Introduction
Hey everyone and welcome to the latest patch notes! Just looking over my recent post history and it's been pretty lackluster...only two posts between this and the last patch. Sorry about that, been busy trying to grind out ranked games for that sweet challenger recall animation! Still a long ways off, but it's definitely attainable I think...
Anyway, this time around we're looking at some buffs on some of the coolest champions on the rift (in my opinion), Camille and Rakan! Rakan's somewhat more of a bug fix, but a buff is a buff. Meanwhile, Zac and Ivern are finally getting the nerf bat and Knight's Vow now grants 10% cooldown reduction...always gotta love CDR!
Check out the full scope of changes below:
Summary
Buffs: Camille, Corki, Jax, Jhin, Kindred, Rakan, Rek'Sai
Nerfs: Ivern, Karma, Malzahar, Rumble, Xayah, Zac
Patch 7.12 notes
Howdy, friends.
7.12’s the first patch in a bit that hasn’t come with a new or updated champion, but that doesn’t mean it’s one to sleep on. Required reading for your 7.12 matches: check out the support item sweep. We’re looking to create better item build diversity between tankier supports and their Enchanter compatriots, and changes run the gamut from cost adjustments up to a full-on rework to Zeke’s Harbinger (now Zeke’s Convergence). Past that, we have a healthy assortment of balance work, both to those recent projects we mentioned earlier as well as a few faces we haven’t seen for a bit.
We’ve also got some wins outside the game! This is the first patch that’ll be played fully on the 10-ban system, and we’re excited to keep watching how the ban meta shapes up. The Crowd Control Score promised in midseason is here as well! Lastly, we’ve got a swaggy pair of legendary skins for Riven and Yasuo - solo lanes have never looked so fly.
That’s it for this set of notes! Go get ‘em, champs.
Paul "Aether" Perscheid Phillip "Costy" Costigan Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho
Champions
Camille
Passive cooldown reduced. Q2 damage increased.
It’s been awhile since our work to cut excessive strengths out of Camille’s kit and give her real weaknesses. Now that the Steel Shadow’s in a better place from an ability fairness/frustration standpoint, we’re in a good position to power her up a bit. Reducing Adaptive Defenses' early cooldown gives Camille more opportunity to play aggressively in lane, while restoring the damage we previously chopped off Precision Protocol keeps her razor-sharp throughout the game.
Passive - Adaptive Defenses
COOLDOWN20/15/10 seconds ⇒ 16/13/10 seconds
Q - Precision Protocol
DELAYED SECOND HIT DAMAGE180% ⇒ 200%
Corki
Attack speed slightly up. Base AD slightly up. Autos do more magic damage rather than physical.
Last time we saw the Corkster bombing through the Rift he'd been doing so as a midlaner, packing obscene poke damage and wave-clear, a potent arsenal desirable for that role. We made some changes to curb that, but they left him feeling like a whiskey delta. We see an opportunity to help him out: we like him as a magic-damage option for the bottom lane marksman role. These changes are designed to reinforce that by making him a more palatable pick in bot lane, while further pushing his magic-damage niche.
Base stats
BASE ATTACK SPEED0.625 ⇒ 0.638
BASE ATTACK DAMAGE56 ⇒ 58
Passive - Hextech Munitions
BASIC ATTACK DAMAGE50% physical, 50% magic ⇒ 20% physical, 80% magic
W - Valkyrie
NEWPREPARATIONPhosphorous Bomb and Missile Barrage can now be buffered during Valkyrie's travel time
Ivern
E damage decreased.
Ivern is already pretty strong, and with the incoming changes to Athene’s Unholy Grail (see below), we only foresee him getting stronger. As a result, we're pre-emptively taking some power out of Triggerseed’s damage.
E - Triggerseed
DAMAGE60/90/120/150/180 ⇒ 50/70/90/110/130
Jax
W now grants bonus range.
Using Empowered Strike to reset his basic attack timer is Jax’s bread-and-butter, so we’re adding a little extra range to help that combat pattern feel a bit more fluid.
W - Empowered Strike
NEWBONUS RANGEIf Jax uses Empowered Strike to empower a basic attack, it gains 50 extra range
Jhin
Q base damage down but scaling up. R base damage up.
