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Greetings, Summoners.
Scarizard is taking a break from the patch notes, so you get me.
Before we get to the meat of things, let's have a moment of silence for the passing of the old Mordekaiser vs. Master Yi art we stole from somewhere I can't remember.
...
And now check out that awesome new art we stole from the 2016 season update! You can grab it as a wallpaper here, which is nice.
Getting into the mix, 6.1 and 6.2 are our 'preseason followup' patches, and we've been pretty happy with how things are trending. We're seeing some cool diversity picks in competitive games (little suspicious of that Lissandra support), a lot of major outliers are calming down (although Graves and a few others may need to be checked), and the season's start is upon us.
In light of the above, 6.2's very straightforward. The most exciting things I'd want to highlight (aside from the release of Jhin, the Shen update, and the Nunu buffs) are very 'under-the-hood' with the ward debris and wall collision detection changes. The wall collision changes are pretty important but self-explanatory, so go read the note. On the point of ward debris: we still firmly believe that there needs to be some way to learn one of the most critical (and often game-winning) systems in League of Legends, so shiny little ghost-wards is where we're at. Clarity.
And that's 6.2 wrapped up! We wish you the best of luck in your placement matches. If you're struggling, try finding some like-minded friends to rank up with - just make sure they don't owe you money or anything because if you start fighting over who threw the game at the 55 minute mark, feelings get hurt and Tyler will never pay you that $20 he owes unless you call him out publicly in the patch notes. FOR SHAME.
But seriously, find some friends and have fun! Good luck out there!
Chris "Pwyff" Tom
Kindred
Rumble
Shen, the Eye of Twilight, will be updated with the release of patch 6.2! To learn more, check the following links:
Lowering Mundo's early power. E's damage is now lower until the last rank, and Mundo's R starts at a higher cooldown before scaling down.
What happens when a late game monster also gets to dominate early? Mundo. Our last round of nerfs in 5.24 don't appear to have bruised Mundo's pain train, so a firmer collar in 6.2 means he'll have to work harder for his end game... strength.
E - Masochism
R - Sadism
Base movement speed down on both forms, lower base damage on W.
With Runic Echoes, Elise has just the tool she needs to climb the waterspout of power rankings, and there ain't no rain to wash her out.
Nihilistic nursery rhymes aside, Elise is doing well and has a decent strategic identity (early power jungler with high utility and map presence), so we're just slowing her spider roll.
W - Volatile Spiderling
Vitals will now spawn with a little more predictability.
On release, Duelist's Dance would alternate on spawn location between either the two 'front' vitals (facing blue side) or the two 'back' vitals (the ones facing red side). This was to get some elements of play and mastery in the mix, as well as preventing pure randomness from messing with either Fiora or her opponent. At some point, however, that logic exploded and went to randomness.
We're fixing it for the reasons we just mentioned.
Passive - Duelist's Dance
R's cooldown is up across the board.
We're very aware that Gangplank has a recurring guest slot on the patch notes, but he continues to be one of our highest performing champions across quite a few power metrics. To be fair, however, with each change we've gone medium to light, as we know how fickle champion viability can be in both perception and objective power. Today we're chipping down Cannon Barrage's global presence to keep it in line with other global ultimates, which should also force Gangplank to value his ult timing more carefully.
R - Cannon Barrage
W costs less mana at all ranks.
Just keeping an eye on the champions who were affected by the mana regen nerf to Frost Queen's Claim in 6.1.
Like Karma.
W - Focused Resolve
The patch note is pretty much a summary, so go read that.
We're finding a happy medium here for Kha'Zix (and Rengar) in their ability to frontload damage as they come hurtling through the air to cuddle with the backline. This probably won't be the end of our Kha'Zix conversation, but we're currently being very, very careful with assassin tuning.
W - Void Spike
R - Void Assault
Q mana cost up, E base damage down.
