTH 2.8 ⇒ 2.2
INNATE BONUS ATTACK SPEED 15% ⇒ 10%

E - Righteous Fury

COOLDOWN 16 seconds at all ranks ⇒ 18/17/16/15/14 seconds

Skarner

E proc deals more damage and stuns for longer. Base mana increased.

Skarner has been pretty weak in the preseason, so we're buffing up his damage, crowd control, and mana.

Base stats

BASE MANA 272.2 ⇒ 320

E - Fracture

PROC DAMAGE 25/35/45/55/65 ⇒ 30/50/70/90/110
PROC STUN DURATION 1 second ⇒ 1.5 seconds

Syndra

A lot of R bugfixes.

Weird things have been happening if Unleashed Power's target died or became invulnerable before every sphere dealt damage. We've fixed a lot of those bugs.

R - Unleashed Power

OVERKILL All Dark Spheres now consistently fly at Unleashed Power's target, even if the target dies or goes invulnerable
THREE IN THE CHAMBER The three spheres orbiting Syndra now properly materialize even if Unleashed Power's target dies as the ability is cast
DON’T YOU TAKE ME TO Syndra's movement no longer becomes funky for a few seconds if Unleashed Power's target dies before all spheres have fired
BALLS ON THE FIELD Dark Spheres that didn't damage Unleashed Power's target now properly interact with Syndra's other abilities
BALLDERDASH Dark Spheres that didn't damage Unleashed Power's target no longer move erratically when affected by Syndra's other abilities
STEADY HANDS Dark Spheres created shortly after Unleashed Power ends no longer move erratically when affected by Syndra's other abilities

Zoe

E trap arm time increased. R exit portal delay decreased.

Zoe's skillshots hit or missed based mostly on her skill, not her opponents'. We want to give a bit more room for players to actively dodge Zoe's damage, so we're giving players more time to see where Zoe (or her skillshots are) before they're struck.

Q - Paddle Star

updated Now does not register Zoe's new position (for purposes of Q range) until she has fully emerged from R - Portal Jump

W - Spell Thief

updated Minions can no longer drop shards for Hextech Gunblade

E - Sleepy Trouble Bubble

DELAY BEFORE TRAP IS CREATED 0.6s ⇒ 0.8s

R - Portal Jump

DELAY BEFORE EXIT PORTAL APPEARS 0.1s ⇒ 0s

Varus Splash Update

Exactly what it says~

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Runes

Predator

Addressing a few feels-bad parts of Predator.

Predator is still a bit awkward to use, so we're introducing some usability tweaks to make its activation more consistent and its proc more intelligent.
newPARTIAL REFUND If Predator's channel is interrupted, 50% of the cooldown is now refunded
newHUNT THE WEAK If Predator's bonus damage is proc'd via an area-of-effect ability, it will now prioritize the lowest-health target hit
newADRENALINE Predator's rate of movement speed increase is increased by 50% for the first second and a half of the effect. This is unlisted in the tooltip because if you're making decisions around it, you're probably overthinking things.

Resolve Path Stat Bonuses

Stat bonuses are now split between health and the stat provided by your secondary rune path, and provide the same amount regardless of whether Resolve is primary or secondary.

Taking Resolve tree secondary was a pretty good call in the old system because runes and masteries combined gave you a decent chunk of baseline durability. Without that stat infusion, taking Resolve (in the new system) doesn't feel great. We're changing the way Resolve grants stats as a primary/secondary tree in order to make it a more viable secondary tree.

Resolve primary

RESOLVE + SORCERY 130 health ⇒ 65 health plus 10 ability power or 6 attack damage, adaptive
RESOLVE + DOMINATION 130 health ⇒ 65 health plus 9 ability power or 5.4 attack damage, adaptive
RESOLVE + PRECISION 130 health ⇒ 65 health plus 9% attack speed

Resolve secondary

SORCERY + RESOLVE 20 ability power or 12 attack damage, adaptive ⇒ 65 health plus 10 ability power or 6 attack damage, adaptive
DOMINATION + RESOLVE 18 ability power or 10.8 attack damage, adaptive ⇒ 65 health plus 9 ability power or 5.4 attack damage, adaptive
PRECISION + RESOLVE 18% attack speed ⇒ 65 health plus 9% attack speed