Back when landing one shot of Jhin's ultimate pretty much guaranteed hitting the rest, his high base damage was downright excessive. Now that his ultimate is less reliable, we have room to add damage back into his rotation.
Q - Dancing Grenade
BASE DAMAGE50/75/100/125/150 ⇒ 45/70/95/120/145
RATIO0.3/0.35/0.4/0.45/0.5 total attack damage ⇒ 0.4/0.45/0.5/0.55/0.6 total attack damage
R - Curtain Call
BASE DAMAGE PER SHOT40/100/160 ⇒ 50/115/180
Karma
E shield decreased. Mantra’d E shield on secondary targets decreased.
Karma is already pretty strong, and with the incoming changes to Athene’s Unholy Grail (see below), we only foresee her getting stronger. As a result, we’re pre-emptively taking some power out of Inspire’s ability to nullify so much damage.
E - Inspire
SHIELD70/100/130/160/190 ⇒ 70/95/120/145/170
Mantra'd E - Defiance
SHIELD ON SECONDARY TARGETS50% primary target’s shield ⇒ 30% primary target’s shield
Kindred
Base attack damage up. E mana cost down.
Last patch we made some major changes to Kindred, aimed at better delivering on the jungle marksman fantasy. While there’s always a period of adjustment when a champion sees large changes to their base kit, Kindred came out struggling more than expected. These changes are just straight power increases across the board, and as players get less sheepish about new builds and playstyle, we should see Kindred’s eternal hunt become far more fruitful.
Base stats
BASE ATTACK DAMAGE54 ⇒ 57
W - Wolf's Frenzy
WOLF DASH SPEED1200 ⇒ 1400
GRACE PERIODZone duration now waits to begin counting down until Wolf reaches the cast location. Casting Dance of Arrows during Wolf’s travel time will still grant the reduced cooldown.
E - Mounting Dread
COST70 mana ⇒ 50 mana
Malzahar
Q and R damage reduced at later ranks.
Now that Malzahar’s back in mid and speccing into damage-oriented builds, we’re tailoring his late-game damage appropriately.
Q - Call of the Void
DAMAGE70/110/150/190/230 ⇒ 70/105/140/175/210
R - Nether Grasp
BEAM DAMAGE125/250/375 ⇒ 125/225/325
BEAM RATIO1.15 ability power ⇒ 1.10 ability power
BUGFIXQuicksilver Sash and Mercurial Scimitar now properly purge only the suppression portion of Nether Grasp. Beam damage will continue to tick as long as Malzahar’s target stays in range (1250 distance).
Rakan
Passive shield now properly interacts with shield amplifying effects.
Turns out Rakan’s passive hasn’t been scaling with shield-amplifying effects, which the Charmer (as an Enchanter) tends to have a bunch of. Sorry, bird boy.
Passive - Fey Feathers
BUFF-FIXNow properly benefits from effects that modify heal and shield values (ex. Forbidden Idol line, Windspeaker’s Blessing)
Minor bugfixes
QUICK CLARITYR - The Quickness’s cooldown availability now displays accurately for allies in the HUD
Rek'Sai
Base AD up. Armor per level up. W unburrow damage up. R more reliably hits targets.
Rek'Sai’s ability update has left her a bit on the weak side overall. We’re looking to push some base reliability back into her kit, so we’re upping the acquisition range on Void Rush and feeding her some base stats.
Base stats
BASE ATTACK DAMAGE55.628 ⇒ 57.5
ARMOR GROWTH STAT3.4 ⇒ 3.75
Burrowed W - Un-burrow
RATIO0.4 bonus attack damage ⇒ 0.8 bonus attack damage
R - Void Rush
TARGET ACQUISITIONVoid Rush is now much harder to dodge. Rek’Sai’s target should no longer be able to walk out of damage range without exceptional amounts of movement speed (or a dash/flash).
Rumble
Heat drains more slowly. Q cooldown higher early, damage increased, now does decreased damage to minions. W shield amount up, duration down. E slow and damage up.
We want Rumble’s opponents to have a clearer window to pick fights against him during laning phase. Flamespitter’s short cooldown allowed Rumble to be a constant threat against champions while taking no minion damage from trades (fun fact: ability damage doesn’t draw minion aggro), and this left no window for opponents to capitalise on him. We’re also making the heat system more intuitive and easier to pick up for new Rumble players.
