Silence duration reduced to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Diana
Pale Cascade
Adjusted orbs to better account for enemy model size
Elise
Neurotoxin
Mana cost increased to 80/85/90/95/100 from 60
Cocoon
Mana cost reduced to 50 from 65
Ezreal [COLOR="darkred"]These changes are a continuation of our earlier effort to carefully scale back some of Ezreals excess power. Although these nerfs affect AP Ezreal, right now were focused on stabilizing AD Ezreal. After that well assess the state of AP Ezreal.[/COLOR]
Base movement speed reduced to 325 from 330
Rising Spell Force
Duration reduced to 5 seconds from 6
Trueshot Barrage
Damage falloff per target hit increased to 10% from 8%
Heimerdinger [COLOR="darkred"]Though these arent all the Heimerdinger changes wed eventually like to do, these are some quality of life adjustments that should help smooth out Heimers current gameplay.[/COLOR]
H-28G Evolution Turrets
Now displays timer of when Heimerdinger will get his next ammo charge
Turrets will now attempt to prioritize enemies hit by Heimerdingers basic attacks or his CH-1 Concussion Grenade
UPGRADE!!!
Cast time removed
Katarina [COLOR="darkred"]These changes are focused on once again increasing the risk of Katarinas gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.[/COLOR]
Bouncing Blades
Initial damage reduced to 60/85/110/135/160 from 60/90/120/150/180
Shunpo
Damage reduction duration reduced to 1.5 seconds from 3
Death Lotus
Total ability power ratio increased to 2.0 from 1.75
Kennen
Slicing Maelstrom
No longer has an energy cost
Lulu
Pix, Faerie Companion
Damage adjusted to 9-105 from 15-87
Master Yi
Meditate
Total heal amount increased to 200/350/500/650/800 from 140/280/420/560/700
Total ability power ratio reduced to 2.0 from 4.0
Mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110
Miss Fortune
Bullet Time
Bonus attack damage ratio reduced to 0.35 from 0.45
Targeting cone is now attached to Miss Fortune
Nasus
[COLOR="DarkRed"]Nasus now gains double the bonus from Siphoning Strike when its used to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Siphoning Strike
Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster
Nunu [COLOR="darkred"]These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.[/COLOR]
Base movement speed increased to 350 from 340
Blood Boil
Duration reduced to 12 seconds from 15
Attack speed bonus reduced to 25/30/35/40/45% from 25/35/45/55/65%
Movement speed bonus reduced to 8/9/10/11/12% from 11/12/13/14/15%
Olaf
Undertow
Slow now fades over the duration
Vicious Strikes
Cooldown increased to 16 seconds from 12
Ragnarok
No longer passively grants bonus armor penetration
Now only grants bonus armor penetration while active
Shaco
Deceive
Range reduced to 400 from 500
Two-Shiv Poison
Slow reduced at earlier ranks to 10/15/20/25/30% from 20/22.5/25/27.5/30%
Shen
Ki Strike
Cooldown reduction per attack reduced to 1 second from 1.5
Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3
Sion
[COLOR="DarkRed"]Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Enrage
Permanent max health bonus is now doubled to 2/3/4/5/6 upon killing a champion, large minion or large monster
Tristana
Rapid Fire
Mana cost reduced to 50 from 80
Explosive Shot
Damage increased to 110/150/190/230/270 from 110/140/170/200/230
Tryndamere
Base Attack Speed increased to 0.670 from 0.644
Fury decay now begins after 8 seconds of being out of combat from 5 seconds
Veigar
[COLOR="DarkRed"]Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Baleful Strike
Permanent ability power gain is now doubled to 2 when killing a champion, large minion, or large monster
Vi
Updated Recommended Items
Vault Breaker
Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
Fixed a bug where Improved Recall was refunding Vault Breaker's cooldown and mana cost
Excessive Force
Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded
Volibear [COLOR="darkred"] Volibears base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.[/COLOR]
Unique passive: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
Zhonya's Hourglass
Recipe changed: Seeker's Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100)
Ability Power increased to 120 from 100
Sightstone [COLOR="darkred"]These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.[/COLOR]
Gold reward for Sightstone wards increased to 25 from 10
Ruby Sightstone [COLOR="darkred"] These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.[/COLOR]
Total cost increased to 1550 gold from 1300
Health increased to 360 from 300
Gold reward for Ruby Sightstone wards increased to 25 from 10
Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)
Fiendish Codex [COLOR="DarkRed"]This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.[/COLOR]
Faerie Charm removed from recipe
Total cost is now 820 gold from 1000
No longer grants any mana regen
Nashor's Tooth
Combine cost reduced to 200 gold from 250 (total cost reduced to 2270 gold from 2500)
No longer grants any mana regen
Banner of Command
Recipe changed: Fiendish Codex + Emblem of Valor + 890 gold = 2360 gold (from 2400)
Deathfire Grasp
Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000)
Combine cost reduced to 900 from 920 (total cost reduced to 2600 gold from 2800)
The Bloodthirster
Combine cost increased to 850 gold from 650 (total cost increased to 3200 gold from 3000)
The Black Cleaver [COLOR="darkred"]We are now fairly comfortable with Black Cleavers strategic niche, but we want to scale back some excess power.[/COLOR]
Health reduced to 200 from 300
Maximum stacks increased to 5 from 4
Armor reduction per stack reduced to 5% from 6%
Fixed a bug where spells were applying more reduction than intended
Trinity Force
Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
Spirit Stone
Combine cost reduced to 40 gold from 140 (total cost reduced to 700 gold from 800)
Spirit of the Spectral Wraith
Combine cost reduced to 100 gold from 400 (total cost reduced to 2000 gold from 2400)
Frozen Heart
Combine cost reduced to 400 gold from 500 (total cost reduced to 3000 gold from 3100)
Doran's Shield
Health regen per 5 seconds increased to 8 from 5
Matchmaking
The matchmaking system will now take into account matchmaking rating and number of wins in the player's current queue when creating matches
General
We've made database upgrades which have cleared displayed match history in player profiles. All stats are still stored, but your previous 10 games will not show up.
