Intro
Check out the latest Patch Notes for 8.23! The preseason is here and players are granted the newly modified runes along with a massive buff on Dark Harvest! It seems to be a bit overpowered at the moment, but we'll see how it all pans out. Read on for the full notes~Summary
Buffs: Ezreal
Nerfs: Aatrox,
Tweaks: Lissandra, Taliyah
PATCH 8.23 NOTES
It's time for preseason! This patch is less about the big meta shifts and gameplay evolution you've seen in preseasons past. Our focus is on refining your existing experience so the time you spend playing League is as satisfying as possible. We've got four major themes this year: laning phase is improved and slightly longer; comebacks are more achievable and satisfying; decided games resolve faster; and rune paths no longer dictate stat bonuses. As is customary, there are also bunch of changes that don't fit into those buckets too (Lissandra has a real passive now!).
This is the first sizable patch we've had in a few months, so there's surely something for you in it! Now get to reading, then get to playing.
Paul "Aether" Perscheid
PATCH HIGHLIGHTS
CHAMPIONS
Aatrox
R duration decreased; now always grants max heal if Blood Well is over 80% filled.
Aatrox won't have as long to wreak havoc with the promise of revival during World Ender, but he'll max out the revive heal sooner. A few clarity improvements will help enemies make the best choice when deciding when and if to kill him the first time or wait out the clock to deny the revive.
R - World Ender
DURATION12 seconds ⇒ 10 seconds (now matches Blood Well's charge-up duration)
HEAL ON REVIVE0.5% max health per 1% Blood Well ⇒ 0.5% max health per 1% Blood Well up to 80% Blood Well; 50% max health for 80% Blood Well or higher (resource bar now turns red at the 80% mark)
Ezreal
W base damage increased; AP ratio now scales with rank. R damage decreased against minions and non-epic monsters but no longer falls off per target hit.
We promised we'd look out for AP Ezreal after his update, so we're back with a few more changes. Apart from some pure power-ups to W, we're also pushing the difference between builds by making Trueshot Barrage—which is stronger for AP Ezreal—a more powerful AoE teamfight ability.
W - Essence Flux
BASE DAMAGE75/125/175/225/275 ⇒ 80/135/190/245/300
RATIO0.7 ability power at all ranks ⇒ 0.7/0.75/0.8/0.85/0.9 ability power
R - Trueshot Barrage
REMOVEDFALLOFFDamage is no longer reduced by 10% for each enemy hit (minimum 30%)
NEWAIMED TOO HIGHMinions and non-epic monsters now take 50% reduced damage
Lissandra
New passive. Mana regen growth increased. Q, W costs decreased. W damage decreased. Short E dashes are faster. R ratio decreased.
Despite her recent presence at Worlds, Lissandra's passive has always felt somewhat flat, particularly since her mana costs have been balanced around the free cast. As a result, many Lissandra players feel like they don't actually have a passive. We're getting rid of Iceborn and introducing Iceborn Subjugation, rewarding her burst and pick strengths and synergizing with her AoE teamfight disruption.
Base stats
NEWLEVEL 1 BONUS ATTACK SPEEDLissandra now has 5% bonus attack speed at level 1
MANA REGEN GROWTH0.4 ⇒ 0.8
Basic attacks
ANIMATIONSAdjusted to better match missile timing
MISSILE SPEED2000 ⇒ 2200
NEWPassive - Iceborn Subjugation
ICEBORN SUBJUGATIONWhen an enemy dies near Lissandra they become a Frozen Thrall. Frozen Thralls seek out living enemies, slowing their movement speed when nearby. After a few seconds, Frozen Thralls shatter from the intense cold, dealing magic damage in an area.
THRALL DURATIONFrozen Thralls chase enemies for 4 seconds before exploding
BASE DAMAGE120-520 (lv 1-18)
RATIO0.3 ability power
SLOW25%
REMOVEDICEBORNLissandra's old passive, Iceborn, has been removed
Q - Ice Shard
COST75 mana at all ranks ⇒ 60/63/66/69/72 mana
W - Ring of Frost
COST50 mana ⇒ 40 mana
BASE DAMAGE70/110/150/190/230 ⇒ 70/100/130/160/190
RATIO0.4 ability power ⇒ 0.3 ability power
E - Glacial Path
CLAW SPEED850 ⇒ 1200 decelerating to 640 (time to reach max distance still 1.25 seconds)
R - Frozen Tomb
RATIO0.7 ability power ⇒ 0.6 ability power
Taliyah
Q cooldown, cost, Worked Ground duration decreased. Q multi-hit damage penalty now applies to everything, not just champions.
