Patch 4.10 Notes

Patch 4.10 Notes

Originally Posted by Riot (View RedTracker Source)

Hey Summoners,

It's patch day! There are a lot of things to be covered, but our two major themes are: gameplay updates and help for the marksmen. Focusing on the gameplay updates first, we're finally ready to roll out Nidalee and Skarner, two of the highest priority projects for the champion update team. For Nidalee, she's always been one of the best at forcing low counterplay games through her long-range spears and high evasiveness. You'll be hearing more of the same in her individual context, but Nidalee's been a big challenge for us as we try to maintain her satisfying gameplay without coming at the cost of 9 other players forced to play her way as well. Skarner's a bit of a different story, as our last gameplay update for him in 4.2 might have made him a more balanced champion but didn't leave enough to be an exciting pick for you scorpion fans out there. These changes make Skarner a stickier, more disruptive arachnid, so we hope this'll give you a good reason to pick him back up.

As for the help for the marksmen, we've got a whole pile of attack damage, lifesteal, and attack speed itemization changes that should open up early to mid game item builds as well as bridging the gap between burst-focused AD marksmen (looking at you, Lucian) and the more traditional auto-attack focused marksmen (Vayne / Tristana / etc). You can get the full rundown of the changes below, but the overarching goal is to give more strength back to the marksman role while also leveling the playing field in terms of champion viability. There are a lot of changes to digest here (we've removed the passive movement speed debuff on Randuin's Omen!), so make sure you get informed before hopping into your next ranked game.

Oh, and did I mention Bloodthirster got a different passive and we're adding two new items? Well, I just did! Read on for the 4.10 patch notes!

Champions

Nidalee
With her oppressively high spear damage and catlike (maybe just cat-ish) elusiveness, Nidalee's been a contentious low-risk, low-interaction champion for quite some time. Specifically, old Nidalee's gameplay often revolved around the question of "when should I stop throwing spears?" to which the answer was typically "never."

To that end, our goals with this Nidalee gameplay update are to tone down some of her many frustration points while also giving her more options other than chucking projectiles. We also saw this as a great opportunity to cement Nidalee as a real shapeshifting huntress, which meant stronger ties from her human form to her cougar form. Additionally, by connecting Nidalee's offense with cougar form, she now has to balance her high escape potential against her ability to hunt down squishy targets ("Leap away or leap at their face?"). There's certainly more counterplay (and teamplay for those playing around Nidalee engages) when a cougar goes flying into the backline versus a single nuclear-tipped spear.
  • Visuals
    • PRETTY New icons have been added for all abilities
    • CLARITY Added a new particle to distinguish "Hunted" opponents
    • CLARITY Javelin Toss visuals adjusted for better readability
    • CLARITY Bushwack ground visual indicator improved to be more noticeable
  • General
    • KITTY All of Nidalee's cougar form abilities scale with ranks in R - Aspect of the Cougar
  • Passive - Prowl
    • MOVEMENT Moving through brush increases Nidalee's movement speed by 10% for 2 seconds, increased to 30% toward visible enemy champions within a range of 5500.
    • HUNTED Damaging champions with Javelin Toss or Bushwhack marks them as 'Hunted' for 4 seconds, granting Nidalee vision of them, 30% increased movement speed toward them (within a range of 5500) and enhancing her next Takedown, Pounce, and Swipe against them.
  • Q - Javelin Toss
    • Nidalee tosses her javelin, dealing magic damage. If it exceeds her basic attack range it gains damage based on distance flown, up to a cap at 80% of its additional range.
    • HUNTED Applies the 'Hunted' debuff to champions for 4 seconds
    • RANGE 1500 units (damage caps out at 1300)
    • MINIMUM MAGIC DAMAGE 50/75/100/125/150 (+0.4 ability power)
    • MAXIMUM MAGIC DAMAGE 150/225/300/375/450 (+1.2 ability power)
    • COST 50/60/70/80/90 mana
    • COOLDOWN 6 seconds
    • WIDTH Missile width 60 30
  • W - Bushwhack
    • Nidalee lays a Bushwhack trap. When an enemy springs the trap, they are revealed in addition to taking damage over 4 seconds.
    • HUNTED Applies the 'Hunted' debuff to champions for 4 seconds
    • MAGIC DAMAGE 20/40/60/80/100 + 12/14/16/18/20% current health (+1% per 50 ability power) over the duration of 4 seconds
    • DURATION 2 minutes
    • COST 40/45/50/55/60 mana
    • COOLDOWN 17/15/13/11/9 seconds
    • CLARITY Only affects one target per trap
  • E - Primal Surge
    • Nidalee heals a target ally champion and grants them bonus attack speed for 6 seconds.
    • HEAL 45/85/125/165/205 (+0.5 ability power)
    • ATTACK SPEED BONUS 20/30/40/50/60% attack speed
    • COST 60/80/100/120/140 mana
    • COOLDOWN 12 seconds
  • R - Aspect Of The Cougar

