Category: Patches (Page 7 of 23)

Xerath patch is now live

The Xerath patch is now live, following a one-day delay from Riot’s typical release schedule. The patch was relatively short on balance changes, the most significant of which were a token nerf to both Lee Sin and Singed and slight nerf to Morgana’s passive and the AP ratio on Black Shield.

I’m calling the Lee Sin and Singed changes “token” because they actually change very little about the game. Singed got a quarter-of-a-second nerf to his Poison Trail, which makes the duration line up with his animation, and a nerf to the CC reduction on his ult. Unfortunately, those things won’t keep him from absolutely dominating lanes. He still gets too many stats from Rod of Ages. The regen from his ult still makes him ridiculously difficult to kill, and Poison Trail will still give him the ability to amass a huge farm.

As for Lee Sin, I can’t believe Riot thinks a 10% nerf to the AD ratio on Sonic Wave/Resonating Strike is going to balance his damage. When’s the last time you saw a Lee Sin stack damage? Never? The problem with Resonating Strike is the execute. The Safeguard nerf is also a little silly. It does nothing to address the fact that Lee can drop 400 damage or so on a target that is standing under a turret without taking any return fire from either the champion or the turret. Sure, those tricks make him fun to play, but OP mechanics are usually pretty fun. Remember when Veigar’s cage could stun for 8 seconds? Yeah, it was fun. It was also horribly broken.

I’ll have more thoughts on Xerath later in the day. So far he seems a little underwhelming. A solid teamfighter, but he’s either going to take some time to learn well or I’m just going to give up on him. I think I’d much rather have Brand on my team. Watch for the impressions post a little later.

What are your thoughts on the patch so far?

Riven Patch Note Roundup

I haven’t done one of these in a couple weeks, mostly because the changes have been pretty lackluster. This week, though, Mordekaiser got nerfed, and it’s no secret that I loathe him like I loathe Seth Rogen, so let’s do a patch roundup, shall we?

Brand caught a range nerf on his Conflagration and a slight damage nerf on his Pillar of Flame. I think he was undernerfed on both accounts. Both spells will still be insanely easy to land, and it doesn’t change the fact that both skills proc his insane passive.

Garen caught a much-needed damage ratio nerf on his Decisive Strike and Judgement, as well as a damage-per-second nerf on Judgement. I’m not sure why he was buffed the way he was in the first place, but the forums seem to love him. I do love characters with high move speed, but I think we can all agree that Garen has had his day in the sun more than once. I was glad to see him knocked down a peg.

As Gameguy astutely pointed out, Garen’s AD scaling got buffed on Judgement, and for some reason I read “reduced from 1.5 to 1.1” instead of “1.5 to 1.4” This is an undernerf, plain and simple. Decisive hits way too hard early in the game, and Garen has that annoying mix of skills that make him way too easy to play well. Movespeed buff plus a silence at the end so that characters with a dash or even Flash can’t get away from the Judgement damage – it’s too much, especially with the way his damage is right now.

Kassadin got a pretty decent buff to his passive, which now soaks 15% of the magic damage he takes. He also got a damage buff to Nether Blade of all things. Will we see the rise of AD Kassadin as a result? No. No we won’t.

Mordekaiser. Oh, Mordekaiser. I’m so happy you won’t be the default pick for top solos everywhere. I’m so glad I’ll be seeing less of you. I’m so glad your shield generation got pounded this patch. Okay, enough gloating. Honestly, I can’t say that I think this is the right fix for Morde. I think the bigger problem is the ult that turns fights into 6v4s and is insanely easy to get a ghost from. I think there are other ways to balance him then making him quite so bad in lane. With no CC, he’s really going to fall off for a lot of players now.

Nidalee got some nice survivability buffs. I wouldn’t have minded waiting another patch or two on those, but since a certain top competitive player loves NIdalee, I suppose this was to be expected. I do think the stat change from dodge to resistances last patch is a very good one.

Orianna got a slight adjustment to her attack range and the mana cost and cast range on Command: Attack. I’m not sure it will solve all her problems. She’s still insanely survivable from mid to late game and she has a monstrous ult. Now, though, at least we’ll only be getting smashed by the good Orianna’s. The rest will just barely be beating us.

Rammus got some negligible adjustments and Shaco got some bug fixes. Shaco still needs quite a lot of help to be truly viable, but this is a step in the right direction.

Shen got some buffs to some very odd aspects of his gameplay. He now has better AP ratios, which makes very little sense to me. He’s not Amumu. The energy change to his ult is quite nice (it’s now free) but it certainly won’t save Shen. Vorpal Blade just isn’t a good skill in a world of tanks like Singed, Alistar, and Amumu.

