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Note: IPL 6 has been officially canceled.
Blade of the Ruined King Being Hotfixed
A patch has just hit the LIVE download servers, it looks like Blade of the Ruined King is getting nerfed rather fast! The following compares Live Air v248 & Live Game v152 -- to -- Live Air v247 & Live Game v151
NOTE: this patch is currently only on the download servers, and has not been pushed to players at this time. (These changes are not in effect VIA the client yet)
Update: Riot posted the official notes for this hotfix. There is one change added that is NOT represented in the tooltip of the item: "Active heal amount is now reduced by the target's Armor"
Hey guys,
We’re hotfixing Blade of the Ruined King tonight based on community feedback and the state of the live game.
Blade of the Ruined King - Hotfix
• Attack Damage reduced to 25 from 30
• Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
• Active heal amount is now reduced by the target's Armor
• Maximum damage dealt to minions and monsters reduced to 60 from 90
Blade of the Ruined King is simply too cheap for how powerful it is
As an item that should be primarily used for countering health stacking, it was simply too cheap for its current utility. To reduce its cost effectiveness, we are slightly reducing Attack Damage and increasing combine cost.
The active heal will now be reduced by the target’s Armor
Currently the active heals for 15% of the target’s maximum Health regardless of the target’s Armor. With this change, building Armor will now reduce the amount of health obtained from the active making Armor an even more effective counter to Blade of the Ruined King.
We're reducing the maximum damage dealt to minions and monsters.
Currently Blade of the Ruined King provides far too much power against neutral objectives (ex: Baron, Dragon) and unintentionally trivializes these difficult encounters. By reducing this aspect of the item, we can focus on its core purpose of countering high-health enemies.
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iBlitzcrank and Steel Legion Lux to be Fixed
Players have reported issues regarding Blitzcrank's grab. Morello hits the forum to say this will be fixed ASAP
We'll be fixing this and agree - this skin is too hard to read. I don't have a date, but it's a priority and we will get it ASAP.
My bad on not being diligent enough on this one.How about Steel Legion Lux's E not distorting light and making it harder to see. Are you guys aware of that?
We'll fix this too, but it's less egregious overall than iBlitz's Q. But this is the other example that stands out.
Blade of the Ruined King to be Nerfed
Today both FeralPony and Xypherous hit the forums with topics about the Blade of the Ruined king with Xypherous' topic reaching over 4 pages in our red tracker alone!
Im hopping in this thread because there is a lot of positive discussion is going on and I wanted to give you guys a heads up as to what is happening with the item. We will be hotfixing this item and I want to give some heads up as to our changes and why.
The item is too cost effective.
Well be increasing the cost a bit and were shaving a few points off of the AD when you upgrade the item. BotRK is geared towards attack speed and making these changes helps bring it in line and keeps its intended purpose while keeping the unique elements of the item intact and powerful.
As yashinihao mentions earlier this thread a lot of high tier items are cost effective. This inherently isnt a bad thing but in this case in particular due to the power of the unique effects we really want to keep the power of the item into its unique elements and not be just about the stat efficiency so were lowering the cost effectiveness overall a bit. It is currently too effective compared to comparable choices.
The active heal will apply post-mitigation instead of pre-mitigation.
Currently Armor is the proper counter to this item and although many players have not made the transition to purchasing armor items we feel the active heal is too strong atm. This may not be the most elegant change to the problem as it does make the heal more effective against low armored targets instead of tanks and fighters due to their substantially higher armor values. We will however, continue to assess and test different approaches but we did not want to ignore this issue in the short term.
We're reducing the damage cap of the item versus minions.
This items identity is that of a counter to high health enemies, currently it is providing far too much power in securing global objectives (baron, dragon, spider boss) and almost trivializing these objectives. By reducing this element of the item we can focus on its core power as an item meant to counter high health enemies.
How about they replace the two daggers with a recurve bow, and keep the combine cost the same? It makes it harder to rush (can't build in pieces), and increases the gold by a bit.
This is something we've talked about but it is not a good candidate for the hotfix, since they tend to come without the attention and heralding the accompanies the normal patch cycle and can catch players by surprise for pretty minimal gains. Picking up daggers because you are expecting to build them into an item that no longer requires them causes a lot of negative impact in game. This is a better change for the normal patch cycle if we want to go down that route.
I do think it would be nice for recurve bow to have another build option though.
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So let me talk about Blade of the Ruined King a little - and what kind of led to the state of the item as it is on live.