    • Nidalee transforms into a vicious cougar with the abilities Takedown, Pounce, and Swipe. Rawr.
    • RANKS Aspect of the Cougar has 4 ranks and Nidalee starts the game with 1 rank in it
    • COST No cost
    • COOLDOWN 3 seconds
  • Q - Takedown
    • Nidalee's next attack deals magic damage. Takedown deals additional damage to targets at lower health, up to 250% total damage.
    • HUNTED BONUS The first Takedown targeting a 'Hunted' champion deals +33% increased damage
    • UTILITY Nidalee gains +75 attack range for the Takedown attack
    • MINIMUM MAGIC DAMAGE 4/20/50/90 (+0.24 ability power)
    • MAXIMUM MAGIC DAMAGE 10/50/125/225 (+0.6 ability power)
    • COST No cost
    • COOLDOWN 5 seconds
  • W - Pounce
    • Nidalee lunges forward a short distance, dealing magic damage to enemies in the landing area.
    • HUNTED BONUS The first Pounce directly towards a 'Hunted' champions will have up to 700 range
    • UTILITY Killing a unit in cougar form reduces the cooldown of Pounce to 1 second
    • UTILITY Nidalee now pounces in the direction of the player's cursor
    • MAGIC DAMAGE 50/100/150/200 (+0.3 ability power)
    • COST No cost
    • COOLDOWN 5 seconds
  • E - Swipe
    • Nidalee claws at enemies, dealing magic damage in an area in front of her.
    • HUNTED BONUS The first Swipe that damages a 'Hunted' champion reduces the cooldown of Pounce to 1 second
    • UTILITY Nidalee now swipes in the direction of the player's cursor
    • MAGIC DAMAGE 70/130/190/250 (+0.45 ability power)
    • COST No cost
    • COOLDOWN 5 seconds
  • R - Aspect Of The Cougar
    • Nidalee transforms back into a human. Meow.
    • RANKS Aspect of the Cougar has 4 ranks and Nidalee starts the game with 1 rank in it
    • COST No cost
    • COOLDOWN 3 seconds

Skarner

Crystal Slash now gives Skarner Movement Speed per stack of Crystal Energy. Skarner's passive has been replaced with one that allows him to stun targets when he builds up spell hits on them.

And we're back with our second Skarner update! We've spoken at length about getting Skarner to a more exciting place since our initial changes in 4.2, but we needed to make sure we were giving him a stronger identity without bringing back his old gameplay issues (particularly his 'feast or famine' problem where he'd either succeed really hard or he'd get squished without contributing much to a fight).

In approaching these changes, we heard a lot of your feedback about getting Skarner closer to his old role as a sticky crowd-control focused tank-bug (arachnid, whatever) and less of a damage-dealing scorpion duelist. Ultimately these changes should give Skarner a stronger identity as a disruptive tank while also giving him more opportunities to peel in a team fight, even if he's behind. We've obviously had to tune back some of Skarner's offensive powers to give him that extra annoyance, but this time around he should feel closer to his old lonesome self.
  • Visuals
    • SHINY SKARNER Updated textures for base and all skins. Skarner also now has specular maps, making him all shiny-like
    • MORE SHINY Added new particles for Skarner's W and his new passive
    • EVEN MORE SHINY New icons have been added for all abilities
  • Passive - Crystallizing Sting
    • CRYSTAL VENOM Skarner's damaging spells apply a 'Crystal Venom' debuff to enemy Champions and large monsters for 5 seconds
    • UTILITY If Skarner lands a basic attack on a target with 3 stacks of 'Crystal Venom', he will deal an additional 20-105 magic damage and stun the target for 0.5/0.75/1 second
    • CRYSTAL VENOM After being stunned, targets cannot be debuffed by Crystal Venom for 6 seconds
  • Q - Crystal Slash
    • [NEW] UTILITY Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against Champions)
    • [NEW] CRYSTAL ENERGY Crystal Energy now additionally grants +3/4/5/6/7% movement speed per stack (up to 3 stacks)
    • BASE PHYSICAL DAMAGE 25/40/55/70/85 (+0.8 attack damage) 20/32/44/56/68 (+0.4 attack damage)
    • BONUS MAGIC DAMAGE 24/36/48/60/72 (+0.4 ability power) 20/32/44/56/68 (+0.2 ability power)
  • W - Crystalline Exoskeleton
    • COOLDOWN 16 seconds at all ranks 13/12.5/12/11.5/11 seconds
  • E - Fracture
    • MAGIC DAMAGE 80/120/160/200/240 (+0.7 ability power) 40/60/80/100/120 (+0.4 ability power)
    • COOLDOWN 14 seconds at all ranks 12 seconds at all ranks
  • R - Impale
    • [NEW] IMPALEMENT Impale consumes all stacks of Crystal Venom and deals 50/75/100 magic damage per stack consumed
    • COOLDOWN 130/120/110 seconds 110/100/90 seconds

Galio
Magic resistance per level for Galio has been commonly requested by gargoyle fans around the world and, given our nerf to Athene's Unholy Grail (an item typically considered 'core' on Galio), we figured we could give him a thicker skin.
  • General
    • MAGIC RESISTANCE PER LEVEL 0 1.25

