Patch 8.4 is on the way and the official patch notes have been posted! Continue reading for more information!
Here are the full Patch 8.4 notes (be sure to check regional editions for slight variations!):
Greetings, Summoners,
Welcome to patch 8.4, the one that's pretty huge. No, really. We've changed our patch cycle to alternate between larger game updates and shorter balance tweaks. This is probably our first true "big patch," so it's structured differently than normal.
First, we're looking into mage itemization, and there's been a minor overhaul on those items. Mages often have fixed build paths, so we wanted to give them new items—and revamp the old ones—to create more choice overall.
After that, let's go top lane. We've seen a few top laners make the laning phase too consistent with sustain or base damage: Most champions can't fight them, and they can just avoid the ones who can. We want to make a more variant top lane, so we're addressing those outliers and working to make a more satisfying experience overall.
Finally, we're pushing some big changes to a few champions we think require the gameplay changes. There's Zoe, Rengar, and Volibear, plus some smaller changes mixed in.
Dig into the patch notes now so you're prepared to hop onto the Rift when the patch hits live!
GLHF,
Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid(sdds, Luqizilla)
Patch Highlights
Ability Power Items
Mage itemization follows a pretty simple decision tree. If you need mana, get the only mana/cdr item (Morellonomicon). After that, buy the best general damage items (Void Staff and Liandry's). We want to give mages more options, so we're creating new mage items (and reshaping old ones) to provide more unique and focused outputs and let mages adapt their itemization to game states, matchups, and personal style.
Lost Chapter
Lost Chapter, with its mana restore, is a nice item for mages who want to sustain in lane, which makes it a good starting point for most mid laners. As such, one of the first choices we want mages to be able to make is what item to build out of Lost Chapter. Lost Chapter builds into three items now: Luden's Echo, Hextech GLP-800, and Archangel's Staff. More on each of those below.
(Catalyst of Aeons and its upgrades remain good items for the laner who wants to sustain in lane, trading cooldown reduction for health).
TOTAL COST900 gold ⇒ 1100 gold
NEWUNIQUE PASSIVEHaste: 10% cooldown reduction
Luden's Echo
This one's for poking.
BUILD PATHNeedlessly Large Rod + Aether Wisp + 1100 gold ⇒ Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold
TOTAL COST3200 gold ⇒ 3300 gold
ABILITY POWER100 ⇒ 90
REMOVEDMOVEMENT SPEED+10%
NEWMANA500
NEWCOOLDOWN REDUCTION10%
NEWUNIQUE PASSIVEHaste: 10% cooldown reduction
Hextech GLP-800
This one's for catching.
BUILD PATHCatalyst of Aeons + Hextech Revolver + 850 gold ⇒ Lost Chapter + Hextech Revolver + 850 gold
MANA400 ⇒ 500
REMOVEDHEALTHNo longer grants 300 health
REMOVEDETERNITYRestore mana equal to 15% of damage taken from champions. Restore health equal to 20% of mana spent, up to 15 health per cast, while toggle abilities can heal for up to 15 per second.
NEWCOOLDOWN REDUCTION10%
NEWUNIQUE PASSIVEHaste: This item gains an additional 10% cooldown reduction
UPDATEDLESS FROSTYFrost Bolt now only damages and slows first unit hit (per missile)
UPDATEDLONGER WINTERFrost Bolt slow decays over 0.5 seconds ⇒ 1 second
UPDATEDSTRAIGHT AND NARROWFrost Bolt cone narrowed by 10 degrees. Frost Bolt cone range increased by 200
FROST BOLT SLOW PERCENT65% ⇒ 40%
FROST BOLT MISSILE SPEED2000 ⇒ 1600
Archangel's Staff
Mo' mana, mo' spellcasts.
BUILD PATHTear of the Goddess + Needlessly Large Rod + 1100 gold ⇒Tear of the Goddess + Amplifying Tome + Lost Chapter + 915 gold
TOTAL COST3100 gold ⇒ 3200 gold
ABILITY POWER80 ⇒ 50
MANA250 ⇒ 650 (Mana Charge passive still grants up to 750 additional mana)
NEWCOOLDOWN REDUCTION10%
NEWUNIQUE PASSIVEHaste: 10% cooldown reduction
Seraph's Embrace
SAMEThe changes to Archangel's Staff carry over to Seraph's Embrace as well
Liandry's Torment
Liandry's Torment was a bit of a contradiction: The percent health damage made it decent against tanks, while the flat magic penetration made it decent against squishy targets. As a result, it either didn't do either job exceptionally, or it ended up overtuned, and doing both jobs too well. We're shifting Liandry's Torment into being the tank bleeding item, and rewarding champions who want to stay in combat for a while, casting spell after spell on the beefy boys.
