Patch 3.03 Notes, Phreak On Last Champion Spotlight, and Upcoming Champion Rework may be Real Soon

Patch 3.03 Notes


Amumu

These changes slightly reduced Amumu’s burst damage and allow his opponents to spread out during team fights, avoiding all being locked down by Curse of the Sad Mummy.

  • Bandage Toss
    • Damage reduced to 80/130/180/230/280 from 80/140/200/260/320
  • Curse of the Sad Mummy
    • Radius reduced to 550 from 600


Ashe

As a classic ranged AD carry, we wanted to make her standout as a bigger late game threat.

  • Attack Speed per level increased to 4% from 3.34%


Darius

These changes reduce Darius’ ability to snowball during the laning phase while preserving his multi-kill chains of Noxian Guillotine in team fights.

  • Noxian Guillotine
    • When Noxian Guillotine kills the target, it can be recast within the next 12 seconds. This can occur multiple times in succession
    • Cooldown adjusted to 120/100/80 seconds from 100 at all ranks


Fiddlesticks


Garen

We’ve slightly reduced Garen’s resilience as he no longer gains bonus Armor and Magic Resist from his base stats. Garen will lose between 4-14 Armor and Magic Resist depending on his level.

  • Perseverance
    • Heal amount reduced to 0.4% of maximum Health per second from 0.5%
  • Decisive Strike
    • Fixed a bug where the cast time was faster than intended
  • Courage
    • Passive adjusted to now increase bonus Armor and Magic Resist (from items, runes or masteries) by 20% instead of total Armor and Magic Resist by 20%
  • Demacian Justice
    • Fixed a bug where the cast time was faster than intended


Hecarim

These changes make Hecarim’s durability more consistent by smoothing out his early game jungle clear while reducing his late game survivability in team fights.

  • Rampage
    • Damage increased to 60/95/130/165/200 from 50/85/120/155/190
  • Spirit of Dread
    • Healing adjusted to 20% at all ranks from 10/15/20/25/30%
    • Cooldown increased to 20/18.5/17/15.5/14 seconds from 14 at all ranks
    • Fixed a bug where Spirit of Dread was stating it dealt more damage than it actually was


Janna

  • Monsoon
    • Mana cost reduced to 100/150/200 from 150/225/300


Kassadin

We’ve made Nether Blade consistent against all structures. As an already effective mobile assassin, Kassadin does not need unnecessary pushing power.

  • Nether Blade
    • Fixed a bug where Kassadin's basic attacks with Nether Blade active triggered Muramana's active damage more than once
    • Nether Blade's active no longer deals damage to inhibitors or the nexus


Kayle

These changes remove the least noticeable points of excess power on Kayle’s kit. To increase Reckoning’s immediate impact, its slow is becoming stronger but now has a shorter duration.

  • No longer gains Magic Resist per level
  • Reckoning
    • No longer amplifies damage while the target is slowed
    • Now applies a stack of Holy Fervor to the target
    • Slow duration reduced to 3 seconds from 4
    • Slow amount adjusted to 35/40/45/50/55% from 35% at all ranks
    • Missile Speed increased to 1500 from 1300


Nidalee

These changes clarify Cougar form’s intended strengths of high damage and high mobility rather than durability.

  • No longer gains Magic Resist per level
  • Swipe
    • Ability Power ratio increased 0.6 from 0.4
  • Aspect of the Cougar
    • No longer grants bonus Armor or Magic Resist


Renekton

  • Ruthless Predator
    • Fixed a bug where Ruthless Predator was unable to critically strike on any of the attacks; Ruthless Predator can now critically strike on the first attack


Taric

These changes provide opponents with early lane counterplay to Taric by reducing the amount of passive Armor granted by Shatter. In return, Taric is gaining meaningful ways to potentially scale into the later game, new itemization options and better ability to engage his opponents at close range.

  • Base Attack Damage reduced to 57 from 62
  • Gemcraft - Remade
    • Taric's basic attacks deal bonus magic damage equal to 2% of his maximum Mana; this bonus damage is doubled against champions
  • Shatter
    • Passive Armor aura adjusted to 12% of Taric's Armor from 10/15/20/25/30 (Taric's self-Armor bonus remains 10/15/20/25/30)
    • Active damage now additionally scales with 30% of Taric's Armor
    • Mana cost reduced to 50 at all ranks from 50/60/70/80/90
  • Dazzle
    • Mana cost reduced to 75 from 95


Tristana

As with Ashe, we wanted to make her standout as a bigger late game threat.

