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May 31, 2018

Official Patch 8.11 Notes Released!

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Introduction 

Hi everyone, along with the release of the new champion Pyke, a massive rehaul on crit items and lifesteal items, new runes AND more jungle tweaks, Riot's jumping in this patch with a swath of buffs to some of everyone's favorite champions this patch. 

Better yet, we're finally seeing some nerfs on our favorite cigar champion ban and a long overdue one on Xin Zhao as well. Looks like it's time to find some new God tier junglers...stay tuned and check out the full scope of changes below!

Summary

Buffs: Anivia, Kindred, Leblanc, Lee Sin, Taliyah, Urgot, Viktor, Zyra
Nerfs: Graves, Rakan, Xin Zhao
Tweaks: Kha'Zix

Patch 8.11 notes

BY AETHER, GENTLEMAN GUSTAF

Greetings, Summoners,

Welcome to 8.11, part of our continuing series of role tweaks. 8.9 was mages, 8.10 saw changes to the jungle; this time around we're swinging into bot lane!

8.11 brings a bunch of changes to marksman items and runes, as well as base stat shifts across the roster. We're opening the door for non-crit builds to shine by adding or reworking new tools for spellslingers and lane bullies alike, and by reining in lane sustain to make early aggression a more effective path to victory. Many of these options should be pretty appealing to AD fighters and assassins as well, so make sure to check the changes out regardless of your lane preference.

We've also got some follow-up tuning to last patch's work on the jungle. We're seeing teams adjust to Rift Scuttler as a contestable objective in the early game, with laners becoming more willing to help their jungler secure the crab. We're slightly lengthening its respawn time so these river fights are a little less frequent, making the regular camps a little bit more rewarding to avoid pushing junglers back in experience across the board. A few of the stand-out scuttle slayers are also taking a few hits so other junglers can compete.

Of course, none of this matters if you're on Pyke's list. Don't let his support tag fool you—if you turn your back on the Bloodharbor Ripper, you'll find yourself sinking to the bottom of the sea. Or the ranked ladder. Same thing, really.
 Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

Patch Highlights



Champions



Pyke

Pyke, the Bloodharbor Ripper joins the crew later in patch 8.11! Start stalking the waters with these links:

Sand Wraith Pyke (Catseye)

Sand Wraith Pyke (Obsidian)

Sand Wraith Pyke (Sapphire)

Sand Wraith Pyke (Tanzanite)

Sand Wraith Pyke (Rose Quartz)

Sand Wraith Pyke (Turquoise)

Sand Wraith Pyke (Pearl)

For full-res splashes, grab the League Displays app!

Anivia

Q cooldown decreased at early ranks. Q damage ratio increased.
Patch 8.9's mana changes hit Anivia harder than most mages, so we're looking to give her some power back. Rather than return her previous level of waveclear, we're looking to up her potential in fights.

Q - Flash Frost

COOLDOWN12/11/10/9/8 seconds  10/9.5/9/8.5/8 seconds
DAMAGE RATIO0.4 ability power  0.45 ability power (reminder: this applies on both passthrough and detonation)

Graves

Base attack damage decreased. R cooldown decreased at early ranks.
The new emphasis on early jungle scrapping is pretty much Graves' happy place, and it's left other champions six feet under. Dialing back his early dueling and putting a longer window on his full combo should slow the snowball a bit.

Base Stats

ATTACK DAMAGE69  66

R - Collateral Damage

COOLDOWN110/85/60 seconds  120/90/60 seconds

Kha'Zix

R cooldown decreased at later ranks, but stealth duration decreased. Evolved R grants additional casts and stealth duration; no longer grants stealth or movement speed in brush.
One thing every assassin needs is a way to dance in and out of a fight and safely put down damage. For Kha'Zix, that's the stealth from Void Assault . The brush stealth on his evolved R is currently giving far too much of a different strength, though: the ability to sneak around the map relatively undetected. We're removing that evolution bonus in favor of giving Kha'Zix more R casts—and longer stealth—when he's upgraded his ultimate.

