Patch 8.24b notes

By Aether

Season’s greetings all! This not-technically-a-patch (no skins or new features) brings one more round of balance changes to stuff your stockings with. You'll notice most of these patch notes are light on context, which is because most of the changes are in the "simple buff" or "simple nerf" spaces—we basically just want a champ or item to be stronger or weaker without significantly changing decision making. Pyke and Akali are the two exceptions, so we stuck 'em at the top.

Since this is a small patch we'll share a quick preview of 9.1, the first patch of next year. Expect to see a bunch more buffs to individual marksmen as well as sizable changes for Ornn and Sejuani to bring their regular play and pro play performances closer in line with each other. We'll also be following up on preseason's rune changes.

That's it for us! We on the patch notes team wish you a happy Snowdown and thank you for reading through over 72,000 words of patch notes this year. See you in 2019!
Paul "Aether" Perscheid

Back to top

Nexus Blitz

If you missed it, we dropped a big balance update last week. Check out the details here!

Back to top

Akali & Pyke

Akali

Akali can be more effectively counterattacked when revealing herself from Shroud. 8.24 shroud duration nerf reverted.

Our goal this patch is to give enemies a real chance of throwing a counterpunch when Akali emerges to strike, rather than waiting Shroud out from a safe distance. They'll still need quick fingers and a clear plan, but they won’t be left without options. Targeted abilities still complete when Akali re-stealths mid-cast, skillshots are easier to aim, and basic attackers have slightly longer to get a hit off before she becomes unselectable. With the increased danger Akali faces when un-stealthing, we're reverting 8.24's Shroud duration nerf since enemies now have better means of fighting back.

W - Twilight Shroud

newPRESTEALTH Akali now briefly obscures (opponents can see her outline but not target her) before stealthing or re-stealthing even if enemies don't have true sight in the area
newFOLLOWTHROUGH Targeted abilities and uncancellable basic attacks (ex. Nasus's Q - Siphoning Strike are no longer canceled when Akali stealths or re-stealths
RE-STEALTH TIMING 0.9/0.8/0.725/0.625 seconds at levels 1/6/9/12 1/0.9/0.825/0.725/0.625 seconds at 1/8/11/20/30 minutes
REVERTED 8.24's nerf has been reverted in favor of the above changes. Duration restored to 4/4.5/5/5.5/6 seconds (max 2 second extension) 5/5.5/6/6.5/7 seconds (max 3 second extension).

Pyke

Magic resist growth decreased. Q deals less passthrough damage to minions and monsters. R execute threshold decreased late.

League's assassin support has become a problematic mid laner despite relatively reasonable performances in bot lane. The nerfs below are all tailored to hit mid Pyke hardest, whether by the strengths mid laners need (protection against burst magic damage; waveclear) or by the strengths Pyke has an easier time accruing in mid (level scalings).

Base Stats

MAGIC RESIST GROWTH 2 1.5

Q - Bone Skewer

MINION & MONSTER DAMAGE 50% to secondary targets 30% to secondary targets (tooltip will be updated in 9.1)

R - Death From Below

Reminder: Enemies above the execute threshold take physical damage equal to the threshold instead.

EXECUTE THRESHOLD, LV 6-9 250/290/330/370 (unchanged)
EXECUTE THRESHOLD, LV 10-13 410/450/475/500 400/430/450/470
EXECUTE THRESHOLD, LV 14-18 525/550/575/590/605 490/510/530/540/550

Back to top

Simple Buffs

Caitlyn

Q base damage increased; passthrough damage decreased. R range increased.

We're giving Caitlyn some lane power in Piltover Peacemaker's first hit and punching up the unique strength Ace in the Hole brings to the Sheriff's arsenal.

Q - Piltover Peacemaker

BASE DAMAGE 30/70/110/150/190 50/90/130/170/210
RATIO 1.3/1.4/1.5/1.6/1.7 total attack damage (unchanged)
PASSTHROUGH DAMAGE 67% 60%

R - Ace in the Hole

RANGE 2000/2500/3000 3500 at all ranks

Corki

R damage increased.

Upping Corki's poke damage.

R - Missile Barrage

BASE DAMAGE 75/100/125 90/115/140
THE BIG ONE BASE DAMAGE 150/200/250 180/230/280

Singed

Base health increased. Fling damage increased early.

These changes help Singed compete for presence in his early lane.

Base Stats

BASE HEALTH 580 610

E - Fling

DAMAGE 4/5/6/7/8% target's maximum health 6/6.5/7/7.5/8% target's maximum health

Tristana

E damage increased.

Improving Tristana's ability to blow people up in the mid-game.

