Patch 5.10 notes

By Riot Pwyff

Saludos, Summoners.

Welcome to the 5.10 patch notes - the one where supports get some lovin'. As we traverse the land in our diversity dirigible, we're still sussing out what impact the Cinderhulk changes had on the feasibility forest, so we've now turned our sights to sustain / utility-focused supports who have languished a bit in the diversity metrics. That said, rather than kicking all of the aggressive supports in the shins (except a small adjustment for Leona's E width to match the visuals), we realized we could probably introduce some new possibilities with utility mastery changes, sustain support item improvements, and some utility-focused buffs for champions more inclined to those ways.

Second thing - while we are still watching those Cinderhulk changes shake out, this doesn't mean we're going to be passive about the jungle in the meantime. We've seem some meaningful diversity improvements so far, but it's also clear that there were a few outlier champions who were just strong, so we're taking some additional action this patch (see: Gragas, Sejuani, Rek'Sai). Aside from some small follow-up for champions we adjusted in previous patches, that's the gist of 5.10!

P.S. Scarizard's out trying to find a better form of transportation than the diversity dirigible (frankly I think we've reached the pinnacle of design transportation here), so you get slightly less sass in the champion contexts. That's about it.

Chris "Pwyff" Tom

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Patch Updates

6/4/2015


Login Issues

We've rolled out an update to mitigate the frustration of the login connection issues some of you have been experiencing. Up-front, there are still some edge cases where your first login attempt might fail, but this should happen much less frequently.

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Champions

Ekko

Ekko, the Boy Who Shattered Time, will be released a bit later during patch 5.10!

Akali

If Akali Qs someone, Shadow Dance will bring her much closer to them. Otherwise all of her R dashes are slightly closer in general.

Our bad on this one. Adding a little more intelligence to Akali's dashes, where they'll try to adjust distance according to her needs.

R - Shadow Dance

newCAN YOU FEEL THE LOVE TONIGHT Now gives 50% less passthrough distance versus targets marked by Mark of the Assassin
MINIMUM PASSTHROUGH DISTANCE 150 100
MAXIMUM PASSTHROUGH DISTANCE 250 200

Cassiopeia

These are two changes aimed at two different things, so we'll explain. First, while we did intend for late-game Cass to be an unstoppable force of a half-snake, the scaling heal on Twin Fang makes her borderline unkillable for some team compositions (particularly given her zone control). Second, when we were looking for ways to trim power on Cass, we saw that her champion update came right before our big refactor of the mana regeneration stat of the 2015 season (with most champions ending up with less mana regen in general). Given that these original numbers were tuned around competing mid-laners of the time (and higher baseline mana regeneration expectations like Athene's Unholy Grail), we decided to modernize accordingly. Cassi's still going to hit like a truck in the lategame - we just wanted to give more windows of opportunity for opponents to take advantage.

Passive - Aspect of the Serpent

PASSIVE BONUS At 100 stacks, Twin Fang heals for 6/8/10/12/14/16 +0.1 ability power +0.06 ability power

E - Twin Fang

MANA REFUND If Twin Fang kills the target, it refunds its mana cost plus 3% of Cassiopeia's maximum mana 1.5% of Cassiopeia's maximum mana

Gragas

Non-fat body slams.

Following up on our Cinderhulk changes, we still think 'ol Graggy's taking up too much space in the jungle, so we're trimming some fat (not literally - that's gross) where we can. This might not be the change that gives jungle competitors some space to breathe, but at least letting his belly hitbox match the visuals is a good first step.

E - Body Slam

MOVING COLLISION RADIUS 200 180
END COLLISION RADIUS 250 210

Jinx

In terms of objective power shifts, this reduces some of Jinx's early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx's late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we'd have to hit you for trying too hard.

Q - Switcheroo!

MINI-GUN BONUS ATTACK SPEED 30/55/80/105/130% 30/40/50/60/70%
newPOW-POW'S LEVELING UP Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx's level

Karma

Spell hits and basic attacks on champions reduce Mantra's cooldown by a lot more at later levels. W has a higher AP ratio and can be used on monsters. E has a shorter cooldown, a lower mana cost, and shields for slightly less at later ranks. Instead of bonus damage, Mantra'd W now adds to the root duration and Mantra'd E now increases the base shield by a large amount and gives a greater area-of-effect shield.

Let's talk Karma.