Let's get this out of the way first - I screwed up here, if only by judging from the reactions and the state of the competitive solo queue. People feel that their AD carry builds are being unduly constrained and they feel the need to buy the item to counter itself. That, in itself, the AD carry versus AD carry case - is a problem.
So, let's get into the crunchy design portions of the thing and talk about it
1. The item is DPS efficient on squishy characters
Kind of.
Fundamentally, any item built off of current health will always look overpowered when it works. This is because the optimal case for current health damage never actually happens in game.
For example, let's say that BoRK breaks even with BT at 1700 health for the target. What this actually means is that BoRK breaks even with BT at 1700 health for the target assuming there is no other damage sources affected the target at all.
Given that almost every character has base damage on their skills and the like - the balance of numbers shifts terribly - For example, if your mage deals 600 AoE damage to the enemy team - BoRK needs to be extra-efficient to still be a valid HP counter at this point.
This is also why the active is as strong as it is - The use of the active nerfs the passive damage of the item.
2. Current % Health Paradigms are flawed - because the AD carry will follow after the burst casters
This is somewhat true to a certain extent - but the goal of a counter-item is to counter niche cases not strengthen already existing cases. The current BoRK for example, excels at self-peel and is especially good in 1v1 case against bruisers (regardless of what class you are.)
And the current health paradigm allows the item to essentially self-nerf itself when other elements of the game are strong (burst casters).
3. It is a mush-rush first item for a carry?
Kind of.
Again, this boils down to - How much damage is your support adding to your combo? In a Leona lane, for example, you'd be hard pressed to argue that their HP pool is actually 1200 - or how effective your autoattacks are.
4. The active adds more burst than the previous incarnation.
Potentially but it's generally weaker than the previous active - and that's why it rolled out - it was viewed as net neutral in most contexts.
150 + 0.5 TAD on an item with 45 AD roughly breaks even with the previous active at 1466 health - which is an HP threshold that only tanks/bruisers break early.
But the item is clearly overpowered on live and ruining the game experience!
Most likely. However, I'm more concerned with whether the item feels counterable at this stage. Rest assured though, we're not going to wait on the next patch to fix it. We knew going out that the item could have come out pretty crazy - and watching it over the weekend - it has been pretty crazy at is.
So we'll be hotfixing this as soon as we're comfortable with the server situation (Along with some other bugs.)
IMPORTANT: Due to this thread being so long check out our red tracker to see all 4 pages of replies!
Curse March Gaming Bracket Challenge
Each week in March curse will be giving away an Alienware x51 in our March Gaming Bracket Challenge. Each week head over to the bracket page to vote for your favorite characters!
This week you can look for characters such as:
- Blitzcrank VS Thresh
- Vi VS Sarah Kerrigan
- Fiora VS Aveline de Grandpré

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Posted 3/5/2013 2:16:16 PMAwesome. BotRK was so overpowered. I wonder if the nerf might be too big though.
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Posted 3/5/2013 10:15:55 AMI feel like the item is already easy to counter and riot is just trying to satisfy all the bronze and silver yolo queuers out there that are getting all bent out of shape that they just can't play a bruiser and rush warmogs and get an automatic win anymore! God forbid people have to actually build something different from game to game! OMG I only know one build for this champion!!!! and there is finally an item that counters it!!!!! What am I ever going to Do?!?!?!?!?! BotRK and the buffs that it had was a great item for AD carries that have seriously been devalued heavily with the new meta and season 3, and it finally gave them some options to chose from to build situationally. Certainly many other things out there that should be nerfed before BotRK!
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Posted 3/5/2013 9:40:47 AMI think thee changes are probably good, BK is currently a good buy on just about anyone who wants to deal physical damage. It gives ad casters a chunk of ad sustain in land and a % hp nuke that steals ms. The only reason it is not perfect for bruisers such as jax and Irialia is because it gives no tankless, and they would prefer if the on hit was magical to make armor stacking ineffective. Finally on adc's who I believe it was remade for it gives a counter hp item. A sustain item that scales better with ie pd than bt does, and further kite for when bruisers dive them. These changes should make it les flexible because ad casters will no longer be able to get it with less ad and for more gold. If bruisers rush it it is significantly longer till they get tankey due to the increased gold cost. On adc's it should now just be strong on them not the best item to be rushed on almost everyone. Also the objective control was t a bit to good compared to other items.