REMOVEDUNIQUE PASSIVENo longer grants Eyes of Pain: +15 flat magic penetration
NEWUNIQUE PASSIVEMadness: Damaging champions increases the damage you deal by 2% per second until exiting combat (up to 10%)
UPDATEDUNIQUE PASSIVETorment: 2% target's current health per second⇒ 1% of the target’s maximum health per second
Haunting Guise
It's haunting, guys!
ABILITY POWER25 ⇒ 35
REMOVEDUNIQUE PASSIVENo longer grants Eyes of Pain: +15 flat magic penetration
NEWUNIQUE PASSIVEMadness: Damaging champions increases the damage you deal by 2% per second until exiting combat (up to 10%)
Morellonomicon
Mana refund passive removed. Flat magic penetration added. Grievous Wounds now applies to targets at all health. Ability power decreased. Mana removed.
Morellonomicon was supposed to be the anti-healing item, but when it was also the best mana and AP item and present in every game, it forced us to make the item more about the stats and less about the unique output it provided.
BUILD PATHLost Chapter + Fiendish Codex + Amplifying Tome + 665 gold ⇒ Oblivion Orb + Blasting Wand + 650 gold
TOTAL COST2900 gold ⇒ 3000 gold
ABILITY POWER100 ⇒ 80
REMOVEDMANANo longer grants 400 mana
REMOVEDUNIQUE COOLDOWN REDUCTIONNo longer grants 20% unique cooldown reduction
NEWUNIQUE PASSIVETouch of Death: +15 flat magic penetration
NEWUNIQUE PASSIVECursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds
REMOVEDUNIQUE PASSIVEMagic damage dealt to champions below 35% health no longer inflicts them with Grievous Wounds for 8 seconds—this was replaced by Cursed Strike above
REMOVEDUNIQUE PASSIVEEnemy champion takedowns no longer restore 20% of your maximum mana
NEW
Oblivion Orb
Because flat magic penetration is cool, just not for the Liandry's Torment line.
BUILD PATHRuby Crystal + Amplifying Tome + 665 gold
TOTAL COST1500 gold
ABILITY POWER25
HEALTH200
UNIQUE PASSIVETouch of Death: +15 flat magic penetration
NEW
Spellbinder
The more fighting, the better.
BUILD PATHAether Wisp + Needlessly Large Rod + 700 gold
TOTAL COST2800 gold
ABILITY POWER100
MOVEMENT SPEED10%
UNIQUE PASSIVENearby allied and enemy spellcasts charge Spellbinder up to a cap (100 maximum)
UNIQUE ACTIVEGain a maximum of 30% decaying movement speed and 100 ability power for 4 seconds, based on charges spent (60 second cooldown)
NEW?
Twin Shadows
When you're feeling clingy.
BUILD PATHFiendish Codex + Aether Wisp + 650 gold
TOTAL COST2400 gold
ABILITY POWER60
MOVEMENT SPEED7%
COOLDOWN REDUCTION10%
UNIQUE ACTIVESpectral Pursuit: Summons 2 Spooky Ghosts that hunt down nearby champions, revealing them and Haunting them on contact. Haunted enemies are slowed by 40% for up to 5 seconds based on the distance the ghosts travel. (90 second cooldown)
These last few changes are efficiency adjustments to items that were a bit too strong or weak for their cost.
Void Staff
ABILITY POWER80 ⇒ 70
Rabadon's Deathcap
TOTAL COST3800 gold ⇒ 3600 gold
BUILD PATHNeedlessly Large Rod + Blasting Wand + Amplifying Tome + 1265 gold ⇒Needlessly Large Rod + Needlessly Large Rod + 1100 gold
UPDATEDUNIQUE PASSIVEIncreases ability power by 35% ⇒ Increases ability power by 40%
Rylai's Crystal Scepter
ABILITY POWER75 ⇒ 85
Top Lane
At the moment, too many champions (Gangplank and Ornn are definitely core offenders), are coasting their way through laning phase without needing to interact with their opposing laner. We're toning down the health and mana sustain of some of those picks, as well as weakening their ability to live in top lane from a safe range. We're also giving some love to the champions who tend to beat them so they'll be less safe of picks overall.
There are also changes to Press The Attack, and be sure to check out the Jungle section for a change to Blast Cones which will impact top lane.
Darius
W cooldown decreased at early ranks. W damage increased at later ranks. E armor penetration increased.
Darius, as a juggernaut, has damage as his main output. Currently, he could use some more.
W - Crippling Strike
COOLDOWN9/8/7/6/5 seconds ⇒ 7/6.5/6/5.5/5 seconds
RATIO140% total attack damage at all ranks ⇒ 140/145/150/155/160% total attack damage
BUGFIXFixed a bug where Crippling Strike sometimes failed to damage certain units (ex. Yorick's W - Dark Procession)
E - Apprehend
ARMOR PENETRATION5/10/15/20/25% armor penetration ⇒10/15/20/25/30% armor penetration
Gangplank
Q mana cost increased at early ranks. E barrel duration decreased. Barrels no longer reveal nearby units.
