Patch 7.7 Notes

Riot·4/4/2017, 1:26:36 AM·8 votes·143,173 views

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Salutations!

Welcome to the patch 7.7 notes, the one where we’ve got changes to a lot of different stuff - forgotten supports and weak junglers for starters. Also, the header art’s different, so that’s neat. (We found a folder of cool pictures from seasons past, so we’re gonna start rotating through ‘em patch by patch!)

In terms of highlights, we've made chime collecting more rewarding for Bard and given Amumu better tools to help his teammates. Maybe now they’ll stick around after the match and be friends. We also have some quality of life buffs to some junglers that aren't so popular right now, such as Volibear and Jarvan IV. Plus, given the MSI hype engine is warming up, we’re taking another pass at the competitive scene (the faces will be pretty familiar).

In terms of a different kind of Highlight, the updated client’s got some improvements to the Highlights viewing experience (spoiler: you no longer have to root around in your file explorer). Those details, plus the rest of our client updates, can be found further down in the patch notes as usual.

That's it for this patch! Buckle up and dive into the buffet of changes below. See you on the Rift!
Paul "Aether" Perscheid Phillip "Costy" Costigan Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Champions

Amumu

Passive causes magic damage against the target to deal extra true damage, rather than reducing magic resist. W deals more damage and ticks faster.

Let’s face it, Amumu was the Sad Mummy for a reason. He didn't have a reliable way to use his passive and while he had some degree of amping up his fellow "friends" magic damage, he couldn't maintain it very often. We want Amumu enabling other people, so we're giving the tools to Amumu to do it doing what's he's the very best at: crying and trying to hug people. We hope Amumu will finally be able to make some friends.

updatedPassive - Cursed Touch

IS THIS LOVE Amumu's basic attacks reduce enemy magic resist by 15/20/25 (at levels 1/7/13) cause 15% of all magic damage dealt to the target to be dealt again as true damage

W - Despair

DAMAGE 8/12/16/16/20/24 per second 10/15/20/25/30 per second
TICK RATE Once per second Once per half-second (half damage per tick)
newAS SALTY AS THEY COME Despair refreshes Cursed Touch on all enemies hit

R - Curse of the Sad Mummy

newHUG THEM TO DEATH Applies Cursed Touch to enemies after damage is dealt

Alistar

Passive heals all nearby allies. E cooldown reduced; empowered attack deals more damage.

Back in pre-season we gave Alistar brand new tools - our goal was to give him more uptime during teamfights and take away the option to be a heal bot during laning phase. Looking back, Ali's got the added uptime we wanted, and his healing patterns are way healthier, but he could scale better into later phases of the game. The payoff for fully stacking Trample could be higher, given how long Alistar has to stay in the thick of battle to do so, and now that the mad cow can't spam his healing we’re comfortable restoring its potentially-team-wide effectiveness.

Passive - Triumphant Roar

COW CHARITY Heals the nearest ally Heals all nearby allies

E - Trample

COOLDOWN 16/15.5/15/14.5/14 seconds 12/11.5/11/10.5/10 seconds
EMPOWERED ATTACK BONUS DAMAGE 40 + 10 per level (max. 220 at level 18) 40 + 15 per level (max. 310 at level 18)
BUGFIX Minions affected by Trample now display the proper visual effects

Bard

Bard gains bonus meep damage at every chime tier. Damage-only tiers removed; other tiers restructured. Bard can now hold a maximum of nine meeps.

Although Bard saw some improvement after his last buffs, it was far from enough to land him in a good spot. Bard's pretty underwhelming compared to other supports, and part of that comes from how taxing chime collection can be. So we're revisiting the payoff he gets from roaming around the map! To be clear, we’re not looking for massive power shifts: while Meeps should matter enough for Bard to leave lane for chimes, they shouldn’t compel him to abandon his lane altogether. We’re just looking to ensure Bard’s early chimes provide him enough of a bonus to exert pressure in the lane once he returns from his wandering.

