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Patch 7.15 notes

Riot··6 votes·189,510 views

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Sup homies,

Welcome to patch 7.15, the one where we dial back on the Cho’Gath update and tone down some of the dominant competitive picks in the game.

For the competitive side of the game, Regional Finals are approaching. As a result, we’re trying to increase some variance at the highest levels of play, but also to create some stability, and that means many minor changes. To start, we’re giving some dominant champions love taps downwards, as well as showing some love to underplayed champions on the cusp of seeing professional play. So while it may look like a larger patch than usual, many of the changes are pretty small.

Oh, and remember Urgot? Well, we’ve pimped his ride and now he’s headed to the battlefield as a brand new juggernaut, complete with knee-shotguns. We’ll say that one more time for you. Knee-shotguns. Check ‘em out.

So get out there on the Rift and read up on Urgot’s abilities, or you’ll Dread Nought knowing what he does when he grinds you to pieces.
Paul "Aether" Perscheid Phillip "Costy" Costigan Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Mid-Patch Updates

7/27/2017 Bugfixes

Our changes to Elise and Shyvana didn't properly stick to their alternate forms. While we considered waiting until 7.16 to fix the inconsistencies, we're ultimately making these two work the way the original patch notes said they would - not making further changes on top of that.

Elise

BUGFIX Fixed a bug where Elise's Spider Form wasn't properly affected by this patch's base AD reduction (50.5 to 47)

Shyvana

BUGFIX Fixed a bug where Shyvana's Dragon Form wasn't properly affected by this patch's armor increase (27.6 to 29)

7/26/2017 Balance Update

Sivir

We wanted to help out Sivir's early game, but adding 30 damage to Boomerang Blade was way more than "helping". Shipping a buff that strong was a mistake on our part, and we're making an immediate correction before Sivir gets out of control.
BOOMERANG BLADE DAMAGE 55/75/95/115/135 ⇒ 35/55/75/95/115

Champions

Urgot

Urgot, The Dreadnought, will be updated with the launch of patch 7.15! For more details, check the following links: Head to the “Extras” section of Urgot’s Champion Reveal article above for high-res images of his updated base and skin splash art!

Akali

Passive AP Ratio up, W cooldown reduced.

Akali already bops the people she’s supposed to be bopping. The problem is that even when she gets going, she doesn’t bring games to an end with enough reliability.

Passive - Twin Disciplines

RATIO 0.65 ability power ⇒ 0.75 ability power

W - Twilight Shroud

COOLDOWN 20 seconds ⇒ 18 seconds

Azir

Late-game soldier damage up.

Making Azir a more attractive option as a late game hypercarry against many of the current midlane picks (specifically those that don’t wreck him in lane).

W - Arise!

SOLDIER STAB DAMAGE 50-170 (at levels 1-18) ⇒ 50-195 (at levels 1-18)

Cho'Gath

E base damage and % health damage decreased.

After our changes to E - Vorpal Spikes last patch, Cho’s damage has ended up a bit overtuned. The slow makes it easier for Cho’Gath to land the rest of his damage, so his spikes don’t need to bring quite so much pain on their own.

E - Vorpal Spikes

DAMAGE 20/35/50/65/80 ⇒ 20/30/40/50/60
RATIO 4% target’s maximum health ⇒ 3% target’s maximum health

Dr. Mundo

E now increases magic resistance as Dr. Mundo takes magic damage.

Historically, Dr. Mundo has succeeded as a late-game frontliner against multiple sources of magic damage. Like other tanks, burst mages can’t one-shot Mundo, but while other tanks are left battered after the initial barrage, Mundo’s healing brings him right back up to full. We’re doubling down on his anti-mage identity by giving him the tools to fight off sustained magic damage as well.

E - Masochism

newNO PAIN NO GAIN Taking magic damage or paying a health cost increases Dr. Mundo’s magic resistance by 2% (stacks up to 3/6/9/12/15 times)

Ekko

E cooldown reduced at early levels.

Ekko fares pretty well against mages when his cooldowns are up, so we’re giving him the tools to engage more often.