Both Kleptomancy and Grasp of the Undying have given Gangplank powerful sustain options that let him brute-force his way through lane, reaching his late-game scaling without much challenge.
Q - Parrrley
COST40 mana at all ranks ⇒ 60/55/50/45/40 mana
E - Powder Keg
UPDATEDBARRELY VISIBLEBarrels no longer grant vision of other units
DURATION60 seconds ⇒ 25 seconds
Gnar
Q cooldown refund decreased (more at higher ranks). E base damage increased.
Gnars who stay back and play safe should be less impactful, while those who get up close with the enemy should have more power, especially early on.
Q - Boomerang Throw
COOLDOWN REFUND45/50/55/60% (based on rank of R - GNAR!) ⇒40% at all levels
E - Hop
BASE DAMAGE20/60/100/140/180 ⇒ 50/85/120/155/190
Ornn
W shield duration increased, cooldown decreased at early ranks, damage increased early and decreased late. Brittle duration decreased. E now deals more damage on average but cannot double-hit.
Ornn has best-in-class dueling, so much so that he's not just one of the top tanks, but that he intrudes on what should be the strength of top lane fighters. Tanks aren't typically bad at dueling, but their cooldown gating and burstier damage outputs tend to give fighters clear chances to fight them and win. Ornn's windows of weakness are too short, whether that's the cooldown on W or the duration of the Brittle debuff. Even when he is fought outside of those windows, the damage from Searing Charge is too much for many champions to handle. In general,
W - Bellows Breath
COOLDOWN13/12/11/10/9 seconds ⇒ 17/15/13/11/9 seconds
DAMAGE10/12/14/16/18% target's maximum health ⇒12/13/14/15/16% target's maximum health
SHIELD DURATION2.5 seconds ⇒ 3.5 seconds
BRITTLE DURATION6 seconds ⇒ 3 seconds
E - Searing Charge
BASE DAMAGE30/50/70/90/110 ⇒ 80/125/170/215/260
DAMAGE RATIO30% bonus armor + 30% bonus magic resist ⇒ 40% bonus armor + 40% bonus magic resist
REMOVEDSHOCKWAVE DAMAGENo longer deals an additional 50/90/130/170/210 (+30% bonus armor) (+30% bonus magic resist) when colliding with terrain
OVERALL DAMAGE80/140/200/260/320 ⇒ 80/125/170/215/260
OVERALL DAMAGE RATIO60% bonus armor + 60% bonus magic resist ⇒40% bonus armor + 40% bonus magic resist
Poppy
Passive damage increased at early levels. E damage increased.
Passive - Iron Ambassador
DAMAGE10-180 (at levels 1-18) ⇒ 20-180 (at levels 1-18)
E - Heroic Charge
DAMAGE55/75/95/115/135 ⇒ 60/80/100/120/140 (doubled on slam)
Renekton
Q damage increased at later ranks. Empowered Q damage increased.
Q - Cull the Meek
DAMAGE65/95/125/155/185 ⇒ 65/100/135/170/205
EMPOWERED DAMAGE95/140/185/230/275 ⇒ 100/150/200/250/300
Jax
Counter Strike no longer sometimes delays briefly before blocking attacks.
E - Counter Strike
RIGHT THROUGH THE COUNTERSTRIKEFixed a bug where Counterstrike's buff could take up to 0.25 seconds to take effect.
Frozen Mallet
Ranged basic attacks slow for less.
Only a few ranged champions can afford to sacrifice damage to pick up Frozen Mallet, but those champions who can end up being both hard to reach (because of the slow) and hard to kill (because of the health). To make this less of a (can't) Catch-22, we're reducing the ranged slow.
SLOW (RANGED)30% ⇒ 20%
Champions
Evelynn
E damage increased.
Last patch's nerfs on Evelynn went too hard.
E - Whiplash
BASE DAMAGE40/55/70/85/100 ⇒ 55/70/87/100/115
EMPOWERED DAMAGE70/90/110/130/150 ⇒ 95/115/135/155/175
Fiddlesticks
E cooldown decreased at early ranks. E bonus damage to monsters increased; bonus damage to minions removed. R cooldown decreased.
League's original mage jungler isn't doing so well, and could use some love.
E - Dark Wind
COOLDOWN12/11.5/11/10.5/10 ⇒ 10 at all ranks
BONUS DAMAGE TO MONSTERS50% ⇒ 100%
REMOVEDBONUS DAMAGE TO MINIONSDark Wind no longer deals bonus damage to minions
R - Crowstorm
COOLDOWN150/140/130 ⇒ 140/110/80
Kalista
Base attack damage and range decreased. Base attack speed and attack speed per level increased. W now grants attack damage instead of attack speed when Kalista is near her Oathsworn.