Passive - Traveler's Call

newGROW YOUR MEEPS Meeps now gain 15 damage every five chimes in addition to other chime bonuses
YA-HA-HA! Chime tier bonuses restructured. All damage tiers have been removed, and every tier now grants improved utility.
YOU FOUND ME! Bard can now hold a maximum of nine meeps... if he collects enough chimes
EFFICIENCY Tiers from 150 chimes 105 chimes onward grant no effects aside from damage
  • Full list of chime tiers
    5 CHIMES 25% slow (unchanged)
    10 CHIMES +25 damage +1 meep (2 max)
    15 CHIMES +1 meep (2 max) Meeps deal damage in a cone behind the target
    20 CHIMES +25 damage 7-second meep respawn
    25 CHIMES Meep attacks deal damage in a cone behind the target +10% slow (35% total)
    30 CHIMES +30 damage +1 meep (3 max)
    35 CHIMES 7-second meep respawn Damage cone size increased
    40 CHIMES +30 damage 6-second meep respawn
    45 CHIMES +20% slow (45% total) +10% slow (45% total)
    50 CHIMES +35 damage +1 meep (4 max)
    55 CHIMES +1 meep (3 max) 5-second meep respawn
    60 CHIMES +35 damage +10% slow (55% total)
    65 CHIMES Damage cone size increased +1 meep (5 max)
    70 CHIMES +35 damage 4-second meep respawn
    75 CHIMES 6-second meep respawn +10% slow (65% total)
    80 CHIMES +35 damage +1 meep (6 max)
    85 CHIMES +15% slow (60% total) +10% slow (75% total)
    90 CHIMES +30 damage +1 meep (7 max)
    95 CHIMES +1 meep (4 max) +1 meep (8 max)
    100 CHIMES +30 damage +1 meep (9 max)
    105 CHIMES 5-second meep respawn +15 damage
    110 CHIMES +30 damage +15 damage
    115 CHIMES +10% slow (70% total) +15 damage
    120 CHIMES +25 damage +15 damage
    125 CHIMES 4-second meep respawn +15 damage
    130 CHIMES +25 damage +15 damage
    135 CHIMES +5% slow (75% total) +15 damage
    140 CHIMES +20 damage +15 damage
    145 CHIMES +5% slow (80% total) +15 damage
    150+ CHIMES +20 damage +15 damage

Camille

W no longer heals off non-champions. R duration reduced at earlier ranks.

Camille's in a much healthier spot than she was on release, but the Steel Shadow is still performing too well in certain scenarios, particularly the laning phase. As a hyper-mobile, high-damage diver, Camille is naturally potent when it comes to supporting ganks. Hextech Ultimatum is one of her strongest tools for locking down a target, but it lasts so long in the early game that opponents have almost no chance to escape their sharp demise. We’re leaving Hextech Ultimatum’s late game potency untouched, but hitting its early duration to give Camille's opponents at least a fleeting chance of living through a gank.

On the flipside, we also want Camille’s opponents to have more opportunities to successfully gank her. The Steel Shadow has plenty of tools to slip away from impending ganks, but easy sustain on top of that means she still tends to survive the encounters she doesn’t manage to dodge. Meaningful damage will now better stick to Camille, allowing enemy assailants to kill her when opportunities arise, or at least push her out of lane.

W - Tactical Sweep

removedNON-CHAMPION HEAL Camille no longer heals for up to 10% of her maximum health when Tactical Sweep's outer half damages minions or monsters

R - The Hextech Ultimatum

DURATION 4 seconds at all ranks 2.5/3.25/4 seconds

Galio

Passive damage down, Q missile ratio up, tornado zone damage down.

We're quite happy with how Galio landed on Summoner's Rift and while we're happy with how well he soaks damage and protects teammates with dedicated tank builds, he shouldn't pack such a punch without investing in ability power.

Passive - Colossal Smash

DAMAGE 15-100 (at levels 1-18) 12-80 (at levels 1-18)

Q - Winds of War

INITIAL WINDBLAST RATIO 0.6 ability power 0.75 ability power
TORNADO ZONE DAMAGE 9% target's maximum health 6% target's maximum health

Graves

True Grit no longer grants magic resist.

We're pretty confident we could just say "Graves is absurd right now, so we're nerfing him" and leave it at that, but let's dive in. Right now the cowboy is just universally strong: he deals a hell of a lot of damage, he clears well, he's tanky for a marksman... the list goes on.

Graves needs some weaknesses for opponents to exploit, and we identified True Grit’s resistance stats as an opportunity to add one. He’s now significantly more vulnerable to magic damage threats, whether you’re attacking his early game (Elise says hi!) or trying to blow him up in teamfights. How to capitalize on this is up to you, but you now have better options to deal with a Graves than spamming the ban button in champion select.

E - Quickdraw

removedCOWBOYS HATE MAGIC True Grit no longer grants 5/7.5/10/12.5/15 magic resist per stack (40/60/80/100/120 magic resist at max stacks)

Jarvan IV

W base shield higher at earlier ranks, slightly lower at rank 5. W bonus shield per enemy hit now based on Jarvan IV's maximum health.

Jarvan likes to start fights, continue fights, and finish fights, diving deep into the enemy team and staying there until the fight ends. For a champion with such an in-your-face playstyle, Jarvan feels surprisingly awkward to build tanky on. We want to make building for durability feel a bit better for the Exemplar of Demacia, so we’re giving his Golden Aegis shield scaling that feels more in line with the fantasy of “giant dude who plants a flag in the enemy and claims that territory for his team”.

W - Golden Aegis

BASE SHIELD 50/80/110/140/170 65/90/115/140/165
BONUS SHIELD 20/40/60/80/100 per enemy champion hit 2/2.5/3/3.5/4% of Jarvan IV's maximum health per enemy champion hit

Jinx

E cooldown reduced at later ranks.