Gragas
Graggy's gotten better at drinking under fire. This change means Gragas will only have to worry about losing the damage buff if he's interrupted mid-drink, but he'll feel better about using W to tank out a brawl.
  • W - Drunken Rage
    • [NEW] FERMENTED Gragas no longer loses the damage reduction if he is interrupted during his drink
    • CLARITY Updated tooltip to specify that the percentage damage against monsters is capped at 250

Karthus
We're following up Karthus' visual update with a couple bug fixes and late additions. We're also continuing to keep an eye the on the readability of Karthus' spells.
  • BUGFIX Fixed a bug where Lay Waste appeared to give more vision than it actually did
  • BUGFIX Wall of Pain's VO will no longer be interrupted by movement commands
  • SWAG Added the screech of a certain bird of prey to Statue of Karthus' dance
  • CLARITY Requiem's visual effects are now more noticeable, so you can properly resign yourself to death

LeBlanc

No more silence. Only tears.

LeBlanc's a champion who has a lot of power associated with her character - omnidirectional movement, high burst damage, precise target selection, a cool hat - so it's been difficult to give her meaningful counterplay without directly hurting that identity. We're taking a more deliberate approach here because we want LeBlanc to remain an exciting champion to play and watch, but removing the silence on Q means at least her opponents can fight back when she's QRWEing (or WQREing or WRQEing for those long range fancy plays) around the fight. That said, LeBlanc will definitely stay on our radar as we track how she's performing post-change.
  • Q - Sigil of Malice
    • NAME Sigil of Silence Sigil of Malice
    • [REMOVED] SILENCE No longer silences target

Lucian
At higher levels of play, Lucian tends to be a master-of-all-trades marksman with his strong damage in lane, high mobility, decent scaling, and general safety in teamfights. With the new AD itemization changes, however, we don't want to implement bigger modifications with so much in the air. At this point in time we do think Lucian will need some broader changes to give him meaningful weaknesses, but a reduction on W (which was designed for utility as opposed to any form of burst damage) is something we're confident is in line with our potential changes in the future.
  • W - Ardent Blaze
    • BONUS ATTACK DAMAGE RATIO 0.6 0.3

Pantheon
As a side note, this might also affect Pantheon's ability to ignite opponents while he's falling through the air.
  • R - Grand Skyfall
    • BUGFIX Fixed a bug where Pantheon could use Summoner Spells before landing. Most notably, Flash could be used before landing to reposition Pantheon's landing damage area.

Sivir
While our previous mana cost nerfs accomplished their goal of reducing Sivir's uninteractive laning, they also made her mana pool too limiting in late game team fights, which we're compensating now.
  • General
    • BASE MANA 246 250
    • MANA PER LEVEL 43 50
    • MANA REGEN PER LEVEL 0.5 mana per 5 seconds 0.9 mana per 5 seconds

Thresh
Apparently when Thresh's basic attack was charging up from Flay, it used the wrong buff icon. This change adds... CLARITY!
  • E - Flay
    • CLARITY! Now displays the correct buff icon

Tristana

Rocket Jump is cheaper and is more forgiving to use when jumping around / over walls. Buster Shot's range scales with character level.

We're giving Trist some modernization buffs to help emphasize her high moments (STOMP THEM ALL TRIST!). For additional context, the Rocket Jump change doesn't mean you'll make every wall-jump, but it should be more forgiving when used around terrain. If you're still failing wall-jumps, get closer before jumping!
  • W - Rocket Jump
    • COST 80 mana at all ranks 60 mana at all ranks
    • UTILITY Now more accurately checks for nearby landing spots when jumping close to, or over, walls
  • R - Buster Shot
    • UTILITY Range now scales with level (like Draw a Bead/Explosive Shot)

Tryndamere
  • ICONS New icons have been added for all abilities

Twitch

Twitch's passive does less damage per second. Twitch can now be delayed from entering stealth (through damage) for much longer than before.

We think Twitch has awesome lategame power, but he's also got a offensively strong early game on top of having a lot of safety throughout. To focus on that safety aspect, Ambush's stealth often let Twitch make an escape even when already caught out by enemies. We do think the new AD itemization changes will benefit the smelly rat, but the focus here is (mostly) to provide some additional counterplay for preventing stealth (hit him in the face!).
  • General
    • BASE DAMAGE 52 49
  • Passive - Deadly Venom
    • TRUE DAMAGE 2/4/6/8 (at levels 1/6/11/16) 1/2/3/4/5/6 (at levels 1/4/7/10/13/16)
  • Q - Ambush
    • STEALTH TIMING Time to stealth without taking damage now 1.25 seconds 1.5 seconds
    • STEALTH TIMING WHILE BEING HIT IN THE FACE Maximum time to stealth while taking damage now 3 seconds 6 seconds

Zed
  • R - Death Mark
    • BUGFIX Zed no longer teleports to a random location if he Death Marks someone who is in the middle of a dash (eg: Xin Zhao's Audacious Charge, etc).

