Tag: patch notes (Page 2 of 3)

Patch Day 10/19 – Eve is still Eve

Lux

Today’s patch is big. Huge. Big McLarge Huge. Seriously though, there are a metric ton of changes this patch, including a big mechanics change to the stealth system. I’m going to leave it to you to read the patch notes in their entirety, but I’ll cover the big stuff here. To the disappointment of many, we also didn’t get the Eve rework originally scheduled for this patch.

Let’s start with the champions, shall we?

Jax is the first champion, alphabetically speaking, to get significant changes. Leap Strike now casts faster and moves Jax faster. His Empower has been reworked so that it resets the auto attack timer and only affects one unit. It caught a small damage buff and a significant increase on the AP ratio as well. His ultimate also has an active that grants additional Magic Resist based on his dodge value. I really think it’s an underwhelming change. As it stands, Jax has one cool skill – Leap Strike – and three skills that either do nothing or have no “fun factor” on use. This doesn’t change that.

Katarina got a decent buff in that her Death Lotus now slings three knives at every level. I don’t play Kat often, but when I did, I hated that I felt gimped until level 16. This should help her quite a bit, though she still suffers against all the stuns/silences now available in the game.

Miss Fortune is finally catching a nerf, though it is a small one. Bullet Time has reduced range and damage scaling, Strut got a small speed nerf, and Double Up now has shorter bounce range. It doesn’t change the fact that she wrecks the laning metagame but it’s a start.

Morgana is also getting a small set of nerfs. Dark Binding has a smaller hitbox, Black Shield has a slightly lower AP ratio, as does Soul Shackles. Soul Shackles also got a small base damage at the max rank, though I couldn’t tell you why. Does 25 damage at level 16 really matter?

Rammus is getting a set of buffs across the board. Most of his cooldowns were reduced, the mana cost on his taunt was lowered, and Defensive Ball Curl now scales with his armor. It’s not a perfect situation, considering he still gets no benefit from MR, but it’s pretty nice.

Singed, of all toons, is also getting buffed. He’ll have more base health, gain more health per level (though this may be making up for a slight reduction in base MR), and has his cooldowns slightly reduced for Fling, Mega Adhesive, and his ult. His ult lost its cast animation, so you won’t be interrupted while running.

Sivir got a strange set of buffs that almost definitely won’t return her to playability. Her ult got an attack speed buff and Spell Shield now has a shorter cooldown and returns slightly more mana. Yay?

Swain got ability power buffs across the board, a tiny increase to Torment base damage, and a buff to the mana regen from Carrion Renewal. Again, probably not enough to make him the caster you always wanted, but he should at least be better.

Teemo got some serious attention this patch, though I wonder if it’s actually enough to make him worthwhile. Here’s the rundown:

-Base movespeed increased to 305 from 300
-Base damage reduced to 47.5 from 51.3
-Damage per level reduced to 3.0 from 3.3

Camouflage
-Fade time reduced to 2.0 seconds from 3.0
-Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya’s Ring and Guardian Angel’s effects will block Camouflage while they are active.
-Recalling and Teleporting will now prevent Teemo from Camouflaging

Blinding Dart
-Duration reduced to 1.5/1.75/2/2.25/2.5 from 1.5/2.0/2.5/3.0/3.5
-Cooldown reduced to 8 seconds from 10
-Blinding Dart will now cancel autoattacks in progress when the blind is applied

-Move Quick’s tooltip will now update to display the effects of cooldown reduction
-Toxic Shot per tick damage reduced to 6/12/18/24/30 from 8/14/21/28/35
-Toxic Shot on-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35

Noxious Trap
-Teemo now gains a “stored mushroom” charge every 30/26/22 seconds. Maximum three charges
-Each cast requires and consumes a charge
-Time to gain a charge is reduced by cooldown reduction effects
-Time to gain next charge does not progress while you are at maximum charges
-Teemo always has two charges stored upon reviving at base
-Cooldown on placing a trap reduced to 1 second from 20
-Damage changed to 250/475/700 from 350/500/650

Obviously some big changes there, but it seems to favor an AP build for the Noxious Trap buff, which still has the problem of non-stacking damage as his primary damage source. Sure, he can get out more mushrooms, but it might not translate to a better playstyle. We’ll see.

That’s pretty much it for the big changes. There are a lot of significant tweaks in this patch that I would highly encourage you to read over. I’m also only going to mention one item below, Malady, because the others aren’t necessarily game changing and I’m sure you can sort them out.

Malady was remade to be the following:

Malady (remake)
-Recipe changed to: Dagger + Dagger + Amplifying Tome + 550 gold = 1825 total cost
-Base stats changed to +50% attack speed, +25 ability power
-Unique Passive changed to: Your physical attacks shred your target doing 20 magic damage and reducing their magic resistance by 6.
-Magic resistance reduction stacks up to 4 times.