As champion identities have grown deeper and more distinct over time, we’ve gotten more comfortable giving marksmen a splash (or three) of utility. The rise of carries like Ashe and Jhin has given us a clearer picture of what healthy teamfight utility looks like on a marksman. And so we come to Jinx. The Loose Cannon’s damage in teamfights is on-target, but she could use a bit more late-game access to the safety and/or lockdown Flame Chompers provide. Bumping up Jinx’s utility should help bring her back into the loop.

E - Flame Chompers!

COOLDOWN 24/22/20/18/16 seconds 24/20.5/17/13.5/10 seconds

Kassadin

W attack fixed to no longer cancel against targets that leave its range. E cooldown reduced. R ratio increased.

Oh boy, Kassadin time. The Void Walker has always promised bonkers mobility and eye-watering damage as the game progresses, but that late-game payoff is currently feeling a bit lackluster. Buffing Kassadin has historically been a risky affair, though, so we’re being pretty cautious in our approach. Force Pulse’s lower cooldown only helps when Kassadin can quickly re-stack it (which is relatively hard during lane phase), and Riftwalk’s buff is tied to its baseline effectiveness, rather than its per-cast scaling.

W - Nether Blade

BUFF-FIX Nether Blade's empowered attack is no longer canceled if its target leaves range during its windup

E - Force Pulse

COOLDOWN 6 seconds 5 seconds

R - Riftwalk

RATIO 0.2 ability power 0.3 ability power

Katarina

E cooldown increased at early ranks.

At the moment it's somewhat difficult to punish Katarina in the early game thanks to Shunpo’s low cooldown, even when she isn’t taking advantage of the partial reset from jumping to daggers. Increasing Shunpo’s downtime opens up more opportunities to catch Katarina out, particularly if you can force her to Shunpo back to a less-than-ideal target.

E - Shunpo

COOLDOWN 10/9.5/9/8.5/8 seconds 14/12.5/11/9.5/8 seconds

Lux

R refunds part of its cooldown if it kills a champion.

Lux is great at picking off enemy champions, thanks in no small part to Final Spark. However, the high cooldowns on her kit mean that even when she's sniped a priority target, Lux is left without enough tools to reliably convert that pick-off into a greater advantage. This can lead to scenarios where Lux stalls out a game without the firepower to actually close it out. When Lux really nails her fights, she'll be rewarded with a faster recharge on her most threatening tool so she and her team can more immediately press the lead.

R - Final Spark

newI'M INSANE TO BEGIN WITH If Final Spark kills an enemy champion, 10/30/50% of its remaining cooldown is refunded

Nunu

Passive causes Nunu's next ability to cast at one rank higher than Nunu has leveled it. Base health and base health regen down.

There’s not much room to make interesting decisions around a free spellcast: just use it on the most expensive spell. Bam, decision made. We’re updating Visionary to offer Nunu a real choice: which ability does he need to super-cast for the fight at hand?

Base stats

BASE HEALTH 598.28 575
BASE HEALTH REGEN 8.4 per 5 seconds 7 per 5 seconds

updatedPassive - Visionary

newI CAN GO BEYOND Nunu's next ability is upgraded by 1 rank:
CONSUME +160 damage and +50 healing (Rank 6: 1140 damage and 300 healing)
BLOOD BOIL +1% movement speed and +5% attack speed (Rank 6: 13% movement speed and 50% attack speed)
ICE BLAST +40 damage and +5% movement speed slow (Rank 6: 280 damage and 65% movement speed slow)
ABSOLUTE ZERO +250 maximum damage (Rank 4: 1375 maximum damage)

Q - Consume

DAMAGE DEALT 400/550/700/850/1000 340/500/660/820/980/1140
HEALING 70/115/160/205/250 50/100/150/200/250/300

Rengar

Q base damage reduced at later ranks.

Rengar's still ripping and tearing his way through pro play, despite multiple visits to the patch notes. We’re following up on patch 7.5’s hits to Rengar’s early durability with tone-downs to his early damage. Lowering Savagery's numbers will lengthen his early clears out a bit, while also reducing how much upfront damage he deals when he jumps on a target. With a slower clear speed, he’ll have to work a bit harder to earn early gold leads, making him more reliant on well-executed ganks to maintain scaling momentum.

Q - Savagery

DAMAGE PER STRIKE 35/55/75/95/115 25/45/65/85/105 (empowered damage unchanged)
RATIO PER STRIKE 0.3/0.4/0.5/0.6/0.7 bonus attack damage 0.2/0.3/0.4/0.5/0.6 bonus attack damage (empowered damage unchanged)

Rumble

E recharge time increased.

Since Electro Harpoon changed to an ammo system last season, Rumble's had too easy of a time managing waves, controlling his Heat, and last-hitting from safety. (Turns out being able to pace harpoons one at a time makes the ability suuuper versatile.) We’re reintroducing some of that laning challenge, as well as giving enemies more breathing room in prolonged fights, by extending the downtime between harpoon charges.

E - Electro Harpoon

RECHARGE TIME 5 seconds 6 seconds

Shaco

Passive attack damage scaling down. Q base damage removed, cooldown increased. Q's ability power ratio moved to Passive.