Offensive Physical Itemization
We've got some major itemization changes this patch with a specific focus on the marksman role as a whole. As we mentioned in the foreword, our goal is to open up the landscape of attack damage and attack speed item choices. In terms of specific challenges, we saw that in the 2014 season, lifesteal was quickly becoming a 'must have' stat for marksmen with Bloodthirster leading the pack. What ends up happening with BT being a dominant buy is that it both heavily favors burst-AD champions and also snowballs lanes toward who can get their BT first. Bloodthirster being the best first purchase also has a secondary effect of reducing a lot of mid to late game marksman power as they're not going for the multiplicative damage stats (crit and attack speed) to punch through the tanky dudes. We also took the opportunity to make other adjustments to items like Warden's Mail / Randuin's Omen so that they're not so straight up mean to auto-attack reliant champions.

What these changes should do is give all marksmen equal build paths forward without one being much, much better than the other. This also allows us to do two neat things:

1.) With the Doran's Blade change, marksmen can tailor their lifesteal needs by picking up multiple DBlades to sustain through the laning phase without having to always commit to an early BT or Blade of the Ruined King.

2.) We can set all end-game marksmen items to build out of a B.F. Sword with 80 attack damage as the baseline. This means when you pick up a B.F. Sword, you know it'll build into a strong end-game item - it's just a matter of deciding which sort of defensive or offensive utility you want to get out of it.

Lifesteal Items
  • [NEW] Essence Reaver
    • UNIQUE PASSIVE You gain 2-8% of the damage dealt by basic attacks as mana. This effect increases based on how much mana you are missing.
    • ATTACK DAMAGE +50
    • LIFESTEAL 10%
    • COOLDOWN REDUCTION +10%
    • RECIPE Vampiric Scepter + Pickaxe + 975 gold
    • TOTAL COST 2650 gold

  • Doran's Blade

    • [REMOVED] LIFE ON HIT Basic attacks no longer restore health on hit
    • NEW LIFESTEAL 3%
    • HEALTH 80 70
    • ATTACK DAMAGE 8 7

  • Vampiric Scepter
    • LIFESTEAL 10% 8%

  • Bilgewater Cutlass
    • LIFESTEAL 12% 8%

  • Blade of the Ruined King
    • ACTIVE ABILITY Maximum health damage now 15% 10%
    • ACTIVE ABILITY Active ability now steals 30% movement speed 25% movement speed
    • PASSIVE DAMAGE Current health damage per hit now 5% 8%
    • LIFESTEAL 15% 10%

  • The Bloodthirster
    • [REMOVED] BLOODTHIRSTY PASSIVE No longer grants bonus attack damage or lifesteal per unit kill
    • NEW BLOODTHIRSTIER PASSIVE Lifesteal can now overheal, granting a bloody shield that absorbs 50-450 damage (based on champion level). This shield decays when out of combat for 15 seconds.
    • ATTACK DAMAGE 70 80
    • LIFESTEAL 12% 15%
    • TOTAL COST 3250 gold 3500 gold

Attack Damage Items
  • B. F. Sword
    • ATTACK DAMAGE 45 50

  • Infinity Edge
    • ATTACK DAMAGE 70 80

  • Mercurial Scimitar
    • [NEW] MERCURIAL PARITY Active ability now gives the movement speed bonus to ranged characters as well
    • ATTACK DAMAGE 60 80
    • TOTAL COST 3700 gold 3800 gold

Attack Speed Items
  • Dagger
    • ATTACK SPEED 12% 15%
    • COST 400 gold 450 gold

  • Berserker's Greaves
    • ATTACK SPEED 20% 25%
    • TOTAL COST 950 gold 1000 gold

  • Zeal
    • ATTACK SPEED 18% 20%
    • TOTAL COST 1175 gold 1100 gold

  • Wit's End
    • ATTACK SPEED 42% 50%
    • TOTAL COST 2400 gold 2500 gold

  • Youmuu's Ghostblade
    • [NEW] YOUMUU'S PARITY Active now lasts for 6 seconds on ranged champions as well (previously lasted only 4 seconds on ranged champions and 6 seconds on melee champions)

Recipe Cleanup
  • The following items have had their recipe costs adjusted due to the Dagger and Zeal price changes, but their total price remains unchanged:
    • Stinger
    • Phantom Dancer
    • Sword of the Divine
    • Madred's Razor
    • Wriggle's Lantern
    • Runaan's Hurricane
    • Trinity Force
    • Statikk Shiv
    • Blade of the Ruined King

Warden's Mail & Randuin's Omen
  • Warden's Mail
    • PASSIVE Cold Steel's attack speed reduction now 15% 10%

  • Randuin's Omen
    • [REMOVED] PASSIVE Passive Cold Steel no longer reduces attacker's movement speed
    • PASSIVE Passive Cold Steel's attack speed reduction now 15% 10%

Support & Ability Power Itemization
Support Items
In high level play, Mikael's Crucible was often being rushed as a primary 'core' item on most supports (beyond Sight Stone and a finished gold per 5 item), which meant long-cooldown, heavy engage teams had a lot of problems properly kicking off a teamfight if the enemy simply Mikael'd the caught target to safety. This ends up putting a lot more emphasis on teams who can 'catch' out targets multiple times (Elise, Morgana, etc) so that Mikael's is only useful for one of those cases. A Mikael's in every game also made things doubly sad for utility-focused marksmen like Ashe or Varus who bring big control abilities to the table. Our changes to Mikael's is to push it more toward a mid to late game luxury buy against heavy engage / pick team compositions but isn't so attractive as a purchase that it's found in every game.