  • Attack Speed per level increased to 4% from 3.01%


Tryndamere

These changes preserve the intended gameplay and counterplay of Bloodlust by forcing AP Tryndamere build up Fury before being able to fully take advantage of his heal. Using Bloodlust at 100 Fury will result in the same 1.5 AP ratio as before the patch.

  • Bloodlust
    • Ability Power ratio adjusted to 0.3 + 0.012 per Fury consumed (total 1.5 at maximum Fury) from 1.5


Vayne

These changes help alleviate some of the high pressure of playing Vayne by allowing her more liberal use of Tumble and Condemn.

  • Mana per level increased to 35 from 27
  • Tumble
    • Mana cost reduced to 30 from 40


Vi

These changes reduce her early jungle presence by slowing down her clearing speed. We reintroduced counterplay to Vault Breaker by rewarding opponents for interrupting her while she is charging up.

  • Base Attack Damage reduced to 54 from 58
  • Vault Breaker
    • Vault Breaker now goes on a 3 second cooldown and refunds 50% of the Mana cost when interrupted instead of fully refreshing the cooldown and refunding 100% of the Mana cost
  • Denting Blows
    • Damage reduced to 4/5.5/7/8.5/10% of maximum Health from 6/7/8/9/10%


Xin Zhao

These changes reduce Xin Zhao’s ability to stick to his target in early engagements and reduce his burst damage especially when building purely defensive items.

  • Audacious Charge
    • Damage reduced to 70/105/140/175/210 from 70/110/150/190/230
    • Cooldown increased to 14/13/12/11/10 seconds from 13/12/11/10/9
  • Crescent Sweep
    • Base damage reduced to 75/175/275 from 125/225/325
    • Cooldown increased to 120/110/100 seconds from 100/90/80


Zed

These changes differentiate Razor Shuriken as a higher risk, higher reward alternative to Shadow Slash.

  • Razor Shuriken
    • Damage increased to 75/115/155/195/235 from 75/110/145/180/215
  • Shadow Slash
    • Damage reduced to 60/90/120/150/180 from 60/95/130/165/200


Items

  • Warmog's Armor
    • Passive Health Regen reduced to 1% of maximum Health per 5 seconds from 1.5%

 

  • Bilgewater Cutlass

    These changes make Bilgewater Cutlass a better early pickup for champions who want to utilize its UNIQUE Active.

    • Recipe Changed: Long Sword + Vampiric Scepter + 200 gold = 1400 gold
    • Attack Damage reduced to 25 from 40
    • Life Steal increased to 12% from 10%
    • UNIQUE Active damage decreased to 100 from 150
    • UNIQUE Active slow reduced to 25% from 30%
    • UNIQUE Active range increased to 500 from 400
    • UNIQUE Active cooldown increased to 90 seconds from 60 seconds

 

  • Blade of the Ruined King

    These changes make Blade of the Ruined King a more universally useful item for Attack Damage champions and allow it to better fulfill its role in their arsenal as an item to combat high Health targets.

    • Recipe Changed: Dagger + Dagger + Bilgewater Cutlass + 650 gold = 2850 gold
    • Attack Damage reduced to 30 from 45
    • Now grants 40% Attack Speed
    • Life Steal increased to 15% from 10%
    • UNIQUE Passive adjusted to "Deals 5% of the target's current Health in bonus physical damage (max 90 damage vs. monsters and minions) on hit"
    • UNIQUE Active changed to "Deals 15% of target champion's maximum Health as physical damage (min. 100), heals for the same amount, and steals 30% of the target's Movement Speed for 4 seconds (60 second cooldown)"
    • UNIQUE Active range increased to 500 from 400

 

  • Spirit of the Elder Lizard
    • Incinerate damage reduced to 14-50 over 3 seconds from 15-66


Game UI

  • Players can now access 4 new pings in game through a radial menu
    • "Enemy Missing", "On My Way", "Danger", and "Assist Me"
  • Fixed a bug in which the tooltip for the item shop button would remain over the item shop once it opened


Spectator Mode

  • In Spectator Mode, the ping button on the minimap has been removed


Co-op vs AI

  • Retreat behavior on bots in Dominion Co-op vs AI has been improved


General

We made a bunch of quality of life improvements to passive on-attack effects so they’re no longer consumed when attacking wards

  • Nami
    • Tidecaller's Blessing is no longer consumed when attacking wards
  • Thresh
    • Death Sentence is no longer consumed when attacking wards
  • Statikk Shiv
    • Passive is no longer consumed when attacking wards
  • Sheen
    • Spellblade is no longer consumed when attacking wards
  • Trinity Force
    • Spellblade is no longer consumed when attacking wards
  • Lichbane
    • Spellblade is no longer consumed when attacking wards
  • Iceborn Gauntlet
    • Spellblade is no longer consumed when attacking wards