Am I allowed to say I don’t get it? Seems like this was built specifically with Teemo in mind, maybe Twitch, Maybe Kog’Maw. Other than that, though, there aren’t many toons that benefit from the MR reduction and the attack speed. Kayle, I guess. It’s a strange item, sort of like a mini Nashor’s Tooth. I’ll be interested to see who makes the most use of this.

Remember that post I made about armor penetration? It has finally been changed! Don’t get excited, though. It’s not much. The runes were all nerfed by 15 percent, which still leaves them ridiculous at the early levels. In their place, the damage runes have been significantly buffed. Personally, I don’t see a bunch of people rushing out to get damage, but it could be good for a few toons.

That pretty much does it for this patch. Obviously there will be more to say once we get to play with the changes. Stay tuned.

When it rains, it pours, even for Riot

Flooding in NC.

Servers are still down, and in the wake of the Milkfat fiasco (which I’m planning to cover in depth when I have the time to really dedicate to the issue), Riot’s having a hard time containing all the rage. When you stack a very short list of patch notes on top of it all, the community has exploded in a fit of rage.

Normally, I’d give you an extended rundown of all the problems, the issues at stake, what have you. I’m tired, though, and I can really empathize with Riot this time around. Last week I saw more literal, physical rain than I have seen in my lifetime (some accounts are saying it was six months worth of rain in five days for North Carolina), and after traveling home I’ve had more hangups, mixups, and unexpected turns of planned events than I care to detail.

The long and short of it – try to be understanding today. Though much of what Riot is dealing with is self-inflicted, it’s still a lot to juggle. Hopefully they can prove, as they have in the past, that they can handle everything and walk away with a little dignity.

Should Philospher’s Stone snowball?

philosophers-stoneOne of the smaller changes that made this latest patch was an update to an item I haven’t seen in months. Philosopher’s Stone got a new recipe, now made of a Faerie Charm and a Regrowth pendant. I still don’t think it’ll see much use. Let’s face it, health regen items are terrible. They never save you in a fight. Lifesteal occasionally does. Heals do. But little ticks of health every couple seconds don’t really give you much in terms of lanestay. If you want mana regen, there are much better options. The only thing left is gold per five, which really doesn’t do much. It could, though.

What if Philosopher’s Stone was a snowball item, like a Mejai’s or a Leviathan? You get increasing amounts of regen (regen that actually helps your laning) and increasing gold per five. You don’t to make it so great that everyone gets one, as was the case after the Leviathan buff, but it might be a nice option if you’re settling in for a long game. Also, I don’t really dig on Sword of the Occult or Leviathan all that much. Mejai’s either, come to think of it. It would be cool to have another option.

Another option would be turning Philosopher’s Stone into a Warmog’s-style item, one that grants you permanent bonuses based on units killed. Again, don’t make it crazy, but something that can help you out if you know you’ll farm well early but maybe be out of lane or grouped a lot late.

It’s nice to know Riot’s thinking about some of these underused items. I hope a few have their functionality changed, not just the recipe.

Patch Day 9/8 – Welcome to Rootstown

Waterloo Miss Fortune.

While we’re all patiently waiting for the servers to go live, I figure it’s time to cover the patch notes for today’s update. There are only a few serious character updates, and even those go out to mostly underplayed champions. The biggest change is the root mechanic update, which is why this post has the title it does (Rootstown is also a place near my hometown, so I chose it over Rootsville).

Mechanics
So let’s talk roots. Ever landed a Dark Binding on an Ezreal only to watch him Arcane Shift away the second it hits? Sure, he’s stuck for the duration, but he’s stuck off your Tormented Soil and closer to safety. It was a frustrating mechanic, but it can’t happen anymore. Every character with some sort of dash or self-hook (Bandage Toss, for instance) has been updated so that the skills cannot be cast when rooted. It’s not a huge nerf for those characters, but it is a fairly high-grade buff for characters like Morgana and, in particular, Amumu. He’s already at the top of most ban lists, due to his severe magic resist debuff and the strength of his ultimate in a team setting. That ult just got a little stronger, and when used in conjunction with an AOE like Tibbers or Kennen’s ult, or Miss Fortune’s wave of pain, you’re really going to feel that root buff.

This patch also added suppression, so you won’t be able to avoid the full brunt of Malzahar, Warwick, or Urgot when they ult you. Suppression prevents the target from casting or using Summoner Spells, which means your only recourse is a Quicksilver Sash or Black Shield/Banshee’s Veil. It’s a big buff for those toons, but could become a pain in the ass for everyone else. Is it fun to have your ult cleansed? No. But it’s equally unfun to feel like a character like Malzahar gets to one-shot a player of your team whenever his ult is up. I’ll wait to pass too much judgement on this, but for now I don’t like it.