E - Phase Dive

COOLDOWN 11/10/9/8/7 seconds ⇒ 9/8.5/8/7.5/7 seconds

Elise

Base attack damage decreased.

For how much mobility and lane pressure she has, Elise just clears too quickly. As well, it turns out that ranged basic attacks are pretty strong on junglers, giving them an easy way to apply red buff. We’re killing two birds with one stone by making Elise’s attacks a bit weaker.

Base stats

BASE ATTACK DAMAGE 50.5 ⇒ 47

Ezreal

Q cooldown reduced at early ranks.

We’re giving Ezreal a small boost to help him find more trading opportunities in his first few levels, which should especially help Tear-rushing Ez’s in the scaling department.

Q - Mystic Shot

COOLDOWN 6.5/6/5.5/5/4.5 seconds ⇒ 5.5/5.25/5/4.75/4.5 seconds

Gangplank

Passive damage up.

Gangplank’s early-game weakness is a little too pronounced right now, as the Saltwater Scourge struggles to fight back when he should at least go even. We’re oiling up his blade for early tussles, where he’s more likely to trade with his sword than his barrels. This’ll help him hold his own while he banks that skrilla and transitions into the late game.

Passive - Trial by Fire

DAMAGE 30-200 (at levels 1-18) ⇒ 45-215 (at levels 1-18)

Gragas

Base attack speed decreased. R cooldown increased at earlier ranks.

Like Elise, Gragas just clears too quickly for all of the other tools he brings to the table. In addition, now that the timing on his ultimate has gotten more intuitive, we feel safe bringing up the cooldown.

Base stats

BASE ATTACK SPEED 0.651 ⇒ 0.625

R - Explosive Cask

COOLDOWN 100/90/80 seconds ⇒ 120/100/80 seconds

Irelia

Ult cooldown reduced at early ranks.

As the top lane meta continues its transition back toward all-out fighters, this should be the perfect opportunity for Irelia to thrive again. To help her contend with today’s top-lane titans we’re giving Irelia more frequent access to Transcendent Blades in the early game, allowing her to trade more aggressively.

R - Transcendent Blades

COOLDOWN 110/85/60 seconds ⇒ 100/80/60 seconds

Jinx

W cooldown reduced.

While Jinx’s primary damage pattern (basic attacking people for days) passes muster, we want to spice up some of the other tools in her kit. We’re giving Jinx a bit more leeway to try for more bold Zaps, whether for long-range poke or mid-combat slows.

Q - Switcheroo!

BUGFIX Runaan’s Hurricane bolts now properly deal Fishbones’s bonus attack damage to their primary targets

W - Zap!

COOLDOWN 10/9/8/7/6 seconds ⇒ 8/7/6/5/4 seconds

Kayn

Ultimate bonus AD ratio increased. Duskblade now appropriately interacts with Kayn’s abilities.

Kayn’s been on the Rift for a patch and we mostly like what his Darkin form is doing. However, Shadow Assassin has been struggling to keep up. Specifically, his burst when he goes all-in hasn’t been enough to consistently net kills - even when ahead - so we’re buffing his scaling.

R - Umbral Trespass

RATIO 1.1 bonus attack damage ⇒ 1.5 bonus attack damage (Darkin form loses this ratio in favor of an enemy max health ratio, so is unaffected)

Bugfixes

  • Fixed a bug where R - Umbral Trespass wasn’t making Kayn ‘unseen’ for Duskblade of Draktharr’s Nightstalker proc
  • Fixed a bug where Shadow Assassin's passive wasn’t amplifying damage-over-time (ex. Deathfire Touch) or proc (ex. Duskblade of Draktharr) effects
  • Fixed a bug where Shadow Assassin's passive triggered against Fiora's W - Riposte, Pantheon’s W - Aegis Protection, and Shen's W - Spirit's Refuge even though there's no damage to amplify
  • Fixed a bug where Kled's Q - Bear Trap on a Rope ended Kayn’s R - Umbral Trespass early.
  • Fixed a bug where Kayn could cast R - Umbral Trespass on an enemy he attempted to damage when all of the damage was absorbed by a shield

Lissandra

Mana per level and base attack damage increased.

