Riot Pwyff here with another League of Legends update! There’s a lot of new content in this patch, including the newly reworked Skarner and Xerath, so we’re taking it light with our other champion changes.
Looking at the overall content of this update, our goal is to create healthier gameplay patterns with champions who are particularly strong. Look at Kayle or Riven and you can see more optimal ways to play as (and against) them. At the end of the day, some of these changes are nerfs, but hopefully you’ll try to understand them (and try them out!) first. Anyways, on with the notes!
With the deploy of patch 4.2, we announced the below change to Leagues but did not enable the feature until today. We’ve since turned it on in North America only. We expect it to roll out to other regions next week.
The below changes will be enabled today:
In solo queue matchmaking the difference in skill from top to bottom is too small to justify a pick order difference in champ select. This change will make it more likely for all players to have an equal shot at playing their favorite role. It will also remove potential duo abuse cases; a randomized order makes it completely fair for pick order regardless of who’s queuing with whom, and reinforces our core focus on communication and collaboration at champion select.
With our improved repair system, any 3rd party modifications to the League of Legends client are at risk of being deleted if they cause the game to crash. Be careful!
The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.
We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.
Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.
Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future.
Additionally, we’ve made some progress in our long battle against the minimap visual bug demons. Completely solving the issue is a larger project we’re hoping to tackle, but these changes should significantly improve the situation.
We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.
The following icons have been updated:
The following summoner spells have been updated:
Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.
This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.
Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks.
Basically, we wanted Hawkshot to feel more valuable at rank 1.
Mundo’s cleavers got skinnier.
Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.
The closer Evelynn is to her target, the faster her Hate Spike projectile travels.
We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.
We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.
Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.
We lowered Riven’s base health regen and increased the power of Valor’s shield.
We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.
Flamespitter looks… okay.
Rumble now spits real flame instead of meatballs.
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.
We made some general quality of life changes to Yasuo in patch 4.1 , but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.
Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.
Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Zigg’s early game harass.
In our ongoing effort to create a more consistent League of Legends viewing experience, we’re standardizing certain elements of our user interface. Players using the old legacy floating combat text prior to this change will be assimilated into the collective player experience. Beep boop.
Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.
The changes affect Summoner’s Rift Only
Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.
These changes affect Twisted Treeline only
Same changes that exist on the Crystal Scar