Champions
Like I said above, there aren’t many champion changes, despite those for some of the underplayed characters. My guess is that Riot wants to see how the root change affects the game before messing with too many champions.

Corki caught a buff across the board. His attack range was increased 10 percent, his attack speed per level gains got a nice buff and the Missile Barrage reload time is down to 10 seconds from 14. It might not sound like much, but I’ve always maintained that Corki is strong (and super fun to play), so this should make him an excellent pick.

Dr. Mundo got some longevity buffs that could help him scale a bit better. His cleaver now costs more to cast but he heals half the cost when it lands. It’s basically pushing people away from free brush checker and forcing them to use it a little more wisely. Burning Agony costs slightly less to maintain and Masochism now costs more HP at low ranks and less at higher ranks. Sadism also got changed to return 40/55/70 percent health instead of a flat 50 percent at all levels. Again, nice late game buff.

The big news, though, is Ezreal. He received damage nerfs to nearly all of his skills and his base damage. It looks a little something like this:
-Base damage reduced to 45 from 47.6
-Damage per level reduced to 2.6 from 3
-Attack Speed per level reduced to 2.8 from 3.22
-Mystic Shot damage reduced to 35/55/75/95/115 from 40/65/90/115/140

Hopefully it brings him more in line with other carries, though the fact that he can still deal scaling damage to you while exhausted and has excellent escapability makes him very strong. Manamune will also be a great damage source for the emo cartographer.

Malzahar got buffed – Another range buff on his ult, up to 750. Null Zone is more mana efficient at lower ranks, Call of the Void got a slight CD buff and his Voidlings now attack his most recent Malefic Visions target. With all of these buffs, along with the suppression buff, Malzahar is going to be one annoying bastard on the field. I really think the ult buff is way out of hand if he gets suppression. He should at least be put at marginal risk when he casts it if it completely disables his target (I know, it does disable him too).

The rest of the changes are small, so I’ll leave you to read those for yourself. The one thing you may have noticed is that Garen isn’t on that list. I was expecting some significant changes for him, but all we got was a little reduction on the passive component of Courage. So he now gets slightly less amor and magic resistance from killing creeps but it still blocks big damage when activated, and his hybrid of magic and physical damage when wearing Sunfire Cape is still too high for me to feel comfortable with him as an opponent. You may have heard Phreak say in the Miss Fortune spotlight that Garen should never be focused. It’s true, but he doesn’t have any trouble rushing your carries/casters, and a Decisive Strike -> Judgement -> Ignite -> Demacian Justice is typically way more than a squishy toon can handle. Hopefully the next page will have a little more in store for Garen. Same for Kog’Maw – he remains unchanged and could use a slight nerf to either the damage from Bio-Arcane Barrage or the attack speed buff from Caustic Spittle.

That does it for the patch. I’ve written a short post covering the new item, Manamune, and I’ll be posting my Miss Fortune impressions as soon as I have a chance to play her.

Patch Day 8/24: Urgot is here

Urgot.

Though today is just barely slower than yesterday in terms of work and moving responsibilities, I can’t hold back on my patch impressions any longer. Yesterday’s patch had some sweeping impact on the state of the game. Urgot brings another new skill type to the game with his swap, but maybe more importantly, both Heimerdinger and Shaco caught significant nerfs – nerfs that could drop them off most players’ ban lists.

I’ll put together a complete Urgot review a bit later today, but for now I’ll say that he seems to have been designed as an Ezreal counter. The stun/swap combo means Arcane Shift only takes Ezreal back to the front of the battle, instead of outside harm’s way. He’s also extremely mana efficient as he harasses, so it’s easy to see him taking mid against a lot of the squishier carries.

The Heimerdinger and Shaco nerfs will be getting a dedicated post as well because they are so big. Riot has always said that it would trickle nerf, but in my mind they should have considered both toons for significant remake if they were planning to nerf this hard.

On to the less significant changes. Kog’Maw caught a rework to his Caustic Spittle, which now provides passive attack speed bonus in addition to the armor penetration active. Kennen also got most of the proposed changes. He now gains armor and magic resistance while in Lightning Rush, Maelstrom can hit more people, and Surge got an AP buff. In my mind it makes him highly desirable. Vladimir was only half nerfed – his Transfusion has a slightly smaller range but his Tides of Blood is larger.

Malphite also got some nice changes. He should be more mana efficient, and his Brutal Strikes now also grants bonus armor, synergizing with Ground Slam and providing some nice staying power, especially in the jungle. Lastly, Soraka got a small tweak in that her Infuse provides half mana to the target and half to her (Soraka gets the full amount on self-casts). Mana cost on her heal has also been marginally increased.

The last change that is actually very cool is that elixirs can be purchased when you have six full slots and will auto-activate. No more selling and repurchasing items.

That’s about it for the patch. The other posts I mentioned here will be up in short order (especially now that the servers are set to ‘busy’).

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