Kalista has been bullying other marksmen too hard in lane, so we're bringing her mana sustain and attack range down somewhat.
We're also changing the way Sentinel's Oathsworn bonuses work, and this one's a little bit of a deep dive. Gaining or losing attack speed (such as when her Oathsworn enters or leaves range) can make a champion feel choppy, leading to flubbed last-hitting and stutter-stepping. On Kalista, whose attack speed also controls movement, losing or gaining attack speed is even more disruptive. As such, we're changing the bonus she gets from being near her Oathsworn away from attack speed and into attack damage, and changing her base stat profile accordingly.
TL;DR her power will still get a boost when her Oathsworn is nearby, but the feel of her basic attacks will feel more consistent throughout the course of a game.
Base Stats
ATTACK RANGE550 ⇒ 525
BASE ATTACK DAMAGE71 ⇒ 66
BASE ATTACK SPEED0.644 ⇒ 0.694
BASE ATTACK SPEED GROWTH2.5% ⇒ 3.5%
W - Sentinel
REMOVEDSOUL-MARKEDKalista no longer gains bonus attack speed when near her Oathsworn
NEWSOUL-MARKEDKalista gains 5/10/15/20/25 bonus attack damage when near her Oathsworn
E - Rend
MANA REFUND30 at all ranks ⇒ 10/15/20/25/30
Kog'Maw
W maximum health damage increased at later ranks.
We went too hard on W last patch, so we're giving some of its strength back.
W - Bio-Arcane Barrage
MAX HEALTH DAMAGE3/3.5/4/4.5/5% target's max health ⇒3/3.75/4.5/5.25/6% target's max health
Rengar
Q reverted to pre-rework paradigm. Base attack damage scaling increased. R detection range decreased.
We like much of the Rengar update, but the old Q paradigm is one Rengar players enjoyed more (and opponents don't really notice that much). We want to keep—and amplify—the gains of the new ultimate while we're at it, and we're taking a pass at Rengar's stat profile to help Trinity Force be a more reasonable purchase.
Base Stats
BASE ATTACK DAMAGE68 ⇒ 65
ATTACK DAMAGE GROWTH1.5 ⇒ 3
BASE ATTACK SPEED0.625 ⇒ 0.666
ATTACK SPEED GROWTH3.5% ⇒ 3%
Passive - Unseen Predator
REMOVEDFLAT ATTACK DAMAGE1/3/7/13/20
PERCENT BONUS ATTACK DAMAGE1/3/7/13/20% bonus attack damage ⇒1/4/9/16/25% bonus attack damage
NEWEXTRA TWISTEDOnce Rengar's gained Bonetooth Necklace stacks from all three enemy champions on Twisted Treeline, the per-target lockout now resets so he can get his fourth and fifth stacks. (He can't get a sixth, though!)
LEAP OFFSET FROM TARGET100 ⇒ 50
LEAP SPEED1600 ⇒ 1450
NEWMEOWRengar has a voice response to gaining a Bonetooth Necklace stack and generating Ferocity
UPDATEDQ - Savagery
This is pretty much a revert to Rengar's old Q functionality. Q is now an attack reset plus an attack speed buff for the next two attacks.
BASE DAMAGE20/50/80/110/140
RATIO1.1 total attack damage
BONUS ATTACK SPEED40%
EMPOWERED BASE DAMAGE30-240 (at levels 1-18)
RATIO1.3 total attack damage
ATTACK SPEED50-101% (at levels 1-18)
W - Battle Roar
COOLDOWN20/18/16/14/12 seconds ⇒ 16/14.5/13/11.5/10 seconds
R - Thrill of the Hunt
ENEMY VISION RANGE2000/3000/4000 ⇒ 1600
RENGAR VISION RANGE2000/3000/4000 ⇒ 2500/3000/3500
MOVEMENT SPEED40% ⇒ 40/50/60%
REMOVEDCRITCATRengar's leap out of his ultimate no longer automatically critically strikes
NEWSURPRISE CLAWSRengar's leap out of his ultimate now deals 30% total attack damage as bonus damage and shreds 12/18/24 of the target's armor for 4 seconds
NEWREVERSE PACKThe closest enemy to Rengar alerts all allies within 1200 range about his presence
NEWI'LL SCOUT AHEADEnemies revealed by Thrill of the Hunt stay revealed for the spell's duration
Shyvana
Attack damage per level decreased. Q base damage decreased.
Shyvana is one of the strongest users of Press the Attack. With the power increase PtA is getting (see below), and the half-dragon needs to lose some base power as a result.
