v8.10

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Patch v8.10

Greetings, Summoners,

Welcome to patch 8.10! Last time around, we revisited mana and waveclear; this patch we're checking out the jungle and rethinking the way we do kill streak bounties.

First, the jungle. We've had to take efforts to dial back the amount of pressure junglers can exert early, but we're pushing that harder in the direction of the jungle camps. TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab—or sneak one when the other jungler can't respond—will be at an experience and sustain advantage, and can turn that into plays around the map.

Next up, bounties. We've long cast bounties as a team objective: Kill the fed enemy for a boost of gold that can get your team back in the game. At the root of that is the ability to come back from a game that might otherwise snowball out of control. However, at the moment, spreading that reward to the whole team prevents individual players from feeling fully rewarded for their big plays.

Finally, we're conducting a balance pass on non-keystone runes. The rune system has had some time to breathe (and adapt to new or changed keystones), so we're going through and tuning a number of the minor runes.

GLHF,

Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman
AetherIcon.jpg Paul "Aether" Perscheid

Patch Highlights

Champions

SionSquare.png Sion
Base health regen decreased. E base damage decreased, damage ratio increased, and no longer deals bonus damage to secondary targets. E Armor shred now applies to secondary targets; duration increased.

The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).

Base stats
BASE HEALTH REGEN : [10] 9 per 5 seconds

Roar of the Slayer.png E - Roar of the Slayer

BASE DAMAGE : [70/105/140/175/210]
65/100/135/170/205
ABILITY POWER RATIO : [0.40] 0.55 ability power
SECONDARY TARGET DAMAGE : [130%] 100% to targets struck by a knocked-back enemy
ARMOR REDUCTION : [20% to primary target] 20% to all targets hit by Roar of the Slayer or a knocked-back enemy
ARMOR REDUCTION DURATION : [2.5] 4 seconds

Unstoppable Onslaught.png R - Unstoppable Onslaught

COMING THROUGH Sion's ultimate is no longer obstructed by an allied Azir's Emperor's Divide

DrMundoSquare.png Dr. Mundo
R cost and cooldown increased.

Last patch's changes helped bring Mundo's ultimate to a more satisfying level of power, but decisions around when to invoke that power are a bit too forgiving. A longer cooldown and higher costs should make the timing of those choices more important.

Sadism.png R - Sadism
COOLDOWN : [100/85/70]
110/100/90 seconds
COST : [20%] 25% current health

PoppySquare.png Poppy
Movement speed increased.

Poppy’s changes last patch were intended to be approximately power neutral, but they ended up taking her down slightly. We're reverting the movement speed nerf to give Poppy more room to maneuver around fights (or just start them).

Base stats
MOVEMENT SPEED : [340] 345

ZacSquare.png Zac
W ability power ratio removed. E and R ability power damage ratio increased.

Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.

Unstable Matter.png W - Unstable Matter
ABILITY POWER RATIO No longer deals an additional 2% targets' max health per 100 ability power (base max health damage unchanged)

Elastic Slingshot.png E - Elastic Slingshot

RATIO : [0.70] 0.90 ability power

Let's Bounce!.png R - Let's Bounce!

RATIO : [0.70] 0.90 ability power

BardSquare.png Bard
W mana cost decreased.

The high mana cost of Bard's W limits his uptime, especially in the laning phase. With a lower mana cost, he won't have to choose quite as directly between providing some healing to himself or his allies and having the mana to make plays on the map.

Caretaker's Shrine.png W - Caretaker's Shrine
COST : [90] 70 mana

KindredSquare.png Kindred 

Small quality of life buff.

Mark of the Kindred.png Passive - Mark of the Kindred
PACK HUNTER If an ally kills a hunted jungle monster within 6 seconds of Kindred damaging it, Kindred will still acquire the passive stack

Items

Stalker's Blade - Runic Echoes.pngEnchantment: Runic Echoes
Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.

Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters. We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes.

TOTAL COST : 2625 gold (unchanged)
BUILD PATH : Stalker's Blade + [Aether Wisp + Amplifying Tome + 345 gold]
[Lost Chapter + 325 gold]
MOVEMENT SPEED 7%
MANA 300
COOLDOWN REDUCTION 10%

Warding Totem.pngWarding Totem  
Wards last longer but have a higher cooldown.

These changes increase the value of a well-placed ward, the cost of a bad one, and the payoff for successful ward-sweeping. Three birds, two stones!

