Hey everyone! First of all, I know the patch notes look kinda funny on mobile, and I'm going to try and fix up some of the formating in a bit, Meanwhile, holy beezus there's a TON of changes this patch, and personally I think it's a bit overwhelming.
As a result, let's try and streamline the process a bit this patch and do a bit of a more in-depth summary of changes in a more manageable form. Let's start off with the mage changes, and if I have time later tonight I'll continue with the rest.
If a spell isn't mentioned below, it probably just got a little numbers change. Since there's so much information, I'm not going to hit every little number.
As a result, let's try and streamline the process a bit this patch and do a bit of a more in-depth summary of changes in a more manageable form. Let's start off with the mage changes, and if I have time later tonight I'll continue with the rest.
If a spell isn't mentioned below, it probably just got a little numbers change. Since there's so much information, I'm not going to hit every little number.
Introduction
Hey everyone! First of all, I know the patch notes look kinda funny on mobile, and I'm going to try and fix up some of the formating in a bit, Meanwhile, holy beezus there's a TON of changes this patch, and personally I think it's a bit overwhelming.
As a result, let's try and streamline the process a bit this patch and do a bit of a more in-depth summary of changes in a more manageable form. Let's start off with the mage changes, and if I have time later tonight I'll continue with the rest.
If a spell isn't mentioned below, it probably just got a little numbers change. Since there's so much information, I'm not going to hit every little number.
If a spell isn't mentioned below, it probably just got a little numbers change. Since there's so much information, I'm not going to hit every little number.
For more details, check out the full notes here, or even better, read them side by side on a dual screen!
Minor Mage Update Analysis available here as well for the details on Anivia, Annie, Fiddlesticks, Kennen, Swain, Syndra, Veigar, Viktor, Xerath, and Ziggs!
Be sure to check out our freshly updated Patch 6.9 item change analysis as well!
Major Mage Updates
Vladimir
They made him a little like Ryze, and now has a burst spike mechanic.
Q (Transfusion): After casting twice, he gains a burst of speed when it comes off cooldown and his third one deals double damage and heals extra.
E (Tides of Blood - New!): Maximum 1.5 second of charging with increasing health cost (2.5 to 10%), deals AOE damage and slow enemies by 40%. Slows himself at full charge.
R (Hemoplague): Now heals for every enemy hit.
Q (Call of the Void): No more delay, slightly weaker with lower cost and cooldown
R (Hemoplague): Now heals for every enemy hit.
Malzahar
Major buffs on this guy. He's got a new passive that's sorta overpowered, and also now scales very well into the late game. They moved his W into his R, and gave him a new skill that summons voidlings on W. He still can't control them though. Malzahar will probably be extremely strong in the new patch.
Passive - New! [OP]: After 23 seconds (scales down to 6 sec with level) Malzahar gets a Yasuo-like shield where he is immune to crowd control and takes 90% damage reduction for one second after getting hit by a non-minion source or blocking a CC effect.
W (Void Swarm - New!): Summons a Voidling that moves with AI and can't be controlled
E (Malefic Visions): Mana refund is now 2% of maximum
R (Nether Grasp): Deals percentage damage, no cast time
E (Malefic Visions): Mana refund is now 2% of maximum
R (Nether Grasp): Deals percentage damage, no cast time
Cassiopeia
No more early game cheese with Twin Fang, she's now more of a late game champion with movespeed scaling. I'm a bit skeptical since they also reduced her range. She'll likely need to build as a tanky AP mage.
Passive: She now gains 4 movement speed per level and can't purchase boots.
Q (Noxious Blast): Higher cost, lower cooldown, higher damage, lower cast range, bigger movespeed bonus
W (Miasma - New!): Throws out an Anivia wall sized cloud. Deals a little bit of damage, slows them, and prevents movement spells from being used.
E (Twin Fang): No longer resets cooldown, just deals extra damage and heals if poisoned.
Q (Noxious Blast): Higher cost, lower cooldown, higher damage, lower cast range, bigger movespeed bonus
W (Miasma - New!): Throws out an Anivia wall sized cloud. Deals a little bit of damage, slows them, and prevents movement spells from being used.
E (Twin Fang): No longer resets cooldown, just deals extra damage and heals if poisoned.
Zyra
I guess this can be considered a major rework. Her plants look a little different, and her Q cast indicator is much larger now. As a tradeoff it does less damage and she spawns more plants.
Passive - New!: Passive seed spawn (like Illaoi).
Q (Deadly Spines): Bigger plants, larger cast range as a rectangle instead of circle, lower damage
W (Rampant Growth): Increases maximum plant health, removed cooldown reduction
R (Stranglethorns): Increases plant damage by 50% instead of attack speed
Q (Deadly Spines): Bigger plants, larger cast range as a rectangle instead of circle, lower damage
W (Rampant Growth): Increases maximum plant health, removed cooldown reduction
R (Stranglethorns): Increases plant damage by 50% instead of attack speed
Brand
They nerfed a lot of his base damages, but made up for it for doing this HUGE change on his passive. It's really quite a massive damage boost, and he's definitely an insanely good tank shredder now.
Passive- New! [OP]: Stacks up to three times, then detonates in a large area around the target for damage that scales with the target's maximum health (12-16% and scales with AP)
R (Pyroclasm): Prioritizes detonating blaze on champions and slows enemies.
R (Pyroclasm): Prioritizes detonating blaze on champions and slows enemies.
Vel'Koz
They decided to make him a much more combo-oriented champion, and boosted his max damage output significantly. I think he'll be quite strong now.
Passive: Scales with AP now
Q (Plasma Fission): Refunds 50% of mana cost for each unit killed (up to max of 150% - one for the initial target and two for the ones that it shoots out to)
R (Life Form Disintegration Ray): No longer applies his passive, but when his passive is on a target at full stacks, his ult deals true damage instead of magic damage. It's also got a much higher ratio now.
Q (Plasma Fission): Refunds 50% of mana cost for each unit killed (up to max of 150% - one for the initial target and two for the ones that it shoots out to)
R (Life Form Disintegration Ray): No longer applies his passive, but when his passive is on a target at full stacks, his ult deals true damage instead of magic damage. It's also got a much higher ratio now.
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