Unofficial Patch Notes - Draven PBE

Riot just recently updated the PBE realm with a new patch. The announcement can be found HERE. The changes can be found below.

Draven the Glorious Executioner - New Champion

  • Damage:50(+3.5 per level)
  • Health:502(+82 per level)
  • Mana:282(+42 per level)
  • Movement Speed:305
  • Armor:19.3(+3.3 per level)
  • Magic Resist:30
  • Health Per 5 Sec:5
  • Mana Per 5 Sec:6.95
  • Range:550

(The data for the Range on all of his spells may be inaccurate)

Wicked Blades (Passive)

  • Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.

Spinning Axe

  • Draven's next attack will deal 0.6 bonus physical damage. The bonus is equal to 45/55/65/75/85% of his total Attack Damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
  • Cost: 45 Mana
  • Range: 0
  • Cooldown: 12/11/10/9/8 Seconds

Blood Rush

  • Draven gains 40/45/50/55/60% increased Movement Speed for 1.5 seconds and 20/25/30/35/40% increased Attack Speed for seconds. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
  • Cost: 40
  • Range: 0
  • Cooldown: 12 Seconds

Stand Aside

  • Draven throws his axes, dealing 70/105/140/175/210 (+0.5) physical damage to targets hit and knocking them aside. Targets hit are slowed by 20/25/30/35/40% for 2 seconds.
  • Cost: 70
  • Range: 300
  • Cooldown: 18 Seconds

Whirling Death

  • Draven hurls two massive axes to deal 175/275/375 (+1.1) physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in flight to cause it to return early. Deals 8% less damage for each unit hit (Minimum 40%) and resets when the axes reverse direction.
  • Cost: 120
  • Range: 1050
  • Cooldown: 110 Seconds

Champion Changes

Ahri

  • Fox-Fire: Damage decreased to 40/65/90/115/140 (+0.4 increased) [max damage:80/130/180/230/280 (+0.8 increased)], from 40/70/100/130/160 (+0.375) [max damage:80/140/200/260/320 (+0.75)].
  • Spirit Rush: Damage decreased to 85/125/165 (+0.35 increased), from 100/140/180 (+0.3).


Ezreal (All buffs, Pulsfire skin incoming?)

  • Essence Flux: Mana Cost decreased to 50/60/70/80/90 Mana, from 60/70/80/90/100 Mana.
  • Trueshot Barrage: Mana Cost decreased to 100 Mana, from 15Mana.

Galio

  • Resolute Smite: Ability Power Ratio decreased to .6, from .7.

Graves

  • Buckshot: Bullet Damage decreased to 60/95/130/165/200, from 60/105/150/195/240. Damage per additional bullet increased to 35%, from 25%.
  • Smokescreen: Duration decreased to 4 seconds, from 5 seconds.

Jax

  • Empower: Damage decreased to 40/75/110/145/180, from 40/85/130/175/220.

Kog'Maw

  • Living Artilery: Bonus Damage to Champions decreased to 125%, from 150%.

Nautilus

  • Titan's Wrath: Damage decreased to 30/55/80/105/130, from 30/60/90/120/150.

Renekton

  • Slice and Dice: Dice - 50 Fury Bonus Armor Reduction increased to 15/20/25/30/35 from, 15/17.5/20/22.5/25%.

Swain

  • Range increased to 500, from 480.
  • Decrepify: Slow % increased to 20/25/30/35/40%, from 20/23/26/29/32%. Range increased to 625, from 550.
  • Ravenous Flock: Cooldown decreased to 8 at all levels, from 10 at all levels.

Urgot

  • Hyper-Kinetic Position Reverser: Bonus Armor and Magic Resist reduced to 60/90/120, from 80/105/130.
  • Terror Capacitor: Shield Hit Points reduced to 80/130/180/230/280, from 80/140/200/260/320.
19

Comments

  • #20 TheEssentialNemca

    Urgot

    • Hyper-Kinetic Position Reverser: Bonus Armor and Magic Resist reduced to 60/90/120, from 80/105/130.
    • Terror Capacitor: Shield Hit Points reduced to 80/130/180/230/280, from 80/140/200/260/320.
    Wtf?
    If Urgot falls of late game why it wasn't this way:
    Terror Capacitor: Shield Hit Points reduced to 60/110/170/260/320, from 80/140/200/260/320.
     
    Cause this official is just too much of a nerf. So what if he dominates early game? He falls of late game(which is more improtant phase of the game). I mean he is my main and with this much of weaken champion i won't play him anymore as ad carry. Maybe bruiser. Also they could have increased ap ratio for W skill and still be Terror Capacitor: Shield Hit Points reduced to 80/130/180/230/280, from 80/140/200/260/320. I don't know really. He is useless now...
  • #21 pagan4life

    massive over-reaction

  • #19 Amadeaus

    The nerfs on Ahri are sorta stupid.

    Ahri is among my top 3 champions because SHE IS NOT like the average caster. She doesn't just get there and dump her shit and leave.