 

  • Cursors in colorblind mode have been updated
    • All red cursors have been recolored to orange
    • The spellcasting cursor has been recolored to a lighter shade of blue
  • LeaverBuster has been improved to account for client-related issues
  • Fixed an issue that would cause some particles to be invisible for the duration of the match (ex: Nidalee spears, Dr. Mundo cleavers, Lux’s Lucent Singularity)
  • Fixed an issue that would cause some spells to go on cooldown without casting when the target entered fog of war
  • Health bars will now display thicker black lines for every 1000 health
  • Enabling HUD animations now animates health and resource bars on the HUD.
  • The death screen has been upgraded: Enemy and allied particles and champions will now retain light coloration while your champion is dead.


With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.


Phreak On Last Champion Spotlight

Phreak talks about the Quinn and Valor Champion spotlight that was just released day. However while  doing so, he leaves an interesting line in the post. Keep in mind that the PBE is now empty of changes compared to live with the 3.03 patch going live tonight. Hopefully we see the next champion rework soon!

There were actually a couple of snags that set us back on this one, unfortunately.

The first is that LCS takes up a lot of my time, so I'm not able to come back in for last-minute changes nearly as much as I was before. This is something we're looking to fix, but is a problem right now.

Second, we made a couple of small errors choosing clips to portray: I actually recorded Vault going over a wall during the introductory "Ability Demos" section, but failed to include it in the final video. That one's my fault, I should have been watching more closely and made sure that went in.

The third one is actually really unfortunate as we had two different awesome team fights to show.

In one, Hecarim dives in, and QV Vaults away, puts a bunch of damage, and makes him run. QV pops ult, follows him around the side jungle (near Blue's Golem) and takes him out in bird form. This places QV right behind the enemy Lux and gets another assassination, making a 4-1 fight.

The other is basically the inverse. QV dives in with their ultimate too early and is immediately forced to Flash out, showing that the ult is more of an assassination move than an "it's a team fight just press it" ability.

The reason they got cut was because we were playtesting QV at the same time as an upcoming champion rework (Visual? Gameplay? Both? Who knows?! ) that we had planned to reveal by now, but aren't ready to just yet.

I definitely feel your concern, though. I loved how those fights looked and they had some great information in them.

Edit: And the OP is deserving of upvotes. You should definitely call me out if Spotlights aren't up to the quality you expect. Sorry we missed this one for you.

61

Comments

  • #62 aTomic

    Really don't understand the logic behind the new Gemcraft. Support Taric doesn't build mana, it doesnt synergize with his kit at all... Just, what?

    So you'll get people trying out bruiser Taric, realising it's still no good, and then gong back to ignoring Gemcraft. Great.

  • #60 Lezaleas

    yaaaaaaaaaaaaaay vayne buffs...wait.im so disapointed at u riot

  • #61 Gameguy301
    im confused if attackspeed is being clipped becasue of tumbles long animation, shouldn't that be a red flag saying fix up the animation? their saying that using tumble to reset your attack is actually slower than attacking twice one you hit a certain speed, so why not fix the root of the problem im sure vayne could benefit alot from a snappier more responsive roll.
    Last edited by Gameguy301 on 3/2/2013 6:29:34 PM
  • #48 TehMunchster

    Did Riot really change Nid so she doesn't gain MR/lvl? Why nerf that if they're nerfing her Cougar form resists..... I feel that makes her too squishy -.-

  • #51 NorthWind

    For a champ that has a 1.7 AP ranged skillshot on <10 s cd, free wards, a heal AND a cougar form wi free dashes, she should be too squishy. 

  • #55 monkyyy

    as ap nidalee player i feel she may have got buffed

  • #56 Skymin_Flower

    Really? I don't think she will get much use out of the extra AP ratio in a teamfight. All that got better is her waveclear :\ 

    She might have got a little bit stronger in a 1v1 situation but overall I feel the extra resistances would have helped her a lot more anyway.