Passive - Junkyard Titan
HEAT DECAY START3 seconds (4 if Flamespitter was used) ⇒ 4 seconds
HEAT DECAY RATE0.5 seconds ⇒ 1 second
HEAT DECAY AMOUNT5 per tick for 5 ticks, then 10 per tick ⇒ 10 per tick
Q - Flamespitter
DAMAGE TO MINIONS100% ⇒ 75%
COOLDOWN6 seconds at all ranks ⇒ 10/9/8/7/6 seconds
BASE DAMAGE75/135/195/255/315 ⇒ 135/180/225/270/315
RATIO1.0 ability power ⇒ 1.1 ability power
W - Scrap Shield
DURATION2 seconds ⇒ 1.5 seconds
BASE SHIELD50/80/110/140/170 ⇒ 80/110/140/170/200
E - Electro Harpoon
BASE DAMAGE45/70/95/120/145 ⇒ 60/85/110/135/160
SLOW30/40/50/60/66% ⇒ 30/40/50/60/70%
Xayah
Can’t attack while casting Q, W cooldown increased.
Xayah’s bringing a little bit too much damage during longer team fights later in the game, so we’re reducing how often she gets access to her steroid.
Q - Double Daggers
REMOVED“TRIPLE” DAGGERS?Xayah can no longer basic attack while Double Daggers is firing
W - Deadly Plumage
COOLDOWN16/15/14/13/12 seconds ⇒ 20/19/18/17/16 seconds
Zac
W and E damage reduced.
Zac’s damage is on the high side for a tank, so we’re dialing that back. We’re sure he’ll bounce back from these changes.
W - Unstable Matter
DAMAGE40/55/70/85/100 ⇒ 30/45/60/75/90
E - Elastic Slingshot
DAMAGE80/130/180/230/280 ⇒ 60/110/160/210/260
Heimerdinger & Zyra Pet Targeting
Addressing a loophole that allowed Heimerdinger and Zyra to “attack” a target without actually attacking. This let them sidestep some of the intended risks of telling turrets/plants what to attack: standing still long enough to actually fire the attack, and drawing minion aggro as a result.
FOLLOW THROUGHHeimerdinger and Zyra must now actually fire a basic attack to command turrets or plants to focus a target. Issuing an attack command and immediately cancelling it no longer triggers the redirect.
Support Items
At the moment, Locket of the Iron Solari and Redemption are such a dominant pair that most supports feel forced to build those two first. This effectively denies them access to the rest of the item pool in many games, especially given the other early investments supports have to make (boots, gold item, sightstone). The overall strength of Locket and Redemption is fine, but other items can’t compete with their uncanny synergy. Locket provides your team the durability to stay in the fight, while Redemption rewards your team for doing so.
We’re refactoring both items to have a less perfect combo with each other, and ramping up their synergy with other support items. Essentially, Redemption should feel like a keystone for enchanters, and Locket for tanks. Nothing stops one set of supports from reaching across the aisle to grab items from the other class, but overall builds should feel more distinct between the classes.
Locket of the Iron Solari
Base shield value down. Bonus health ratio added to shield.
Locket of the Iron Solari lets tanks give a burst of tankiness to their team - perfect alongside their initiation or counter-initiation. However, it’s currently best-in-class on all supports, not just tanks. We’re linking Locket’s shield strength to typical tank stats so that if you want its full strength, you have to invest in it.
SHIELD70-665 (at levels 1-18) ⇒ 65-434 (+2-36% of the caster’s bonus health) (at levels 1-18)
REMINDERLocket chooses the higher level between caster and recipient when determining shield scaling - this is unchanged. The new bonus health ratio is always based off the caster’s bonus health.
Redemption
Health and health regen down. Mana regen up. Heal decreased but scales better with heal amplifiers.
Redemption gives enchanters access to a heal - one of their class strengths - that excels in teamfights, but it’s currently best-in-class on all supports, not just enchanters. A spicy heal on healers is cool, but when it’s so easily accessible to tanks, the two classes lose some of their uniqueness. We’re linking Redemption’s heal strength to typical enchanter items and masteries so that if you want its full strength, you have to invest in it.