It may at the over buffed at the moment but I think it is a very good item to have in the game because it helps adc's fight bruisers 5 of which say Elise top, jungle Hecirim, mid jayce, bot lane j4 and xin (somthing no one wants) could be very strong at the moment. BK helps with this by countering the hp they would stack sustaining them in long fights and kiting adc's away to safety. So it many be to strong at the moment, but I thik it is good for the game.
This is all in my opinion and may be I entirely wrong. If I am please tell me why without rage.
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Posted 3/5/2013 9:18:52 AM1) Active after armor makes sense. I assumed it was that way to begin with.
2) Damage vs minons makes sense.
And while the cost/damage did need a nerf it seems a little bit too much.
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Posted 3/5/2013 9:31:17 AMFrom Xypherous.
While this is probably a little much in terms of overnerfing - now that everyone is aware of the power of the item tangentially, it makes it a lot easier to slow-creep it back to a good state without overshooting (which slow-creeping often does.)
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Posted 3/5/2013 5:01:13 AMThere seems to be a very negative and/or frustrated attitude with the changes to botrk, but I kinda disagree with all this.
With the changes Botrk now fills a very important spot for auto attack based bruisers that in season 2 was filled by Wits End or Madrets Blood Razor. In season 3 Wits End became more of a niche attack speed item vs. ap heavy teams and blood razor was removed.
And botrk actually got pretty weird/bad synergy within it's own stats and with other dmg items, which allows it to have good base values. The on-hit passive is bad with life steal and the active, but good with attack speed. On the other hand the low amount of AD gives it poor ability scaling and lower life stolen pr. hit.
However, Riot did buffed botrk too much and a bit more testing would probably have shown this, but the quick hotfix is a good thing compared to the time that fx black cleaver and certain champions have had to cause frustration.
Botrk might still be better than BT in a streight dps race (I dont know), but everyone knows that you rarely have a streight dps race - you kite, poke and use dmg abilities + have 8 other players to interfere.
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Posted 3/5/2013 1:37:05 AMwell that was fast. noone can argue that it wasnt op for that low price. seems like like an over nerf if you ask me.
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Posted 3/5/2013 1:23:30 AMYeah just nerf every good item in the game and don't do shit about atmas. hueheuheuheuheu #logic
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Posted 3/5/2013 1:20:59 AMLet's just take an item away from offensive junglers, give it to ADC's, then nerf it even more for junglers. We don't want them playing offensive anyway.
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Posted 3/5/2013 1:07:52 AMOh, BOtRK is too strong?? I WOULD NEVER HAVE GUESSED IT.
What is Riot doing lately? It's like they don't give a f*ck. Just nerf HP items instead of making other OP ones.
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Posted 3/5/2013 12:48:44 AMContest only for USA and Canada residents, no Europe :(
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Posted 3/5/2013 12:45:20 AMWelcome to the league of the Retarded King!
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Posted 3/5/2013 12:35:13 AMActually, why dont riot bring bloodrazor back? Instead of keep make some item which will lose control for sure, such as new blackcleaver, warmog and BotRK
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Posted 3/5/2013 12:34:58 AMIt's still a better buy than bloodthirster on AD carries though, that's how blatantly OP it was before the hotfix.
Think about it, it now costs exactly the same as the bloodthirster at 3200 gold. The only stat nerf to DPS against champions was the 5% attack speed, which is about .03 attacks per second (using the typical ADC .658 attacks per second BAT). .03 attacks per second is almost meaningless when you attack once per second (greaves+rushed BORK), that's a 3% decrease in DPS. As you gain more attack speed (from levels and building SS/PD) it matters even less. If you have 1.6 attacks per second, the .03 attack per second difference is a measly 2% reduction in DPS.
Then simply refer to the blog post Gustaf made: http://www.reignofgaming.net/blogs/a-different-view/gentleman-gustaf/23415-blade-of-the-ruined-king-op-situational-or-useless
Reduce the values of any BORK builds by 2-3%, they still come out on top of equivalent bloodthirster builds. The only builds where BT outclasses BORK are if you rush BTSS/BTPD vs. RKSS/RKPD and you're attacking enemies with 0 hp items. If enemies buy HP items, then RK builds are better, if you rush IE after BT/RK, RK is better regardless of whether enemies buy HP.
Bottom line: I still don't mind the nerf. I'm happy that people can't do super early barons anymore. The combine cost is somewhat high, but it's still vastly preferable to saving up 1550 gold for a BF Sword in the early laning stage. It's still more gold efficient than the Bloodthirster on auto-attack dependent (read: Low AD ratio skills) AD carries.
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Posted 3/5/2013 12:08:13 AM