We're siphoning some of Taliyah's monster (and minion) killing strength into power that helps her in a wider variety of situations.
Q - Threaded Volley
COOLDOWN11/9/7/5/3 seconds ⇒ 7/6/5/4/3 seconds
COST60/70/80/90/100 mana ⇒ 50/60/70/80/90 mana
MULTI-HIT DAMAGEEnemy champions ⇒ Everything takes 50% reduced damage from stone shards beyond the first
WORKED GROUND DURATION120 seconds ⇒ 45 seconds
REMOVEDCOOLGROUND REDUCTIONWorked Ground duration is no longer affected by cooldown reduction
Yorick
Just a bugfix, but one that asks Yorick to be a bit more careful when sending his pets after opponents.
Bugfix
LET ME SPEAK TO YOUR MANAGERMistwalkers and The Maiden now draw minion and turret aggro onto Yorick if they damage an enemy champion
ITEMS
Doran's Shield
Passive regen now based on missing health.
Scaling regen means Doran's Shield will still be a powerful option against constant poke, but won't leave users impervious to all-ins.
UNIQUE PASSIVEAfter taking damage from an enemy champ, regenerate 20 health over 10 seconds ⇒ regenerate up to 30 health over 10 seconds based on missing health (cap at 25% missing health)
UPDATED
Guinsoo's Rageblade
On-hit flat damage increased; ratios removed. Now grants armor and magic penetration. Stacks no longer grant AD/AP. Cost decreased.
Guinsoo's Rageblade can function as both a one-item power spike and a late-game scaling engine, which has led to numerous balance issues over time. This update leans into the former: The switch from percent AD/AP bonuses to hybrid penetration puts emphasis on base values rather than scalings, including Guinsoo's on-hit damage which is back to a flat 15. Penetration also plays poorly with Infinity Edge's true damage conversion, making Rageblade a less desirable pickup for champs who ultimately want to play the crit carry game. Finally, a cost reduction ties the bow on the Rageblade rush package.
COST3300 gold ⇒ 3100 gold
ON-HIT DAMAGE5 (+0.1 bonus attack damage) physical damage + 5 (+0.1 ability power) magic damage ⇒ 15 magic damage
NEWPENETRATIONNow grants 6.5-15% (lv 1-18) total armor and magic penetration
REMOVEDPERCENT AD/AP PER STACKNo longer grants +2.5% bonus attack damage and ability power per stack (stacks still grant attack speed)
Jungle Items
Monster Hunter gold penalty removed.
Other preseason changes increase the risks (farm bounties) and tradeoffs (turret plating) of the gold funneling strategy that originally caused us to introduce the Monster Hunter penalty, so we don't need it anymore.
REMOVEDMONSTER HUNTEROwning Hunter's Machete, Hunter's Talisman, or an un-upgraded Stalker's Blade or Skirmisher's Sabre no longer reduces gold granted by lane minions if you have the highest minion kill score on your team
Relic Shield Upgrades
Minion execute threshold increased for Relic Shield's upgrades.
We're helping Relic Shield's upgrades keep up with the minion health increases preseason brings.
Targon's Brace
MINION EXECUTE10-180 (lv 1-18) ⇒ 15-270 (lv 1-18)
Remnant of the Aspect / Eye of the Aspect
MINION EXECUTE20-360 (lv 1-18) ⇒ 30-540 (lv 1-18)
Wards & Trinkets
Control Ward inventory cap reduced. Trinkets scale with average level of all champs in the game instead of owner's level. Warding Totem ward duration decreased late.
Right now, the vision game overwhelmingly favors the team that's ahead. They have the most freedom to place wards and the most gold to put into vision denial via Control Wards. While helping ahead teams close games out is one of our preseason goals, vision does so in an incredibly slow, safe manner that reducesaction. With a ton of other preseason changes designed to help decided games end faster, we're pulling back on how high the winning team's vision advantage can climb.
