Hey folks at Riot. Not sure if you'll see this but I was just curious about Quinn. A while back, some fairly drastic changes popped onto the PBE about her but were taken down almost immediately. [...]
The changes that briefly ended up on the PBE were exploring a version of Quinn where she'd been shifted to be more of a roaming ADC. Idea there was that we might be able to get her into a really interesting space by making her ult into a powerful out of combat mobility effect, rather than a variant combat form. That's something we're still really interested in exploring, when time permits. It's very much a 'let's see what this looks like' rather than a 'this is what Quinn should be changed to' at this point though.
Damage growth per level increased to 3.5 (up from 3.25)
Martial Poise [Passive] - Auto attacks now only deal 90% of her total attack damage (need to verify in PBE)
Rend [E] - Each extra spear now only increases Rend's damage by 50% (changed from increasing damage by a 0.2/0.225/0.25/0.275/0.3 AD ratio)
Sentinel [W] - No longer has a maximum versus monsters (need to confirm)
Movement speed increased to 335 (up from 330)
Base armor increased to 30 (up from 28)
Attack speed per level reduced to 2.5 (down from 3)
Abyssal Voyage [R] - Passive base value increased to 20 (up from 10). Cooldown reduced to 160/130/100 (down from 190/145/100)
Devour [W]- Maximum damage against monsters increased to 400/450/500/550/600 (up from 300/350/400/450/500). Now gains half the movement speed value when running away from the enemy. Cooldown reduced to 14/13/12/11/10 (down from 20/18/16/14/12)
Tongue Lash [Q] - Stun duration increased to 1.5 seconds (up from 1.1) and mana cost reduced to 50 across all ranks (down from 50/55/60/65/70)
5.13 contains both a significant Runeglaive buff and adjustments to a number of items Elise tends to build. It's debateable whether Runeglaive's the correct jungle purchase on her, but it is getting bought a significant amount given it's new and she's just been changed.
Elise's play rate has shot up a lot given the changes to her in 5.12 and the addition of Runeglaive. That's resulted in a lot of struggling players which has depressed her average performance.
Given that combination of factors we're holding off on Elise changes for 5.13 and instead taking another patch cycle to assess her state.
We will however be buffing Elise in 5.14 unless we start seeing her perform significantly better in 5.13 than in 5.12.
Riptide [E] - Damage reduced to 60/95/130/165/200 (down from 60/100/140/180/220)
Ability power increased to 50 (up from 40)
Base attack damage % increased to 100% (up from 75%)
Active cooldown increased to 90 seconds (up from 60)
Recipe Change: Glacial Shroud + Amplifying Tome + Amplifying Tome
Total Cost: 2300 G
+50 Ability Power
+10% Cooldown Reduction
UNIQUE Active - Conduit: Bind to target ally. This will remove all other Conduits on your target (60 second cooldown).
UNIQUE Passive: When within 1000 units of each other, you and your ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing you and your ally's Ability Power by 20% and Critical Strike Chance by 50% for 6 seconds.
So Riot just announced a brand new version of the Devourer Enchantment and I gotta say that it has a very nifty passive. It sounds strong on paper and I would likely want to try it on a bunch of champions but I have mixed feelings. In my jungle history video that I uploaded the other day, I mentioned that farm junglers have had the least amount of time as the dominant type of junglers and for good reason. Riot will never allow afk jungle farmers to be dominant ever again. When they did dominate, games were very slow and then ended up abruptly. Even so, most of the balance issues would only happen in solo queue rather than competitive as afk jungle farmers tend to get exploited hard.
Righteous Fury [E] - Now has a passive component "Kayle's Basic Attacks deal an additional10/15/20/25/30 (+0.15*AP)magic damage on hit" and the activate increases this bonus to 20/30/40/50/60. Splash damage now has a +0.15 AD ratio