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May 16, 2018

Official Patch 8.10 Notes Available!

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Introduction

Hi everyone and welcome to the first double digit patch of the season. This time around, Riot's laying low on champion changes but stepped up their tweaking on the jungle camps and items. Meanwhile, we're finally seeing the much needed Mundo nerfs drop this patch, whew. Hopefully now he can't just go wherever he pleases...

Summary

Buffs: Bard, Kindred, Poppy, Zac
Nerfs: Dr. Mundo, Sion

Patch 8.10 notes

BY AETHER, GENTLEMAN GUSTAF

Greetings, Summoners,

Welcome to patch 8.10! Last time around, we revisited mana and waveclear; this patch we're checking out the jungle and rethinking the way we do kill streak bounties.

First, the jungle. We've had to take efforts to dial back the amount of pressure junglers can exert early, but we're pushing that harder in the direction of the jungle camps. TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab—or sneak one when the other jungler can't respond—will be at an experience and sustain advantage, and can turn that into plays around the map.

Next up, bounties. We've long cast bounties as a team objective: Kill the fed enemy for a boost of gold that can get your team back in the game. At the root of that is the ability to come back from a game that might otherwise snowball out of control. However, at the moment, spreading that reward to the whole team prevents individual players from feeling fully rewarded for their big plays.

Finally, we're conducting a balance pass on non-keystone runes. The rune system has had some time to breathe (and adapt to new or changed keystones), so we're going through and tuning a number of the minor runes.

GLHF,
 Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid




Patch Highlights






Champions



Sion

Base health regen decreased. E base damage decreased, damage ratio increased, and no longer deals bonus damage to secondary targets. E Armor shred now applies to secondary targets; duration increased.
The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).

Base stats

BASE HEALTH REGEN10 per 5 seconds  9 per 5 seconds

E - Roar of the Slayer

BASE DAMAGE70/105/140/175/210  65/100/135/170/205
ABILITY POWER RATIO0.40 ability power  0.55 ability power
SECONDARY TARGET DAMAGE130%  100% to targets struck by a knocked-back enemy
ARMOR REDUCTION20% to primary target  20% to all targets hit by Roar of the Slayer or a knocked-back enemy
ARMOR REDUCTION DURATION2.5 seconds  4 seconds

R - Unstoppable Onslaught

NEWCOMING THROUGHSion's ultimate is no longer obstructed by an allied Azir's R - Emperor's Divide

Dr. Mundo

R cost and cooldown increased.
Last patch's changes helped bring Mundo's ultimate to a more satisfying level of power, but decisions around when to invoke that power are a bit too forgiving. A longer cooldown and higher costs should make the timing of those choices more important.

R - Sadism

COOLDOWN100/85/70 seconds  110/100/90 seconds
COST20% current health  25% current health

Poppy

Movement speed increased.
Poppy’s changes last patch were intended to be approximately power neutral, but they ended up taking her down slightly. We're reverting the movement speed nerf to give Poppy more room to maneuver around fights (or just start them).

Base stats

MOVEMENT SPEED340  345

Zac

W ability power ratio removed. E and R ability power damage ratio increased.
Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.

W - Unstable Matter

REMOVEDABILITY POWER RATIONo longer deals an additional 2% targets' max health per 100 ability power (base max health damage unchanged)

E - Elastic Slingshot

RATIO0.70 ability power  0.90 ability power

R - Let's Bounce!

RATIO0.70 ability power  0.90 ability power

Bard

W mana cost decreased.
The high mana cost of Bard's W limits his uptime, especially in the laning phase. With a lower mana cost, he won't have to choose quite as directly between providing some healing to himself or his allies and having the mana to make plays on the map.

W - Caretaker's Shrine

COST90 mana  70 mana

Kindred

Small quality of life buff.

Passive - Mark of the Kindred

NEWPACK HUNTERIf an ally kills a hunted jungle monster within 6 seconds of Kindred damaging it, Kindred will still acquire the passive stack




Items


UPDATED

Runic Echoes

Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.
Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters.