Runes Bugfixes

  • Unsealed Spellbook now properly updates its user's Summoner Spell icons in Spectator Mode
  • End-of-game runes stats that report duration (ex. Lethal Tempo's "Total Active Time") now use 00:00 formatting instead of number of seconds active
  • Glacial Augment & Arcane Comet now have ally/enemy color differentiation
  • Ally hits will no longer count towards Electrocute if both allies have the Keystone equipped
  • Fixed interactions between the Flash lockout on Skarner and Fiddlesticks' ults and the Hextech Flashtraption and Unsealed Spellbook runes, which could cause Skarner and Fiddlesticks to lose access to Flash and Hexflash
  • Rengar can no longer extend his leap range from brush via Hextech Flashtraption
  • Triumph's gold and healing are now properly granted to units in stasis when a takedown is earned
  • Arcane Comet's tooltip now properly lists its base damage
  • Kleptomancy's level-up UI no longer persists when using Elixir of Skill at Level 18
  • Cleaned up Runes VFX in Spectator VFX to remove overlapping particles
  • Manaflow Band now works properly with alternate HUD schemes (Flipped Minimap, Team Frames on Left, etc.)
  • Fixed a bug where abilities that cost health to cast will cause Revitalize's bonus healing amount in the rune panel to decrease.

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Item Selling

Normally, selling an item means buying another right after. Selling and then leaving base immediately is mostly the product of misclicking.
SELLER'S REMORSE If you close the item shop within 0.25 seconds of selling an item, the sale is cancelled

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Healthbar Update

Readability Improvements

  • Higher contrast red health
  • Darker background (to pop health even more)
  • Bigger, brighter level text
  • Slightly slimmer border
  • Smaller name text (creates contrast with CC states and room for club tags)

Bug Fixes

  • Shield decay displaying as red damage (fixed in 7.24 cycle)
  • Club tags are back

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Honor

Honor in 2018 is seeing some changes based on your feedback. Fighting to win earns you more rewards that get better as you level up. New checkpoints between Honor levels let you track your progress. Just like Ranked, your Honor level resets at season start so you can claim rewards all over again. These changes will ship at season start!

Checkpoints

There are now three checkpoints in between each Honor level. For every checkpoint after level 2, you’re guaranteed a reward to celebrate your progress. Checkpoints stop after Honor level 5 (because there’s no level 6), but you’ll still get rewards at the same intervals

Honor Reset

Your Honor level resets at season start to a checkpoint between levels 2 and 3. Players who finished at levels 3, 4, and 5 earn a small boost depending on their level.
RESET 5 Level 5 ⇒ Level 2, checkpoint 3
RESET 4 Level 4 ⇒ Level 2, checkpoint 2
RESET 3 Level 3 ⇒ Level 2, checkpoint 1
RESET 2 Level 2 ⇒ Level 2, no checkpoints
RESET 1/0 Level 1 and below do not reset

New Rewards

We’ve made some big adjustments to how rewards work. New keyless Honor Orbs drop at every checkpoint past level 3 and keep coming after Honor level 5. Honor Capsules now drop when you reach levels 3, 4, and 5. That means you’ll get fewer Capsules than before, but they’ll contain the most exclusive rewards. Orbs and Capsules give you better rewards with every level up. Here’s what you’ll earn every time you level up or reach a checkpoint.
Level 1
LEVEL UP 1 Key
Level 2
LEVEL UP 1 Key
CHECKPOINT 2 Key fragments
Level 3
LEVEL UP Level 3 Capsule containing 3 Key fragments, a ward skin, and 300 Blue Essence or a higher value Champion Shard
CHECKPOINT Level 3 Orb containing 2 Key fragments and 150 Blue Essence or a higher value Champion Shard
Level 4
LEVEL UP Level 4 Capsule containing 4 Key fragments, an emote, and 630 Blue Essence or a higher value Champion Shard
CHECKPOINT Level 4 Orb containing 2 Key fragments and 200 Blue Essence or a higher value Champion Shard
Level 5
LEVEL UP Level 5 Capsule containing 5 Key fragments, Grey Warwick or Medieval Twitch, and 960 Blue Essence or a higher value Champion Shard. If both skins are owned, you’re guaranteed an emote or ward skin instead.
CHECKPOINT Level 5 Orb containing 3 Key fragments and 250 Blue Essence or a higher value Champion Shard