R - Void Assault

COOLDOWN100/90/80 seconds  100/85/70 seconds
STEALTH DURATION1.5 seconds  1.25 seconds
EVOLVED STEALTH DURATION1.5 seconds  2 seconds
EVOLVED CASTS2 within 10 seconds  3 within 10 seconds
REMOVEDBRUSH CHECKNo longer passively grants stealth or movement speed when entering brush

Kindred

Mark respawn time decreased. First mark spawns earlier. Rift Scuttle assists now correctly collect marks.
The increased importance of Scuttle Crab has made it harder for Kindred to gather marks.

Passive - Mark of the Kindred

MARK RESPAWN TIME50 seconds  40 seconds
FIRST MARK SPAWN2:20  2:05
BUGFIXAssists on Rift Scuttler now appropriately collect marks

LeBlanc

LeBlanc can now queue up casts of W and RW (in either order).

W - Distortion

ONE-TWOLeBlanc can now queue up W - Distortion and R - Mimic'd Distortion

Lee Sin

Energy restore on passive increased. Q, W, and E now apply cooldown reduction for the duration of their reactivation time.
Recent changes to Warding Trinket have left Lee Sin with fewer playmaking opportunities. Making sure he benefits fully from cooldown reduction should give him more to do with his baseline kit, and we also want to make sure he has more access to the energy needed to do so.

Passive - Flurry

ENERGY RESTORED ON FIRST HIT20/25/30  20/30/40
ENERGY RESTORED ON SECOND HIT10/12.5/15  10/15/20

Q - Sonic Wave/Resonating Strike

NEWHOW MUCH LONGERTimer displays on icon, showing second cast availability
NEWKEEP COUNTINGCooldown reduction now also applies for the duration of the reactivation time

W - Safeguard/Iron Will

NEWHOW MUCH LONGERTimer displays on icon, showing second cast availability
NEWKEEP COUNTINGCooldown reduction now also applies for the duration of the reactivation time

E - Tempest/Cripple

NEWHOW MUCH LONGERTimer displays on icon, showing second cast availability
NEWKEEP COUNTINGCooldown reduction now also applies for the duration of the reactivation time

Rakan

Q base heal decreased. E base shield decreased
For a support with so much hard engage, the sustain Rakan brings to lane is a bit overbearing.

Q - Gleaming Quill

BASE HEAL22.5-150 (at levels 1-18)  18-120 (at levels 1-18)

E - Battle Dance

BASE SHIELD50/75/100/125/150  40/65/90/115/140

Taliyah

You're probably just going to want to read this one.
Taliyah has a lot of strengths that are great in pro play, and just okay elsewhere. A lot of that comes from Q's waveclear, so the bulk of our mechanical changes focus on that ability (with tuning elsewhere). Taliyah will have to work harder to shove a wave and roam so that her opposing laner has more room to punish those roams. We're also decreasing the terrain control she brings from her ultimate, as it's bringing too much utility beyond just its roam strength.

Base Stats

MOVEMENT SPEED325  340
HEALTH502  532

Passive - Rock Surfing

MAXIMUM MOVEMENT SPEED20-40%  30-45%
COMBAT LOCKOUT5 seconds  2 seconds

Q - Threaded Volley

REMOVEDAOENo longer deals area of effect damage
REMOVEDSTONES AND STONESMinions no longer take reduced damage from additional rocks
REMOVEDWORKOUTTaliyah no longer gains movement speed when on Worked Ground
REMOVEDWORK ITCasting Q on Worked Ground no longer refunds mana
NEWWORK ITWhile on Worked Ground, Q cost is reduced to 1 mana
COOLDOWN11/9/7/5/3 seconds  9/7.5/6/4.5/3 seconds

W - Seismic Shove

COOLDOWN16/15/14/13/12 seconds  12 seconds

E - Unraveled Earth

INITIAL AND EXPLOSION DAMAGE70/90/110/130/150 50/75/100/125/150
TRIGGER DAMAGE(unchanged)

R - Weaver's Wall

WALL DURATION6/7/8 seconds  5 seconds

Urgot

Collision radius decreased. Base attack speed increased. Passive damage to monsters increased early. R no longer roots Urgot while he is grinding a champion to death.
We're making Urgot a bit more fluid to play and stripping some of the anti-jungling tuning from his kit.

