Riot just announced a gameplay update schedule for Garen, Darius, Skarner and Mordekaiser. These are all champions I play and love (not so much Skarner anymore) and I've always known they had some glaring problems as to why they were trouble for Riot to balance. I have constantly had talks where I discuss with people the reality that just because a champion is strong doesn't mean their kit doesn't have problems. There is no way you could buff these champions in any meaningful way without making them horrible to play against. Some champions simply have kits with power allocated in some of the worst forms but that power is the only thing propping them up and making them even remotely playable.
Z-Drive Resonance [Passive] - Slow and movement speed components are now separate. Slow lowered to 30/40/50/60% (down from 40/50/60/70/80%). Movement speed is 40/50/60/80%. Values are gained at levels 1-5, 6-10, 11-16, 17-18.
Chronobreak [R] - Heal changed to 20% at all ranks (changed from 20/25/30%) and now has a ratio of 0.6667 AP (up from 0.333333)
Parallel Convergence [W] - Shield base value reduced to 80/100/120/140/160 (down from 150/195/240/285/330) and ratio increased to 1.5 AP (up from 0.8)
On the Hunt [R] - Movement speed granted raised to 40/50/60% (up from 30/45/60). Range reverted back to 1000 (up from 900). Allies who enter aura after it's been cast will receive the same buff that Sivir has at the time
"We will nerf Poppy if she sees plays"Morello 2013 was played several times in LCS, still no nerf
"hes talking about poppy being pick and pan, not one player's pocket pick." That's it in a nutshell. Poppy getting picked occasionally doesn't worry us. Poppy as regularly played though, pick/ban especially, would be a problem. Because of that we've got a Poppy rework in progress, with one of the aims of that project being to make it so if Poppy's strong enough to get regular play that's fine, rather than something we feel compelled to deal with.
I figure I should make a positive list every now and then to break the pattern of only negative ones. This one is based on a topic I enjoy debating with people. Which ultimates are the best in the game? Of course there are tons of variables and situations which would make certain ultimates better but due to my jungle nature I tend to rank ultimates and abilities based on other qualities than most other people. In my opinion, ultimates that have immediate impact, versatility, multiplicative values and create opportunities are the best in the game. Some ultimates are rather single minded like Katarina's ultimate dealing only damage (although it's a lot of damage) or are painfully reliant on being set up such as Yasuo's ultimate.
On the Hunt [R]- Movement speed bonus changed to 30/45/60% (changed from 60%) at all ranks. Allies that join the hunt later now only gain 20% movement speed boost. Range lowered to 900 (down from 1000)
I just hope %hp true damage remains a rare and valuable mechanic. I think I can tolerate Fiora (since she does have to work a little bit for it), but two champions is probably enough for awhile.
It's a mechanic we only intend to only use very occasionally (hence the 4 year gap between Vayne's release with it and Fiora's rework gaining it). It's something we've explored on a few different prototypes post Vayne release, this is the first time though where we've concluded it was an appropriate fit. % max hp physical/magic damage or flat true damage are almost always the more appropriate tool for abilities that need to be limited against squishy targets/strengthened against tankier targets.