Shaco's mini-update brought him to the fore as one of the most prominent junglers in solo queue, with some cameos in pro play to boot. He’s currently dealing a frustrating amount of damage in the instant he comes out of invisibility, considering most of it’s impossible to avoid (especially from you, AD Shaco). We’re bringing his surprise burst back down to more reasonable levels.

Passive - Backstab

newABILITY POWER RATIO 0.4 ability power
ATTACK DAMAGE RATIO 1.2-1.45 total attack damage (at levels 1-11) 1.3 total attack damage at all levels

Q - Deceive

removedBASE DAMAGE No longer has 20/35/50/65/80 base damage
removedABILITY POWER RATIO No longer has an 0.4 ability power ratio
COOLDOWN 14 seconds at all ranks 16/15.5/15/14.5/14 seconds

Syndra

Bugfixes!


R - Unleashed Power

OVERLY UNLEASHED Unleashed Power's cooldown is no longer reset if the first cast was interrupted (the interrupted cast dealt no damage but still spawned three spheres)
BEATING A DEAD HECARIM If Syndra's target dies mid-cast, remaining nearby Dark Spheres will continue to pummel their corpse
EXISTENTIAL CRISIS If Syndra's target becomes untargetable during Unleashed Power, Dark Spheres that were in-flight now drop in place rather than disappearing entirely

Talon

Q damage reduced at lower ranks.

Talon’s update gave Noxian Diplomacy extra potency against enemies within arm’s reach, and while that’s opened the door to a wider variety of decisions (and outcomes) against ranged enemies in midlane, the Blade’s Shadow is crushing melee matchups over in top. If you’ve gotta walk up to Talon to deal damage, you’re guaranteed to take an empowered Q to the face... but if you never start fights, you’ll never beat him in lane. We’re pulling Noxian Diplomacy’s damage down a bit to give melee opponents more opportunities for favorable lane trades.

Q - Noxian Diplomacy

BASE DAMAGE 80/100/120/140/160 60/85/110/135/160

Volibear

R can bounce to twice as many enemies.

Whether you're a fan of armoured bears or not (who isn't?), a lot of Volibear’s abilities just aren’t satisfying to use. That's where our change to Thunder Claws is aimed: smashing enemies with giant lightning-imbued bear claws should feel goddamn cool.

R - Thunder Claws

MAXIMUM BOUNCES 4 8
CONNECT THE DOTS There's now a small delay between bounces
LIGHTNING ROD Thunder Claws is better at searching for additional targets before ending the chain early

Karma Splash Updates

Three of Karma's oldest splashes have been updated!

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Summoner's Rift

Raptors

More HP, less damage

Raptors have been the most predatory camp on the Rift since their preseason update, and while some champions can quickly pop the little birds without suffering mass amounts of damage, everyone else is guaranteed to walk away covered with beak-shaped dents. We’re all for jungler clear styles favoring certain camps over others, but the discrepancy here was pretty extreme.

Raptors

BASE ATTACK DAMAGE 16 13.33
HEALTH 350-612.5 (at levels 1-10) 400-680 (at levels 1-10)

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Lifesteal Interactions

Attacking units with ward-like health points no longer grants lifesteal as if they had a normal health bar.

We already made this change to wards back in pre-season, but didn’t carry the functionality shift over to everything else that doesn’t have “real” health. Call this a consistency pass.

Affected units

  • Yorick's W - Dark Procession wall
  • Malzahar's W - Void Swarm voidlings
  • Illaoi's P - Prophet of an Elder God tentacles
  • Kalista's W - Sentinel ghost
  • Nidalee's W - Bushwack, Jhin's E - Captive Audience and Teemo's R - Noxious Trap traps

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Magic Damage Shield UI

After your feedback last patch, we're improving the clarity on magic damage shields!
MAGIC DAMAGE SHIELD COLOR Kinda light pink Blue-ish purple

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Rotating Game Modes

All Random is coming to Rift! Mix it up with All Random Summoner's Rift (ARSR) from 4/7/17 12:00 PT - 4/11/17 04:00 PT and 4/14/17 12:00 PT - 4/18/17 04:00 PT.
TL;DR:
  • Champions are randomized from your own champ pool and the free-to-play rotation.
  • All other gameplay mechanics are the same: you still get ambient gold and exp, reroll, etc.
  • Mastery rewards also work the same as on regular SR: you can still earn Hextech Keys, Hextech Chests, and Mastery Tokens
Good luck (with your picks), have fun.

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League Client Update

We're shipping performance improvements every patch—this time around we've further improved speed and responsiveness during champ select. Editing masteries should feel particularly faster now.

We've also added the ability to view your saved replay clips (highlights) on your profile page.

You can find solutions to most common issues in the Known Issues section of our support site.

New features

newHIGHLIGHTS Highlights let you carve out your favorite moments from replays, saving them as a .webm video file so you can always relive your best and biggest in-game moments. You'll now see a highlights section in your profile where you can watch, rename, and delete saved clips.