Lastly, Sion got some tweaks that should make an AD build a bit easier for him. He also has a good bit more mana at level 1 and gains more mana per level, which should keep him in lane longer with more build varieties.

I’m going to be covering the Taric changes in another post, so that’ll do it for the patch. I’m sorry I didn’t have time to get a Riven post together today. I haven’t had enough time with her to do a proper writeup. Hopefully tomorrow.

Dominion potentially delayed until October

Things have been extremely quiet at Riot headquarters of late. The forums have been utterly devoid of red posts concerning Dominion, the end of Season One, and the beginning of Season Two in the last week or so. This wouldn’t be all that shocking – Riot has always struggled to provide good communication about timing – but we had been hearing about those things and in quantity for the three weeks or so prior.

From the time Dominion was announced until about three weeks ago, Riot was pumping the Dominion hype. We got the Dominion minisite, gameplay vids at the major gaming news outlets, plenty of screenshots, and chances to play the game at several industry events. We saw Rioters play pros, Rioters play Rioters. We got excited.

Next we were told about the end of Season One and the rewards that end entailed. For the first time since the launch of Season One players had something more than just winning/losing/farming IP to worry about. It was a great announcement, and hopefully a challenge a few people enjoyed as much as I did.

This past week, though, it was dead silent. I thought that meant Dominion was on the way. I thought that meant we’d see it before Q4 of this year, which is when every other game I’ve been excited about for the past several years is coming out. Sadly, that’s probably not the case. RiotRara finally posted in the forums today regarding the timing of Riven and the patch that follows her.

Here’s the quote:

Riven, and the changes within her patch, will be coming next week. As we previously announced, Season One will conclude with our next scheduled game update. Therefore we will also be calculating the Season One Ladder rankings and rewards during downtime for this patch.

Additionally, there will be an extra week (3 weeks total) between the Riven patch and the patch to follow. This extra time will ensure we bring you the best content possible in League of Legends.

I can’t imagine “best content possible” is code for anything other than Dominion. Three weeks from next Tuesday is October 4th. I’m not impressed, Riot. Not at all.

Talon patch includes a host of client changes

The Talon patch is finally live (so is the champion), bringing us the latest champion along with some prep work for the Dominion launch. It looks like Dominion is damn close to being ready, which I’m really excited about. This patch also brought a host of client changes. It’s cleaned up information in some places but feels a little cluttered in others.

The picture in this post is the new post-game summary screen. You’ll notice the addition of some information, including gold earned during the game and team score totals. Obviously the screen has been rearranged to make the actual game content much larger, with less unused space.

The other UI changes include a rework of the in-game score screen, which I find a lot less effective than the post-game screen. It feels cluttered and a bit busy, I think mostly because every element on each line is a different size. The numbers are smaller than the item icons. The letters are smaller than the numbers. The summoner spell icons are somewhere in between.

There’s also the new death callout system, which I really like. The announcer sometimes can’t keep up with the action, so the callouts provide some extra, easy-to-digest information.

And obviously the landing page has been reworked, though for me it only takes up something like 2/3 of the screen. I don’t know if that’s intentional and there’s more content coming or if it’s just formatted for 4:3 screen ratios. Again, that one looks a little cluttered to me. This way you can keep your friends list open at all times. Why it isn’t opened for you at all times is beyond me, but at least it isn’t covering anything up now.

What do you think. Are you liking the new UI elements or did you prefer the old?

Talon Champion Spotlight impressions

You may have been surprised, as I was, to have no patch today. It’s strange to me that we get a warning about the size of the patch, but not when it will release. Ah well, I don’t set the schedules. We’ll be getting Talon tomorrow, adding a melee assassin to the host of champions available in League of Legends.

When I first saw the Talon mechanics preview, I was ambivalent. His skills didn’t sound all that exciting and, frankly, it looked like there were some other champions that already outperformed him. After his spotlight, though, I’m pretty pumped to try him out. I might have to snag that Crimson Elite skin too. It looks pretty awesome.

I think most of Talon’s flavor comes from his two blade abilities: Rake and Shadow Assault. His other skills seem a little less inspired, but the blade stuff definitely looks cool. I also like that he seems to be focused on picking off a target, disappearing, and then showing back up for cleanup. If there’s one thing I’d worry about, it’s that he’s sort of forced to pick up at least a Phage, if not the Frozen Mallet Phreak suggests. That’s a damn expensive item (the mallet) for a character that seems very farm dependent.

I’ll be playing Talon as much as possible tomorrow and bringing my full impressions soon after. Are you interested in the Blade’s Shadow?

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