Control Ward
INVENTORY CAP3 ⇒ 2
Trinket Scaling
SCALINGLevel of their owner ⇒ Average level of all champs
Warding Totem
WARD DURATION90-180 seconds (owner lv 1-18) ⇒ 90-120 seconds (game avg lv 1-18)
TURRETS
NEW
Turret Plating
Outer turrets have extra resistances early but grant gold for each 1000 health they lose.
The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.
PLATINGOuter turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTHTurret plating grants 40 armor and magic resist at game start
PLATE BREAKINGDealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARKFor 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.
FALLOFFTurret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible
Turret Adjustments
Outer turret health increased; resistances removed. All turret AD scaling increased. First turret bonus reduced.
The first turret bonus and outer turret changes were made to accommodate turret plating (see above). Beyond those, turret damage is going up to add risk back into to dive attempts, while global gold is going down to shrink the teamwide snowball granted by one lane pulling ahead.
First Turret Bonus
FIRST BRICK300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)
Outer Turrets
HEALTH3800 ⇒ 5000
AD SCALING4 per minute ⇒ 9 per minute
AD CAP180 at 7:30 ⇒ 278 at 15:00
ARMOR & MAGIC RESIST55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING+1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD50 (unchanged)
Inner Turrets
AD SCALING4 per minute ⇒ 9 per minute
AD CAP250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD100 ⇒ 50
Inhibitor Turrets
AD SCALING4 per minute ⇒ 9 per minute
AD CAP250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD150 ⇒ 50
Nexus Turrets
AD SCALING4 per minute ⇒ 9 per minute
AD CAP230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD75 ⇒ 50
MINIONS & MONSTERS
Minions
Minion health, AD, and movement speed scaling increased. Cannon minions spawn faster earlier in the game.
Baron buff is meant to enable game-ending pushes, but it's become near-mandatory for a team to close out a match. We're making minion waves more effective at supporting sieges on their own so teams with huge advantages don't have to wait on Baron's respawn timer to end the game.
Global Minion Changes
UNIVERSAL STANDARD TIMEAll minion stats now reach their max values at 37:00 unless otherwise stated
DAMAGE TO TURRETS60% ⇒ 50%
DAMAGE TO CHAMPIONS60% ⇒ 50%
MOVEMENT SPEED BONUS+25 at 20 minutes ⇒ +25/50/75/100 at 10/15/20/25 minutes
Melee Minions
MAX HEALTH1200 ⇒ 1300
MAX ARMOR0 (no scaling) ⇒ 16
MAX AD12 (no scaling) ⇒ 80
BARON BUFF DAMAGE REDUCTION75% from champions, 30% from turrets ⇒ 70% from champions, 0% from turrets
Caster Minions
MAX HEALTH425 at 27:00 ⇒ 485 at 37:00 (scaling simply continues for longer)
MAX ADScales infinitely (60.5 at 37:00) ⇒ 120.5 (no longer scales infinitely)
BARON BUFF DAMAGE REDUCTION50% from champions, 30% from turrets ⇒ 70% from champions, 0% from turrets
Cannon Minions
MAX HEALTHScales infinitely (2300 at 37:00) ⇒ Still scales infinitely, but harder (2900 at 37:00)
MAX ADUnchanged (scales infinitely, 77 at 37:00)
SPAWN EVERY 2 WAVES20 minutes ⇒ 15 minutes
SPAWN EVERY WAVE35 minutes ⇒ 25 minutes
TURRET DAMAGE TAKEN14% max health per shot ⇒ 14/11/8/8% max healh per outer/inner/inhibitor/nexus turret shot
Super Minions
MAX HEALTHUnchanged (scales infinitely; 4000 at 37:00)
BASE AD306 ⇒ 225
MAX ADScales infinitely (431 at 37:00) ⇒ Still scales infinitely (350 at 37:00)
BASE ATTACK SPEED0.694 ⇒ 0.850
MINION AURANo longer increases minion damage by 70% (still increases resistances)
NEWBIG HEADSSuper minions now show up on the minimap through fog of war
Epic Monster Respawn Time
Epic monsters respawn faster.
Shorter downtime between major objectives pushes teams to fight more frequently and increases the uptime of buffs, leading to fewer stall-outs.
ELEMENTAL DRAKE RESPAWN TIME6 minutes ⇒ 5 minutes
ELDER DRAGON RESPAWN TIME8 minutes ⇒ 6 minutes
BARON NASHOR RESPAWN TIME7 minutes ⇒ 6 minutes
Elemental Drakes
First spawn is later; respawn is faster. Gold and experience increased. Buff strength increased early.