WARD DURATION : [60-120 seconds] 90-180 seconds
CHARGE TIMER : [180-90 seconds] 240-120 seconds

Support & Jungle Item Exclusivity
You can no longer have both a jungle item and a support item.

Jungle items and gold items are both tuned to give unique, lower-cost power to their roles, which often operate on lower incomes than farming roles. We've had to combat the occasional cannibalization of support gold items by junglers, and at this point it's safer to just cut that option off.

YOU MUST CHOOSE WISELY : You can no longer own Hunter's Machete, Hunter's Talisman, or their upgrades at the same time as Ancient Coin, Spellthief's Edge, Relic Shield, or their upgrades

Runes

Balance pass.
Rune Domination.pngDomination
Cheap Shot damage increased. Ingenious Hunter item cooldown reduction more front-weighted toward initial value.

Rune Cheap Shot.png Cheap Shot
DAMAGE : [12-30]
15-60

Rune Ingenious Hunter.png Ingenious Hunter

BASE ACTIVE ITEM COOLDOWN REDUCTION : [10%] 15%
ACTIVE ITEM COOLDOWN REDUCTION PER STACK : [6%] 5%

Rune Sorcery.pngSorcery
Phase Rush's movement speed increased.

Rune Phase Rush.png Phase Rush
MOVEMENT SPEED : [15-40%]
25-40%

Rune Resolve.pngResolve
Demolish base damage increased. Chrysalis health decreased. Bone Plating damage reduction decreased.

Rune Demolish.png Demolish
BASE DAMAGE : [125] 175

Rune Chrysalis.png Chrysalis

HEALTH : [60] 50

Rune Bone Plating.png Bone Plating

DAMAGE REDUCTION : [20-50]
15-40

Rune Inspiration.pngInspiration
Stopwatch available earlier.

Rune Perfect Timing.png Perfect Timing
TIME AVAILABLE : [10] 8 minutes

Jungle

Camp Experience
Jungle monsters give less experience, but experience scales with level.

Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead.

SLOW DOWN Experience no longer reduced by 5% per level champion is ahead of the camp being taken.
RAID BOSS Monster camp experience now scales with level, capping at level 7.
BLUE SENTINEL : [180] 115 - 180 (at levels 1-7)
RED BRAMBLEBACK : [180] 115 - 180 (at levels 1-7)
LARGE KRUG : [125] 100 - 157 (at levels 1-7)
MEDIUM KRUG : [35] 35 - 55 (at levels 1-7)
SMALL KRUG : [7] 7 - 11 (at levels 1-7)
LARGE WOLF : [100] 65 - 102 (at levels 1-7)
SMALL WOLVES : [40] 25 - 39 (at levels 1-7)
LARGE RAZORBEAK : [62] 56 - 88 (at levels 1-7)
SMALL RAZORBEAKS : [35] 19 - 30 (at levels 1-7)
GROMP : [200] 115 - 180 (at levels 1-7)
GRIMP Gromp no longer grants 37.5% reduced experience on its first clear
FALSE START Medium Krugs, Small Krugs, and Large Razorbeak no longer grant 25% reduced experience on their first clear
WHEATIES : Large Krug's first clear experience reduction [50%] 30%

Rift ScuttlerSquare.png Rift Scuttler
Two Rift scuttlers spawn at the start of the game, but after both die, only one spawns at a time for the remainder of the game. That Rift Scuttler is tankier early and worth significantly more experience.

Rift Scuttler isn’t the hotly contested objective we’d like it to be, so we’re looking to up the reward ya girl Scuttle gives to encourage more interaction between junglers—and teams—as the game progresses. Becoming the Scuttle slayer will now give junglers an experience edge over their opponents, not just a spot of vision.

HEALTH : [800-3920 (based on level)] 1200-2480 (based on level)
EXPERIENCE GRANTED : [10] 115-230 (at levels 1-9)
GOLD REWARD : [70] 70-140 (at levels 1-9)
INITIAL SPAWN TIME : [2:15] 2:00
TWO CRAB ENTER At initial spawn, Scuttlers will spawn in the top and bottom river. Both must be killed before the respawn timer activates.
THERE CAN ONLY BE ONE : Once both initial Rift Scuttlers are killed, only one Rift Scuttler can be on the map at any given time for the rest of the game. Respawn locations are randomly determined, but signaled ahead of time with a respawn marker.
RESPAWN TIME : [180] 135 seconds
SHIELDS UP Scuttler's extra defenses now have a particle to indicate when she's protected and when the shield has been broken
MY CABBAGE Rift Scuttler's chance of trying to steal a honeyfruit is significantly decreased

Hunter's Talisman.pngHunter's Talisman   

Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.