Lissandra runs out of mana in extended late game brawls faster than we’d like, thanks to the high mana costs of her spells and low cooldown on Ice Shard. These changes should grant her a couple of extra spells before running empty in the late game, as well as open the door to more effective last hitting and harassing with basic attacks alone.

Base stats

BASE ATTACK DAMAGE 50.536 ⇒ 53
MANA PER LEVEL 50 ⇒ 60

Lux

Q cooldown reduced at early levels, if W hits an ally when going out, the incoming shield is doubled for all allies and Lux herself.

We’re giving Lux better opportunity to use Light Binding aggressively in lane without leaving herself exposed to ganks and engages for too long thereafter. We also think the Lady of Luminosity’s supportive capabilities are a bit underwhelming, so we're giving her a bit more power to protect her pals with well-aimed Prismatic Barriers.

Q - Light Binding

COOLDOWN 15/14/13/12/11 seconds ⇒ 13/12.5/12/11.5/11 seconds

W - Prismatic Barrier

newSHIELD ME ONCE Hitting an ally with Prismatic Barrier as it’s going out doubles the shield granted when it’s coming back

Nami

Q cooldown reduced.

We’re improving Aqua Prison’s uptime to bring Nami’s double bubble fantasy closer to an achievable reality.

Q - Aqua Prison

COOLDOWN 14/13/12/11/10 seconds ⇒ 12/11/10/9/8 seconds

Nasus

E now shreds percent armor instead of a flat value. Q cooldown is halved during R.

Nasus is supposed to be the late-game scaling juggernaut if he plays the laning phase right and gets stacked up. In practice, he ends up mostly hitting high-armor frontliners, and losing a lot of his expected efficiency as a result. Struggling to reach priority targets who kite well is an expected weakness of Nasus, but he should still feel impactful when he’s stuck hitting beefier targets.

E - Spirit Fire

ARMOR REDUCTION 20/25/30/35/40 flat armor reduction ⇒ 15/20/25/30/35 percent armor reduction

R - Fury of the Sands

newSPEEDY SAND While Nasus is empowered, Siphoning Strike’s cooldown is reduced by 50%

Nautilus

Q early damage up, ult cooldown reduced at ranks 1 and 2.

These changes enhance Nautilus’s ability to lock down a priority target in fights and send an out-of-position carry into the deep.

Q - Dredge Line

BASE DAMAGE 60/105/150/195/240 ⇒ 80/120/160/200/240

R - Depth Charge

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

Shyvana

E now scales with total AD. Base armor increased.

For a farm-heavy jungler, Shyvana gets pushed around by monsters too easily in the early game, and doesn’t scale well enough with damage when she does get a leg up on the competition.

Base stats

BASE ARMOR 27.6 ⇒ 29

E - Flame Breath

newMISSILE RATIO 0.3 total attack damage
newSCORCHED EARTH RATIO 0.1 total attack damage per tick
DRAGON FORM BASE IMPACT DAMAGE 100-200 (at levels 1-18) ⇒ 100-160 (at levels 1-18)

Singed

Q particles more clear, especially for colorblind players. R now grants stats faster.

Singed has shiny new abilities with his update, which means shiny new quality of life issues and bugs! We’ve fixed the ones who have come to light. We also hotfixed in a few balance-impacting changes partway through last patch, so if you haven’t seen those yet, feel free to make a quick detour.

Q - Poison Trail

newCLARITY Poison Trail’s opacity has been adjusted for colorblind mode and various skins. Riot Singed’s Poison Trail visuals now properly change color when colorblind mode is activated.

R - Insanity Potion

newCHUG CHUG CHUG Singed now correctly receives stats instantly, as opposed to sometimes having up to 0.25 seconds delay.

Sivir

Q damage increased.

We’re giving Boomerang Blade more oomph to help Sivir out in the early game.

Q - Boomerang Blade

BASE DAMAGE 25/45/65/85/105 ⇒ 55/75/95/115/135

Twisted Fate

Movement speed increased.

