Seems like Riot doesn't think Lissandra is strong either...
Hey Summoners,
As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.
Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.
Kha'Zix
Taste Their Fear
As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.
Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.
Kha'Zix
Taste Their Fear
- Isolation bonus redesigned as "increases damage by 45%".
- Evolution adds 8% Missing Health damage. (Which can also be increased by isolation.)
- Now slows targets hit for 2 seconds.
- Mana cost reduced
- Evolution no longer consumes passive to apply effects. Instead triples shot.
Ultimately we just wanted to increase your viable choices when picking evolutions. Kha’Zix was getting huge damage, high poke, and great utility from evolving Void Spikes. Now Void Spikes gets a slow as part of the base skill, so W is a reasonable one-point wonder. Evolving and maxing it first also works though, just not so well that it dominates the other skills. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice.
Lissandra
Ring of Frost
- Cooldown reduced
- Damage reduced
- Slow increases per level
- Damage reduced at later levels
For a control mage with a kit she has, Lissandra was throwing out a lot of front-loaded damage in team fights. The intention of these changes was to lower her damage, but to also increase her crowd control abilities. These were made to better highlight her core strengths as a strong DPS mage with high in-fight control.
EDIT: Some people say the Lissandra changes are a nerf rather than a buff, check out RiotMeddler's explanation of the changes HEREJungle
Wolves
- Initial spawn time increased to 1:55 from 1:45
- Respawn time reduced to 50 seconds from 60
- Initial spawn time increased to 1:55 from 1:45
- Initial spawn time increased to 1:55 from 1:45
- Respawn time reduced to 50 seconds from 60
- Base Experience granted increased to 275 from 220
- Now plays a particle effect to show who the buff transferred to
- Base Experience granted increased to 275 from 220
- Now plays a particle effect to show who the buff transferred to
We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle monsters before laning phase begins. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether. The other changes are to reassure junglers since they’ll feel like they’ve “lost” a full camp clear since they won’t be able to start wolves or wraiths before heading to their buffs. So Elder Lizard and Ancient Golem will give more EXP, and jungle camps will spawn a little faster. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle.
Items
Madred's Razors
- UNIQUE Passive - Maim
- Now deals bonus damage to monsters with every basic attack
- UNIQUE Passive - Maim
- Now deals bonus damage to monsters with every basic attack
- Attack Damage increased
- Life Steal increased
- Combine cost increased
These changes are currently tentative. We just want to increase consistency on Madred’s and Wriggles in order to let players plan their jungle routes better with these items. There were a lot of odd cases where junglers would accidentally steal a buff from their teammate due to a random proc, or a jungler would fall behind because they weren’t getting enough procs. Overall we had to lower the damage output in comparison to the old Madred’s and Wriggle’s (if you simply average out the old Madred’s and Wriggle’s damage by four) because of the consistency involved and the fact that it never deals “overkill” damage, where it would proc on a small creep (or on a near-dead jungle unit), thereby wasting its damage.
Wit's End
- New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 600 gold = 2300 gold
- Attack Speed increased slightly
- Revised Passive - Your attacks steal Magic Resist from the target, stacks up to 5 times
- Combine Cost increased
- Ability Power reduced slightly
- Additional Passive - Your attacks deal 15 + 15% of your Ability Power bonus magic damage on hit
- Removed from the game
We've moved Malady's passives to the two other Attack Speed items to further solidify Nashor's Tooth's niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit's End to better synergize with magic damage based fighters (even for those that don’t deal magic damage, Sunfire Cape synergizes quite well with Wit’s End). Malady has been removed as it has simply been a poor fit in the current space that it was in.
Lissandra wasn't buffed. She was tweaked.
ReplyDeleteMore a shift from damage to utility. I still think they need to add a little more to her range. Its so short atm.
wits end looks crazy good now
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omg that nashor tooth seem so op.
ReplyDeleteAdditional Passive - Your attacks deal 15 + 15% of your Ability Power bonus magic damage on hit
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Now I don't have to build Malady + Nashor's Tooth anymore on Teemo. Just Nashor's tooth! This is amazing.
ReplyDeleteWit's End on Diana, hide.
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