HEALTH300 ⇒ 200
HEALTH REGEN+75% base health regen ⇒ +50% base health regen
MANA REGEN+125% base mana regen ⇒ +150% base mana regen
HEAL65-490 (level 1-18) ⇒ 30-370 (level 1-18)
NEWUBERHEALRedemption’s heal amount is affected three times as much by heal and shield power amplifiers
NEW
Zeke's Convergence
Now builds out of Aegis of the Legion instead of Amplifying Tomes. Passive now creates slowing storm when triggered, instead of granting ability power and critical strike chance.
When we looked at the support item landscape, we saw a lot of opportunity to amplify the Warden landscape by updating Zeke’s Convergence. Wardens excel at protecting a nearby champion, and we wanted to give them itemization that represents that fantasy. Knight’s Vow already does a good job at helping them keep their chosen target alive, but we felt there was room for an item which made them more worth the investment to keep them safe. As such, we shifted the stat palette of Zeke’s to be more tank appropriate.
We also had concerns that the item itself was too complicated to use, leading to a lot of frustrating misfires - despite its very strong high moments when used correctly. We’re making the active much more reliable to use so that Zeke’s doesn’t make you feel like you’ve spent 2400 on a gamble.
NAMEZeke's Harbinger ⇒ Zeke's Convergence
TOTAL COST2250 gold ⇒ 2400 gold
BUILD PATHGlacial Shroud + Amplifying Tome + Amplifying Tome + 380 gold ⇒ Aegis of the Legion + Glacial Shroud + 400 gold
REMOVEDABILITY POWERNo longer grants 50 ability power
ARMOR30 ⇒ 60
NEWMAGIC RESIST30
COOLDOWN REDUCTION10% (unchanged)
MANA250 (unchanged)
Item effects
NEWUNIQUE PASSIVECasting your ultimate near your ally surrounds you with a frost storm and ignites your ally’s basic attacks for 10 seconds (45 second cooldown). Enemies inside your frost storm are slowed by 20% and your ally’s attacks burn their target for 50% bonus magic damage over 2 seconds.
NEWUNIQUE PASSIVEFrostfire Covenant: Basic attacking a burning enemy ignites your frost storm to deal 40 magic damage per second and slow by 40% for 3 seconds.
REMOVEDCHARGESZeke’s Harbinger Convergence no longer gains charges over time or triggers based on charge count, and no longer grants 20% bonus ability power or 50% critical strike chance when triggered
CONDUIT BINDING RESTRICTION60 second cooldown ⇒ Can’t be re-bound while Frostfire Covenant is on cooldown, and the binding active can’t be cast on the ally you’re currently bound to, or other allies that are bound by a different Zeke’s Convergence.
Athene's Unholy Grail
Now converts mana regen into ability power. Less cooldown reduction.
Athene’s is in a bit of a weird spot. Its 20% cooldown reduction and regeneration (health and mana) make it feel like a pretty good early item. However, it’s in competition with Locket and Redemption, both of which are unlikely to give up their first buy priority. Rather than overbuff Athene’s to make it more competitive early, we rejiggered it into a scaling item, like Rabadon’s Deathcap for enchanters.
ABILITY POWER40 ⇒ 30
MANA REGEN+75% base mana regen ⇒ +100% base mana regen
COOLDOWN REDUCTION20% ⇒ 10%
BLOOD EARN RATE20% of premitigation damage dealt to champions ⇒ 25% of premitigation damage dealt to champions
NEWDISSONANCEGrants 5 ability power for every +25% base mana regen
REMOVEDHARMONYNo longer grants +25% base health regen for every +25% base mana regen
Banner of Command
Point Runner makes sense for a siege themed item.
BUILD PATHAegis of the Legion + Glacial Shroud + 100 gold ⇒ Aegis of the Legion + Raptor Cloak + 200 gold
TOTAL COST2200 gold (unchanged)
NEWHEALTH REGEN+125% base health regen
REMOVEDMANANo longer grants 400 mana
NEWUNIQUE PASSIVEPoint Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets, and Void Gates.
Knight's Vow
Tanks like cooldown reduction, right?