Base Stats

COLLISION RADIUS80  50
BASE ATTACK SPEED0.595  0.625

Passive - Echoing Flames

MAX DAMAGE TO MONSTERS25-365 (at levels 1-18)  60-360 (at levels 1-18)

W - Purge

NEWTHE OLD SURGE 'N PURGECan now be cast during other abilities

R - Fear Beyond Death

REMOVEDTO-GO ORDERUrgot is no longer rooted while grinding a victim to its death

Viktor

Q discharge damage increased at later ranks. R damage ratio increased.
Patch 8.9's mana changes hit Viktor harder than most mages, so we're looking to give him some power back by upping his damage when he commits to a fight.

Q - Siphon Power

DISCHARGE DAMAGE20/40/60/80/100  20/50/80/110/140

R - Chaos Storm

RATIO PER TICK0.6 ability power  0.7 ability power

Xin Zhao

Base attack damage growth decreased. E slow decreased.
The scuttle changes increased the value of early fights, and Xin Zhao definitely excels in that world. Having a strong early game isn't the problem, but being able to translate that so easily into a strong mid-game is concerning. We're toning down his offensive scaling and his ability to stick to opponents and force them to fight him so he'll have to work harder for that mid-game edge.

Base Stats

ATTACK DAMAGE GROWTH3.3  3

E - Audacious Charge

SLOW50%  30%

Zyra

E root duration increased
Zyra contributes slightly less in skirmishes than we'd like, but we're definitely not comfortable increasing her already-high damage. Some extra crowd control should give her more of an impact in those small fights.

E - Grasping Roots

ROOT DURATION0.75/1/1.25/1.5/1.75 seconds  1/1.25/1.5/1.75/2 seconds

Marksman Base Stat Adjustments

The dominant strategy in bot lane has, over time, become sustaining through lane phase and scaling up into teamfights. Between health regen and Fleet Footwork, it's pretty hard to put the hurt on marksmen in a way they can't just passively recover from.. This means aggressive bot laners ( whether early game bully marksmen or supports who want to poke or go all-in) feel like they have no home.

Weakening marksman sustain (health regen here, Fleet Footwork below) means damage will stick on marksmen, making 2v2 fighting a more successful prospect for the stronger bot lane. Shifting some durability from armor into health should also let aggressive marksmen like Draven and Lucian shine a bit harder in the early game.

Finally, we're nerfing marksman base attack damage by 4 and pushing that damage into their growth stat, with the breakeven point around level 9. Though that might seem counterintuitive with our goals above, it means aggressive non-marksmen (ex. Leona, Brand) won't be chipped down by marksman basic attacks as quickly—giving them more opportunities to secure presence in the lane.
  • Click to Expand

Hunter's Machete Compensation

Base attack damage decreased. Bonus attack speed at level 1 increased.
Compensation for the Machete changes last patch.

Master Yi

ATTACK DAMAGE68  66
NEWBONUS ATTACK SPEED AT LEVEL 18%

Nocturne

ATTACK DAMAGE67.21  65
NEWBONUS ATTACK SPEED AT LEVEL 18%

Diana

Diana is getting a similar compensation, but applied to her passive, rather than her base stats.
MOONSILVER BLADE ATTACK SPEED BONUS20/50/60/70/80/90% (at ranks 0/1/2/3/4/5 of E - Moonfall)  30/50/60/70/80/90% (at ranks 0/1/2/3/4/5 of E - Moonfall)

Items


NEW

Stormrazor

For upfront burst and lots of kiting.
Marksman itemization is pretty focus on marksmen who want to stand still and basic attack. With Stormrazor, we're introducing an item for marksmen with longer pauses between attacks, whether they're kiting or just have long attack cooldowns (looking at you, Jhin).
TOTAL COST3200 gold
BUILD PATHB.F. Sword + Pickaxe + Dagger + 725 gold
ATTACK DAMAGE70
ATTACK SPEED30%
UNIQUE PASSIVEStorm's Edge: If you haven't attacked in the last 3 seconds (scaling down with attack speed), your next basic attack will critically strike for 160% damage (+1% per 1.5% critical strike chance, max 200%) and grant 10% movement speed for 1.75 seconds
UPDATED