Highlights are only available in the updated client. For more details, visit the Highlights section of the patch notes.
newIMPROVED MATCH HISTORY We added the ability to see your mastery grade and IP earned on the match history page.
newCLOSE CLIENT DURING GAME TOGGLE We added an optional toggle in the settings that allows players to close the client while in-game. Enabling this will improves your in-game FPS. However, it increases the amount of time it takes to return to the scoreboard screen at the end of a game.
We recommend enabling this option if you have a low-spec machine and are experiencing low FPS in-game.

Notable Fixes

  • Background rendering has been made more efficient, increasing the overall speed of champ select.
  • Editing masteries during champ select is much faster now.

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Highlights Update

Highlights let players relive their most memorable moments from Replays. In the past, they've been difficult to watch and share, so we've incorporated your feedback to make this part of the Replays experience better. Now you'll see a Highlights section under your Profile in the updated client, where you can watch, rename and delete saved clips.

These updates to Highlights are only available in the updated client.

New features

AT LAST, VIEW CLIPS IN CLIENT You can now watch Highlights under your Profile tab
LEARNING If you've never created a Highlight before, you'll find instructions when you first visit the Highlights section
FIND 'EM THEN SHARE 'EM You can now see where Highlight clips are stored on your computer
NAME YOUR PENTAKILLS You can now change Highlights filenames in-client
THE CHOICE IS YOURS You can now change the location of where Highlights and Replays get saved in the Settings menu of the client

Notable fixes

  • Fixed a bug where special characters in filenames caused a number of playback issues

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Queue Health Update


Ranked Solo/Duo

Ranked Flex

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Bugfixes

  • Fixed a bug where Arcade Miss Fortune was playing the wrong critical strike hit sound-effect
  • If Galio disconnected while flying up during R - Hero's Entrance, he no longer loses the ability to attack units and structures after reconnecting
  • Cho'Gath's R- Feast kill indicator now properly takes ability power into consideration
  • Fixed a couple of bugs around using Shift + Left click as a ping hotkey
  • While dead, pinging abilities that are on cooldown no longer tells allies they’re ready to cast
  • Fixed a bug where Flashing right after casting E - Elastic Slingshot would change Zac's position and move the range indicator, but the damage and knock-up would still be applied in the original location
  • Fixed a rare bug where Zac’s Passive - Cell Division could sometimes cause him to instantly revive (and potentially revive a second time if he’s killed again before his bloblets recombined)
  • Mega Dino Gnar and Mega Gentleman Gnar’s Q - Boulder Toss boulder replacements no longer visually disappear earlier than intended
  • Fixed a bug where Lucian was able to basic attack during R -The Culling if he fired an energized attack immediately before casting The Culling
  • Fixed a bug where moving the camera away from Dunkmaster Darius as he was recalling would desync the sound of it
  • Fixed some dark textures appearing on the scalpel in Kennen M.D.’s basic attack
  • Fixed a bug where a random particle would appear when using Blood Moon Kennen’s E - Lightning Rush
  • Fixed a bunch of cases where Lulu's W - Whimsy polymorph effect wasn’t properly canceling or interrupting certain effects and abilities
  • Champions no longer visually fly offscreen into the sky (and take forever to reappear) if you gain vision of them as soon as certain displacement effects hit them
  • If Elise casts R - Spider Form at the same time Thresh's Q - Death Sentence connects, she no longer cleanses the effect
  • Fixed a bug where Vi's R - Assault and Battery and Nautilus R - Depth Charge would properly consume spell shields of champions in their path, but displace them anyway
  • Fixed some busted textures on Swain’s W - Nevermove claws
  • Tahm Kench is no longer able to W - Devour Red Brambleback or Blue Sentinel without first stacking his passive when enemy champions are nearby
  • Fixed Ivern's R - Daisy, Wait! tooltips (the ones that appear while Daisy is active)
  • Fixed a bug where some types of enemy champion damage (e.g. Ignite, Titanic Hydra, Statikk Shiv etc) didn't end Quinn's R - Behind Enemy Lines
  • Headmistress Fiora's E - Bladework first hit particles no longer exceed the ruler's length.
  • Fixed a bug where Leona’s model didn’t fade away during her death animation for her base and a few of her skins
  • Fixed some weird interactions with spell shields locking some abilities out of use
  • Restored missing particles on Dragonslayer Braum and El Tigre Braum when killing an enemy with Q - Winter's Bite
  • Fixed a bug where some ammo-based abilities (ex. Teemo’s R - Noxious Trap) wouldn’t consume a charge if used at the instant a new charge was gained
  • If Pulsefire Ezreal uses Q - Mystic Shot while affected by the aura buff of Sona’s Q - Hymn of Valor, he now properly uses his own VFX rather than Sona’s

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Upcoming Skins & Chromas

God Fist Lee Sin will be released in patch 7.7!


