Thursday, September 20, 2018

Patch 8.18



Patch 8.18 Notes

BY AETHER, GENTLEMAN GUSTAF

8.18 brings us the first wave of changes focused on the World Championship later this year. In some cases, this means reining in outliers who are dominating pick-ban (as well as champs likely to take over once those outliers are addressed). Other times, it means buffing champs who are on the cusp of consideration—picks we nerfed earlier in the season, in a few cases. 8.19 will contain another round of these changes.

Back to the here and now, the Nexus Blitz alpha ends with 8.18, but we aren't leaving you high and dry. Odyssey, our newest event, is here, so join the crew and smash some space nerds!
 Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

Patch Highlights



Nexus Blitz Alpha


The Nexus Blitz Alpha ends with patch 8.18. Thanks to everyone who tried out the mode and gave us feedback! We'll be back soon with a rundown of how things went and where we're going next.

Champions



Aatrox

E passive healing increased at later ranks. R bonus attack damage increased at later ranks.
Our last set of Aatrox changes brought his lane bullying under control, giving us room to improve his scaling into later phases of the game.

E - Umbral Dash

PASSIVE HEALING VS CHAMPIONS20/21.25/22.5/23.75/25% 20/22.5/25/27.5/30%

R - World Ender

BONUS ATTACK DAMAGE20/22.5/25%  20/25/30%

Akali

R base damage decreased.
Akali is too reliably snagging kills when she comes into a fight with all her tools available. We're trimming damage off the lower-counterplay part of her all-in to keep her as untouched as possible in other situations.

R - Perfect Execution

BASE DAMAGE (BOTH CASTS)120/180/240  100/150/200

Braum

Base health decreased.
We're draining some of Braum's baseline sturdiness to make him more reliant on his defensive cooldowns while preserving the high moments he's picked for among the tanky support lineup.

Base stats

BASE HEALTH576.6  540

Kai'Sa

Passive damage decreased at later levels.
Reducing Kai'Sa's tank-busting prowess at later phases of the game.

Passive - Caustic Wounds

PROC DAMAGE15-20% target's missing health (at levels 1-18)  15% target's missing health (at all levels)

Lucian

Q damage ratio increased at later ranks.
We nerfed Lucian's baseline damage a few patches back when he emerged as a premier midseason bot laner. Given the rebalancing that's happened around him, he could stand to recoup some of that damage, but we don't want to put him right back on top again. Piercing Light is a good candidate for the power we're looking to add back in, given opponents have some ability to dodge—or worst case, Flash—it.

Q - Piercing Light

DAMAGE RATIO0.6/0.7/0.8/0.9/1.0 bonus attack damage 0.6/0.75/0.9/1.05/1.2 bonus attack damage

Renekton

Empowered E damage increased. Empowered E armor reduction increased at early ranks.
We're raising Renekton’s empowered E's potential as a means for him to throw his early-game strength around in lane, widening the range of lane matchups he can confidently play into. These changes also amplify the fallback value empowered E provides in games where Renekton falls behind.

E - Slice and Dice

EMPOWERED DICE DAMAGE60/105/150/195/240 70/115/160/205/250
EMPOWERED DICE ARMOR REDUCTION15/20/25/30/35% 25/27.5/30/32.5/35%

Ryze

Empowered W root duration decreased.
Ryze's pro-vs-normal discrepancy has again led to ubiquitous presence in competitive play despite rough performances everywhere else. We're targeting Ryze's E-W root for a power-down as pros are most reliably able to coordinate successful ganks and catches around it.

W - Rune Prison

EMPOWERED ROOT DURATION2 seconds  1.5 seconds

Sejuani

E base damage decreased. R storm slow duration decreased.
We're reducing some of Sejuani's early clear speed and a touch of her dueling potency so she has more pronounced weaknesses against early-game junglers. We're also hitting Glacial Prison's zoning utility, a strength best leveraged by pro players, to keep her competitive presence in check while impacting her strength in normal play as little as possible.

E - Permafrost

BASE DAMAGE30/45/60/75/90  20/35/50/65/80

R - Glacial Prison

STORM EXPLOSION SLOW DURATION3 seconds  1 second

Trundle

E cooldown increased. E slow decreased at early ranks, increased at later ranks.
Tuning down the frequency and potency of Trundle's crowd control to reduce the troll king's effectiveness at setting up ganks and favorable fights, particularly in competitive play.

E - Pillar of Ice

COOLDOWN22/20/18/16/14 seconds  24/22/20/18/16 seconds
SLOW PERCENT30/35/40/45/50%  15/25/35/45/55%

Vayne

Q cooldown decreased at early ranks.
More early Tumbles give Vayne more opportunities to land damage on opponents in matchups where she can be aggressive with her positioning and Q cooldowns.