Infinity Edge

Crit? Try more crit.
We're making Infinity Edge into a true scaling item for marksmen, one which amps up the power of critical strike but isn't itself a critical strike item.
ICONICIcon has been updated!
TOTAL COST3400 gold  3700 gold
BUILD PATHB.F. Sword + Pickaxe + Cloak of Agility + 425 gold  B.F. Sword + B.F. Sword + 1100 gold
ATTACK DAMAGE70  80
REMOVEDCRITICAL STRIKE CHANCE20% critical strike chance
REMOVEDBONUS CRIT DAMAGE+50%
NEWONE CRIT TWO CRITDoubles your critical strike chance
NEWUNIQUE PASSIVE15% of critical strike damage is converted to true damage

Molten Edge

Ornn's Masterwork upgrade. The cost and benefit of upgrading are both unchanged.
TOTAL COST4400 gold  4700 gold (1000 gold upgrade cost unchanged)
ATTACK DAMAGE100  110 (+30 upgrade benefit unchanged)
EVERYTHING ELSEGo read Infinity Edge above.

Essence Reaver

The ultimate power spike.
Essence Reaver was intended to be the alternative late-game scaling item for marksmen who care more about spell casts. However, it turned out that once you had Essence Reaver, you also wanted Infinity Edge, and at that point, you also want a Zeal item, and at that point you might as well build up to 100% crit. The overall effect was a core build of 4 items that didn't allow spellslinger marksmen much choice at all.

We're reshaping Essence Reaver around a new power spike, allowing spellcasting marksmen to double down on their spell-slinging fantasy and unleash their spells in a rapid barrage.
TOTAL COST3400 gold  3200 gold
BUILD PATHB.F. Sword + Caulfield's Warhammer + Cloak of Agility + 200 gold  B.F. Sword + Caulfield's Warhammer + Sapphire Crystal + 450 gold
REMOVEDCRITICAL STRIKE CHANCE20%
REMOVEDUNIQUE PASSIVECritical strikes restore 3% of your maximum mana
NEWUNIQUE PASSIVEBasic attacks restore 1% of missing mana
NEWUNIQUE PASSIVEAfter you cast your ultimate, your next basic attack within 10 seconds grants Essence Flare for 8 seconds, granting 30% attack speed and causing basic attacks to refund 20% of your remaining non-ultimate cooldowns (30 second cooldown)

Last Whisper

Bonus armor penetration shifted to total armor penetration (and decreased).
The problem with an armor penetration item that only feels good against armor stackers is that most champs don't feel good about getting it early to ensure their damage stays relevant as enemies build armor (they want to be killing squishy targets instead). But once tanks really armor up, damage dealers feel bad if they didn't purchase Last Whisper earlier. We're moving Last Whisper into a middle ground so it'll still scale against tanks but feel like less of a dead-end against other squishies.
ARMOR PENETRATION35% target's bonus armor  10% target's total armor

Lord Dominik's Regards

Attack damage decreased. Bonus armor penetration shifted to total armor penetration. Bonus damage against higher-health targets removed.
Total armor penetration is stronger than bonus, meaning LDR scales better with itself. To to keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
TOTAL COST2600 gold  2800 gold
BUILD PATHPickaxe + Last Whisper + 625 gold
ATTACK DAMAGE50  40
REMOVEDGIANT SLAYERGrants 0-20% (based on health difference) bonus physical damage against enemy champions with greater maximum health than you.
ARMOR PENETRATION35% bonus armor penetration  35% total armor penetration
REMOVED

Giant Slayer

Lord Dominik's was the only item that used this, so we're retiring it.

Mortal Reminder

Attack damage decreased. Bonus armor penetration shifted to total armor penetration.
Total armor penetration is stronger than bonus, meaning Mortal Reminder scales better with itself. To keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
COST2600 gold  2800 gold
ATTACK DAMAGE50  40
ARMOR PENETRATION35% bonus armor penetration  25% total armor penetration

Critical Strike Items

Average cost of critical strike increased.
With Infinity Edge amplifying critical strike significantly, we're pushing its price point up.