This also lets us introduce a new mid-tier support item in the form of Ardent Censer! We're particularly excited about Censer because of all the possibilities it can bring to the support role, particularly the more defensively focused shield / heal champions like Alistar, Janna, Sona, or Soraka.

  • [NEW] Ardent Censer
    • UNIQUE PASSIVE Your heals and shields on another unit grant them +25% Attack Speed for 6 seconds
    • UNIQUE PASSIVE +8% movement speed
    • ABILITY POWER +30
    • MANA REGENERATION 10 mana per 5 seconds
    • COOLDOWN REDUCTION +10%
    • TOTAL COST 2200 gold
    • RECIPE Forbidden Idol + Aether Wisp + 550 gold

  • Forbidden Idol
    • TOTAL COST 750 gold 700 gold

  • Mikael's Crucible
    • TOTAL COST 1600 gold 2450 gold
    • RECIPE Chalice of Harmony + 720 gold Chalice of Harmony + Forbidden Idol + 870 gold
    • MANA REGENERATION 12 mana per 5 seconds 20 mana per 5 seconds
    • COOLDOWN REDUCTION 0% 10%

  • Locket of the Iron Solari
    • UTILITY Active's shield amount is now calculated using the recipient champion's level if the recipient is a higher level than the item owner

Ability Power Items
With Mikael's going up in cost and offering more mana regeneration / cooldown reduction, we felt we should also take a look at Athene's Unholy Grail, a very cost-efficient item that gives pretty much everything a wave-clearing AP mid laner needs to push all day (looking at you Ziggs). The reason we chose to tune down Athene's defensive stats rather than its offensive power is to make it a little less of a 'perfect' safe pushing item so opponents can potentially find windows of engagement. The buff to Morellonomicon is just to make it feel better as a late-game item.
  • Athene's Unholy Grail
    • MAGIC RESIST 40 25
    • MANA REGENERATION 15 mana per 5 seconds 10 mana per 5 seconds
    • PASSIVE MANA RESTORATION ON KILL / ASSIST 12% 15%

  • Morellonomicon
    • ABILITY POWER 75 80
    • MANA REGENERATION 12 mana per 5 seconds 10 mana per 5 seconds

Summoner Spells
Teleport
We're generally happy with what the new Teleport changes are achieving, but it's a little too strong as a lane recovery ability. Particularly in competitive play we were seeing a lot of top laners constantly using Teleport as a way of stagnating the early lane rather than trying to set up for global map pressure.
  • COOLDOWN Cooldown when teleporting to towers now 200 seconds 240 seconds

Heal

With the removal of Randuin's Omen's passive movement speed debuff, we saw that Heal was giving too much additional safety when a marksmen takes on a fighter, so we're tuning Heal down just a bit.
  • MOVEMENT SPEED BOOST Speed boost duration now 2 seconds 1 second

Exhaust
  • BUGFIX Fixed a bug where Exhaust did not grant assists when used against slow immune targets (who are still affected by the damage reduction effect)

Masteries
Reinforced Armor
  • CLARITY Tooltip clarified to state that it reduces the total damage from critical strikes

Summoner's Rift
Dragon
By slightly raising the base gold reward of dragon, we're hoping to continue to emphasize its value as an early level objective. This also means teams who consistently kick off lane swaps will need to make greater strategic tradeoffs for a safer lane.
  • BASE GOLD 145 180
  • GOLD PER LEVEL 15 10

Bots
With our bot updates in Patch 4.6, we were able to take bots off their purple leash and introduce a little variety to which side players end up on. This has been a great addition for our Co-op vs AI enthusiasts, but it's a little jarring for new players trying to get a handle on how the game is played. In order to meet each group's needs, bots in Beginner Co-op matches will go back to always being the Purple team while Intermediate matches will continue to sometimes give Blue side to the bots.
  • Bots in Beginner-level Co-op vs AI matches will always play from Purple side

Ranked Duo Queue
We're introducing a new restriction for ranked duo queues so players can only duo queue with teammates ranked within one full tier above or below them. We found that the vast majority of duos are already between players within these thresholds and this change allows us to curb some of the potential abuse cases we saw under the previous matchmaking system.

In the case of unseeded players, the new system will allow for duo queuing with Gold, Silver and Bronze players while their skill level is still being assessed. After they've been placed, the usual restrictions will apply.
  • Players may only queue for ranked duo games with players ranked within one full tier above or below them. For example, a Silver III player may duo with players ranked anywhere from Bronze V to Gold I.
  • Unseeded players who were ranked in solo queue during the previous season will use that rank to determine duo eligibility.
  • Unseeded players who have never been ranked in solo queue are able to duo queue with Gold, Silver or Bronze players.

Team Builder
  • Captains in Team Builder will now be able to see a list of "Suggested Players" that they are able to invite into their games. We'll be experimenting with this feature to include players that we believe you might have fun experiences with.