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Bugfixes

  • Fixed a bug where Galio's shield from W - Shield of Durand would expire, rather than refresh 12 seconds after taking damage
  • Champions with manaless abilities (such as Elise or Nidalee in Cougar form) can no longer stack Tear of the Goddess with their manaless abilities
  • Energy or resourceless champion—such as Riven or Yasuo—can no longer stack Tear of the Goddess. Their allies can still stack tears, however.
  • Gangplank's Q - Parrrley now correctly goes on cooldown on cast start instead of cast end
  • QTPie—oops, we mean Zac—will no longer get stuck in his R - Let's Bounce! animation continuously if he revives with Guardian Angel after during the cast animation
  • Vayne's first Q - Tumble attack out of R - Final Hour's stealth can now correctly be heard/seen
  • Fixed a bug where many hard crowd controls would interrupt several charged/channeled abilities even when they had been blocked by a spell shield
  • Fixed a bug where the healthbar fade and shake animations were displayed even if "Show Health Bar Shake" option was disabled
  • Super Galaxy Gnar's transformation to and from Mega Gnar has been visually changed to remove a seizure risk
  • Fixed a severe client load time issue for players using macOS version 10.8 or earlier. To get the fix, you'll have to completely reinstall League
  • Gangplank's R - Cannon Barrage cooldown will no longer reset when buying the Raise Morale upgrade
  • Cho'Gath's E - Vorpal Spikes-empowered attacks no longer interrupt the basic attacks of enemy champions they hit
  • Ornn's W - Bellows Breath “Brittle” proc and the Grasp of the Undying Keystone rune no longer apply their effects if the attack that would apply them is blocked
  • Nidalee's Cougar Q - Takedown no longer damages enemies if its empowered attack is dodged
  • Fixed very rare instances where canceling an auto attack could also cause an in-flight projectile (ex. E - Grasping Roots) to disappear
  • Fixed a bug where chaining certain dashes together would cause the second dash to last for the same duration as the first. If any Maokais were wondering why W - Twisted Advance took so long to reach a target after exiting Tahm Kench's R - Abyssal Voyage... that's why.
  • Clicking on an enemy tower will now consistently show its item inventory
  • Elementalist Lux's R - Final Spark water form VFX have been restored
  • Elementalist Lux's Q - Light Binding fire form VFX have been restored
  • Nunu Bot's arms are no longer missing electric VFX
  • Sherwood Forest and Woad Ashe's Q - Ranger's Focus now have appropriately themed bolts when using Runaan's Hurricane
  • Pool Party Lulu's R - Wild Growth ground VFX no longer slowly pulse on low and very low settings
  • Jade Fang Cassiopeia's R - Petrifying Gaze overlay is no longer overwritten by Rylai's Crystal Scepter
  • River Spirit Nami's orbs on E - Tidecaller's Blessing are no longer offset during rotation
  • Bat VFX have been restored on Bewitching Nidalee's Cougar Q - Pounce when jumping towards hunted targets
  • Ambitious Elf Jinx's W - Zap! trail no longer appears in front of the candy projectile
  • Ambitious Elf Jinx's hair no longer stretches unnaturally during several animations
  • Animal VFX for Spirit Guard Udyr's dance have been restored when he's in rank five W - Turtle Stance
  • Hextech Kog'Maw's E - Void Ooze VFX around the spit blob projectile no longer disappear beneath elevated terrain

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Upcoming Skins & Emotes

The following skins will be released in patch 8.1:

The following emotes will be released in patch 8.1:

D'Pengu / Was that Me? / Come at Me

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475 Comments

Blue Silver100 votes

expecting to see some toning down for klepto, overheal/targon adc meta, and some of the overpowering junglers. checks patch notes

Big turret beam damage decreased.

Ya boy Heimerdinger does some serious damage. Probably too much, in fact... R - UPGRADE!!!'d Q - H-28G Evolution Turret BEAM BASE DAMAGE 200/270/340 ⇒ 100/140/180 (0.7 ability power ratio unchanged)

Oh..

Armenian Bot21 votes

This patch was locked before the Holiday so you should see those things addressed next patch.