Brawler's Gloves

TOTAL COST400 gold  600 gold
NEWONLY TWO HANDSBrawler's Gloves' critical strike chance is now unique

Cloak of Agility

The Brawler's Gloves changes pushed these two items too close together. A spiky glove feels more crit-like than a poncho, so we're retiring Cloak of Agility.

Zeal

TOTAL COST1200 gold  1300 gold
CRITICAL STRIKE CHANCE20%  15%

Rapid Firecannon

TOTAL COST2600 gold  2900 gold
BUILD PATHKircheis Shard + Zeal + 600 gold  Kircheis Shard + Zeal + 800 gold

Statikk Shiv

TOTAL COST2600 gold  2900 gold
BUILD PATHZeal + Kircheis Shard + 600 gold  Kircheis Shard + Zeal + 800 gold

Runaan's Hurricane

TOTAL COST2600 gold  2900 gold
BUILD PATHDagger + Zeal + Dagger + 800 gold  Dagger + Zeal + Dagger + 1000 gold

Phantom Dancer

TOTAL COST2600 gold  2800 gold
BUILD PATHDagger + Zeal + Dagger + 800 gold  Dagger + Zeal + Dagger + 900 gold

Lifesteal Items

Gold cost decreased
Overall, the cost of marksman builds are up slightly, so we feel safe making lifesteal items cheaper.

Blade of the Ruined King

TOTAL COST3400 gold  3200 gold

The Bloodthirster

TOTAL COST3700 gold  3500 gold

Maw of Malmortius

Magic resist increased. Base shield value increased. Shield no longer scales with bonus magic resist.
Most champions who like Maw of Malmortius aren't looking to stack resistances, so we're tweaking its shield value to not scale with future magic resist accordingly.
MAGIC RESIST45  50
SHIELD VALUE300 + 100% of bonus magic resist  350

Guardian Angel

Cost increased. Armor increased.
We wanted to allow marksmen who face heavy physical damage to get a Chain Vest (rather than just Cloth Armor), knowing they'd eventually build it into something. Guardian Angel was a natural choice, even if it required a higher price point.
TOTAL COST2400 gold  2800 gold
BUILD PATHB.F. Sword + Cloth Armor + Stopwatch + 200 gold  B.F. Sword + Chain Vest + Stopwatch + 100 gold
ARMOR30  40

Banner of Command

Enhanced minions are highly resistant to magic and physical damage rather than entirely immune to magic damage only.
Banner of Command has emerged as an item that can effectively pin a mid laner at their wave. With how much gameplay revolves around wave control and roaming, Banner of Command does too much to shut that play down entirely..
REMOVEDCOOLDOWN REDUCTION10%
REMOVEDMAGIC IMMUNITYNo longer grants the affected minion 100% immunity to magic damage
NEWDAMAGE REDUCTIONNow grants the affected minion 70% damage reduction from champions
NEWHULK OUTBanner-enhanced minions now appear as slightly larger minions on the minimap
NEWHULK SMASHAllies can now see floating combat numbers for the damage dealt by banner minions
UPDATEDS-BRUCE-D UPTooltip rewritten to more accurately reflect Banner's effects

Shurelya's Reverie

Movement speed decreased. Cost increased. Base mana regen added. Active cooldown increased.
Shurelya's Reverie has emerged as too reliable a rush on certain champions who want it for selfish reasons (rather than as a supportive, team-oriented purchase) Singed and Vladimir among them. We're shifting the stat profile slightly to make it more attractive to supportive champions and slightly less compelling as a selfish buy.
TOTAL COST2100 gold  2250 gold
BUILD PATHKindlegem + Aether Wisp + 450 gold  Kindlegem + Aether Wisp + Faerie Charm + 475 gold
MOVEMENT SPEED8%  5%
BASE MANA REGEN0%  100%
ACTIVE COOLDOWN60 seconds  90 seconds

Enchantment: Runic Echoes

Now builds out of Fiendish Codex rather than Lost Chapter. Ability power increased.
Lost Chapter is too expensive for a first component on junglers. Shifting Runic Echoes to build out of Fiendish Codex will give mage junglers an earlier power spike.
BUILD PATHLost Chapter + 325 gold  Fiendish Codex + Mana Crystal + 375 gold
TOTAL COST2625 gold (unchanged)
ABILITY POWER60  80

Runes


Fleet Footwork nerfs, a new Domination keystone, and two new minor runes!