E - Explosive Charge

BASE DAMAGE 60/70/80/90/100 70/80/90/100/110
RATIO 0.5/0.65/0.8/0.95/1.1 bonus attack damage 0.5/0.7/0.9/1.1/1.3 bonus attack damage
MAXIMUM DAMAGE 132/154/176/198/220 (+1.1/1.43/1.76/2.09/2.42 bonus attack damage) 154/176/198/220/242 (+1.1/1.54/1.98/2.42/2.86 bonus attack damage)

Varus

W-empowered Q damage increased late. R damage increased early.

Upping Varus' strength as he hits his early- and mid-game spikes.

W - Blighted Quiver

UNCHARGED ACTIVE DAMAGE 6/7/8/9/10% target's missing health (levels 1/4/7/10/13) 6/8/10/12/14% target's missing health (levels 1/4/7/10/13)
FULLY CHARGED ACTIVE DAMAGE 9/10.5/12/13.5/15% target's missing health (levels 1/4/7/10/13) 9/12/15/18/21% target's missing health (levels 1/4/7/10/13)

R - Chain of Corruption

DAMAGE 100/175/250 (+1.0 ability power) 150/200/250 (+1.0 ability power)

Warwick

Base AD increased.

Giving Warwick a bit more bite.

Base Stats

BASE ATTACK DAMAGE 63 65

Forbidden Idol Line

Forbidden Idol cooldown reduction increased. Heal and shield power increased on its upgrades.

Earlier in the season, enchanters were outperforming their mage and tank support counterparts so we nerfed the Idol line and the duration of individual shield abilities. Since then, the tables have turned and enchanters are the ones struggling to make an impact even in a damage-heavy meta where their talents could be put to good use. We're reverting near-half of our earlier pass by restoring the majority of the Idol line's strength, with the shield duration nerfs ensuring larger shields are still fairer to play against.

Forbidden Idol

COOLDOWN REDUCTION 5% 10%

Ardent Censer

HEAL AND SHIELD POWER 8% 10%

Mikael's Crucible

HEAL AND SHIELD POWER 15% 20%

Redemption

HEAL AND SHIELD POWER 8% 10%


Known Bug - In-game tooltips won’t reflect the change but it’s just the tooltips! Rest assured, your heals and shields will be larger!

Back to top

Simple Nerfs

Alistar

Trample damage decreased early.

Reducing Alistar's early lane pressure so one good trade doesn't auto-win him the rest of lane phase.

E - Trample

BASE DAMAGE 100/125/150/175/200 over 5 seconds 80/110/140/170/200 over 5 seconds
EMPOWERED ATTACK BONUS DAMAGE 55-310 (levels 1-18) 35-290 (levels 1-18)

Cassiopeia

Q damage decreased late; cost increased late.

We're bringing Noxious Blast's high-rank power down, based on Q-max's emergence as a dominant strategy.

Q - Noxious Blast

COST 50/55/60/65/70 mana 50/60/70/80/90 mana
BASE DAMAGE 75/125/175/225/275 75/120/165/210/255

Kassadin

Health regen reduced.

Tying Kassadin's early-game survivability more tightly to his Q shield.

Base stats

BASE HEALTH REGEN 8 6

Neeko

Q damage decreased.

Neeko's strength has moved toward healthy levels as players grow accustomed to the mind games her passive and W create. A small reduction to her early-game pushing and lane control is about all she needs right now; we'll continue monitoring how she settles in over the holidays.

Q - Blooming Burst

INITIAL BASE DAMAGE 80/125/170/215/260 70/115/160/205/250
BASE BOUNCE DAMAGE 40/60/80/100/120 35/55/75/95/115

Tiamat

Cost increased.

We're increasing the investment required to grab Tiamat's dueling and waveclear benefits for champions who plan to sit on it rather than quickly upgrading to a Hydra.
COST 1200 gold 1325 gold
UPGRADES Ravenous Hydra and Titanic Hydra cost 125 less gold to upgrade; total costs unchanged

Zeke's Convergence

Ally basic attack burn reduced.

We're bringing down Zeke's' offensive capabilities so other tank support items can be considered.
CONDUIT Your linked ally's basic attacks burn enemies for 50% 30% bonus magic damage over 2 seconds

Back to top

Outer Turrets

Resistances after turret plating falloff increased.

Turret plating's done its job of extending lane phase for cases where teams burn down turrets as quickly as possible. In less violent lanes, though, outer turrets fall too easily once plating falls off. They'll now keep the baseline resistances they have at game start, with plating falloff only removing the extra resistances granted by broken plates.
ARMOR AND MAGIC RESIST AFTER PLATING FALLOFF 0 40

Back to top


1 month ago

Tagged with: 
Patch Notes