    She is supposed to be an assassin and it's just what she does. And I love how she late game morphs into this sustained damage machine.

    I just think it's retarded that they try to make her build like other casters, when, the whole point of her was to not be like the others.

     

    I might agree that damage nerfs were necessary on Fox Fire But not to the degree of making her be the same as all the other casters. Well, if they're gonna do that, they should at least lower the manacost on Fox Fire. Ahri is already super mana costly. You either hit your shit or you're running out of mana easily and pointlessly.

     

    As for the nerf on Spirit Rush... quite honestly... the damage wasnt exactly the first thing I thought of when I used it, it was MOSTLY for gaining distance when I was being reached. (Although, definitely good for bursting in assassinations)

    RIOT: ASSASSINATIONS, SHE SHOULD STILL DO THEM.

  • #12 Joaneh

    I really don't quite understand what they plan to do with Ahri... Make Ahri players rush AP earlier than they are right now like burst casters?

    At any rate, if the changes to Swain actually happen I'll be really glad. It's about time the bigbird gets some love and starts seing more competitive play.

  • #14 Gorodecki

    I really do understand the changes made to Ahri. The problem with her is that her early and mid game is so strog that she gets just as much damage and utility like other casters while buying cheaper items instead of rushing pure AP. Now she will be slightly weaker in early game, which will force her to be similar, in terms of build, to other casters. I've once watched a stream of someone from high ELO (i think chu8), who pointed out that Ahri is just as good in mid like other casters while building cheaper items instead of rushing Deathcap. I can see that it could be a problem.

     

    I personally don't think the changes made to Swain are that great. The main problem with him is that he gets easily shut down by any kind of healing reduction. He was also easily kited after laning phase and it was essential for Swain's team to initiate team fights not other way round. For exmaple if Alistart initiated then Swain could go in and use his ultimate on 2 or 3 targets. But if it was the enemy team that engaged then Swain was kited rendering his ultimate useless, because of its short range. The increase in slow is very good and well needed, but it will only affect one target. Swain needs at least two enemies close to him to make the ultimate efficient in a team fight situation. In the current meta, when almost all champions have dashes and quick escapes it is extremely hard for Swain to do something in the team fight.

    I also have a feeling that the increase in range does not solve the problem of last hitting with Swain. I know they already fixed the animation and now the change of the range is well appreaciated, but there is still the most basic problem they didn't solve - attack damage in base stats and its scaling. Swain simply has a hard time last hitting minions, because his auto attacks deal so little damage. That's the main problem. Not the range, not the animation, but the damage that makes it ridiculously hard to last hit comfortably.

  • #16 Joaneh

    Well, regarding what you just said about Swain, I have a different point of view.

    The 75 radius range increase on his slow is good, although I can see how it can be underrated. Think of it not only from the Q spell perspective, but also how this range increase will work with Swain's kit. Besides the obvious utility, which is allowing Swain to chase/escape better (god knows how many times that lightning Kennen got away from me by an inch) it will allow Swain to be more dominant in lane, since it will also make it easier for him to approach a target without endangering himself too much, while also allowing him to easily catch an enemy offguard, slowing and following it with your combo. What I'm trying to say is that, basically, this small change will increase the effective range at which you can perform your Q>E>W combo. Also, you mentioned dashes: many champions have their dash spell set at a 600 range, which is lower than Swain's Q range now, which will allow Swain to effectively peel them off of himself.

    About his last hit animation, it's fine with the speed increase. And if you take either 3 AD from Brute Force or +4 damage to minions from Butcher in your mastery tree, it's only a matter of few games before you start last hitting near perfection. Not saying it's the easiest champion to last hit with, not even near that, but it's smooth once you get used to do it and create a few custom games with only yourself to practise last hitting.

    Also, and something that people sometimes forget, heal reduction =/= dead Swain.

     

    Last edited by Joaneh: 6/1/2012 5:53:11 PM
  • #11 Gorodecki

    @Kupuntu

    I don't know if you noticed but the nerf on Galio's Q will technically only impact his late game. Additionally he is so bad in late game currently that his strong presence in early and mid game was perfectly justified. Now he will fall off even quicker.

  • #13 A2ZOMG

    Galio bad lategame?  That's news to me.

    There is no way a champion with an AOE disable, the best TARGETABLE defense steroid in the game, a skillshot mobility steroid, and a low cooldown AOE 40% slow could ever be bad lategame.

    His damage got nerfed? Who cares?  The only thing this champion cares about is getting cockblocked by an Udyr pretty much. Galio doesn't need damage to be ridiculous lategame.  His kit is so good that his transition lategame is always useful. Need damage?  That's what an AD carry is for. And did I mention you have the best TARGETABLE defense steroid in the game?

    Last edited by A2ZOMG: 6/1/2012 12:25:44 PM
  • #15 Gorodecki

    Galio bad lategame?  That's news to me.

    That should not be a news to anyone. He falls of very quickly and it's a known fact.