Minion Dematerializer

Minion Dematerializer is offering too much wave control too early in the game.
INITIAL DELAY155 seconds  240 seconds

NEW

Nimbus Cloak

Battle mages should feel good about a rune that helps them get (or stay) in a fight when they push their go button.
NIMBUS CLOAKShortly after casting your Ultimate, gain 100 movement speed, decaying over the next 2.5 seconds
LIKE THE WINDFor the duration of the movement speed increase, you can pass through units
COOLDOWN60 seconds
COOLDOWN REDUCTIONUnlike other runes, Nimbus Cloak's cooldown is affected by cooldown reduction

REMOVED

Ultimate Hat

See context above for Ultimate Hunter.

NEW

Hail of Blades

One of the goals of runes is to give champions options about what tree they go into based on how they want to play. Domination is a tree about burst, which should make it appealing to some of the burstier marksmen, but there is no real keystone for them. Hail of Blades should help spell-based marksmen who want to lay down a swift chunk have a keystone to promote that playstyle.
HAIL OF BLADESGain 50-100% (at levels 1-18) attack speed for the first three attacks made against enemy champions.
NOW NOT LATERIf more than 1.5 seconds elapses between attacks this effect will end
CANT STOP WONT STOPHail of Blades allows you to temporarily exceed the attack speed limit
COOLDOWN5 seconds out of combat

NEW

Ultimate Hunter

We've been looking into changing Ultimate Hat for awhile. As a rune based around a spike of power (a champion's ultimate), it's always felt like an exciting option for Domination. We're bringing it in line with the Hunter paradigm and have created a replacement for Ultimate Hat below: Nimbus Cloak.
ULTIMATE HUNTERYour ultimate gains 5% reduced cooldown, plus an additional 2% per Bounty Hunter stack
BOUNTY HUNTEREarn a Bounty Hunter stack the first time you get a takedown on each enemy champion

Fleet Footwork

For more context, view the Marksman Stat Adjustment section. TL;DR, marksmen have access to a ton of sustain in the laning phase, which makes the choice between early and late game too tilted towards late game, and decreases the overall impact of laning decisions (like poke/bullying). Weakening the heal ranged champions get from Fleet Footwork should go a long way towards making trades feel more meaningful.
HASTE30%  20%
REMOVEDCRIT HEALNo longer gives additional healing from critical strikes
PERCENT HEAL ON MINIONS60/30% (melee/ranged)  100/20% (melee/ranged)
HEAL ABILITY POWER RATIO0.4 ability power  0.5 ability power

Turrets


Turret Durability

Inhibitor and Nexus Turret health decreased. Inhibitor Turret health regen increased. Nexus and Inhibitor Turrets can now only regen health up to the next third.
We want to give defenders something to feel good about when they do hold off a push on their base, while also giving sieging teams meaningful milestones other than just "tower destroyed."
INHIBITOR TURRET HEALTH3600  3300
NEXUS TURRET HEALTH3600  2700
INHIBITOR TURRET HEALTH REGEN5 health per 5 seconds  15 health per 5 seconds
BREAK THE FOUNDATIONSNexus and Inhibitor Turret health is now divided into thirds. Turrets can only regenerate health up to the top of their current third.

Turret Gold

More of turret reward gold is granted locally rather than globally.
Similar to our bounty changes last patch, we're looking to decrease the number of truly global objectives in our game and allow players who have a large impact to feel that impact more personally. Accordingly, inner turrets will now provide more of their gold locally and less globally.
INNER TURRET LOCAL GOLD REWARD175 gold (split among nearby champions)  300 gold (split among nearby champions)
GLOBAL GOLD REWARD125 gold (to every allied champion)  100 gold (to every allied champion)

Jungle


Baron Nashor

Attack speed decreased. Base corruption damage decreased. Special attacks no longer apply corruption
Baron definitely does too much damage after Patch 8.10's changes.
BARON ATTACK SPEED0.75  0.625
BASE CORRUPTION DAMAGE120  60
CORRUPTION DAMAGE RATIO0.3 total attack damage  0.2 total attack damage
SPECIAL ATTACKSNo longer apply corruption stacks