Base Stats
ATTACK DAMAGE GROWTH3.4 ⇒ 2.8
Q - Twin Bite
SECOND HIT BASE DAMAGE40/55/70/85/100% total attack damage ⇒20/35/50/65/80% total attack damage
Swain
W cost decreased at early ranks. R base heal increased. Health threshold to reactivate R decreased.
With one patch under the belts of Swain players, we're mostly pleased with how players are learning. That being said, we have room for some feel-good changes which should help new players with the flow of his kit.
W - Vision of Empire
COST90/100/110/120/130 mana ⇒ 70/85/100/115/130 mana
R - Demonic Ascension
BASE HEAL PER TARGET PER SECOND15/30/45 ⇒ 20/35/50
NEWSOULIDIFIEDCooldown and Soul fragments are fully refunded if Swain dies during the channel time of Demonic Ascension
BUGFIXUltimate Hat now properly reduces Demonic Ascension's cooldown
HEALTH THRESHOLD TO REACTIVATE150/300/450 ⇒ 125/300/450
UPDATEDAIM AHEADArea of Effect starts slightly more in the direction of Swain's movement at high movement speeds
Talon
Base armor decreased. Base magic resistance increased.
As a melee champion who takes a lot spell damage in the laning phase, Talon suffered disproportionately from the loss of magic resist runes in the preseason.
Base Stats
ARMOR32 ⇒ 30
MAGIC RESIST32.1 ⇒ 39
Tristana
R cooldown increased.
Tristana's ability to peel for herself is too consistently available.
R - Buster Shot
COOLDOWN100/85/70 seconds ⇒ 120/110/100 seconds
Twitch
E base damage decreased.
Twitch is one of the strongest users of Press the Attack, despite it not actually being the rune most players take on him. With the power increase PtA is getting (see below), League's dirtiest rat needs to lose some base power.
E - Expunge
BASE DAMAGE20/35/50/65/80 ⇒ 20/25/30/35/40
BONUS DAMAGE PER STACK15/20/25/30/35 (+0.25 bonus attack damage) (+0.2 ability power) (unchanged)
Volibear
Q movement speed increased. W now halves its cooldown when used on minions. E now knocks back enemies struck, and deals extra damage to dashing or airborne targets.
Volibear has a binary kit that will eventually need some form of rework. In the meantime, we wanted to try our hand at giving him more complex decisions to make in game.
Q - Rolling Thunder
BONUS MOVEMENT SPEED15% ⇒ 15/17.5/20/22.5/25%
BONUS MOVEMENT SPEED TOWARDS CHAMPIONS30/35/40/45/50% ⇒30/37.5/45/52.5/60%
NEWMASTER DRIFTERWhen Volibear changes direction (from "towards champions" to any other direction), his bonus movement speed now decays over 1 second rather than falling off immediately. In other words, dodging and weaving won't slow you down as much.
W - Frenzy
NEWHUNGRY BEARFrenzy's cooldown is halved if it is used on a minion (in addition to monsters, as previously)
E - Majestic Roar
NEWROARSlightly knocks back enemies
NEWSWATEnemies who are dashing or airborne (before Roar is cast) are dealt 40/60/80/100/120 (+0.3 ability power) additional magic damage
BUGFIX SCARY BEARYSummoned Rift Herald will now be terrified properly
Xin Zhao
Passive damage decreased. W base cast time decreased.
Xin Zhao is one of the strongest users of Press the Attack. With the power increase PtA is getting (see below), and everybody's favorite Seneschal needs to lose some base power as a result. Also cleaning up some weirdness on short-ranged casts of E - Audacious Charge and making W - Wind Becomes Lightning more fluid.
Passive - Determination
PASSIVE DAMAGE20/40/60/80 % total attack damage % >> 15/25/35/45 total attack damage
W - Wind Becomes Lightning
BASE CAST TIME0.6 seconds ⇒ 0.5 seconds
REALISTIC SPEARSpear Thrust now originates from Xin Zhao's position at the end of the cast
E - Audacious Charge
BUNNY HOPShort-ranged dashes will now correctly move Xin Zhao forward to the target
Zed
R cooldown decreased at later ranks.
Over time, supports and marksman have picked up much better tools to prevent burst deaths (Redemption, Knight's Vow, et al). This makes Zed players feel worse about trying to make plays, knowing that if they fail, they'll be without a key cooldown for so long.
R - Death Mark
COOLDOWN120/100/80 seconds ⇒ 120/90/60 seconds
Zoe
A lot of changes. Most notably: Q damage down, minions no longer drop Teleport, E no longer refunds cooldown if it sleeps a champion, cleansing Drowsy now prevents Sleep.
Ok, this one's a pretty big changelist. If you just want a TL;DR, we're nerfing the most frustrating parts of Zoe.
First, Zoe's wave clear is good enough to frequently shove her lane in and roam—punishing the enemy mid laner with heavy poke damage if they try to follow. We're making wave clear one of Zoe's most notable weaknesses, meaning she'll have fewer opportunities to make use of her anti-champion strengths.