Twisted Fate really shines when he’s able to make an unexpected entrance in a side lane, gold card in hand. The problem is, he’s not moving fast enough to reliably seize those opportunities.

Base stats

MOVEMENT SPEED 330 ⇒ 335

Xerath

W slow increased, R base damage at later levels increased.

Xerath could be setting up plays a little bit better, be it for his own damage combo or for setting up ganks for his allies. His damage also tends to fall off as the match progresses, so we’re giving more power to help him out in the late game.

W - Eye of Destruction

SLOW 10% ⇒ 25% (center zone slow unchanged at 60/65/70/75/80%)

R - Rite of the Arcane

BASE DAMAGE 200/230/260 ⇒ 200/240/280 (reminder: Xerath gets more charges per level)

Zac

Q cost and cooldown increased. W base damage decreased.

Since his update, we’ve changed Zac more times than there have been patches (hotfixes). At this point, it’s time for us to talk seriously about the Blob-guard of the month and the direction we want to move him in. When we originally updated the tanks, we wanted to bring their damage down while giving them access to uniquely disruptive tools. In Zac’s case, that took the form of two new mechanics: a charged ult and a matchmaking service for two enemy units. Despite the constraints put on these abilities, Zac has been seeing pretty high success in executing them.

We actually like the new disruption Zac brings to the playing field, but as a result, his damage has needed to go down. And down. And down again. We’ve figured out what we think is so out-of-line about Zac, and it’s his sustained presence, both consistent damage and healing. Like Gragas and Elise, Zac has too high a clearspeed to go along with his sweet ganks and massive disruption. As well, his sustain is inflated by Q creating two blobs, so we’re doubling its cost to account for that. This leaves Zac in a spot where he’ll take meaningful time and damage to clear his jungle, making ganks riskier and more of a sacrifice when they fail.

Q - Stretching Strikes

COST 4% ⇒ 8% current health
COOLDOWN 12/11/10/9/8 seconds ⇒ 13/12/11/10/9 seconds

W - Unstable Matter

DAMAGE 30/45/60/75/90 ⇒ 15/30/45/60/75

Ziggs

W cooldown reduced.

Due to its long cooldown, Satchel Charge tends to see more use as an escape tool than a catch tool. We think both cases are valid and interesting, so we're giving Ziggs more chances to fish for offensive cases.

W - Satchel Charge

COOLDOWN 26/24/22/20/18 seconds ⇒ 24/21/18/15/12 seconds

Mid-Patch 7.14 Updates

These changes were made partway through last patch. Just postin’ em here for visibility.

Singed

BASE HEALTH 610 ⇒ 580
HEALTH GROWTH 90 ⇒ 85
INSANITY POTION COOLDOWN 100 seconds at all ranks ⇒ 120/110/100 seconds

Nunu

BASE HEALTH 575 ⇒ 535
HEALTH GROWTH 90 ⇒ 85
MOVEMENT SPEED 350 ⇒ 345

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Items

Adaptive Helm

Adaptive damage reduction increased.

Amplifying Adaptive Helm’s unique strength to make it a more powerful answer to the threats it’s meant to combat.
DAMAGE REDUCTION Damage taken from repeated instances of a spell or effect is reduced by 15% ⇒ 20%

Duskblade of Draktharr

Nightstalker proc damage down; ranged proc no longer slows.

While we wanted to make Duskblade a better purchase last patch, we definitely went overboard. We reined in Nighstalker’s damage partway through 7.14 and are following up with a more robust set of changes. Most importantly, Nightstalker is now less effective for ranged champions.

Nightstalker proc

INITIAL PATCH 7.14 DAMAGE 105-360 (at levels 1-18)
UPDATED PATCH 7.14 DAMAGE 55-360 (at levels 1-18)
PATCH 7.15 DAMAGE 65-320 (at levels 1-18) for melee champions, 45-300 (at levels 1-18) for ranged champions
removedRANGED SLOW Ranged Nightstalker procs no longer slow the target

Knight's Vow

Health decreased.