We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes.
TOTAL COST2625 gold (unchanged)
BUILD PATHAether Wisp + Stalker's Blade + Amplifying Tome + 345 gold Stalker's Blade + Lost Chapter + 325 gold
REMOVEDMOVEMENT SPEED7%
NEWMANA300
NEWCOOLDOWN REDUCTION10%

Warding Totem

Wards last longer but have a higher cooldown.
These changes increase the value of a well-placed ward, the cost of a bad one, and the payoff for successful ward-sweeping. Three birds, two stones!
WARD DURATION60-120 seconds (at levels 1-18)  90-180 seconds (at levels 1-18)
CHARGE TIMER180-90 seconds (at levels 1-18)  240-120 seconds (at levels 1-18)

Support & Jungle Item Exclusivity

You can no longer have both a jungle item and a support item.
Jungle items and gold items are both tuned to give unique, lower-cost power to their roles, which often operate on lower incomes than farming roles. We've had to combat the occasional cannibalization of support gold items by junglers, and at this point it's safer to just cut that option off.
YOU MUST CHOOSE WISELYYou can no longer own Hunter's Machete, Hunter's Talisman, or their upgrades at the same time as Ancient Coin, Spellthief's Edge, Relic Shield, or their upgrades




Runes


Balance pass.



Cheap Shot damage increased. Ingenious Hunter item cooldown reduction more front-weighted toward initial value.

Cheap Shot

DAMAGE12-30  15-60

Ingenious Hunter

BASE ACTIVE ITEM COOLDOWN REDUCTION10%  15%
ACTIVE ITEM COOLDOWN REDUCTION PER STACK6%  5%


Phase Rush's movement speed increased.

Phase Rush

MOVEMENT SPEED15-40%  25-40%


Demolish base damage increased. Chrysalis health decreased. Bone Plating damage reduction decreased.

Demolish

BASE DAMAGE125  175

Chrysalis

HEALTH60  50

Bone Plating

DAMAGE REDUCTION20-50  15-40

Stopwatch available earlier.

Perfect Timing

TIME AVAILABLE10 minutes  8 minutes




Jungle


Jungle monsters give less experience, but experience scales with level.
Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead.
REMOVEDSLOW DOWNExperience no longer reduced by 5% per level champion is ahead of the camp being taken.
NEWRAID BOSSMonster camp experience now scales with level, capping at level 7.
BLUE SENTINEL180  115 - 180 (at levels 1-7)
RED BRAMBLEBACK180  115 - 180 (at levels 1-7)
LARGE KRUG125  100 - 157 (at levels 1-7)
MEDIUM KRUG35  35 - 55 (at levels 1-7)
SMALL KRUG7  7 - 11 (at levels 1-7)
LARGE WOLF100  65 - 102 (at levels 1-7)
SMALL WOLVES40  25 - 39 (at levels 1-7)
LARGE RAZORBEAK62  56 - 88 (at levels 1-7)
SMALL RAZORBEAKS35  19 - 30 (at levels 1-7)
GROMP200  115 - 180 (at levels 1-7)
REMOVEDGRIMPGromp no longer grants 37.5% reduced experience on its first clear
REMOVEDFALSE STARTMedium Krugs, Small Krugs, and Large Razorbeak no longer grant 25% reduced experience on their first clear
WHEATIESLarge Krug's first clear experience reduction 50%  30%





Two Rift scuttlers spawn at the start of the game, but after both die, only one spawns at a time for the remainder of the game. That Rift Scuttler is tankier early and worth significantly more experience.
Rift Scuttler isn’t the hotly contested objective we’d like it to be, so we’re looking to up the reward ya girl Scuttle gives to encourage more interaction between junglers—and teams—as the game progresses. Becoming the Scuttle slayer will now give junglers an experience edge over their opponents, not just a spot of vision.
HEALTH800-3920 (based on level)  1200-2480 (based on level)
EXPERIENCE GRANTED10  115-230 (at levels 1-9)
GOLD REWARD70  70-140 (at levels 1-9)
INITIAL SPAWN TIME2:15  2:00
NEWTWO CRAB ENTERAt initial spawn, Scuttlers will spawn in the top and bottom river. Both must be killed before the respawn timer activates.
THERE CAN ONLY BE ONEOnce both initial Rift Scuttlers are killed, only one Rift Scuttler can be on the map at any given time for the rest of the game. Respawn locations are randomly determined, but signaled ahead of time with a respawn marker.
RESPAWN TIME180 seconds  135 seconds
NEWSHIELDS UPScuttler's extra defenses now have a particle to indicate when she's protected and when the shield has been broken
UPDATEDMY CABBAGESRift Scuttler's chance of trying to steal a honeyfruit is significantly decreased


Starting jungle items have been updated. Just read the changelists.