Q - Tumble

COOLDOWN6/5/4/3/2 seconds  4/3.5/3/2.5/2 seconds

Viktor

First Hex Core upgrade cost decreased.
Lowering the Hex Core's first upgrade cost not only gives Viktor his first item spike earlier, it also means he doesn't have to stay in lane as long before recalling for the first time. This cost reduction carries forward to the Hex Core's second upgrade, only evening back out when Viktor completes the Perfect Hex Core.

Passive - Glorious Evolution

HEX CORE MK-1 COST1250 gold  1150 gold
PERFECT HEX CORE COST750 gold  850 gold

Smite Auto-Select



Smite

Hot off the Nexus Blitz presses!
LET ME GET THAT FOR YOUIf you're assigned Jungle in draft queues, you'll load into Champion Select with Smite already selected! You're still free to swap Smite out (or swap to Smite if you aren't assigned Jungle) in cases where you're running an offbeat comp or want to switch roles with a teammate.

Thursday, September 13, 2018

Patch 8.17



Patch 8.17 Notes

BY AETHER, GENTLEMAN GUSTAF

Welcome to patch 8.17, the one where New Nunu's New Groove hits Summoner's Rift, and his four-armed buddy will umpack his bags and join him! If you're already feeling the call of the Freljord, you can consume more information in the links below.

Do you want to build the biggest snowball ever!? Before you do, check out the barrage of balance changes below so you have absolutely zero excuse for not knowing what's going on.

Now get out there and try to stay warm; it's going to be a wintry one!
 Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

Patch Highlights

Nexus Blitz

The Nexus Blitz live alpha continues this patch. For a rundown of changes coming this patch, head to the update article!

Champions

Nunu & Willump

Nunu & Willump, the Boy and His Yeti will start their adventure in patch 8.17! Get rolling with these links:
Full-res splash art is available on League Displays!

Annie

Attack range increased.
Right now, Annie doesn't really have gameplay outside of dumping all of her spells at once. Returning to her longer attack range lets her trade and harass with autos as an alternate pattern of aggression.
ATTACK RANGE575  625

Bard

R cooldown decreased.
Bard's laning phase is already strong enough, but his overall gameplay could use a bit more power. We want to give everybody's favorite chime-gathering support more playmaking opportunities so that he doesn't feel barred from using his ult for fear of its long cooldown.

R - Tempered Fate

COOLDOWN130/110/90 seconds  110/95/80 seconds

Fiora

E crit damage on second attack increased at early ranks.
Fiora's late game is pretty strong, but she could use some more dueling power in the early game to get there more often. Because, you know, duelist.

E - Bladework

CRIT DAMAGE ON SECOND ATTACK140/155/170/185/200% 160/170/180/190/200%

Garen

Q damage decreased at later ranks.
Garen's spun his way into top lane dominance as of late, and Q's early game damage leaves opponents with few opportunities to trade well.

Q - Decisive Strike

BASE DAMAGE30/65/100/135/170  30/60/90/120/150

Irelia

Q damage bonus to minions increased.
We're putting some laning functionality back into Irelia's Q.

Q - Bladesurge

INCREASED DAMAGE TO MINIONS70%  100%

Kassadin

R cooldown decreased at early ranks.
Touching Kassadin's late game is always risky, but he has room for some more early-mid game strength.

R - Riftwalk

COOLDOWN6/4/2 seconds  5/3.5/2 seconds

Kayn

E duration increased early. Shadow E movement speed increased.
Kayn, especially as Shadow Assassin, is struggling to stay competitive with other junglers. This buff should help him move around the map (and through terrain) and extend his opportunities to pick up kills.

E - Shadow Step

DURATION5/6/7/8/9 seconds  7/7.5/8/8.5/9 seconds
SHADOW ASSASSIN BONUS MOVEMENT SPEED70%  80%

Master Yi

W cooldown decreased; damage reduction increased early.
Meditate can be a strong defensive tool, but it’s often underappreciated by players who use it primarily for the heal. We're giving it a small buff to encourage its use during (rather than after) combat.

W - Meditate

COOLDOWN35 seconds  28 seconds
DAMAGE REDUCTION50/55/60/65/70%  60/62.5/65/67.5/70%

Rengar

R cooldown decreased early.
We want to help Rengar feel powerful, but we're also trying to tone down upfront damage in League overall. Because of this, we’re giving Rengar more chances to surprise his opponents rather than boosting his damage when he does.

R - Thrill of the Hunt

COOLDOWN130/100/70 seconds  110/90/70 seconds

Varus

Base health decreased; health growth increased.
As a marksman with long-ranged poke, Varus should be easier to kill when opponents close the gap.

Base Stats

HEALTH549  499
HEALTH GROWTH86  89

Wukong

Now has level 1 bonus attack speed.
Wukong is far from the king of the jungle after the most recent round of changes. A boost to his early attack speed should help his early clears and make him more consistent on the map.