Right now, while Karma does have a small - but dedicated - player base, she's someone we've put on our radar as an opportunity to improve. Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn't really been stand-out in any category for some time and hasn't been able to scale well as the game progresses. Up front: these changes aren't going to "fix" everything (honestly no change does that!) - we just wanted to highlight more of Karma's unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E). While these changes do reduce some of Karma's dueling threat, it's important to note that we're not trying to commit her to a duo-support lane or a solo lane specifically - just that we're trying giving her access to an end game fantasy (there's a word we haven't heard in a while) and feel we can do it through her more distinctive powers. Quick note on removing the damage on Mantra'd W / E - a goal here was to differentiate Karma's contextual decision making when selecting an ability to Mantra (super root? mega shield?), so we went down that path. Additionally, removing damage on R-E means we can up the ante on Gathering Fire's cooldown reduction without seeing Karma throw out a Mantra'd E every 6 seconds in clumpy team fights.

Passive - Gathering Fire

MANTRA COOLDOWN REFUND - SPELL HIT 2 seconds at all levels 2/2.5/3 seconds at levels 1/7/13
MANTRA COOLDOWN REFUND - BASIC ATTACK 1 second at all levels 1/1.25/1.5 seconds at levels 1/7/13

W - Focused Resolve

newPUT A LEASH ON IT Focused Resolve can now target monsters in addition to champions
ABILITY POWER RATIO 0.6 0.9

W - Renewal (Mantra'd Focused Resolve)

newPUT A ROOT ON IT Using Renewal now increases the duration of Focused Resolve's root - if triggered - by 0.5/0.75/1/1.25 seconds
removedBONUS DAMAGE 75/150/225/300 (+0.6 ability power) No longer adds additional damage

E - Inspire

COOLDOWN 10 seconds at all ranks 10/9.5/9/8.5/8 seconds
COST 60/70/80/90/100 mana 60/65/70/75/80 mana
SHIELD 80/120/160/200/240 80/110/140/170/200

E - Defiance (Mantra'd Inspire)

newYOU MIGHT SAY IT'S DEATH DEFYING Using Defiance now increases the primary target's shield amount by 30/90/150/210 (+0.3 ability power)
removedDAMAGE 60/140/220/300 (+0.6 ability power) magic damage No longer damages enemies
AREA-OF-EFFECT SHIELD 30/70/110/150 50% of the primary target's shield amount

Leona

Non-fat Zenith Blades.

Skinny Zenith Blade. Leona's actually been climbing the power rankings for a little while, so we're applying a light touch here. Zenith Blade's actually got a super wide hitbox that nobody notices (it was close to Sona's Crescendo width!), so we're just matching up those visuals.

E - Zenith Blade

MISSILE WIDTH 90 70

Lulu

Base mana regeneration is up, but mana regen per level is down slightly.

Trying to throw some love to support Lulu without just cranking up solo-lane Lulu, who we think is in a pretty decent spot.

General

BASE MANA REGENERATION 6 8.5
MANA REGENERATION GROWTH STAT 0.8 0.6

Rek'Sai

Base health down.

Rek'Sai's one of those gals who's been very strong for some time, and it's something we couldn't help but notice when she stayed viable and competitive through two large shifts in the jungle item metagame (Warrior and Cinderhulk). That said, we don't just want to kick her out of the feasibility forest (the diversity dirigible flies over it), so we're going for a light change to reduce the reliability of her level 3 ganks.

General

BASE HEALTH 611.2 570

Ryze

Q damage up at later ranks, Arcane Mastery and Desperate Power now last 6 seconds at all ranks.

We've got some follow-up adjustments for everyone's favorite rogue mage with bad teeth - specifically just streamlining some of those buff durations.

Passive - Arcane Mastery

SUPERCHARGED MASTERY All buffs (stacks, shield, etc) associated with Arcane Mastery now apply at the end of the spells' cast time beginning of spells' cast time
SUPERCHARGED DURATION 3/4/5/6 seconds (based on ranks in R - Desperate Power) 6 seconds at all ranks

Q - Overload

BASE DAMAGE 65/90/115/140/165 magic damage 65/95/125/155/185 magic damage

R - Desperate Power

DURATION 4/5/6 seconds 6 seconds at all ranks

Sejuani

W's on-hit bonus damage now deals less of the target's max health.

Heads up: Due to a behind-the-scenes mistake, we only changed Sejuani's tooltip and not her actual in-game damage. In other words, no functional power change has been made but her tooltip will read otherwise. We're going to get this change into the next hotfix or the next patch. Sorry!

For a tanky, crowd-control focused armor lady, Sejuani's dealing a whole boar-load of damage (sorry) in addition to her super disruptive glacial powers. Reducing some of that damage lets us focus Sej on what she does best - being a tanky, crowd-control focused armor lady (we just said that).