Tenacity now appears on the character sheet as a stat.
All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.
e.g. Singed, Trundle, Irelia, Garen, etc.
Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
Fixed a bug where Rengar and Kha'zix "On The Hunt" quest might fail to activate when Kha'zix was dead.
Fixed a bug where chat messages from Anivia would display the incorrect champion name while she was in egg form.
Inhibitors and turrets now have kill callouts.
Co-op vs. AI:
Bots will occasionally chat at the beginning and end of games
Great. I was about 3 games away from making silver. Now I'm going to have to go all the way back to the bottom of Bronze and play who knows how many games, because there aren't any notes on how many League Points we get per game. At least 17 games to move up the division ladders and then the whole tier. This was supposed to relieve ladder anxiety, but now I'm just ridiculously depressed. All my work was for nothing, I'm still at the bottom of the lowest tier now. Could players not be put in specific divisions in the tier instead of being sent to the bottom, based on their elo/provisional games?
Yes, you will be placed into both a tier and a division based on a combination of your current and top ratings from the preseason. If you were close to Silver before the patch, you'll likely be placed into Division I or II of Bronze (which are the highest). You won't have to climb up from the bottom.
Wow. Starcraft 2 WoL had this problem under a certain league, and due to VERY popular demand they no longer do in their upcoming expansion. This is a terrible thing to do, why have ranked games if you can't see your peers' statistics?
That patch note is about champion losses and win ratios, which are generally just used for complaining in champ select.
"omg ur win ratio is only 20% with ez wtf i'm dodging"
"why aren't you playing taric? you are 10-2 with him wtf so stupid"
etc etc.
You'll still be able to see what champions people have played with the most but you won't see their win ratios (because honestly, it's not a good indicator of skill with that champ until the sample size is very high).
TL;DR: Ppl that played ranked get a Tier/Division right away. Ppl that never played ranked will have to play placement games. What happens to ppl that played some but not all placement games before this patch?
The system will count the games you played in the pre-season towards your 10 placement games. So since you already played 9 games, you'll only need to play 1 more game to get placed into a league.
Patch 3.01 Notes
League System
Annie
Blitzcrank
Cho'Gath
Diana
Elise
Ezreal
[COLOR="darkred"]These changes are a continuation of our earlier effort to carefully scale back some of Ezreals excess power. Although these nerfs affect AP Ezreal, right now were focused on stabilizing AD Ezreal. After that well assess the state of AP Ezreal.[/COLOR]
Heimerdinger
[COLOR="darkred"]Though these arent all the Heimerdinger changes wed eventually like to do, these are some quality of life adjustments that should help smooth out Heimers current gameplay.[/COLOR]
Katarina
[COLOR="darkred"]These changes are focused on once again increasing the risk of Katarinas gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.[/COLOR]
Kennen
Lulu
Master Yi
Miss Fortune
Nasus
[COLOR="DarkRed"]Nasus now gains double the bonus from Siphoning Strike when its used to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Nunu
[COLOR="darkred"]These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.[/COLOR]
Olaf
Shaco
Shen
Sion
[COLOR="DarkRed"]Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Tristana
Tryndamere
Veigar
[COLOR="DarkRed"]Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (large) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the games general reward structure, wherein more important units provide additional rewards.[/COLOR]
Vi
Volibear
[COLOR="darkred"] Volibears base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.[/COLOR]
Items
[COLOR="darkred"]These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.[/COLOR]
[COLOR="darkred"] These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.[/COLOR]
[COLOR="DarkRed"]This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.[/COLOR]
[COLOR="darkred"]We are now fairly comfortable with Black Cleavers strategic niche, but we want to scale back some excess power.[/COLOR]
Matchmaking
General
Co-op vs. AI:
"omg ur win ratio is only 20% with ez wtf i'm dodging"
"why aren't you playing taric? you are 10-2 with him wtf so stupid"
etc etc.
You'll still be able to see what champions people have played with the most but you won't see their win ratios (because honestly, it's not a good indicator of skill with that champ until the sample size is very high).