Zoe's also getting to Sleep far too many targets, especially in teamfights where she's almost guaranteed to get her E cooldown reduction. Taking that refund away—and giving opponents better ways to remove Sleep—makes Sleep feel less unavoidable and brings her overall damage output down.
Finally... Q - Paddle Star. Landing sleep into a long-ranged Q is Zoe's signature combo (and her largest source of damage), but even unsleeped targets are losing most of their health to one hit once Zoe has a few items. We're moving some damage into More Sparkles! and cutting a bunch more—the net result is about 20% less damage to the primary target at most points in the game.
That's a lot of nerfs, and while Zoe is frustrating to play against, her win rate numbers aren't reassuring. We're bumping up her base health and passive scaling so she still has power, just less of the the "one-shot you with naked Q" levels she was sometimes reaching. This isn't an even swap: we expect Zoe to land on the weak side when 8.4 hits. But we'd rather hit as many frustration points as we can in one go and address power later, rather than continuing to draw the process out.
Base Stats
HEALTH526 ⇒ 560
BASE ATTACK DAMAGE56 ⇒ 58
Passive - More Sparkles!
BASE DAMAGE12/15/18/22/26/31/37/43/49/56/64/73/82/91/101/112/123/135⇒12/15/20/25/30/35/48/53/67/73/79/86/93/100/109/117/126/135
RATIO0.25 ability power ⇒ 0.325 ability power
Q - Paddle Star
BASE DAMAGE45/75/105/135/165 ⇒ 45/60/75/90/105
RATIO0.40 ability power ⇒ 0.20 ability power
NEWPADDLE STAR NOT PADDLES STARPaddle Star no longer applies More Sparkles' damage to enemies past the first hit
W - Spell Thief
UPDATEDSIGNAL BEFORE SWAPPING LANESMinions can no longer drop Teleport
MOVEMENT SPEED BONUS10/25/40/55/70% ⇒ 30/40/50/60/70%
RATIO0.40 ability power ⇒ 0.60 ability power
E - Sleepy Trouble Bubble
REMOVEDLESS CONTAGIOUS YAWNSSleepy Trouble Bubble's cooldown is no longer reduced by 10/15/20/25/30% when an enemy champion falls asleep
UPDATEDSYNTHETIC ADRENALINERemoving Drowsy now prevents the affected target from falling asleep
Extra Damage to Minions
We were worried that the removal of old runes and masteries would make last-hitting too hard, so we gave all champion attacks a bonus 5 damage against lane minions. Over time, it's become clear this wasn't necessary, so we're reverting that change.
REMOVEDIT HURTSBasic attacks no longer deal 5 bonus damage to lane minions
Items
Ancient Coin Line
Now with extra movement speed!
Ancient Coin and its upgrades aren't doing as well as the other gold income items. In particular, they just don't offer much during the laning phase. Before, their quest reward was pulling some of that weight, but with that gone it needs something to make it worthwhile early on.
By the way, there's currently a bug where the gold gained from Ancient Coin's pickups is not being reflected in the tooltip which tracks how much gold the item has accrued, but you still have the gold.
Ancient Coin
MOVEMENT SPEED0 ⇒ 5
Nomad's Medallion
MOVEMENT SPEED0 ⇒ 10
Remnant of the Ascended
MOVEMENT SPEED0 ⇒ 10
Relic Shield line
Health decreased.
Tank supports crowding out other options in pro play, and Relic Shield is a big part of that —and even a few solo laners are picking it up. As a result, we're pulling back somewhat on the base tankiness it grants.
Relic Shield
HEALTH75 ⇒ 50
Targon's Brace
HEALTH175 ⇒ 125
Remnant of the Aspect
COMBINE COST650 gold ⇒ 550 gold
TOTAL COST1900 gold ⇒ 1800 gold
HEALTH500 ⇒ 350
REMOVED
Tracker's Knife
Tracker's Knife is almost mandatory in professional play, giving professional teams enough vision to avoid most early-game danger. Bringing it in line would kill it in most games, so for now we're simply removing it.
Wit's End
Cost decreased. On-hit damage increased. Max magic resist drain increased, but magic resist per stack halved on ranged champions.
Wit's End is consistently stronger on ranged champions than melee, and that strength prevents us from making it a viable item on the basic-attacking bruisers who may otherwise pick it up. Splitting those two up should help with balancing this item.
GOLD COST2500 ⇒ 2400
ON-HIT DAMAGE40 ⇒ 42
MAGIC RESIST STOLEN PER ATTACK5 ⇒ 6
MAXIMUM STOLEN MAGIC RESIST30
NEWACTION AT A DISTANCERanged champions steal half the MR, but up to the same max (30)
Runes
Precision
Stat bonuses are now split between attack speed and the stat provided by a secondary damage-oriented rune path (Sorcery or Domination).