Ouroborous HD8 votes

Its confirmed. Jax now has a real weapon.

freight train72216 votes

[deleted]

Thex Specter11 votes

No, he finally has a real lamp.[sg-miss-fortune]

The Jarvan88 votes

Wow, that's what the game really needed. A Heimerdinger nerf.... nevermind PTA MasterYi abuse, nerf one of the least played champions of all time. And straight to cutting dmg in half? How are you even going to monitor this overturning with no one playing heimer? That's just destroying him entirely. He has a 51% winrate before the gutting... He's crealy game breaking. Geez, I can help you do that better.

  • The former league player previously known as The Heimerdinger.
i just uwu12 votes

So honestly not being toxic, I'm generally curious:

What is appealing about a champion like Heimerdinger (or Ziggs, or even Teemo)? Why would you want to one trick that champion?

Mousy, ranged poke, harass type champions I could never relate with. Maybe it's my inner Bruiser being salty about the lane matchup.

Just curious, sorry for the nerf.

[darius-angry]

Flyinguillotine24 votes

Some men just want to watch the world burn.

nanogibbon14 votes

Started playing Donger recently, and have been really enjoying him - positioning, timing, and landing the critical E all feel quite skill-based and satisfying in a thematically appropriate, cerebral rather than twitch-muscle based way. That said, the number one factor defining success seems to be whether or not my lane opponent A: has much range, and B: is brainless enough to dive into my turrets when I have barrier/zhonya's up.

Teemo though, I have no fucking idea. He's an abomination.

Shinjusuke59 votes

They all have a distinct, unique "feel good" moment not provided by another champion.

All champions are like this. People play them for a particular feeling or satisfying moment, and this applies to all MOBAs (which is why Battlerite has been picking up in popularity now that it's F2P, cuz it skips straight to those moments)

For example, as a non-Heimer main, I would imagine it's the fun of creating a little mini-base of turrets. The most enjoyable part for me when I do play Heimer is establishing a little zone of control and waddling around in it.

I do play a fuckload of Teemo though, and it's several things.

  • First, shrooms kills have never, and probably will never, fail to make me smile, which I can say is something League doesn't make me do very often at all anymore with the direction Riot has taken it in the last several years.
  • Second, it's immensely satisfying being a tiny hamster, popping out of stealth when you're fed, and watching some big tough Darius run for his life because he knows the hamster can blow him the fuck up in a Q->auto.
  • Third, Teemo is just plain oppressive, but in a fun way. With the exception of what Aery has done to top lane (sorry about that, melee tops), nobody has really ever called Teemo an "overpowered" champion. Frustrating and annoying sure, but not in the way people feel champions like Zed or Yasuo or Riven or Zoe or whatever are annoying and infuriating. Those champions, when they're oppressing and annoying you, feel busted. They ruin fun. They just outright are not fun and you want them removed from the game while they're pissing you off. I can't speak for everyone obviously, but I think for a lot of people Teemo is aggravating, but in a way that makes you want to squash his stupid little face with a spiked boot, not in a way that makes you want to smash your keyboard through the screen and quit the game. I like being fun-annoying, not infuriating annoying, and in general when I play him I joke around with the enemy team and we all have a good time. Getting them to say "god fucking dammit Teemo get the hell out of my jungle" is another one of the most fun moments for me in League and legitimately is one of the only reasons I ever play the game anymore. It's fun being a little bastard, provided you're just being a pain in the ass and not legitimately ruining someone else's fun like most cancer-champs do in this game. No matter how fed Teemo gets, with the right jump on him you can delete him pretty much instantly, so it never quite feels like "this champion is so overpowered wtf Riot", and that makes all the difference.

As for Ziggs, it's the same thing that makes Junkrat in Overwatch fun: The crazy bombslinger archetype is just, well, fun. Flinging bombs all over the place is fun. For me, Ziggs is most fun when you either A) are in a teamfight and literally just spamming bombs all over the fucking place, or B) land that sweet semi-global ult and nuke their team. One of my favorite moments in League, ever, was the time I got cornered in blue-side Red Buff's bush, and dumped my whole load of burst right on top of myself. I died, but I got a quadra off it, and that's a moment that really can't be replicated with the same kind of satisfaction using any other champion.

So really, with any champion, it just usually comes down to a distinct moment, or handful of moments, that are only possible with that specific champion, and are fun enough to that person to warrant them playing the champion a lot. Everyone probably has one with any champion they're particularly fond of.