W - Flail of the Northern Winds

BONUS MAGIC DAMAGE 4/5.5/7/8.5/10% of target's maximum health 4/4.5/5/5.5/6% of target's maximum health

Sion

Weird bugs, man.

R - Unstoppable Onslaught

USE YOUR OWN AXE, SION Fixed a bug where Unstoppable Onslaught was scaling with the target's bonus attack damage instead of Sion's

Taric

Imbueing has never been cheaper.

We wanted to give this fabulous Gem Knight a little love and realized that the mana cost of Imbue was pretty outrageously high. So we reduced it.

Q - Imbue

COST 60/80/100/120/140 mana 60/70/80/90/100 mana

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Items

Shop Performance

We actually shipped this behind-the-scenes performance upgrade in 5.9, but weren't sure if it would 'stick' or if it solved everything in the first place. Now that it's had a patch to bake, we think it's... doing well? Let us know if you run into issues with the shop freezing.
NO LONGER AN ICE CREAM STORE We've added some performance upgrades to the shop to (hopefully) solve most issues with freezing - let us know if they helped!

Ancient Coin Line

Short story: Ancient Coin's in a pretty rough spot. Not only does it give less combat stats and less gold than its gold generating brethren (aka you give up a lot of lane presence and don't get much in return), but Righteous Glory has also gone and stolen Talisman's premier "push a button and run at them fast" item identity. We're not going to take away Righteous Glory's hard-earned... glory, but we're just bringing some parity to the playground while also giving some more "run at you fast" potential with that lower active cooldown.

Ancient Coin

BONUS GOLD 2 gold per nearby minion death 3 gold per nearby minion death
GOLD COLLECTION RANGE 1100 1400

Nomad's Medallion

BONUS GOLD 3 gold per nearby minion death 4 gold per nearby minion death
HEALTH PER NEARBY MINION DEATH 5 10
MANA REGENERATION 25% 50%
GOLD COLLECTION RANGE 1100 1400

Talisman of Ascension

BONUS GOLD 3 gold per nearby minion death 4 gold per nearby minion death
HEALTH PER NEARBY MINION DEATH 5 10
GOLD COLLECTION RANGE 1100 1400
ACTIVE COOLDOWN 60 seconds 40 seconds

Ardent Censer

Ardent Censer now gives slightly less attack speed but now grants +30 bonus magic damage on hit to the buffed target. Also doesn't work on creeps anymore. Sorry Alistar.

The real important thing here is the crit text. It looks all floaty and satisfying for people who like to buff other people.

Anyway.

When Ardent Censer was first released it had a lot of potential for shield / heal-based champions but they often found themselves trying to decide what to give up for what was effectively an attack speed buffing item. On reconsideration, we think this item could be a pretty sparkly pickup if it just had a wider range of applications. Now it's like a mini Help, Pix! that can scale off your allies' attack speed!
newBUFFS ON BUFFS Ardent Censer's attack speed buff now also grants +30 magic damage on hit
ATTACK SPEED BUFF Your heals and shields on another unit grant them +25% bonus attack speed +15% bonus attack speed
newTEXTUAL SATISFACTION Magic damage proc shows critical hit texts for the champion who buffed his/her/its (hi Bard) friends
removedSORRY ALISTAR Ardent Censer's buff is now only applicable to champions, as giving an entire creep wave +30 magic damage on hit would be obnoxious

Bilgewater Cutlass

See below for context.
ACTIVE CAST RANGE 450 550

Blade of the Ruined King

We get a decent amount of 'bug reports' for Blade of the Ruined King, but they're mostly related to the fact that the active range of BotRK is slightly out of sync (that is, shorter) than basic ranged autoattack ranges. This item actually used to have a 550 range, but it was pretty terrifying on melee champions. That said, since we've reduced the active damage portion of this item, we think we can bring that range sync back.
ACTIVE CAST RANGE 450 550

Banner of Command

Tweaking a few numbers. Basically the indicator said the range to use Banner was 700, but it was really 1000. We're increasing it to 1200 anyway to match that aura range.
CAST RANGE 1000 (indicator said 700) 1200

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Utility Masteries

Little hard to summarize - each change is pretty clear so we're not doing your reading for you here.

Right now, going deep into the utility tree isn't a super viable path, so we're adding a little spice where we can.