Hunter's Talisman

Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.
KINDLE DAMAGE45 damage over 5 seconds  60 damage over 5 seconds
KINDLE HEAL25 health over 5 seconds  30 health over 5 seconds
UPDATEDKINDLEDamage over 5 seconds is no longer amped to 75 if you have bonus health
REMOVEDBASE MANA REGEN150% while in the jungle
NEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or river
NEWLEVEL 2First Large Monster killed grants 120 bonus experience

Hunter's Machete

We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.
DAMAGE ON-HIT VS MONSTERS25  35
REMOVEDCHOP CHOPAttacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
NEWLEVEL 2First Large Monster killed grants 120 bonus experience

Skirmisher's Sabre

Inheriting the changes to Talisman and Machete.
REMOVEDCHOP CHOPAttacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS30  40
REMOVEDBASE MANA REGEN225% while in the jungle
NEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or river
NEWLEVEL 2First Large Monster killed grants 120 bonus experience

Stalker's Blade

Inheriting the changes to Talisman and Machete.
REMOVEDCHOP CHOPAttacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS30  40
REMOVEDBASE MANA REGEN225% while in the jungle
NEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or river
NEWLEVEL 2First Large Monster killed grants 120 bonus experience





Bounties


Kill streak bounties are now granted only to the killer, not the team.
Currently, the rewards a player gets for performing well are too split amongst the whole team, and we'll be looking to remedy that over time. We're starting this patch with Bounties, shifting the reward from a team one to a personal one, and we'll be investigating other team rewards going forward
HEADHUNTERAssists on bounty kills no longer grant bonus gold.
ONE KILL100 gold split among team  No bounty
TWO KILLS150 gold split among team  No bounty
THREE KILLS300 gold split among team  200 gold to killer
FOUR KILLS350 gold split among team  250 gold to killer
FIVE KILLS450 gold split among team  300 gold to killer
SIX-PLUS KILLS450 gold split among team  300 gold (+25 gold per kill beyond 5) to killer
BOUNTY CHANGE ON BEING KILLEDDying removes 3 bounty levels  Dying resets bounty to 0




Replays


You can now download the replays of other players’ Ranked and Clash games.
Whether scouting or reviewing replays of yourself or your Clash teammates, we want to make all competitive matches public domain for your perusal and improvement.
REVIEW THE TAPEClash matches will be available for download from an individual’s Match History pages in the client
SCOUT’S CODERanked matches are now available for download from an individual’s Match History pages in the client




League Client


Bugfixin'.
LESS LAGResolved an issue where the League Client was using more resources than it should have been while it was in the background. Higher end systems should see increased FPS.




Bugfixes


  • LeBlanc's E - Ethereal Chains now correctly reveals stealthed champions
  • Fixed a bug where swapping Hexflash to a different summoner would prevent that summoner spell from being used while in-combat
  • Kennen's W - Electrical Surge passive damage now correctly appears on Death Recap
  • Swain's E - Nevermove no longer incorrectly deals double damage to epic monsters
  • Presence of Mind now correctly reduces cooldowns for kills or assists while dead
  • Talon’s E - Assassin's Path will now be less likely to vault Talon in the opposite direction than was intended
  • Bard no longer can stun units against Gangplank's E - Powder Keg with his Q - Cosmic Binding
  • Garen's Q - Decisive Strike now correctly damages Teemo's R - Noxious Trapmushrooms
  • League Voice will now be more respectful of your default communications device
  • Beemo now flies out of the fountain at game start using Homeguard
  • Battlecast Cho’Gath’s E - Vorpal Spikes now sound more in line with the skin’s theme
  • SFX now only play once during Dragon Trainer Lulu’s dance
  • Star Guardian Ahri’s familiar no longer echos during Ahri’s joke
  • Activating Shurelya’s Reverie will no longer cancel channels




Upcoming Skins & Chromas


The following skins will be released this patch:
The following chromas will be released this patch:

Dragon Master Swain (Pearl)

Dragon Master Swain (Tanzanite)

Dragon Master Swain (Ruby)

Dragon Master Swain (Emerald)

Dragon Master Swain (Sapphire)

Dragon Master Swain (Obsidian)





Loot


NEWSHINYMasterwork chests, which only contain cosmetics, will now be available for 1 gemstone in place of Hextech chests.




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