....Which is why it's fucking idiotic that Riot INSISTs on reinforcing the viability of only like 35 champions because E$ports requires flashy "plays" (read as: "hey look I'm just fucking playing the kit of the oppressively and idiotically mobile champion the way it's meant to be played in a totally normal way ooooooh so much skill")

Sorry Heimer mains, guess you should try not being so broken with that insane 51% win rate. Kleptomancy Ezreal says hello.

Azadethe10 votes

Tbh, I don't feasibly know how Heimerdinger based on his own stats can still be 51%. His turrets almost are one shot by most top laners are level 3 now, he no longer has a mid presence, and he's been nerfed ..... 4 sequential times and his passive was made more or less useless. All in all: they reduced Heimer's lane survivability, his turret survivability, ability to heal/repair turrets, and now they make his ult garbage. They've reduced him from someone with moderate presence which took planning to gank as a melee, to someone Renek, or Nasus, or Garen or Yi- people Heimer used to counter, can now just ignore the turrets and dive kill Heim.

P.S. Ez is still doing fine.

FairyUnicorn7 votes

you write out this long heartfelt speech, i one trick kayle because 62% winrate, shes boring as all hell

Vhan876546 votes

Rito loves enforcing their meta after all. We can't question why our supreme overlords have their heads up their own asses without fear of being struck down for daring to speak against our gods.

All those less then 1% Heim players better go learn how to play something more meta. Can't let people have fun playing LoL with off meta champions; no, no, no! Unless we see the same 20 champions every game, clearly Rito has failed; so we need to completely gut every champions that isn't on Rito's meta list.

All hail our gods, Rito; down with all the off meta players! League of Legends is clearly a "NO FUN" zone.

ModPeriscope70 votes

"Graves has unreliable in the early game."

MikoLone17 votes

Dude he has unreliable! Don't you get it?

Swenma7 votes

Glad others caught this so quickly. Logged in to Upvote.

Tentacle Advisor10 votes

Being a writer, this bothered the hell outta me. Like, to a degree I can't even describe.

nanogibbon28 votes

Jax gets a god skin and Graves can't have reliable??

Ch0ppedSushi14 votes

they gave him his smoke back; it slows due to being cancerous.

RiotCidem13 votes

Should now be updated. Thanks! [vlad-salute]

DarkRitual21 votes

It's nice that Riot has reliable to fix typos.

Vhan876570 votes

Oh wow look, Riot is nerfing champions that have less than a 1% play rate. Thanks Rito for ruining the few champions that aren't meta that people enjoy playing. Thanks Rito for enforcing a meta per usual and ruining any champion that doesn't fit in your perfect LoL.

Taric, Malz, WW, Shy, Janna, Leona, Vayne, and Ez are all sitting at above a 50% win rate with over a 5-10% play rate and yet we're nerfing champions like Heim. Yeah, okay Rito; thanks for continuously having your head up your ass and ruining what little fun us off meta players are able to have in this dying game.

Admiral Banana44 votes

So let me make sure I'm reading this right. Not that it matters, because Riot employees never respond to comments regarding game balance in patch notes. Either way, I'm pissed. The last month and a half, we've had no patches. Ornn, Zoe, and Leona are unfathomably strong, and basically need to be picked or banned. Tanks, especially jungle tanks, have been dominating because of their obscene damage outputs. Kleptomancy's design is still an abomination. The BE cost to get higher mastery levels is too damn high. Half of the runes are so much of a joke that I haven't seen them run in a single game, even in PBE before preseason (looking at you, minion dematerializer). Your response is to nerf Kayle and Heimerdinger, because hot damn they sure have been tearing up the ladder, right? I've been playing the game since season 2 and I've seen somebody pick Heimerdinger without trolling maybe 20 times. Oh, and we have new emotes. Thank my lucky stars. Never have I been so infuriated with Riot. I thought your mission goal for 2018 was to listen to the community and develop the game based on our feedback. This patch is a complete joke and the balance team should be ashamed of themselves.

MC Malzahar10 votes

Oh yeah, Zoe's just SO strong with that 48% winrate. People are only banning her out because they don't like playing against her kit, not because she's overpowered.

TheKawaiiPikachu11 votes

All new champs are expected to have low winrate as new players test them out. Look at ornn over there, shooting into league with a 35% winrate. He's op ASF right now, and if you don't think so, well, you ARE level 20 so your opinions isn't really merited.