Scuttle Crab

Respawn time increased. Shrine duration increased.
The action around Scuttle Crab is making for a good mini-objective, but it's currently up too often, forcing too much of a jungler's attention onto its continuous respawn. To compensate for fewer overall Scuttle Crabs, we're pushing some experience back into the basic jungle camps (detailed just below).
RESPAWN TIME135 seconds  150 seconds
SHRINE DURATION75 seconds  90 seconds

Jungle Monsters

Experience slightly increased at later levels.
Bumping a little bit of experience back into the jungle.
KRUGS EXPERIENCE REWARD247-388 (at levels 1-7)  247-411 (at levels 1-7)
WOLVES EXPERIENCE REWARD115-180 (at levels 1-7)  115-190 (at levels 1-7)
LARGE RAZORBEAKS EXPERIENCE REWARD115-181 (at levels 1-7)  115-190 (at levels 1-7)
GROMP EXPERIENCE REWARD115-180 (at levels 1-7)  115-190 (at levels 1-7)

Last-Hit Assistance


If a basic attack would fail to kill a minion by 4 health or less, it will kill that minion.
This is solely to help transition players through the several highly disruptive patches. Every patch after Patch 8.11, we will reduce this number by 1.

ARAM


The Butcher’s Bridge map returns until June 18 at 11:59 p.m. PT. Pyke joins the ARAM free-to-play rotation during this time.

The following permanent changes are now part of ARAM:
  • Available Champions Pool: During champ select, you may swap for a champ that’s been rerolled by any teammate
  • Expanded free champs pool (triple the champions)
  • Start-of-game base gates (similar to Summoner’s Rift)
  • Earlier surrender options (8:00 unanimous, 12:00 standard)
  • Champ Mastery adjustments (to make it a bit easier to get an S)
  • "True" level 3 starts: You will reach level 4 much faster
Along with some event-only gameplay tests:
  • New assassin items: Ghostwalkers, Spectral Cutlass, and Bloodletter’s Veil
  • Large area-of-effect heals on health pack pickup that affect both teams equally
  • Removal of Warmog’s Armor and Dark Harvest nerf
During the event, Battle Boost temporarily unlocks two skins instead of one.

Read the full ARAM changes for more info.

Ping Distance Volume


Certain ping sounds now change depending on how far they are from the listening player and in what direction.
PINGS AFFECTEDArea is Warded, Danger, Assist Me, Caution

Instant Feedback


We’re sprucing up reform cards with a clarity pass sometime this patch.
Reform cards are getting some spring cleaning, so we added per-game tabs for chat logs, and made it more clear which chat is from pre-, mid-, or post-game.

Bugfixes


  • Players are no longer presented with the reconnect dialogue after exiting Practice Tool.
  • Aurelion Sol can now correctly be knocked up or back during E - Comet of Legend
  • Fixed an interaction between Hextech Flashtraption and Unsealed Spellbook which would allow players to get two Flash summoner spells
  • Ryze can no longer kill Tryndamere through his R - Undying Rage with his E - Spell FluxQ - Overload combo
  • Dead minions no longer sometimes block champion pathing
  • Guardian no longer incorrectly activates from ally corpses.
  • Yasuo's Passive - Way of the Wanderer now correctly generates a shield in response to damage from Shaco's R - Hallucinate clone.

Level Up Rewards


Prestige Emotes for levels 400, 425, 450, 475, and 500 will come out during this patch. Players who hit these levels before the emotes are live, will be granted them two weeks after they launch

Upcoming Skins & Chromas


The following skins will be released this patch:
For full-res splashes, grab the League Displays app!
The following chromas will be released this patch:

Dark Waters Diana (Pearl)

Dark Waters Diana (Ruby)

Dark Waters Diana (Obsidian)

Dark Waters Diana (Turquoise)

Dark Waters Diana (Sapphire)


Dark Waters Vladimir (Pearl)

Dark Waters Vladimir (Obsidian)

Dark Waters Vladimir (Tanzanite)

Dark Waters Vladimir (Emerald)

Dark Waters Vladimir (Sandstone)





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