BUILD PATHCrystalline Bracer + Chain Vest + 850 gold ⇒ Kindlegem + Chain Vest + 700 gold
NEWCOOLDOWN REDUCTION10%
REMOVEDHEALTH REGENNo longer grants +100% base health regen
Righteous Glory
Now builds out of Glacial Shroud instead of Catalyst of Aeons. Slow nova now cannot be triggered manually, and automatically triggers once near an enemy champion.
Catalyst of the Aeons - thanks to its eternity passive - is a good item for champions who want long, extended fights where they can make the most of its mana/health restore capabilities. On the other hand, Righteous Glory is for champions who want to start a fight now. This mix of explosive and drawn out strengths is making Righteous Glory a bit too strong at everything, so we’re removing the Catalyst from its recipe and replacing it with Glacial Shroud. Separately, we’re also adding more counterplay to its active to help make it feel more fair to play against.
RECIPECatalyst of Aeons + Crystalline Bracer + 750 gold ⇒ Glacial Shroud + Crystalline Bracer + 950 gold
HEALTH500 ⇒ 400
NEWARMOR30
NEWCOOLDOWN REDUCTION10%
REMOVEDUNIQUE PASSIVENo longer grants Catalyst of Aeon’s Eternity passive
NEWUNIQUE ACTIVESlow nova now automatically triggers if an enemy champion is within close proximity
REMOVEDUNIQUE ACTIVESlow nova can no longer be manually triggered early
Glacial Shroud
Price point and armor down
COMBINE COST350 gold ⇒ 250 gold
TOTAL COST1000 gold ⇒ 900 gold
ARMOR25 ⇒ 20
Iceborn Gauntlet
COMBINE COST650 gold ⇒ 750 gold
TOTAL COST2700 gold (unchanged)
Frozen Heart
COMBINE COST650 gold ⇒ 750 gold
TOTAL COST2700 gold (unchanged)
Raptor Cloak
Price point and armor down
BUILD PATHRejuvenation Bead + Chain Vest + 250 gold ⇒ Rejuvenation Bead + Cloth Armor + 450 gold
TOTAL COST1200 gold ⇒ 900 gold
ARMOR40 ⇒ 30
Ohmwrecker
COMBINE COST650 gold ⇒ 950 gold
TOTAL COST2650 gold (unchanged)
Zz'rot Portal
COMBINE COST780 gold ⇒ 1080 gold
TOTAL COST2700 gold (unchanged)
Ancient Coin Line
Just a few usability improvements to the coin drop mechanic.
PENNY PINCHINGChampions no longer pick up mana coins if they’re at full mana
LIMITED-TIME OFFERCoins now have visual indicators when they’re about to expire
Relic Shield Line
Quality of life improvements and a buff-fix to Relic Shield and its upgrades.
Bugfix
BUFF-FIXThe Relic Shield line’s quest reward shield now properly benefits from effects that modify heal and shield values (ex. Forbidden Idol line, Windspeaker’s Blessing)
VFX updates
PRETTYSpoils of War charge indicator sphere VFX have been updated to be more runic and less distracting
PRETTYThe Relic Shield line’s quest reward shield VFX have been updated to be more Targonian
PRETTYFace of the Mountain’s active shield VFX have also been updated to be more Targonian
Support Quest Progression VFX
These status updates were a little too frequent.
STAR PIECEQuest progression VFX displays every fifth of the way ⇒ third of the way toward completion
Starting Items
Doran's Ring
Passive is now unique.
Stacking Doran's Ring allowed champions to bypass their weakness during laning phase, mana regeneration, in this case, and endlessly push, and shove enemies under the tower, even when behind, without any trade-off. Not cool, Nautilus.
NEWMANA, PLSMana return when killing minions is now UNIQUE.
Doran's Shield
Costs more.
Doran's Shield should be your starting item when facing a bunch of harassment at early levels, but at its current tuning it’s the best items regardless of situations. We're pulling a potion off of it both to decrease its raw effectiveness and to make it have a harder time dealing with ganks and all-ins.
COST400 gold ⇒ 450 gold
Refillable Potion
Changing the icon so it doesn’t look quite so similar to another 150 gold, green, health-restoring item.
PRETTYIcon has been updated!
End of Game Stats
We're continuing to add more stats to make you feel as awesome in the end of game screen as you (probably) were in the game leading up to it.