Dreadnova Darius is joining Hextech Annie and Soulstealer Vayne as a Hextech Crafting exclusive skin!

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347 Comments

lightdragoon884/4/2017, 6:20:42 PM200 votes

If Final Spark kills an enemy champion, 10/30/50% of its remaining cooldown is refunded

Do you guys have ANY idea what you have done to ARAM players!?

Bouncemaster Zac4/4/2017, 10:01:46 PM69 votes

"high cooldowns in Lux's kit." In what world?

Light Sovereign4/4/2017, 6:46:28 PM61 votes

See's Lux Buffs EEEHEHEEEHEHAHAHAA AAHAAA!

Thunder Gun4/4/2017, 11:27:43 PM50 votes

"Lux is great at picking off enemy champions, thanks in no small part to Final Spark. However, the high cooldowns on her kit mean that even when she's sniped a priority target, Lux is left without enough tools to reliably convert that pick-off into a greater advantage. This can lead to scenarios where Lux stalls out a game without the firepower to actually close it out. When Lux really nails her fights, she'll be rewarded with a faster recharge on her most threatening tool so she and her team can more immediately press the lead."

"high cooldowns on her kit"

What game have I been playing? WHAT GAME HAVE YOU BEEN PLAYING???

ProjektSHIN4/4/2017, 8:34:27 PM38 votes

riot miss out on a great opportunity to name Lee"s new skin "Godly Sin"

Drefan RahI4/4/2017, 6:37:10 PM30 votes

For the love of god let me edit my preset items again!!!!!!!!! PLEASE

Stexe4/4/2017, 7:27:21 PM26 votes

More Hextech Crafting skins... ugh. Can we stop those after this? They are just money grabs and not something normal players can ever get due to their insane costs and time commitment. Just leaves a bad taste in the mouth for so many people.

SammyDayspring4/4/2017, 11:01:53 PM26 votes

Another Hextech Crafting skin we'll never get? [slayer-jinx-unamused]

Conalll4/5/2017, 2:23:36 AM17 votes

I’m sure someone does it, but the more the merrier right?

Anyway, this is only my take. I don’t mind if you disagree or think I’m flat wrong. All I ask is that you voice your thoughts respectfully. There’s no need for insults, flaming, demeaning, ect. I’m willing to admit when I’m wrong, and I’m always open to alternate opinions.

Also, I’d love feedback on the format. Ways to make it cleaner, clearer, whatever-er.

So, without further ado, here is my take on patch 7.7

Amumu

Now coming to solo que near you…

You’ll see him in the jungle a lot, and possibly in other lanes too (paired with Ziggs bot maybe?). I’m a little unclear if this is before mitigation, but regardless of wither it is or not, if he ganks mid for a high AP champs… uhm… I’m thinking crater (especially if it’s a late-game Viegar or Viktor, then it’s a mushroom cloud).

Now there is some question how this balances out with the MR reduction being removed. I would argue it’s worth it because not only is it additional, but it’s refreshed by his W, and applied by his Ult. If he can stick to the enemy in team fights, your mage should do the rest.

By the way, don’t get confused by the damage of his W. It’s a straight tiny buff. It still does 10-30 damage per second, it just applies it every half second. So what it will really do is 5-15 damage every half second. Riot just likes per second numbers, and frankly, so do I. Buff for any Liandry's builds as it will apply/refresh the burn more often.

Alistar

Time to add some beef. (sorry, couldn’t resist)

Though honestly, not a ton. The buff to his passive heal is a much needed one to help him regain some support ability. Still not as easy to use as a skill perhaps, but still nice to have. Going to admit, I’ve never been able to tame him, so I’m not sure how big the buff to his E is, but more damage and less cooldown is always a good thing, even for a support, and may help him clear waves and provide pressure when used. I’ll differ to those who CAN play him well for further insight.

Bard

Well, that’s a lot to read. Full disclosure, I’m not going to go through and do all the math on this one. You can call me lazy on this one. You’d probably be right. I will say he does gain power faster now, so definite buff. I think the damage scales about the same, maybe just a touch less early (again, not doing math). Not much changed besides more meeps. So, faster growth on chime collection, and a larger meep magazine as you collect more chimes. Not too bad I’d say.

Camille

Ah, more nerfs. W no longer heals on minions (ouch), and ult lasts less in early levels (ouch again). They wanted to hit her sustain, and boy did they ever. She’ll have to play much more carefully, and bullies can, well, bully her more because of the reduced sustain. May relegate her to more situational or “ban this champ” picks, though not enough to ruin her. I would even argue the nerf to her ult is a fair one. 4 seconds at level one was a little oppressive. We’ll see if the sustain hit was too much the other way, though for the most part, I’d say probably not. Just means she’s not this “ban her or lose” champ anymore.

Galio

Oh look, Galio nerfs. Who’s surprised? Though after seing him in action, I’d say much needed ones.