  • #57 monkyyy

    nids team fighting is all about poke anyway, but my biggest problem w/ ap nid is when someone actually understands her spears get weaker the closer u get and just changers at me w/ just slightly to much hp for me to take down in my full w, run away into a bush, q , r, w,e,q combo but used a flash to get to me when i threw a spear

     

    my main stat when playing ap nid(since s3) is to abuse sightstone and take control of one of the 4 jungle areas(usually an enemies) and throw spears that people can not dodge if they come to play, or push a nearby lane if they dont... this however gets countered by having enough people try to get me by all of them slitting up, meaning i only get one good spear before they all close in on me, hopefully this change will make it possible to get out of that counter more often w/ a kill

  • #44 Gameguy301
    ATTENTION ALL HECARIM WHINERS!

    people complaining about hecarims W changes and what many are calling an overall net nerf to hecarim on the whole. the patch notes are wrong the base cooldown on W is 18 seconds. NOT 20.

    http://s22.postimage.org/a75hnspao/Screen01.jpg

    in the early ranks you simply cannot jungle fast enough for this to matter, even with sunfire cape, moving from camp to camp lent me more enough time to get W up again.

    as usual mana sustain means you wont be using W on every camp Q spam will be your usual clear once blue wears off. hecarim should be stronger from 1-16 and weaker from then on, hopefully in that MASSIVE window of opportunity you have gained greater success, than old hecarim would have. thanks to a flattened heal % and increased Q damage.
    Last edited by Gameguy301 on 3/1/2013 3:30:03 PM
  • #35 CoolRoot

    Cannot stress enough - Taric jungle might be op now.

    Built-in resistances for gr8 scaling with health, infinite sustain with a tear (as well as huge damage later with a muramana), great ganks (click-stun with good burst) and a super strong aoe armor aura lategame with some armor built (can easily go over the old values with a couple of armor items) + great peel.

    My tried build was hunter's - Tear - mobility boots/mecs - (optional sightstone) - glacial shroud - (if no sightstone, health here) - IG (supercore) - some mr - SV/RO/RB, finish muramana when you have enough stacks.

    Works gr8, only thing it lacks is some asp for muramana procs (tho you run asp runes for clearing speed anyway). Not the fastest clearing speed but not as slow as you'd think.

  • #36 Apollinarius

    Quote from CoolRoot »

    Cannot stress enough - Taric jungle might be op now.

    Built-in resistances for gr8 scaling with health, infinite sustain with a tear (as well as huge damage later with a muramana), great ganks (click-stun with good burst) and a super strong aoe armor aura lategame with some armor built (can easily go over the old values with a couple of armor items) + great peel.

    My tried build was hunter's - Tear - mobility boots/mecs - (optional sightstone) - glacial shroud - (if no sightstone, health here) - IG (supercore) - some mr - SV/RO/RB, finish muramana when you have enough stacks.

    Works gr8, only thing it lacks is some asp for muramana procs (tho you run asp runes for clearing speed anyway). Not the fastest clearing speed but not as slow as you'd think.

    No.

    Taric jungle had a slow start, but it worked because he had tons of armor. He loses a lot of that armor now (casting shatter causes him to lose the base value and only keeps the aura). The reduction to his base damage means that his first clear isn't any faster, but he takes more damage.

    Yes, if you can imagine a Taric with 15k gold, he will be stronger than before this patch. But there is still no good way for Taric to get to 15k gold, nor can  he compete with most other champions in the game when they have that much money.

     

  • #42 t0ku

    Actually jungle clear wasn't that bad and unlike other junglers he had a very good chunk of health left after first clear.  The problem was that he has no gap closer or long range CC (like Cho) to catch up with.  So unless you can guarantee that the enemy has no ward coverage ganks are really hard.

    t0ku - NA Gold V player has spoken!

  • #45 CoolRoot

    He has his stun, and while it's not very long range it's not a skillshot. He is all but low after first clear, rank heal at lvl 2 and build some mana early. You will be the most sustained jungler there is.

     Also - yes, lategame with full build you won't be stomping people jax style, but not every champion has to do that. You transition into a very tanky peeler/initiator with much utility and quite a bit of damage. You far from need your full build though, that's the beauty of playing a support jungler. You spells will be enough, so even if you fall behind you'll be helpful. The difference beween pre-patch and post-patch is not the armor aura, but rather the passive and the fact that shatter scales with armor. You get a semi-muramana for free, which makes it so lategame you won't be worthless in terms of damage.

    Last edited by CoolRoot on 3/1/2013 3:51:53 PM
  • #46 Kantuti

    Long range stun is not long range CC enough for you?

  • #50 t0ku

    Don't get me wrong,  he's not terrible.  He could do a solid job at jungle,  his ganks would just be lacking and he cant guarantee kills as well as champs like Xin or Hec would be able to.

    Yes he has a stun but since he moves so slow and he has no gap closer odds are that his stun will not allow him to close the distance to use anything else such as his ult / shatter / aa in gank situations.

    He just doesn't have the same presense as a lot of other junglers.

    t0ku - NA Gold V player has spoken!

  • To post a comment, please login or register a new account.