The baseline stats on Knight’s Vow make it a tad too effective when champions aren’t taking advantage of its partner bonuses. We’re taking its health down a notch.
HEALTH 400 ⇒ 350

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In-Client Chat

This little easter egg has been in the client for a while, and now we're sharing the secret with everyone! /me is excited.
HAVE FUN Starting a message with “/me” adds your summoner name to the front of the message and makes it look like a notification rather than a chat message. Use it to talk about yourself in the third person in pre-game lobbies, Clubs chat, and direct conversations.
NOW IS NOT THE TIME TO USE THAT “/me” doesn’t work in champion select or in-game chat

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HUD Pings

Players can now ping any item, not just active items!

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Attack Move

Some players were already hacking the ability to rebind a-move to left-click, so we figure we’d give you the option to do so manually. Note: you use Left-Click for a surprising amount of things, and you’ll need to use Shift+Left-Click to do those things.
CUSTOMIZATION We’ve added a toggle that adds attack-move commands to left clicks. You can still left click on HUD elements (ex. the item shop), but will issue attack-move commands to the target location beneath the HUD.
OVERRIDE While this toggle is active, use SHIFT+Left Click to interact normally with the HUD without attack-moving in the process.

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Rotating Game Mode

Claim the incredible power of Ascension to conquer the Crystal Scar of Shurima. Ascension is now live from 7/28/17 12:00 PT - 8/1/17 04:00 PT and 8/4/17 12:00 PT - 8/8/17 04:00 PT.

TL;DR:

  • Go 5v5 to claim the incredible power of Ascension by taking down Ancient Ascendant Xerath. Use Ascension to conquer the Crystal Scar of Shurima.
  • First team to reach 200 points wins. Score:
    • 1 point for champion kills.
    • 3 points for capturing a Shuriman relic.
    • 5 points for landing the killing blow on an Ascended champion.
    • 2 points for each kill you acquire while Ascended.
Go forth. Conquer. Ascend.