Though, is it a nerf? His passive yes, but you’re trading 3% max HP damage for 15% AP ratio. A nerf to non-ap builds, but perhaps a buff to those that are? I’d say push or perhaps minor nerf only because of that reduction to the max HP damage. Though if you’re going damage, you won’t miss it too much. May not be enough to bring him back to Earth just yet, but it’s a start.

Graves

I’m going to call ouch on this one. Ganking mid, or face-checking AP junglers, just got A LOT more dangerous. Now it does mean he’s not as inherently tanky as before, so I guess mission accomplished. Still, this one’s going to sting, and many a jungler is going to die getting used to the “oh, right, Elise can blow me up now.”

Jarvin IV

Tank builds rejoice. AD builds, not so much. Though to be fair, once you hit 2.5k HP, you’re right back to the old number, and anything more adds that much more (I DID do the math on this one). So even Black Cleaver and a Titanic Hydra may be enough to make up for the lost base shield. Go big on HP, pair it with the Courage of the Colossus mastery, and when you start that fight, you’re going to have A TON of HP to get through before they get to your real HP. Just make sure they don’t have a BotRK ADC too close, or you may see that HP evaporate.

Jynx

Just a CD reduction late for her Chompers. Nice for getting access to that CC later, but overall, nothing major here.

Kassadin

Not a grand change really. A bug fix, slight CD reduction on his E, and another 10% AP on his ult. Ok, so that last one is going to help a fair bit. I’m just not sure it’s anything Earth shattering (yet).

Katarina

Fair enough nerf, minor as it is. Reducing her access to her engage/escape early on will help others deal with her laning phase. Letting her keep it late will reward those who get there. All in all, I’d say this one is fair for all, even as Kat mains will hate it.

Lux

face freezes in confusion for a month

Uhm, Riot… I… uhm… what the $@#! are you thinking?!

Late game Lux already has a super short cooldown on her ult. Now you want to cut that in half with a kill? Somebody call Starfleet. We’re gonna need their shields when this one goes live. Oh yeah, and you though you were gonna see more Amumu? Lux is going to be EVERYWHERE with this one.

I predict a “whoops, wrong idea” nerf in 7.8. If not an out-right hotfix.

Nunu

Ok, minor ouch on the HP nerfs. Not the end of the world, but still noticeable.

The buffs however, oh boy. At least… I think so… Okay, I think I’m reading it wrong. I think every time his passive comes up, you can upgrade an ability, and the listed upgrades in in addition to his base stats on those abilities. Kind of like Viktor does. I’m definitely going to take this to the practice tool and update this section after work tomorrow. If that’s the case, hello mega buff! Now if that’s how he get TO his listed stats, then I call nerf as he’ll have to get there before he can become a monster. Again, testing required, and I will do it. It’ll just be afternoon before I can (darn job).

Rengar

Poor kitty keeps getting his claws trimmed. Going to hurt his burst and his clear by a fair amount. Not sure it’ll change much clear after a finished jungle item, but before that, it certainly will. Now it isn’t Earth-shattering like one might think, but it WILL be noticed.

Rumble

Pretty minor nerf, but still noticeable for him. He’ll have to manage his Harpoons a touch more carefully to avoid being without at the wrong time. It’ll add up pretty quick, though I once again say it’s not the end of the world for him.

Shaco

Hmmm, I think I need to differ to players who know him better on this one. I don’t play him, so I don’t know how much this will change. Seams like they just moved his AP damage to his passive, reduced the passive AD ratio, and removed the Q base damage while upping the cooldown early. Okay, that’s a lot, but I don’t know him well enough to say how it will change him. Sorry, but I don’t know everything (though I often pretend I do).

Syndra

Just bug fixes. Moving on.

Talon

Some minor nerfs to help his early laning phase, or rather, that of his opponents. Not sure it’ll do what they want, but it will help all the same.

Voliebear

“There's now a small delay between bounces.” Define small. .25 seconds? 1 full second? These things matter.

Still, the additional bounces will indeed feel nice, allowing you to spread that pain much better than before. Definite buff, moderate for low damage builds, larger for ones with some actual stats.

Raptor Camp

This will help all junglers. Yes the HP is higher, but the overall damage is lower, which is the main problem. Considering you generally take them on with some kind of AOE damage anyway, the change will be a net positive for everyone, which may not clear up the discrepancy they’re trying to fix. Those that could before can do it better still. Everyone one just gets to join the fun.

Additional Notes

Yay for magic shield improvement. Personally, I never had a problem with the old one, but the new one was bad, so I’m glad they’re trying to do better. Let’s just hope they did it this time.

Well that’s it. Feel free to offer counter comments. Just keep it respectful. That’s all I ask. Till next patch, see you on the rift!

AgentTevorat4/4/2017, 7:15:12 PM17 votes

Dreadnova Darius shouldnt be Hextech Crafting only!!! It is a dope skin but I wouldnt have put it as.Hextech exclusive!!! Damnit Riot!!

TheGreatBardini4/4/2017, 8:35:12 PM14 votes

The ability to see letter grade in match history, little stuff like that I've wanted is what keeps me enjoying this game.