NEWSHARESpeccing Precision alongside Sorcery or Domination grants you some stats from your primary tree and some from your secondary tree
PRECISION-DOMINATION18% attack speed ⇒ 9% attack speed, 9 ability power or 5 attack damage
DOMINATION-PRECISION18 ability power or 10.8 attack damage ⇒ 9% attack speed, 9 ability power or 5 attack damage
PRECISION-SORCERY18% attack speed ⇒ 9% attack speed, 10 ability power or 6 attack damage
SORCERY-PRECISION20 ability power or 12 attack damage ⇒ 9% attack speed, 10 ability power or 6 attack damage
Keystone
Damage increased. Damage amp decreased at early levels.
Press The Attack isn't pulling its weight on melee bruisers. We've been pretty hesitant to buff it, thanks to its laning strength in duo lanes (where the damage amp has two champions worth of damage to apply to). We're pulling back on the amp at early levels so that we can put more raw damage into the keystone.
Press The Attack
DAMAGE30-120 (at levels 1-18) ⇒ 40-180 (at levels 1-18)
DAMAGE AMP12% ⇒ 4-12% by champion level
Resolve
The new rune Bone Plating has been added to Resolve. Several runes moved to different rows.
The Resistance row is currently pretty unsatisfying, so we've been looking into creating more dynamic ways to provide its users with durability. This process is not complete, but this is our first stab at it.
Strength
REMOVEDUnflinching
UPDATEDREORDERINGUnflinching has been moved to the Vitality row
NEWBone Plating
TOO TANKYAfter taking damage from an enemy champion, their next three spells or attacks against you deal 20-50 less damage (at levels 1-18)
DURATION5 seconds
COOLDOWN45 seconds
Demolish
Unchanged.
Font of Life
Unchanged.
Resistance
There are 4 runes in this row for now.
Iron Skin
Unchanged.
Mirror Shell
Unchanged.
Conditioning
Unchanged.
NEWSecond Wind
Second Wind has been moved here from the Vitality Row.
Vitality
Overgrowth
Unchanged.
Revitalize
Unchanged.
NEWUnflinching
UPDATEDREORDERINGUnflinching has been moved here from the Strength Row
REMOVEDSecond Wind
UPDATEDREORDERINGSecond Wind has been moved to the Resistance Row
Inspiration
Commencing Stopwatch transforms into Stopwatch later in the game. New rune: Time Warp Tonic.
Perfect Timing is warping aggression (especially "first-cast-of-ultimate" aggression), so we're pushing it later in the game. Also the extended duration of potions is just another piece of hidden power in Inspiration. We think it's cool, but we're moving it to a rune instead of the tree bonus.
REMOVEDLUSHThe Inspiration Tree no longer grants increased potion duration
Contraptions
Perfect Timing
WIND UPCommencing Stopwatch transforms into Stopwatch at 6 minutes ⇒ 10 minutes
Beyond
REMOVEDCelestial Body
NEWTime Warp Tonic
THIRSTYYour potions, elixirs, and biscuits last 20% longer
POWERTHIRSTWhile under the effect of potions, elixirs, or biscuits, gain 5% increased movement speed
Jungle
Blast Cone
Outer 4 blast cones spawn later in the game.
The river-accessing blast cones (especially in top lane) put too much pressure on laners to not only win lane, but also control the early blast cone to avoid ganks. That gameplay is cool, but having it show up that early in the game is a bit much.
The red dots are the affected spawns!
FIRST SPAWN TIMEBetween 125 and 140 seconds ⇒ Between 300 and 330 seconds
Ancient Krugs
This is a legacy from anti-poaching efforts of the past. Not really relevant anymore.
REMOVEDLONG DISTANCEAncient Krugs no longer take reduced damage from ranged basic attacks
Hand of Baron
Baron buff bonus ability power increased. Baron buff stats increase more later in the game. Baron buff now buffs caster minions' durability.
Late game Baron buffs should be hugely impactful, allowing a team which takes them to successfully siege those tough inhibitor turrets. It doesn't look like it's doing its job well enough, so we're bumping up the damage it provides as the game goes later (especially ability power), and boosting its minion buffs.
Bonus stats
INITIAL STATS25 attack damage and ability power ⇒ 24 attack damage and 40 ability power
FINAL STATS40 attack damage and ability power at 27:30 ⇒ 48 attack damage and 80 ability power at 40:00
Minion buffs
A LARGE BUFF-FIXFixed a bug where bonus attack damage (ex. Hand of Baron's +50 and Banner of Command's +100) wasn't affecting empowered siege minion attacks against structures at all. This is twice as impactful as it sounds, since empowered siege minions deal double damage to turrets.