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Bugfixes

  • Fixed a bug where Mordekaiser's W - Harvesters of Sorrow reactivation damage wasn't consistently applying to all enemies caught in overlapping circles
  • Thresh's E - Flay no longer leaves enemies stunned for a brief moment after displacing them
  • Inhibitors now accurately display the 20 Armor they have
  • Cassiopeia now correctly plays her spell effort voiceover
  • Spirit Fire Brand’s Passive - Blaze, E - Conflagration, and R - Pyroclasm no longer have higher volume levels compared to his classic skin.
  • Snow Day Bard’s W - Caretaker’s Shrine no longer has a higher volume level compared to his classic skin.
  • Singed’s corpse no longer triggers his Passive - Noxious Slipstream. Because, you know, he’s dead.
  • Multiple Singed’s in a game no longer reset each other’s cooldown on Passive - Noxious Slipstream.
  • Fixed a bug where - if Kindred used Q - Dance of Arrows to jump over a wall, the cast range of E - Mounting Dread would be permanently increased.
  • Sweeping a ward no longer plays the sound effects to Heimerdinger’s E - CH-2 Electron Storm Grenade when he is in the game.
  • Heimerdinger’s R - Upgraded!!! W - Hextech Micro-Rockets now correctly do reduced damage after the first hit to Baron Nashor.
  • Heimerdinger’s RE - CH-3X Lighting Grenade no longer has the old AP ratio of 60% for the second and third bounces.
  • Fixed a bug where Zac could channel E - Elastic Slingshot while under hard crowd control effects if he used it right before they were applied.
  • Aatrox no longer spams encounter voiceover when moving near Tryndamere.
  • Dynasty Ahri finally saw a doctor and no longer has a disjointed elbow.
  • Headhunter Caitlyn’s W - Yordle Snap Traps are no longer less clear in brush compared to her other skins.
  • VFX during Headhunter Caitlyn’s recall no longer disappear when losing and regaining vision.
  • Winter Wonder Karma’s W - Inspire and RE - Defiance have been better differentiated from Winter Wonder Lulu’s E - Help, Pix!
  • Slayer Pantheon's R - Grand Skyfall SFX are no longer delayed from enemy perspective.
  • Primetime Draven’s Q - Spinning Axe no longer uses Pool Party Daven’s SFX.
  • Red Riding/Sweetheart Annie’s R - Tibbers now use appropriate fire SFX when spawned.
  • Full Metal Jayce’s W - Hyper Charge custom VFX have been restored.
  • Dawnbringer Riven no longer causes other Rivens in the same game to steal W - Ki Burst SFX.
  • Pulsefire Ezreal’s W - Essence Flux on-hit SFX have been restored.
  • The on-hit SFX volume for Pulsefire Ezreal’s R - Trueshot Barrage has been turned up to be equivalent to all other Ezreal skins.
  • Winter Wonder Orianna’s recall poros have been dusted off and now use updated textures.
  • Audio has been restored for Special Weapon Zac’s recall.
  • Master Chef Tahm Kench’s belt no longer clips through his body during several animations.
  • Corporate Mundo’s laugh VO is once again synchronized with the animation.
  • Wildfire Zyra’s crown no longer stretches during several animations.
  • Pieces of Heartseeker Quinn’s bracer no longer disappear during her laugh animation.
  • Mundo Mundo/TPA Mundo no longer have visible seams on their models on low settings.
  • Mecha Malphite no longer has visible seams on his model.
  • Reattached a penguin’s leg in Snow Day Bard’s recall and joke!
  • Soulhunter Kayn’s orb particles during his P - The Darkin Scythe are now more visible.
  • Star Guardian Jinx’s weapon glow VFX now follow Shiro and Kuro during all animations.
  • Star Guardian Jinx’s hair no longer transitions improperly during her homeguard animation.
  • Purple overlay no longer hides Malzahar’s skins when his Passive - Void Shift is active.
  • Parts of Prehistoric Cho’Gath’s head armor no longer stretches during his dance animation.
  • Headmistress Fiora once again has SFX during her joke animation.
  • Pool Party Fiora’s audio no longer desyncs when losing and regaining vision during recall, joke and taunt animations.
  • Re-added audio for SKT T1 Ekko’s recall.
  • Fixed a bug where several ward skin health bars were too high or low.
  • The following two Honor bugfixes will deploy during the patch.
  • Champ Mastery level up notifications no longer pop over the Honor vote
  • Fixed a bug where key fragment notifications would occasionally fail to pop

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Upcoming Skins

The following skins will be released during patch 7.15:

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384 Comments

meluvulongtime3171 votes

Every 2 weeks I come to see what the new rotating mode will be, and every 2 weeks I'm horribly horribly disappointed. lol

[zombie-nunu-bummed]

EvilUnicornLord11 votes

It your expectations are garbage, you can't be dissapointed amirite?

aspects17 votes

its urf next patch, 7.15 its on pbe

Light Sovereign22 votes

Bruh its Arurf not Actual Urf.

aspects110 votes

in my opinion, urf is urf, regardless of the form it takes

Light Sovereign15 votes

imo doesnt solve much of the problems old urf had, The Champs that no one wants to play against are still available, you are forced to play x champ u don't enjoy, Someone dodges when you finally get a champ you enjoy(i went through 7 queues in arurf last time) They added a 10 ban system now why can't they just add it to Urf?

Morgan le Fey4 votes

Yeah, 10-ban would fix a lot of URF's problems and would let us go back to playing with champs we actually want to. I mean, half the fun with URF was screwing with goofy comps like all-globals or whatever. We don't get to do that with ARURF. I didn't complain much at first, since the balance problems were real (and some, like Fizz, were just annoying, if not op), but that's changed now. With a proper solution to the balance problems available, I'd really like to go back to being able to URF.

Quindec36 votes

tbh i gave up looking forward to rotating mode ever since those 5 weeks of poro king...i still get nightmares

Vhan876540 votes

Hey, hey, at least next patch we'll have ARURF.

http://www.surrenderat20.net/2017/07/725-pbe-update.html#ping (Scroll down a tiny bit.)

Not original URF still but hey, I'll take it over Poro King again lol.