Bugfixes
  • Players who use their keyboards to purchase from the shop should no longer see the shop close when a purchase fails
  • Fixed a bug where players would occasionally need to unlock the camera twice for the setting to apply

Upcoming Skins

The following skins will be released at various times during Patch 4.10:

  • Sweeper Alistar
  • Superfan Gragas
  • Striker Lucian
  • Goalkeeper Maokai
  • Red Card Twisted Fate
  • Primetime Draven

Comments

  • #79 jim1608

    Reading the comments I guess it's the general consensus that Nid now instead of needing 1.5 Spears to kill a carry now needs 1.8, still making things all the same while also buffing her everywhere else.

    I mean, her biggest weakness was that she couldn't push well early game and had a hard time farming. Now she starts with her cougar and it's full potential. Her ganks/roams now can happen earlier and are more effective when you can Q and have instant gap closer after that (followed by E and then another nuke in Q). But hey! She has to get close to do all that! And fixed Pounce means she can wall jump to save herself much easier...

    I really don't understand Nid's rework. They have to butcher her numbers for her to be balanced. A Gragas-like rework would be great. Remove all the burst and have people building tankier or whatever. Or at least make Cougar's Q full physical damage  so it doesn't burst as hard.

    Interesting enough, AD Nid seems very strong early even with the changes. Though it falls off late game.

  • #80 NoobyBanana
    Quote from jim1608 »

    Reading the comments I guess it's the general consensus that Nid now instead of needing 1.5 Spears to kill a carry now needs 1.8, still making things all the same while also buffing her everywhere else.

    I mean, her biggest weakness was that she couldn't push well early game and had a hard time farming. Now she starts with her cougar and it's full potential. Her ganks/roams now can happen earlier and are more effective when you can Q and have instant gap closer after that (followed by E and then another nuke in Q). But hey! She has to get close to do all that! And fixed Pounce means she can wall jump to save herself much easier...

    I really don't understand Nid's rework. They have to butcher her numbers for her to be balanced. A Gragas-like rework would be great. Remove all the burst and have people building tankier or whatever. Or at least make Cougar's Q full physical damage  so it doesn't burst as hard.

    Interesting enough, AD Nid seems very strong early even with the changes. Though it falls off late game.

    You fail to understand how difficult it is to mark an enemy with the hunt debuff. Her spear is too easy to dodge now, and people don't step on traps near you unless they're completely incompetent fools. Try her out, and you'll understand. She's not as broken as everyone makes it out to be. She also falls off hard late when teamfights roll around. Her cleanup potential is large, but her initial contribution to fights is lackluster. There are better picks for poking and/or fighting for midlane i.e Kassadin, syndra, ziggs

  • #84 Machacasaurio

    difficult? thats what people said when nida was "considered"  (and she wasnt) not so good,just like ziggs. also people allways avoided traps as much as posible.

     

  • #74 klocugh12

    OK, my thoughts after playing a new Nidalee:

    -Obviously AD build is gutted, since all damaging skills do magic dmg and only cougar Q has AD ratio at all.

    -overall concept is a lot like Lee, where you land skillshot for a gap closer, even though you have one regardless, pounce is larger for hunted targets.

    -mana issues are not very severe at all. Tear is plenty enough for that.

    -spear's hitbox is fine as it is.

    -spear's dmg might still be a touch too high, I'd drop max ratio to 1.0 and perhaps require full range for full ratio. Squishy targets are now chunked for 50-60% HP instead of 75-80% at worst circumstances.

    -heal is weaker, but still very strong with enough AP.

    -W's 1.0 CD on last hits is IMO excessive, I'd rather have full reset on kills/assists, though that would be redundant with already existing champs.

     -cougar Q does a LOT of damage as an execute in intended circumstances (low health hunted target + LB proc). I wouldn't call it too much though as that was probably the goal anyway.

    Last edited by klocugh12: 6/19/2014 8:13:44 AM
  • #75 NoobyBanana
    Quote from klocugh12 »

    OK, my thoughts after playing a new Nidalee:

    -Obviously AD build is gutted, since all damaging skills do magic dmg and only cougar Q has AD ratio at all.

    -overall concept is a lot like Lee, where you land skillshot for a gap closer, even though you have one regardless, pounce is larger for hunted targets.

    -mana issues are not very severe at all. Tear is plenty enough for that.

    -spear's hitbox is fine as it is.

    -spear's dmg might still be a touch too high, I'd drop max ratio to 1.0 and perhaps require full range for full ratio. Squishy targets are now chunked for 50-60% HP instead of 75-80% at worst circumstances.

    -heal is weaker, but still very strong with enough AP.

    -W's 1.0 CD on last hits is IMO excessive, I'd rather have full reset on kills/assists, though that would be redundant with already existing champs.

     -cougar Q does a LOT of damage as an execute in intended circumstances (low health hunted target + LB proc). I wouldn't call it too much though as that was probably the goal anyway.

    I do think the spear's hitbox is a bit too low though. For it to be one of the two ways for nid to apply the "hunted" debuff on an enemy it should be reasonable to land and dodge. After playing about 5 games with her it seems that it's super easy to dodge spears, so much so that all you have to do is step two units to the side so that it zooms right by your hitbox. Maybe increase the missile width by 10 and i'll be perfectly content with this rework. Would probably be the most balanced rework Riot has done. 