WHIMS OF FATEAdded Crowd Control Score: the combined duration of all CC effects you've applied over the game
Rotating Game Mode
The Hunt of the Blood Moon looms into rotation from 16/6/17 20:00 BST - 27/6/17 12:00 BST. Sacrifice Spirits, Demon Heralds, and enemy champions to gain points and the Demon Brand buff, which turns you invisible to hunt down your enemies.
Only 21 of the most vicious champions are available for the Hunt (10 of which will be free to play while the blood moon still rises).
Happy hunting.
Chat & Friends
Making it a bit easier to track who’s been talking to you, and when.
NEWHOW POPULARA “More Unread” bar will appear if you’ve got unread messages higher up or further down your friends list. Click the bar to automatically scroll to the message notification. This setting can be toggled off via the “Chat & Friends” tab of the Settings menu.
DATE LINESChat history once again generates date lines when spanning across multiple days. This setting can be toggled off via the Settings cog in the chat window. (Note: Toggling date lines off for one conversation will toggle ‘em off for all conversations!)
Summoner Level Progression
We’ve made some minor adjustments to the 1-30 experience curve so players level at a smoother rate, rather than spiking at levels 5, 10, and 20. Total 1-30 experience requirements are very slightly lower.
Bugfixes
- Enemies affected by Ahri or Rakan’s charms no longer walk in the wrong direction if they cast a spell the instant before being hit by the charm
- Blade of the Ruined King's on-hit effect no longer applies a stack of The Black Cleaver
- Fixed a bug where Gargoyle Stoneplate's Metallicize self-damage reduction was applying twice to Corki's basic attacks
- Lissandra's R - Frozen Tomb no longer fizzles if a spellshield affecting her (ex. Banshee’s Veil) is broken within 0.25 seconds of cast start
- Shaco's W - Jack in the Box now correctly reveals itself from brush and Fog of War when triggered
- Heimerdinger’s E - Ch4 Electron Storm Grenade now properly charges nearby turret beam attacks even if it kills an enemy
- Fixed a bug where, in some languages, Syndra’s R - Unleashed Power tooltip contained information about an in-testing mechanic that was never released
- Tahm Kench can no longer W - Devour a summoned Rift Herald
- Fixed a bug preventing the summoned Rift Herald from being Smited
- Akali can now properly proc >Q - Mark of the Assassin’s bonus damage and energy restore against the summoned Rift Herald
- Pinging Rift Herald no longer produces a debug string in chat
- Fixed a bug where Ekko’s Q - Timewinder affected too large of an area on the return when Ekko is dead
- Ekko’s Q - Timewinder now properly applies Passive - Z-Drive Resonance on the return when Ekko is dead
- Abyssal Mask's aura range indicator now represents the actual range
- Pulsefire Caitlyn's quote when killing Gnar is no longer heard by everyone on the map
- Fixed a bug where Pulsefire Caitlyn could become covered in a blue overlay for the rest of the match if polymorphed by Lulu's W - Whimsy while in combat
- Fixed a bug where Lulu could get the same blue overlay if casting W - Whimsy on any enemy affected by an allied Pulsefire Caitlyn's W - Yordle Snap Trap
- Fixed a bug where Kha'Zix’s evolved body parts visually reverted back to base form after Lulu's W - Whimsy polymorph wore off
- Fixed a bug where Forbidden Jayce's recall audio desynced from the animation when enemies lost and then regained vision of him during the channel
- Jayce Brighthammer now correctly plays the electric buzz SFX for the spawning and despawning of his E - Acceleration Gate
- The tail end of DJ Sona's recall SFX now play consistently
- PROJECT: Yi’s death VFX now correctly play during his death animation
- Syndra’s Classic and Queen of Diamond sphere-popping SFX now correctly play during her death animation
- High Noon Yasuo now correctly shouts his VO when casting E - Sweeping Blade
- Fixed a bug where Veigar's laugh wasn't playing correctly when landing a killing blow with R - Primordial Burst
Upcoming Event
VS. begins during this patch. A world on the brink of ruin waits to be redeemed through Chaos or Order. Delve into a monumental legend and affect its conclusion by taking on event-exclusive missions. Completing missions grants tokens that help determine a victor, and you can also forge tokens into event-only loot.
None can escape destiny, but you can determine it.
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