The JigSAW61 votes

The real question is why can't we have regular URF? Most of the time its the same small champion pool premades who take advantage of ARURF - And why can't we do co-ops with friends in URF mode? We need to speak up to get the features we want.

DarkAngel13412 votes

i agree that we should have old urf back. but i feel that bans would be nice go along w/ it. since the same champs get used over and over again. making it not as fun imo to be against the same champs every game.

falloffreljord17 votes

Gonna be honest. I'll take anything over dark star.

Morgan le Fey9 votes

I don't get that. Dark Star is amazing. Maybe not something to have ALL the time, but that's why they're rotating game modes rather than normal ones.

Big Lincoln67 votes

"ekko's doing pretty good, so we're gonna buff him"

Chromatic Eagle12 votes

For lcs.

PyroMissile12 votes

well Riot doesn't want Syndra stomping every lane matchup as she's a top-tier midlaner as it is

Hungry Cancer59 votes

Why would you nerf Knight's vow's health which is very important to the supports that use it just because it's being abused by junglers? Why not instead switch the partnered armour and the static armour around so that it gives 400 health and 20 armour and then grants 40 armour when near your partner? this would stop junglers from abusing it just for the stats but still keep the health priority on tank support items which is necessary for them because of Locket's super shitty lack of synergy with itself and Zeke's, causing support tanks to need to stack health from any other item they can get in order to make it anywhere near as effective as Redemption.

hotarse12 votes

Because there's no voice repping supports at Riot. They just keep shitting on supports whenever they can. They never say, "Well, Sona's ulti is good when it is available, so we're going to make it available more often."

grarrrg4 votes

"Why not instead switch the partnered armour and the static armour around so that it gives 400 health and 20 armour and then grants 40 armour when near your partner?" The short/quick answer is that then you'd have an item that is (situationally) worse than it's components. You buy a 40 armor chain vest, and upgrade it, now you only have 20 armor sometimes. Very "feels bad". (And to note, it used to be 20+40 but it also used to build out of a 15 armor item, they changed the build path to be less wonky)

Hungry Cancer6 votes

That's true, thank you, though there's bound to be some way they could nerf the item's abuses while supporting the items proper usage. My idea may not be the answer but I'm sure they can come up with something. Support tanks have been struggling up until recently and its still only a select few who are good; their item paths are severely limited, and certain items are seen as "essential" to ALL supports, so nerfing one of their few decent choices may hurt them more than the junglers abusing the item. I will note that it wasn't as heavily abused before they changed it, so I was kinda right in that it would probably help against abuses. lol Thanks for the civil and informative response mate, that's rare on the forums.

Dog of Pavlov41 votes

"Thresh's E - Flay no longer leaves enemies stunned for a brief moment after displacing them"

I might be wrong, but isn't this a (tiny) nerf? That stun made it difficult to immediately flash/dash/move away after being flayed, so I really think this should have been part of the "Champions" section.

ForeverLaxx12 votes

Since it was this way from his release, they really shouldn't have tried hiding it in the bug section even if it's technically a bug. They definitely should have just called it out in the Champion breakdown rather than hide it in the bugfix notes.

LeopardInTheWar40 votes

Just came here to see if we are getting URF or One For All this week, bust as usual.

Players: We need URF We need URF Riot: We listen to the players, as per ur request we r giving u another chance to paly the super fun game mode ASScension.

Usägi Tsukino9 votes

I believe that "Urf" And "One For All" Won't work in the new client at the moment, If i recall Riot said something about them trying to update the new client to handle the gamemodes. Draven

DrCyanide27 votes

The Chinese servers are playing URF right now with the new client, which would imply that's a load of crap.

http://lol.qq.com/webplat/info/news_version3/152/4585/4586/m3238/201707/609691.shtml?atm_cl=ad&atm_pos=16601&e_code=341917&idata_id=142268

Goyo Emperor22 votes

"We bought him 4 years ago....now its time to unleash him"...terminator theme kicks in Urgot Urgot Urgot

Hyoga Kitsune20 votes

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ArtsyFartZ6 votes

This is the only comment I agree with on this page. Like what the actual hell?