    Last edited by NoobyBanana: 6/19/2014 10:56:02 AM
  • #70 larkinlarkin69

    I fail to see how a very bad version of Nauts passive addresses Skarners problems. Give him back his slow. And. Be. Fucking. Done. With. It.

    On the other hand, we have Nid, whose spear is still a game breaking long range nuke with a low cooldown and buffs for Nid all across the board. Even if you survive the spear Nid can now just jump you and kill you.

    This is insane. How can Riot make one champ UP and another champ OP in the same patch? They completely dropped the ball again, twice, at the same time.

    And that Censer thingy? Thats some Nunu E grade bullshit right there. Even if it was two seconds, it would still be OP. Can anyone say lantern? Lantern.

    And the number changes on Twitchs passive are ridiculous. It might as well deal 1 or 0 damage, it's only there for the E. This is the weakest poison in history.

    I really don't know what to think about this patch.

  • #71 NoobyBanana
    Quote from larkinlarkin69 »

    I fail to see how a very bad version of Nauts passive addresses Skarners problems. Give him back his slow. And. Be. Fucking. Done. With. It.

    On the other hand, we have Nid, whose spear is still a game breaking long range nuke with a low cooldown and buffs for Nid all across the board. Even if you survive the spear Nid can now just jump you and kill you.

    This is insane. How can Riot make one champ UP and another champ OP in the same patch? They completely dropped the ball again, twice, at the same time.

    And that Censer thingy? Thats some Nunu E grade bullshit right there. Even if it was two seconds, it would still be OP. Can anyone say lantern? Lantern.

    And the number changes on Twitchs passive are ridiculous. It might as well deal 1 or 0 damage, it's only there for the E. This is the weakest poison in history.

    I really don't know what to think about this patch.

    QQs FOR EVERYBODYYY

  • #72 klocugh12

    Except Nid who builds full AP to take advantage of this 1.2 max ratio is so squishy that going into melee range against anything other than a low health squishy is risky. Oh, and spear's hitbox's width has been HALVED.

    And as a Twitch player - he needed nerfs. Late game hypercarry with actually pretty strong laning phase? Yeah, that's too much.

    Last edited by klocugh12: 6/19/2014 3:56:59 AM
  • #66 Captain_Sigh

    Holy crap was hoping the numbers on the pbe regarding skarners rework were overnerfs for testing, but clearly not. I just hope they are undertuning him on purpose before buffing him again. His new passive is so bad when you look at it compared to what others have... makes me so sad.

    I honestly dont get riot with nidalee, I thought they were trying to reduce her toxicity? cat form from level 1... 20% current hp on traps... spears still hit like trucks (harder to hit I guess).
    Now she can wave clear as no mana costs on cougar under tower if pushed before 6.
    Some say its the right direction, I personally feel its a babystep in the right direction...

  • #67 bloodmoth13

    I hear you man. they were so kind in 'nerfing' nidalee and so cruel with skarner. 50% reduction in E base AND scaling is brutal, and Q was damaged alot too. 

    i like the directions they went, but nidalees numbers look far too high while skarners look far too low. 

    i hope they balance numbers next patch. i think they should remove the safe zone for skarners stun, 6 seconds is far too high considering how much effort you need for the stun (applying 3 spells, only spells that apply are Q and E) and how small the stun is. best i can compare it to is udyrs bear stance, 1 AA for 1s stun every 6 sec vs 3 spells > 1 AA for 1s stun every 6s. Either increase the stun or reduce the 6s immunity. also add the lost ap ratios from Q and E onto his passive 

  • #68 NoobyBanana
    Quote from Captain_Sigh »

    Holy crap was hoping the numbers on the pbe regarding skarners rework were overnerfs for testing, but clearly not. I just hope they are undertuning him on purpose before buffing him again. His new passive is so bad when you look at it compared to what others have... makes me so sad.

    I honestly dont get riot with nidalee, I thought they were trying to reduce her toxicity? cat form from level 1... 20% current hp on traps... spears still hit like trucks (harder to hit I guess).
    Now she can wave clear as no mana costs on cougar under tower if pushed before 6.
    Some say its the right direction, I personally feel its a babystep in the right direction...

    I still think they should increase the missile width of nidalee's spear a tad and make it a flat damage after and before her AA range. A spear doesn't increase its fatality with distance. It actually drops off due to gravitational force, but hey, Riot isn't all for common sense. Keeping it a flat damage (low scaling yet high base damage, like her other abilities. Maybe 300 at rank 5 with 40% AP scaling) after 550 range would be fine if the missile width was increased by 10. It's just too difficult to apply her Hunt debuff on enemies since a trap can be avoided in lane, and the spear can be dodged much easier now. 

    Last edited by NoobyBanana: 6/18/2014 7:46:22 PM
  • #69 bloodmoth13

    completely agree. the damage ramp up, while unique, is just a stupid design that needs an axe taken to it. it is counter intuitive, when you see a skillshot, you either dodge it or run away from it, thats the natural response. of course if you try to run away, it does more damage and travels alot further than anticipated, so it punishes players from being intuitive and there is no signal that it will do more damage or anything.

    it also causes gameplay where staying at max distance is beneficial to nidalee, that coupled with her mobility makes for a frustrating experience.