We're increasing the value of early drakes so teams are less willing to give the first few away. Pushing initial spawn time back gives teams more time to prepare for that first drake fight.
General
FIRST DRAKE SPAWN2:30 ⇒ 5:00
RESPAWN TIME6 minutes ⇒ 5 minutes (same note as above)
KILL GOLD25 ⇒ 100
XP75-300 (lv 1-18) ⇒ 150-330 (lv 1-18)
Buffs
INFERNAL DRAKE+8/16/24% AD and AP ⇒ +10/17/24% AD and AP
MOUNTAIN DRAKE+10/20/30% damage to structures and epic monsters ⇒ +16/23/30% damage to structures and epic monsters
OCEAN DRAKE4/8/12% missing health & mana regen out of combat ⇒ 6/9/12% missing health & mana regen out of combat
CLOUD DRAKE+2/4/6% movement speed, tripled out of combat ⇒ +3/4.5/6% movement speed, tripled out of combat
Jungle Camp Experience
Camp monster experience unchanged early, reduced late.
Junglers have been slightly higher-level than intended following midseason's changes to camp experience. With the greater potential for impact that preseason offers junglers via stronger early drakes and a longer lane phase, we're toning the upper end of monster XP scaling down to get them back to their intended leveling pace.
(Note: All values below scale from monster level 1-7.)
GROMP XP115-190 ⇒ 115-172.5
GREATER MURK WOLF XP65-107 ⇒ 65-97.5
MURK WOLF XP25-41.5 ⇒ 25-37.5
CRIMSON RAPTOR XP20-33 ⇒ 20-30
RAPTOR XP20-33 ⇒ 20-30
ANCIENT KRUG XP100-165 ⇒ 100-150 (reminder: first clear still grants 30% reduced XP)
KRUG XP35-58 ⇒ 35-52.5
LESSER KRUG XP7-12 ⇒ 7-10.5
RUNES
Rune Stats
Rune path bonuses removed. Select one stat from each of three rows before each game.
Go forth and pick the runes and stats you want!
REMOVEDPATH BONUSESYou no longer load into game with bonus stats based on which rune paths you chose
NEWRUNE STATSThree stat rows have been added to the Runes interface. Pick one stat from each row. Rune stats are editable in champ select.
ROW 110 adaptive force (6 AD or 10 AP), 9% attack speed, or 1-10% cooldown reduction (lv 1-18)
ROW 210 adaptive force (6 AD or 10 AP), 5 armor, or 6 magic resist
ROW 315-90 health (lv 1-18), 5 armor, or 6 magic resist
UPDATED
Celerity
Now amplifies movement speed bonuses rather than all movement speed; no longer grants adaptive force.
Movement speed and adaptive damage are two of the most generically valuable stats in League, so whenever Celerity was tuned to be strong, it was a must-pick for any champion. Removing the damage conversion lets us carve out a sharper identity: Now that we don't have to worry about excessive AD/AP in outlier cases, Celerity can grant larger movement speed bonuses for champs and teams with lots of haste effects. Switching from all movement speed to only bonus lets us push that niche further.
BONUS MOVEMENT SPEEDMovement speed increased by 1.5% ⇒ Movement speed bonuses increased by 8%
REMOVEDDAMAGE CONVERSIONNo longer converts bonus movement speed to adaptive force
UPDATED
Dark Harvest
Now only procs on low-health targets but no longer requires a soul to have recently been collected. Cooldown partially resets on takedowns. No longer stacks off minions and monsters.
We like Dark Harvest's infinite-scaling fantasy, but haven't been thrilled with how often it leads to a single, super-loaded basic attack deciding fights before they even begin. We're reworking it to be an execute-focused keystone that only stacks via champion combat, with a reset system to make all-out brawls even more rewarding and a broader proc model to widen the pool of potential users.
Damaging a low-health champion deals bonus damage and harvests their soul, permanently increasing the damage of future procs.
PROC THRESHOLDDark Harvest procs against enemy champions below 50% health
PROCS ONBasic attacks ⇒ Any damage
DAMAGE50-80 (lv 1-18) (+0.25 bonus attack damage)(+0.15 ability power) + 8 damage per harvested soul
ARAMSouls increase Dark Harvest's damage by 4 on ARAM, rather than 8
COOLDOWN45 seconds, reset to 1.5 seconds on champion takedown
REMOVEDMINION & MONSTER SOULSMinions and monsters no longer grant souls
Ravenous Hunter
Base healing decreased.