KINDLE DAMAGE : [45] 60 damage over 5 seconds
KINDLE HEAL : [25] 30 health over 5 seconds
KINDLE Damage over 5 seconds is no longer amped to 75 if you have bonus health
BASE MANA REGEN 150% while in the jungle
MAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river

Hunter's Machete.pngHunter's Machete   

We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.

DAMAGE ON-HIT VS MONSTERS : [25] 35
CHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds

Skirmisher's Sabre.pngSkirmisher's Sabre   

Inheriting the changes to Talisman and Machete.

CHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS : [30] 40
BASE MANA REGEN 225% while in the jungle
MAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river

Stalker's Blade.pngStalker's Blade   

Inheriting the changes to Talisman and Machete.

CHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS : [30] 40
BASE MANA REGEN 225% while in the jungle
MAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river

Bounties

Kill streak bounties are now granted only to the killer, not the team.
Currently, the rewards a player gets for performing well are too split amongst the whole team, and we'll be looking to remedy that over time. We're starting this patch with Bounties, shifting the reward from a team one to a personal one, and we'll be investigating other team rewards going forward
HEADHUNTER : Assists on bounty kills no longer grant bonus gold.
ONE KILL : [100 gold split among team] No bounty
TWO KILLS : [150 gold split among team] No bounty
THREE KILLS : [300 gold split among team] 200 gold to killer
FOUR KILLS : [350 gold split among team] 250 gold to killer
FIVE KILLS : [450 gold split among team] 300 gold to killer
SIX-PLUS KILLS : [450 gold split among team] 300 gold (+25 gold per kill beyond 5) to killer
BOUNTY CHANGE ON BEING KILLED : Dying [removes 3 bounty levels]
resets bounty to 0

Replays

You can now download the replays of other players’ Ranked and Clash games.
Whether scouting or reviewing replays of yourself or your Clash teammates, we want to make all competitive matches public domain for your perusal and improvement.
REVIEW THE TAPE : Clash matches will be available for download from an individual’s Match History pages in the client
SCOUT’S CODE : Ranked matches are now available for download from an individual’s Match History pages in the client

League Client

Bugfixin'.
LESS LAG : Resolved an issue where the League Client was using more resources than it should have been while it was in the background. Higher end systems should see increased FPS.

Bugfixes

  • LeBlanc's Mimic no longer causes her Ethereal Chains to reveal stealthed champions
  • Fixed a bug where swapping Hexflash to a different summoner would prevent that summoner spell from being used while in-combat
  • Kennen's Electrical Surge passive damage now correctly appears on Death Recap
  • Swain's Nevermove no longer incorrectly deals double damage to epic monsters
  • Presence of Mind now correctly reduces cooldowns for kills or assists while dead
  • Talon’s Assassin's Path will now be less likely to vault Talon in the opposite direction than was intended
  • Bard no longer can stun units against Gangplank's Powder Keg with his Cosmic Binding
  • Garen's Decisive Strike now correctly damages Teemo's Noxious Trap mushrooms
  • League Voice will now be more respectful of your default communications device
  • Beemo now flies out of the fountain at game start using Homeguard
  • Battlecast Cho’Gath’s Vorpal Spikes now sound more in line with the skin’s theme
  • SFX now only play once during Dragon Trainer Lulu’s dance
  • Star Guardian Ahri’s familiar no longer echos during Ahri’s joke
  • Activating Shurelya’s Reverie will no longer cancel channels

Upcoming Skins & Chromas

The following skins will be released this patch:


Riven Splash 18.jpg
Pulsefire Riven
TwistedFate Splash 11.jpg
Pulsefire Twisted Fate
Shen Splash 15.jpg
Pulsefire Shen



The following chromas will be released this patch:


Swain Screens 3.jpg
Dragon Master Swain (Pearl)
Dragon Master Swain (Tanzanite)
Dragon Master Swain (Ruby)
Dragon Master Swain (Emerald)
Dragon Master Swain (Sapphire)
Dragon Master Swain (Obsidian)}




Loot

SHINY Masterwork chests, which only contain cosmetics, will now be available for 1 gemstone in place of Hextech chests.



Promotional Content