    The problem with the current rework is that they added alot more reward to her kit without reducing the risk. they shouldnt have tried to preserve any of her poking gameplay at all, its toxic as shit.

    she should float around the fight at a medium distance, not the back line, and fish for spears and opportunities to jump in. 

    also the missile width rework is a blessing and a curse, it makes it harder to hit champions but also easier to bypass minions

  • #73 Cheshire

    Yeah I kinda wish the people working on skarner would work on nidalee and the people working on nidalee would work on skarner because something is seriously wrong with these changes

  • #60 Cheshire

    Skarner is still bad, some say that he's even worse but I'd withhold my opinion and see how people play him now, Nid changes nerfed her human form but actually buffed her cougar form which doesn't really seem like a nerf just a shift in power and spears should still stay strong(though I am worried about the width of the spears a bit now). I'm not sure if twitch nerfs were really necessary, he just had a spike of popularity after the VU. Lucian's W damage wasn't a factor, it doesn't even hurt that much, it's the passive trigger that's giving him such burst not the spell itself. And I gotta ask, does anyone consider buying the new items? Because I sure don't (maybe except trolling as nid with massive as steroid) They seem a bit like a waste of inventory space

  • #53 Kovuthelegend

    -Wow just tested Skarner again. B4  the patch i was getting lvl 4 at minute 3:55 now its 4:56 in average. By the time i did jungle b4  i did not use all my pots to reach lvl6 and i wasnt nearly as Mana starved. 

    The bonus MS on Q feels good. But the passiv is laughable the stun barely lasts for an additional aa or Q.

    the nerf to e makes no real sense to me but thats not whats bugging me the most.  The dmg nerf on his Q gutted his jungle speed. I feeel like an slower jungling Warwik with a little more gankpower early but an worse ult and no natural sustain.

    I fear he wont see any play anytime sooon if he stays the way he is now. With all that early game Op junglers around now that shit on him in jungle . i mean i got outtraded by an Amumu at lvl 3 as he invaded me. Amumu was actually the only matchup i did not bother  of Counterjungle but wow. Before that patch i could outtrade a lee sin if he was a little lower on health than me. 

    Id suggest they buff his Shield on w as its on a longer Cd than ever with the loss of his old passsive. at least that would empathise his function as tank. If I cant deal damage and my Cc barely has any power except my Ult, then i want to be a fucking hard Target to take down or a large Meatshield against Skillshots.

    In his State now he is an long but unsustained healthbar that moves fast and can cc for 1.75 sec every minute but does nothing else.

    - The new two items are incredibly ineffective at what they should do the manasustain from reaver is laughable at best and censer tends to be about 300g gold ineffective without passive and yet the passive isnt that awsome. Seems very niche to me but i could be mistaking.   

    -Nidalee was nerfed in the right direction and i will have to test her power a bit. To me she looks more like a high skill high rewad champ now. hell i want to test a Trap build on her as it looks awsome dealing high chunks of Hp with them .

    -the nerve to twitch is only because he gained popularety  due to his  visual and making him easier to play. I was Maining him for a long time before he got popularety  and he was secretly op all the time. He just happened to gain attention lately which caused riot to see his power. so they removed his Repositioning tool and smacked a Random nerf to his iconic passive. Well he diserved it though.

    The tweaks to BoTRK are a Buff to him as his Q synergizes heavily with it.  Maby the nerf is more a tweak with the nerfs to Ad assasines through BoRTK active.

    -Lucien nerf seems logical.

    - the new Adc and Support item changes do change the Meta to Heavy aa Champs that have now better tools to trade in the midgame. Possibly Adcs like Kogg or most likelyTristana will klimb the God Tier. And Varus + Ashe will see play again. Draven could get popular because the  BT nerf didnt hit him that hard as he can simply get IE instead and still has the possibilety to snowball like an Avalance. The builds we will see are  doubledorans + IE or Trinety, or BoTRK  + Shiv 

    -Supports could se diversety But i fear thenew Items pack too low Punch or are too niche.

  • #54 ZenXXII

    Hey Nevran, you idiot! You reading this? Case and point M*F*! >:)

  • #56 IONDragonX

    Draven could get popular because the  BT nerf didnt hit him that hard as he can simply get IE instead and still has the possibilety to snowball like an Avalance.

    Draven always goes double dorans into double BF Swords. Always. Do the math yourself, you'll see what I mean.

    Last edited by IONDragonX: 6/18/2014 3:19:34 AM
  • #42 Noblige

    LeBlanc has not a normal CC now. Wonder how Ahri's charm is balanced but tiny silence is not.

  • #46 beebop64

    Ummm.....the bit where Ahri's charm is a skill shot?

  • #64 NoobyBanana
    Quote from Noblige »

    LeBlanc has not a normal CC now. Wonder how Ahri's charm is balanced but tiny silence is not.

    Ahri's charm is a thin SS on a high CD... LB's silence is on a low CD and is easy to proc so i don't understand how you can make the comparison between two very different skills and say ahri's charm is broken. 

    Last edited by NoobyBanana: 6/18/2014 9:43:24 AM
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