SagePhilip19 votes

That's an impressive number of little buffs to champions - looking forward to hopefully seeing some fresh faces in LCS!

MistaFarenheit19 votes

for the love of all things holy PLEASE STOP BUFFING Akali

trust me she has no problem closing games out, she just chooses not to cuz she wants to make you suffer.

Hungry Cancer7 votes

Then it sounds like Akali mains are just being smart and found a way to get their champ some buff love.

DCYOUNG88813 votes

Where are the Mordekaiser Mordekaiser bug fixes, I thought they were supposed to arrive this patch?

Trap Trainer6 votes

Maybe next patch? only the HUE God knows

QMighty4 votes

there is one bug fix. That is all.

Latinbuddah12 votes

Can you please just give us back old Zac? You've made his jungle clear a joke to where he can't be used. I LOVED old Zac and knew this was just a matter of time. Good job Riot, take a good champ and make him busted on one side of the scale and then the other.

ThatsWhatSheZed11 votes

i wonder if riot is gonna rework nocturne since i think his kit is kind of old

RedViper4411 votes

You idiots! Darkkmanes Diwali build is even more op with that cd on w. As if Jinx wasn't strong enough

miniZergling11 votes

ARMOR REDUCTION 15/20/25/30/35 flat armor reduction ⇒ 15/20/25/30/35 percent armor reduction Rito it's 20/25/30/35/40 flat armor Nasus

Chasarooni10 votes

Master Chef Tahm Kench’s tongue no longer clips through his body during several animations.

I'm pretty sure you guys forgot to put tongue there

DarkRitual9 votes

It clipped through the background.

Delightful Coma8 votes

Why is twitch in omega squad? It's literally all yordles beside him.

Mr Monokuma38 votes

Fizz

Chromatic Eagle9 votes

They're not a Yordle squad.

Gabagël14 votes

omega squad = smol club

Hungry Cancer7 votes

Does anyone else find Jinx's anti-personnel kit conflicting with her "Crazy Queen of Destruction" concept? She's not supposed to be interested in killing people she just likes to destroy things and sometimes people get hurt in the process, but never intentionally, but her kit is focused on killing people and doesn't have anything to do with destruction. I'd love to see her focus on damage to structures (turrets), because the only real demolisher champ in the game is Ziggs and Jinx really should be a demolisher style of champ as well. The ADC is supposed to be all about destroying them towers after all. I'd like if Fishbones dealt additional damage to turrets but dealt slightly reduced damage to champs, or maybe her crit rate could amplify her tower damage with Fishbones. Also her ult is nothing special and feels like just another bland long range marksman execute, and it certainly doesn't match her concept; what about letting her ult hit towers, executing them if they're below a certain health threshold and damaging nearby enemies, if the tower is above the health threshold when it hit's it just deals a decentish chunk of damage. I'm not a Jinx main, I don't like her simplicity and lack of a unique identity compared to some of the other marksmen so as much as I want to like her I just can't. I actually main support but I'm getting so very tired of how bland ADC's are, from a support standpoint they're mostly the same, except they all either have mobility or CC other than that, they pretty much all do the same thing, click for damage; so I'd like to see more variety between the ADC's so they actually feel significantly different to play with as opposed to just variations of Ashe or Ezreal.

C9 Squeeky 18 votes

Jinx champion select quote.

The Ender Cobra7 votes

HOW IS LITERALLY NO ONE MENTIONING THE INSANE NASUS BUFF??? LET ME JUST PRESS R, NOW YOU CAN'T KILL ME AND IMMA KILL YOU TWICE AS FAST.

Trump Win 202012 votes

You just use Raid - boss tactics. Kill nasus same way - as you kill darius or renekton

Who i am kidding - bronze are beyond f*cked.

N3dO6 votes

Still waiting on that brawlers rotation riot. Still waiting.

Hungry Cancer15 votes

You'll be waiting forever, they said awhile back that they don't plan on doing Butcher's Bridge and Brawlers again.

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