NEWCASTER MINION DURABILITYEmpowered caster minions now take 50% less damage from champions
BUGFIXHand of Baron's area-of-effect damage reduction buff on minions now properly reduces damage from Runaan's Hurricane bolts
Elder Dragon Buff
Elder Dragon respawn time decreased. Elder dragon buff duration increased for buffs beyond the first. Burn damage increased for elder dragon buffs beyond the first.
Late game Elder Dragon buffs should be hugely impactful, allowing a team which takes them to successfully siege those tough inhibitor turrets. It doesn't look like it's doing its job well enough, so we're buffing all Elder Dragon buffs beyond the first, and dialing down the respawn timer for those games which dragon.
RESPAWN10 minutes ⇒ 8 minutes
NEWELDER-ERElder Dragon buffs beyond the first grant even stronger effects. The first buff is unchanged; we're listing the values below for comparison.
BUFF DURATION150 seconds for the first buff; 300 seconds for subsequent buffs
BURN DAMAGE45 (+45 per drake or dragon killed) for the first buff; 135 (+90 per drake or dragon killed) for subsequent buffs
ELEMENTAL BUFF+50% effectiveness of Elemental Drake stacks for the first buff; +100% for subsequent buffs
Honor
HONOR STATSYou now see unique stats about your recent honors any time you earn an Honor reward like a key fragment, orb, or capsule
Scoreboard
We've reverted the scoreboard layout changes from last patch.
Bugfixes
- Zoe can now correctly use R - Portal Jump to get out of Swain's R - Demonic Ascension's drain circle
- Fixed a bug where Renekton's abilities failed to grant Renekton the correct amount of Fury when initiating combat
- Remnant of the Ascended now is correctly filtered under health, not armor
- Fixed a bug where Swain could remain in R - Demonic Ascension when affected by Lulu's Whimsy
- Amumu's W - Despair now correctly deactivates when he runs out of mana
- Ryze's E - Spell Flux now correctly spreads to nearby units when it kills units who have any form of life after death
- Fixed a bug where Dragon takedowns would give a 30 second discount on the Magical Footwear timer
- Fixed a bug where a champion's primary ability resource bar remains under the champion portrait after their first death (and only their first death)
- Trading champions now correctly selects the correct skin (last one used)
- Udyr's W - Turtle Stance and Akali's Passive - Twin Disciplines now correctly trigger Overheal
- Activating Gragas' W - Drunken Rage while attacking an inhibitor will no longer cause him to path towards the blue side fountain
- Kalista will no longer path towards the blue side fountain if given a movement command to dash while attacking an enemy inhibitor
- Zoe no longer ignores unit collision for the rest of the game after using R - Portal Jump
- Skarner will now correctly stun targets afflicted by E - Fracture's Crystal Venom if they received the debuff in between when he began and initiated the attack
- Fixed a bug where Corrupting Potion could not be used if a Mana Potion was currently in use
- Thornmail now correctly applies the Cripple debuff to minions and monsters attacking its owner
- Fixed a bug where jungle monster patience meters would not change color as the player lost aggro
- Sweetheart Rakan’s health bar has been adjusted so it no longer obscures several animations
- Mecha Kha’Zix chromas’ Void Assault (R) VFX are now always visible to the enemy when used
Upcoming Skins & Chromas
The following skins will be released in patch 8.4:
Points of Interest from the 8.4 PBE Cycle
Here's a brief look at many of the new things included in patch 8.4. This coverage includes preview screen shots and video taken during the 8.4 PBE cycle and may vary slightly from what is pushed to live.New Skins
Dragon Master Swain and Dark Star Jarvan IV will be available sometime during the patch:Dragon Master Swain
1350 RP
Xin Zhao Splash Art Update
Xin Zhao has a new base splash art coming this patch:Leveling Reward Emotes
Four new leveling reward emotes will be available, Legend 12 for Level 300, Legend 13 for level 325, Legend 14 for level 350, and Legend 15 for level 375.Miscellaneous
"NOTICE FROM THE DEAN: Darius is henceforth suspended from Academy grounds for behavior including (but not limited to) stuffing students into lockers, possession of dangerous weapons on school property, brawling, fighting, scuffling, fisticuffing, and dunking on fellow classmates during gym class."
- Riot Rayven noted the scoreboard layout was reverted and gave some reasoning:
[1] "Reverted the scoreboard layouts as well in 8.4"
[2] "Discussed elsewhere in threads and patch notes. The tl;dr is that they were intended to be minor, readability focused changes.
We thought there were gains to be had emphasizing stats by giving them more breathing room and, in mirrored mode, grouping stats head to head. Secondarily, driving more awareness of champs missing by more closely associating that icon with champ portraits.
Orienting summs horizontally was also intended to improve readability and scannability (they are left to right everywhere else), but we really undervalued the "down the line" way many of you use them currently.
So, well intentioned, but not worth the pain and confusion caused."
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