Base Stats

BONUS ATTACK SPEED AT LEVEL 10%  8%

Yorick

Mist Walker damage decreased.
Top laners have unearthed Yorick as a dominant pick, in part due to the threat of his Mist Walkers. Players who understand the Mist Walkers' behavior and actively play around it avoid a lot of damage, while players who don't find themselves digging their own graves. We're toning down the damage of Mist Walkers to decrease his low level pubstomp potential.

Mist Walkers

ATTACK DAMAGE GROWTH (LEVELS 2-7)3  1
ATTACK DAMAGE GROWTH (LEVELS 8-13)5  6
ATTACK DAMAGE GROWTH (LEVELS 14+)10  11

Taric

Adaptive damage now defaults to physical.
Taric's passive means he benefits a decent amount from his basic attacks.
ADAPTIVE DAMAGENow defaults to physical if Taric has no bonus attack damage or ability power

Items

Stormrazor

Guaranteed crit damage decreased below 30% crit. Attack speed increased and attack damage decreased.
The high amount of upfront damage in the game is something we've been looking to dial back. Last patch we trimmed a lot of the burst damage from various runes; this patch we're looking at items.
CRITICAL STRIKE MODIFIER160-200% (at 0-30% crit chance)  140-200% (at 0-30% crit chance)
ATTACK SPEED25%  35%
ATTACK DAMAGE65  60

Duskblade

Proc damage decreased. Lethality increased.
The high amount of upfront damage in the game is something we've been looking to dial back. Last patch we trimmed a lot of the burst damage from various runes; this patch we're looking at items.
PROC DAMAGE30-200 (at levels 1-18)  30-150 damage (at levels 1-18)
LETHALITY18  21

Summoner Spells

Changed a service related to summoner spell configuration. If you haven’t played a particular queue in a couple of months, your summoner spells in that queue may reset to Heal/Ghost. Just a heads up!

Bugfixes

  • Fixed a bug where Phantom Dancer's Spectral Waltz passive would sometimes not trigger
  • Fixed a bug where Akali's R - Perfect Execution dealt damage to all opponents based on the health of the last enemy struck, rather than calculating damage individually for each
  • Maokai R - Nature's Grasp's sfx now correctly line up with the ability's duration.
  • Fixed a bug where ranged attacks and targeted projectiles would have their VFX appear from the champion's last seen location, if they were not currently in vision
  • Deep Sea Nami no longer leaves her spine behind while moving during her recall animation.

Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for full-res splash!

High Noon Urgot

High Noon Thresh

High Noon Lucian

Divine Sword Irelia

Enduring Sword Talon

The following chromas will be released this patch:

Dragon Fist Lee Sin

High Noon Thresh

High Noon Urgot

Enduring Sword Talon

Divine Sword Irelia

Monday, September 10, 2018

Clash: August 2018 update

Clash: August 2018 update

BY DRAGGLES
In our last update, we promised to keep you up to date on our path to launching Clash. We’ve made some progress since we last spoke, so we’re happy to announce we’re heading back to PBE. These tests might be a little buggy and won’t represent the full tournament experience, so as we work to get Clash ready for a full release, your contribution by participating and giving us feedback is invaluable!
In the past, a large number of issues were caused by many systems working behind the scenes and not communicating well with each other. The PBE tests will let us know how well our proposed fixes and mitigations work, and we’re looking to test three major improvements over the course of September. Here’s what they are and how to get to get involved:

How to play Clash on PBE


September 5th - Staggered scouting phase

       We’ll be testing a staggered scouting phase, which allows us to extend the length of the scouting phase for some games, meaning fewer games will start simultaneously. This should significantly reduce load on the systems that are part of the champ select flow and allow you to get into games more reliably.
       To test the variable scouting phase, create your teams and wait for the lock-in time. Once locked in, you’ll get matched and play as normal. This should be a pretty straightforward tournament, with 4 teams in each bracket, so your team will play 2 games.


September 11th - Game flow changes

       We’ve tightened our backend flow to break out some of the systems that work together when starting games. Much like before, if our fixes prove out, this should be a regular 4-team bracket with 2 games, and if everything works as expected, you shouldn’t notice anything out of the ordinary.


September 19th - Clash recovery tool

       One of issues we saw quite early in previous Clash tests is that when stuff goes wrong, it’s hard for Clash to recover. This meant that we often had to blow up tournaments completely, disband existing teams and start another tournament which we know was painful for everyone. We’ve now made our recovery tools more robust and capable of assisting if one part of Clash falls over.
        With this new tool, we’ll be able to more easily edit tournament details such as tier calculations, SMS verification, voice chat settings, Honor restrictions, ticket bids and rewards. If there’s an issue with locking in, we’ll be able to take everyone out and restart. Also, if there’s truly an unsolvable issue with Clash, we’ll be able to cancel tournament days without wrecking the whole weekend.