Ravenous Hunter stands out as the clear best option in its row. We're taking its early sustain down a notch to make it less generically "the best". (Early defenses from rune stats are an indirect nerf that comes into play here as well.)
BASE HEALING2.5% ⇒ 1.5% (bonus per stack still 2.5%)
Demolish
Charge-up time decreased. Base damage decreased.
We're giving Demolish a usability buff to make it more broadly appealing, but reducing its base damage to preemptively avoid it becoming a must-pick to snag turret plating gold.
CHARGE-UP TIME4 seconds ⇒ 3 seconds
DAMAGE175 (+30% max health) ⇒ 100 (+30% max health)
NEW
Shield Bash
Gain bonus resistances while shielded. Your next basic attack after gaining a shield deals bonus damage.
We're adding a new Resolve minor rune to the first row, aimed at champs with self-shields as well as damage dealers with shield-granting allies, items, or runes.
SHIELDWhile shielded, gain 1-10 (lv 1-18) bonus armor and magic resist
BASHWhenever you gain a shield, your next basic attack against an enemy champion within 2 seconds of the shield expiring deals bonus adaptive damage
DAMAGE4-21 (lv 1-18) + 8.5% of the shield's strength + 1.5% bonus health
POSITIONRow 1
Bone Plating
Damage block increased but duration decreased. Moved to row 2.
One of the subtle strengths of Bone Plating is that it's the only pure defense rune in Resolve's first row, therefore the only pick for champs who want defense in every slot. Adding flat resistances to the mix via Rune Stats would've made defense stacking overwhelming, so we're moving Bone Plating down to row 2. We're also sharpening it into an anti-burst rune to make it less generically effective.
BUFF DURATION3 seconds ⇒ 1.5 seconds
BLOCK AMOUNT15-40 (lv 1-18) ⇒ 25-50 (lv 1-18)
POSITIONMoved from row 1 to row 2
UPDATED
Overgrowth
"Stacks" now grant flat health rather than percent health. At 120 minion and monster deaths, gain a percent health bonus.
Switching to flat health as a "stack" bonus makes Overgrowth more appealing for non-tanks who go Resolve while the new unlockable percent health bonus keeps it rewarding for tanks too.
BODY COUNT+0.2% max health per 8 nearby minion or monster deaths ⇒+3 health per 8 nearby minion or monster deaths
NEWFULL HOUSEAt 120 minion and monster deaths, also gain an additional +2.5% max health
Kleptomancy
Now procs off the next two basic attacks after using an ability rather than just the first. Wards no longer drop after 20 minutes.
Giving Kleptomancy a second proc broadens its user base beyondEzrealchampions whose abilities either reset or count as the basic attack that procs Klepto. We're also removing wards from the loot table after 20 minutes since at that point inventories are often filled with component items and the wards just immediately drop onto the ground.
PROC MODELAfter using an ability, your next basic attack ⇒ next two basic attacks will grant 5 gold... or something nicer
DROPSWards no longer drop after 20 minutes
DROP RATEItem drop rates decreased to account for the additional proc per spellcast
BOUNTIES
Bounties
Kill bounties increased at 4+ kills. Minion & monster gold advantages now factor into bounties. Bounties on the losing team reduced. Bounty payout per kill now capped.
The goal of our bounty changes is to help teams bounce back from slight to moderate deficits via higher rewards for successful comeback plays and lower payouts for dying when you're the one keeping your team in the game. We're also making a long-requested change: Bounties won't change until combat ends, so if you grab a bunch of kills in a teamfight, your value won't go up until you've at least had a chance to spend your gold. Finally, large bounties have been added to the scoreboard so you can spot the highest-value target to take out.
Kill Bounties
1-3 KILLS0/150/300 gold (unchanged)
4 KILLS375 gold ⇒ 400 gold
5 KILLS450 gold ⇒ 500 gold
6 KILLS500 gold ⇒ 600 gold
ADDITIONAL KILLS+50 gold ⇒ +100 gold
NEWMinion & Monster Gold Bounties
NEWBUY THE FARMIf, since their last death, a champion has earned 250 more gold from minions and monsters than the enemy team's average* during that time, their bounty increases by 50 gold, plus another 50 gold for each additional 150 gold their advantage grows by thereafter.