    There is no way a champion with an AOE disable, the best TARGETABLE defense steroid in the game, a skillshot mobility steroid, and a low cooldown AOE 40% slow could ever be bad lategame.

    You are right that thes qualities are extremely important. But from the mid lane it is required to have as much AoE, disables and other things ALONG WITH DAMAGE. Galio has technically no damage in late game and that's what makes his scaling to late game very bad. In the current meta AP casters are there to primarily deal damage. Also Galio's ultimate is bugged, has annoying delay and is easily interrupted by the enemy team. Every Galio player will tell you he falls of. That's why he is so rarely played in competitive scene.

     The only thing this champion cares about is getting cockblocked by an Udyr pretty much.

    Well, if you think that Udyr is the only champion with hard cc able to interrupt Galio's ultimate then I can see why you think Galio's scaling to late game is very good.

  • #18 A2ZOMG

    Yeah sure, it's easy to say a lot of abilities can interrupt a Galio.  Udyr's Bear Stance is quite literally the only one you cannot avoid when initiating.  All the others?  I simply recommend a skill called paying attention.  You wait, and you wait until the other team wastes cc out of fear, or you initiate suddenly when they are not expecting it or if their threats are in position to be taunted.

    And besides, you're actually completely underrating Galio's damage potential.  His ultimate alone can CRIPPLE a team. Consider that at max rank, you're doing like 700 AOE damage with your ult (before resistances are factored) when Galio has little more than an Abyssal Scepter. His Q's base damage is also very very high, and while you won't be relying on Galio as a main source of damage, he still does plenty of it, and his combos will take off a sizable chunk off almost anyone's health.  Sure he's not going to kill people instantly like Veigar, but who cares when you have disabled their team, made your AD carry almost completely unable to die, and just been a general pain in the ass that's hard to run away from.

    With that being said, tell me with a straight face that Galio is in fact bad lategame. Lategame is not simply about raw damage, otherwise champions like Leblanc andMalzahar would be considered retardedly broken lategame which they are not.

  • #10 Kupuntu

    @iciclewind

    Lulu wasn't nerfed just because she's supposed to be a support. She was nerfed because laning against her is just stupid. The same could be said for all of those champions. A lot of high Elo players have said that Galio mid is annoying and should be nerfed (Ocelote etc.). Everyone also hates Urgot, for a reason. I'm not sure what's the point with Nautilus and Kog though.

  • #9 iciclewind

    Players: Lulu is so strong as an AP carry!

    Riot: *Evil laugh* She is meant to be a support

    Players: Nautilus is viable as AP bruiser! And we thought he was Sejuani tier :D

    Riot: Nautilus is played so much recently, something must be broken about him. He does too much damage for a CC tank.

    Players: Froggen Kog es numero unos!

    Riot: Kog is supposed to be played AD.

    Players: Wow, Urgot is actually viable in this meta! He is like a ranged bruiser!

    Riot: Mmm, ADs are meant to be glass cannons, so we are nerfing his durability.

    Players: Wow, Galio is such a good counterpick for midlane!

    Riot: Fuck you, he was made to be a tank and he will stay a tank. Besides, *insert evil laught once again* we have been preparing this nerf a long time only, we only delayed it so the Gatekeep skin would sell.

    Last edited by iciclewind: 6/1/2012 7:05:37 AM
  • #7 BroskiWalsh

    Wtf riot Naut is suddenly seeing play so you nerf him? Are you stupid?

  • #6 Lyrannikin

    damn it they nerfed nautilus allright who let riot know he is op?

  • #5 UnleashChaos

    Nice changes overall,

    Some points bother me though :

    Galio's Q isn't quite the problem on him, his W is. He already needs to choose whether to be tankier or deal a bit more damage, now it's heading to only one good itemization, which is meh.

    Graves: Not sure if they hit the right thing, in my opinion, the real problem is his E. But I agree with the W nerf.

    Swain : I like these changes, but I doubt that'll make him greatly viable in competitive play. The thing that should happen with him is a damage augmentation the longer you keep your ultimate on, as well as the mana cost going up as it is right now.

  • #4 TheMagicStik

    I find the Galio nerf really needless, he isn't used that much, and his damage really isn't that strong, but his cc is. I'm also saddened by the Kog'maw nerf, I was just really starting to like AP Kog and AD Kog'maw is the only true AD carry I like to play. Also I really hate when Riot for some reason does a double nerf to a champion, they nerfed Urgots tankiness in TWO areas at once, which is really going to hurt him.

  • #3 Yaamahri

    Woah....those Swain and Renekton buffs are really nice.

  • #2 paintballreturns

    nuuuuu jax nerfs

  • #1 CarrierhasLeft

    Interesting. Assuming a Rabadon's, a WOTA, and a Rylai's with no AP runes (377 AP), Ahri loses 11 damage on Fox Fire (22 if all three hit), but actually gains 3 damage on her ultimate (per cast). At levels 1-7 (when there's usually only 1 point in fox fire) there is a very, very small increase in damage dealt by Fox fire if Ahri has 40 AP (which is doable).

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