Meditation

LANE SWAP Meditation has swapped positions with Expanded Mind on the Utility Mastery tree
GOTTA SPEND IT TO GET IT Gives 1/2/3 mana regeneration every 5 seconds Restores 0.5/1/1.5% missing mana every 5 seconds

Expanded Mind

LANE SWAP Expanded Mind has swapped positions with Meditation on the Utility Mastery tree
SORRY RYZE Grants 2/3.5/5% maximum mana Grants 25/50/75 mana

Inspiration

INSPIRATIONAL BUFFS While near an allied champion with a higher level, grants 5/10 experience every 10 seconds 10/20 experience every 10 seconds

Bandit (Melee)

WE SHOULD CALL IT PICKPOCKET Champion kills and assists grant 15 bonus gold Grants 8 gold each time an enemy champion is attacked (5 second cooldown)

Intelligence

INTELLIGENTER Reduces the cooldown of activated items by 4/7/10% 8/14/20%

Wanderer

WANDERERER Grants +5% movement speed +20 movement speed (that's from a percentage to a flat amount)

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Summoner's Rift

Super Minions

A few patches back we made a functionally non-impacting change to Super Minions. Short summary: they used to give themselves their own armor / resistance / damage aura. We thought that was a little janky so we just gave them higher base stats and didn't allow for the self-aura application.

The previously described change is completely unrelated to the reasoning behind this change - we just wanted to highlight it so the below numbers make sense. Here we've just realized that magic damage dealers don't have enough sustained damage to deal with these tanky brutes, so we're reducing a bit of that MR.

General

MAGIC RESISTANCE 40 -30

Monster Leashing

We're cleaning up a few exploit cases where solo ranged attackers are resetting monster aggro to clear camps without taking damage. Be careful with those leashes!
newRANGED RESET SHENANIGANS When a monster loses aggro due to range, its leash counter increases by 1 (the same as if that monster had targeted a different champion). If the monster re-acquires a ranged target after being hit, it will also increase its leash counter by 1 (the same as if that monster had re-acquired its original target). This basically means that ranged attackers can now only solo-reset a monster camp 3 times, down from 6.
LEASH RANGE 750 700
MAXIMUM RESETS 5 6

Visual Adjustments

Some people were asking for more critters; others were asking for them to go away. Let's...do both.
SUGAR FREE Added a "Hide eye candy" toggle in the Game tab of the Options menu. Disabling this option will hide visual flair such as persistent critters (the ones that hang around after 1:55), water ripples and other moving elements which aren't relevant to gameplay.
SWEET STUFF Added a few more critters to Summoner's Rift!
On a side note, we've been making a bunch of small touch-ups to the map over the past couple of months (as promised when we launched the updated Rift). We prefer to avoid overhyping these updates patch-by-patch, but we'll at least take this opportunity to confirm that you're not going crazy: Baron pit did not always have purple disco runes.

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Howling Abyss

Mark / Dash

We like a good snowball fight, but things were getting a little ridiculous. Our primary goal was to give bruiser/tanky types the balls (snowballs, man) they needed to get into the fight, but when you see Ashe running Mark/Dash trying to snipe off a squishy backliner, something's probably up.
COOLDOWN 20 seconds 40 seconds
DAMAGE SPLIT Damage is split between Mark and Dash by 33.3%/66.% 50%/50%
HOLY THAT WAS A LONG RANGE 2500 1600

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Ranked Inactivity Notifications

Ranked decay is an extremely impactful component of the Leagues system, but one that didn't make a lot of noise as it was about to kick in. Previously, you'd only get a one-time notification as you approached the decay threshold. We're dialing up the frequency of inactivity warnings to ensure that the risk of decay stays front-of-mind, hopefully cutting out cases where players simply forget to maintain their ranking.

Some clarification for below: we haven't changed our inactivity thresholds, this is just a good opportunity to resurface them.
LIKE A SNOOZE BUTTON Players in danger of ranked decay will receive an inactivity warning notification just once every time they log in until becoming active again
MASTER & CHALLENGER SOLO Decay starts after 10 days of inactivity, with warnings during the final 3 days
MASTER & CHALLENGER TEAM Decay starts after 28 days of inactivity, with warnings during the final 9 days
PLAT & DIAMOND Decay starts after 28 days of inactivity, with warnings during the final 9 days (both solo and team queues)
BRONZE, SILVER & GOLD Unaffected by ranked decay. No warning notifications needed!

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Hexakill: Twisted Treeline

Hexakill: Twisted Treeline will be making a return during patch 5.10!

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Bugfixes

  • Fixed a bug where enemy Stealth Wards placed and immediately caught by Sweeping Lens (or its upgrades) would still briefly turn invisible at the moment they naturally stealth after placement
  • Banshee's Veil now properly blocks the active effect of Frost Queen's Claim

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Upcoming Skins

The following skins will be released at various times during patch 5.10:

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2 years ago

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