MATH*Average is determined by dividing the enemy team's minion and monster gold by four, rather than five, based on the four sources of income on Summoner's Rift (top/mid/bot/jungle). Modes with smaller teams divide by the number of champs per team instead (ex. 3 for Twisted Treeline).
Bounty Clarity
NEWHIT LISTBounties over 150 gold are now visible in the scoreboard
Bounty Payout Modifications
NEWREPUTATIONBounties no longer increase mid-combat. If a champion earns multiple kills and then immediately dies, those kills will count toward their next death instead.
NEWHEAVY LIFTINGBounty payouts for killing members of the losing team are reduced, down to a minimum of 20% normal values if the losing team is massively behind
NEWPAYOUT CAPA single kill can no longer grant more than 1000 total gold to the killer. Any bounty gold past the cap rolls over to that champion's next death.
Minimum Kill Gold
Minimum gold granted for killing an enemy with 6+ deaths increased.
With the bounty increases above, there were weird cases where killing someone who was far behind felt like the wrong decision, since the gold you got was so little compared to the gold you could potentially get if they manage to accrue a bounty. Doubling the minimum kill gold should prevent those cases from cropping up.
0-5 DEATHS300/274/220/176/140/112 gold (unchanged)
6 DEATHS90 gold ⇒ 100 gold
7 DEATHS72 gold ⇒ 100 gold
8 DEATHS58 gold ⇒ 100 gold
9+ DEATHS50 gold ⇒ 100 gold
SUMMONER SPELLS
Teleport
Channel time reduced but can no longer be canceled.
Channeling Teleport is often enough to deter enemies from an aggressive push or dive, even if you have no intention of following through. The mind game is interesting, but should be accompanied by a higher commitment. Laners can still use Teleport to shut down cross-map plays elsewhere, but now they'll sacrifice more tempo in their own lane to do so.
Also, if you pick a bad Teleport, there's no going back so you're probably gonna die. Click carefully.
CHANNEL DURATION4.5 seconds ⇒ 4 seconds
NEWCOMMITTeleport can't be canceled by its caster once cast
IN-GAME STATS PANEL
AESTHETICSWe've changed the colors and slightly adjusted several Icons in the character stats panel ("C" menu) for easier readability. This change is in preparation for broader tooltip readability improvements coming this season!
RANKED ARMOR
The first elements of Ranked 2019 are arriving.
We're updating banners in the lobby and on your profile to show your highest earned rank from the last season. On your profile, this replaces the insignia that previously represented your past season's rank. You can switch off your past rank banner at any time by opening the summoner icon selector on your profile or in the upper right of the client.
A DARK, MYSTERIOUS PASTToggle between your past rank’s banner or a plain one by clicking your summoner icon on the profile page
RIP INSIGNIASThe small profile trim displaying your past season’s rank has been removed
GAME LOBBIES
We've reworked the lobby to include the new past rank banners to get ready for Ranked armor in 8.24. There’s no new functionality, we just wanted to give you a heads-up that buttons will be in slightly different places.
MISSIONS
This change should help us clean up some technical issues we’ve seen with missions over the last few patches, like skipped ceremonies or delayed rewards.
THIS RECORDING WILL SELF-DESTRUCT IN...The missions log will only hang on to missions for a maximum of 45 days
BUGFIXES
- Made a number of fixes to missing and hard-to-read VFX across LeBlanc and a few of her skins:
- Base Q - Sigil of Malice size increased and decal added inside the orb
- Ravenborn Passive - Mirror Image clone now has proper particle effects
- Ravenborn Q - Sigil of Malice size increased
- Ravenborn RE - Ethereal Chains darkened
- Elderwood Passive - Mirror Image clone now has proper particle effects
- Elderwood Q - Sigil of Malice now has pink effects
- Restored volume on Rengar's Passive - Unseen Predator leap roar
- Thresh's basic attack once again plays audio at max range
- Dying to the summoned Rift Herald with Blue and/or Red buff now properly transfers the buff to the enemy who summoned Rift Herald
UPCOMING SKINS & CHROMAS
The following skins will be released this patch. Grab the League Displays app for full-res splash!
The following chromas will be released this patch:
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