420 grams4/4/2017, 6:59:50 PM14 votes

So we can earn mastery tokens on all random summoners rift but not ranked 3 v 3

DeltaRaven4/4/2017, 7:33:05 PM12 votes

That Zelda reference on Bard though, are you going to make us find 900 chimes as well? Or should I run to the enemy base expecting to find ganon?

Graveyard Ghoul4/5/2017, 1:27:31 AM12 votes

Riot said they don't want Lux to be just a pubstomp champion anymore. So, they give her a buff to maker her more of a pubstomp champion. Nice, nice.

Çhåryzård4/5/2017, 4:45:13 AM11 votes

You realize that already later in the game Lux's R has THE LOWEST COOLDOWN of EVERY ult in the game, and if you get hit by her snare 90% of the time it is a guaranteed death sentence.

With that information, what the hell do you think this buff is going to do.

Raoul4/4/2017, 6:48:47 PM11 votes

Hey Riot!!! On lifesteal interactions it's not Jhins W!! ITS HIS E!! ;D

Zherron Vorse4/6/2017, 6:33:11 PM8 votes

For those of you keeping track at home here is the RGM dates and how many of each mode we have seen so far.

RGM Dates

2016

4/8 Ascension 4/15 Legend of the Poro King 4/22 Urf (Ultra Rapid Fire) 4/29 Hexakill -Twisted Treeline 5/6 One For All 5/13 Ascension 5/20 Urf (Ultra Rapid Fire) 5/27 Definitely Not Dominion 6/3 Legend of the Poro King 6/10 Hexakill - Twisted Treeline 6/17 One For All 6/24 Ascension 7/1 Hexakill - Twisted Treeline 7/8 Definitely Not Dominion 7/15 Nexus Siege 7/22 Nexus Siege 7/29 Legend of the Poro King 8/5 One For All 8/12 Ascension 8/19 Nemesis Draft 8/26 Hexakill - Twisted Treeline 9/2 Nexus Siege 9/9 Legend of the Poro King 9/16 One For All 9/23 All Random Urf 9/30 Ascension 10/7 Definetly Not Dominion 10/14 Hexakill - Twisted Treeline 10/20 Doom Bots of Doom 10/28 Doom Bots of Doom 11/4 Legend of the Poro King 11/11 Ascension 11/18 Ascension 11/25 One For All 12/2 One For All 12/9 Nexus Seige 12/14 Legend of the Poro King 12/23 Legend of the Poro King 12/30 Legend of the poro King

2017

1/6 Legend of the Poro King 1/13 Ascension 1/20 Ascension 1/27 Nexus Siege 2/3 Nexus Siege 2/10 Hunt of the Blood Moon 2/17 Hunt of the Blood Moon 2/24 All Random Urf 3/3 All Random Urf 3/10 Ascension 3/17 Ascension 3/24 Nexus Seige 3/31 Nexus Seige 4/7 All Random Summoners Rift 4/11 All Random Summoners Rift

Totals:

2 = Urf (Ultra Rapid Fire) 3 = All Random Urf 11 = Ascension 9 = Legend of the Poro King 5 = Hexakill - Twisted Treeline 6 = One For All 3 = Definitely Not Dominion 8 = Nexus Siege 1 = Nemesis Draft 2 = Doom Bots of Doom 2 = Hunt of the Blood Moon 2 = All Random Summoners Rift

Moonboy654/5/2017, 3:21:19 AM8 votes

Karma splashes? hell yeah

Alistar buffs are nice too

AidanWR4/4/2017, 7:18:25 PM6 votes

Man, i always hate when people lifesteal off of a skillshot. Thank god they are fixing that

Ichigo984/5/2017, 11:32:51 AM6 votes

I mean... even the person who wrote the patch notes sounded very NOT excited about ARSR.

xxxxBARBIExxxx4/6/2017, 6:04:15 PM6 votes

I feel like there was zero effort put into this new game mode. ARSR? you can play that ANYTIME, just click the "random" button. Wish there was a little extra put into this mode to make it actually worth playing. For example: Everyone starts at level 6. Or Start with extra money.

Those seem like simple extras but wouldve made a pointless game mode actually fun to play!

Kakapatha4/5/2017, 3:11:45 AM4 votes

If Lux's Ult at Rank 3 is 50 seconds.

I have 45% CDR Morello+Hourglass+MasteryPoint+CD boots for example.

I kill my target and 50% is reduced.

I'll have 95% of my cooldown refreshed

Therefore my ult is back up in 2.5 seconds.

WHAT

Goxzy4/4/2017, 6:19:48 PM3 votes

Why wont my client update????

ChronoTriggers4/5/2017, 11:28:39 AM1 votes

Welp, looks like I'll be banning amumu and lux in every game now. Fuck having to deal with a 15 second ult and an ult that makes all ap dmg true dmg. And you guys still refuse to fix any of the other shitty, useless champs you have on your game.