Hey all you cool Jeweled Protectors and Hushtails!
This patch, we’ve got another follow-up to the funnel mechanics and a couple of wider jungle changes that should help with pacing, mainly around early game impact. We’re slightly reducing how much a gank will punish an enemy, and giving junglers a steadier stream of XP mid to late game. These adjustments should help you bounce back and stabilize from early setbacks. Alongside this, we're helping out players who aren't hyper-optimizing their jungle clearing, giving them some breathing room with extra sustain so they're not always punished for taking a a little too much damage from a Raptor.
We're also adding a couple of QoL changes to things like champion ability timers to better indicate how much time you have on an ability's cast or empowerment and the Practice Tool. Be sure to check those out!
Aphelios Passive bonus armor penetration removed, lethality added. Q ability level scaling takes longer for base damage and cooldowns, damage ratio increased.
Aphelios has continued to pull out the big guns as a pro dominant champion. We’re looking to attack his power curve as well as his ability to deal with the tanky front line threats that he more likely encounters in pro play.
We're reeling in a bit of Kalista's power with a focus on her early game CC so that she can’t kite enemies as easily without backup, and has to rely more on her support for utility.
We’ve been seeing players rely on Sett’s W for its consistent early wave control, so we’re giving his enemies a bit of breathing room before he can, uh, set them straight.
We’re fixing some bugs to Disdain and giving him more opportunities to bring the fear. And death. And all that.
E - Disdain
MOVEMENT SPEED BUGFIX : Fixed an issue where he wasn't getting extra movement speed on dash
STUN BUGFIX : Urgot now properly has a total CC duration of 1.5 seconds, including stun duration and time elapsed when enemy champion is flung, as intended from patch 10.6. (tooltip also now correctly reflects said total CC duration).
We're looking to curb a bit of Varus' power while making sure both of his meta builds are still equally viable, so we decided to balance one of the tools in his kit that would balance across both versions without chaining him down.
Our attempts at reducing the effectiveness of funnel have notably cut the playrate of the strategy, but it's still proving to be a successful one for those who continue to do it. We want to see if modifying our current levers work to further curb pairings like Master Yi and Taric's success.
UNIQUE - Monster Hunter
MINION GOLD PENALTY TRIGGER : Gold earned from minion kills is greater than [50%]⇒ 40% of your gold earned from monsters
We're adjusting the potential teams have to snowball early to make sure that your games don't go wildly out of control as often and give teams more chances to participate in an even game. Kill experience coupled with Homeguards means that early kills are still very powerful, but they're not quite as game-ending as before. Shifting the type of kills to solo ones also help give individual agency, which is something we still want to promote, especially since we're seeing such a heavy skew towards shared kills.
We understand these pacing changes may hurt the jungle more than other roles, but we're making sure that we put back power into places that make sense for the role. (Read below for more information on that)
PITY ZOOMS On death, gain a smaller version of Homeguards which gives the player about 2.5 seconds less time to get back to lane
LONE WOLF At levels 1-6, a champion's solo kills grant 20% more experience and assisted kills grant 20% less experience. At levels 7-8, these numbers are reduced to 10%
Junglers are appropriately influential as a role, but we want to reduce the perception that they have to have an aggressive early presence to be effective. Instead, we're giving them opportunities for more personal power through proper farming as the game progresses.
We also want to make sure the jungle is accessible to players who can't kite perfectly or who don't have proper setups for the cutthroat role, so we're giving some extra sustain to people who fall critically low in the jungle, helping them stay alive when the going gets rough.
JUNGLE CAMP XP :[1.25x more XP at levels 9+]⇒ 1.35x more XP at levels 9+ (between 10-13 additional XP per camp)
HUNTER'S MACHETE UNIQUE NAIL Now heals for 50% more when below 30% maximum health
HUNTER'S TALISMAN UNIQUE TOOTH Now heals for 50% more when below 30% maximum health
SKIRMISHER'S SABRE UNIQUE TOOTH/NAIL Now heals for 50% more when below 30% maximum health
STALKER'S BLADE UNIQUE TOOTH/NAIL Now heals for 50% more when below 30% maximum health
Evelynn's Allure properly damages at all levels from any range when cast on Baron Nashor
Oracle Lens can be used immediately if it is the player's first purchased trinket instead of defaulting to a 90 second cooldown
Lissandra's Frozen Thrall from Iceborn Subjugation now properly appears whenever an enemy champion dies nearby her, regardless of whether or not she's attacked them
Neeko now properly deals basic attack damage to any enemy target when transformed as Wukong with Inherent Glamour
Mordekaiser can no longer cast Teleport while being in his Realm of Death
When Ornn recasts his Call Of The Forge God it will properly redirect in the direction of the dash, not towards Ornn's pathing
Ally clones will no longer take damage from Tahm Kench's Devour
Annie's Incinerate can no longer be seen in Fog of War by her enemies