Thi Trinh37 votes

Telling someone their opinion doesn't matter based on their game experience when you only played 11 ranked games last season 🤔 (And went 2-9).

Dod Gammit23 votes

summoner 14

CHODES AND LOADS43 votes

"changing resolve cuz it used to be better defensive line"

nerfs resolve health if u use it as main rune

10/10 mindfuck there riot if im using main rune resolve its not because i want to do damage, that 130 hp was one of the main draws to using it ffs

Saddest Day4 votes

Feels like there's a lot of support Champions and tanks that don't use attack damage or ability power. Alistair braum Tarik volibear Shen and so forth. Why would I want attack damage or ability power on a champion who does not use attack damage or ability power? So when Riot enforces give me stats I don't want they're reducing the viability of Champions who do not deal conventional damage.

DeVampi5 votes

Most of the champs that use the resolve tree are either supports who will in most cases opt for inspiration as secondary (cause cookies and extra cooldown on active items)

and most toplaners will go into presicion (cause coup de grace) and will gain the attack speed. and yeah that's less useful for most of the tanks. I don't really get why they changed resolve stats as primary rune. as the other runes don't have that (except for inspiration)

Tıx40 votes

Maybe I'm not seeing it, but are there any "real" rewards for people with all champions unlocked? Getting blue essence is fun and all, but honestly, those of us with all champs unlocked, and over 100k+ BE, the rewards are kinda meh.

PS. I apologize for my ignorance [zombie-brand-facepalm]

Mob Serpent11 votes

Well, hopefully they bring back the BE store with more things to unlock (instead of a rare ww skin).

Renegade4Lyfe5 votes

BE also helps level champ mastery up to 6 and 7. so getting more isnt exactly bad...

Minarde7 votes

Mastery 6/7 aren't available for ARAM and TT players. Plus, people who main certain champs probably already have max Mastery as well.

Of course getting more BE isn't bad, but it also doesn't really help much.

ProtestantCaesar30 votes

Energy or resourceless champion—such as Riven or Yasuo—can no longer stack Tear of the Goddess. Their allies can still stack tears, however.

Best patch note.

MalignMetal26 votes

Season 8 where the Bruisers don't matter and Toplane doesn't exist anyway

ChroniclerC26 votes

Probably a low priority, but could maybe make the Honor rewards be adaptive, in regards to keys? I myself have a BILLION key frags, but very rarely do I get chests, and I've heard similar stories on the opposite end of the spectrum. Or at least something to do with out-of-balance keys/chests would be appreciated.

Blåbæret22 votes

Sooo....

this patch fixes exactly ZERO of the major issues in this game right now?

As expected. Ranked won't even be playable.

Mikasa A Sona20 votes

Kinda a joke really, damage across the board is off the charts. At least they did not nerf sona again...

sjiforgot19 votes

Yo Riot, where is the rotating game mode? [sg-janna]

Ayuka19 votes
High Nobility18 votes

Has Riot just started spinning a roulette wheel to decide who they buff/nerf? This entire patch felt completely useless to the point where i could have not read it and been fine.

PaffWasTaken14 votes

Is it me or this patch contains f*ck all while it was supposed to fix a lot of the mess who's going on?

Mob Serpent16 votes

Yep, this patch was really disappointing. Supposedly all the major changes were moved to 8.2. Also, I enjoy how they keep slowly nerfing Kayle, but we mains will still prevail. We may be few, but we will always keep her wr up. [sg-syndra]

FloofySheep14 votes

Lemme just start with.. You people are the reason why top is cancer. Although quinn mains help too.

VexingRaven5 votes

I'll play against Kayle 100 times before playing against Illoai "3-shot your whole team".

Foncy12 votes

Hey, I was just thinking that maybe you could fix your death recap, and or fix when Zac E's the animation bugs out makes him look like he is flying across the screen on his feet. Also same thing happens when Shyvana ults.

-thanks

Chosen Poro10 votes

If you are placed into a higher checkpoint/honor level due to honor levels the previous season, doesn't that mean you miss out on all the guaranteed rewards for lower tier checkpoints? That seems a little lame, considering we might want those rewards.

RiotRiot NaKyle26 votes

Not really, no. Because rewards now scale with Honor level (and orbs continue dropping after level 5) it means you get better rewards at the same rate as someone that starts below you. It's not super intuitive, but it's flatly better for Season 7's honorable players.

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