We don't want to hit Kindred's late game scaling (or they don't really function as jungle marksmanimals), so we're instead tapping down their early dueling jungle strength.
Q - Dance of Arrows
E - Mounting Dread
E is now more spammable in late game team fights, with a lower cooldown and lower mana costs (at the tradeoff of less damage).
Giving the world's most annoying little boy (and his yeti, Willump (we sincerely hope you knew that)) something more to do in late game team fights. There's potential this makes lane Nunu come back with a vengeance, and while we're not certain what that means for the median happiness score of a game of League of Legends, we can at least apologize now.
... Sorry for the yeti.
That said, we're looking forward to more gameplay montages with great music.
E - Ice Blast
Small bugfixes to clear up Poppy's interactions with her passive, as well as a quality-of-life tweak for Q.
Some small bugfixes for Poppy to keep on truckin'. We wanted to stay roughly power neutral here.
Passive - Iron Ambassador
Q - Hammer Shock
Q's burst damage is down, but the damage buff is higher. Bola Strike now has a cast time even if Rengar is casting it mid-air. R's Exclamation Point of Death now gives a longer range warning. You'll probably still die.
Every patch has one of those changelists where you crack your neck and take a deep breath (maybe stretch a bit) before diving into... context land.
What we have is a hunter-predator with seriously awesome hair who self-identifies with some seriously painful (strategic) one-shotting power. So what that means is while we're setting the narrative for these Rengar changes, we will probably have future ones to come. And more context.
The story here: we're looking to do two things lightly - mainly because they directly overlap with Rengar's current strategic niche. 1.) We want to give players a slightly larger window of opportunity to react (see: R change). 2.) We want to at least slow Rengar's ability to one-shot someone with his uncounterable burst combo (see: E + Q changes). As to how these work in siphoning out kitty frustration remains to be seen, but it's where we're going to start.
Also, buy pink wards. This tip has little to do with Rengar, it's just good habits.
Q - Empowered Savagery
E - Bola Strike
R - Thrill of the Hunt
Passive stack duration down, and fixed a bug with Devour refunding cooldown and mana cost even if an opponent shields it.
Not trying to bench the Kench, but at least reduce some frustration when he's rolling around the court, styling on the opposition. That stack duration change is to force Tahm to be more active in his aggression if he wants to be chain-chomping.
Passive - An Acquired Taste
Q - Tongue Lash
W - Devour
R - Abyssal Voyage
Who you gonna call?
Making the Rift a less spooky place, one patch at a time. The short context here is we initially dumped all of our investigation eggs into the Frost Queen's Claim basket, but have since expanded to the two item cost reductions below. Raising the cooldown, however, encourages more careful use of the active rather than "yes."
COST DOWN?
Collateral buffs from our Frost Queen's Claim investigations. Specifically, it seems like we were overvaluing what those unique passives were doing for the item. Having cheaper alternatives should help with build diversity.
COST DOWN!
See above. Or we could paste the above. Which we will now do.
Collateral buffs from our Frost Queen's Claim investigations. Specifically, it seems like we were overvaluing what those unique passives were doing for the item. Having cheaper alternatives should help with build diversity.
Cheaper cost so you can start with a refillable potion or three health potions.
The Dark Seal was designed to be a 'limited window of power' fantasy, so we're going a little harder on that. Now the dream start is a Dark Seal + Refillable Potion, where you get first blood for some stacks and an early Corrupting Potion (and that feel-good item synergy), play arrogantly, lose all of your stacks on a failed gank, stubbornly refuse to sell your Dark Seal (even though it's like selling a Doran's Ring), double down on Mejai's, and never get past 5 stacks.
I'm not projecting, I swear.
More base AD, more gold when hitting 100 CS.
We still like the 'greedy' premise of Cull, so we're dialing it up a bit.
Just a small bugfix where attack-moving with champions wouldn't take Rapid Firecannon's range extension into account, so they'd run up to normal range and waste it on an empowered attack.
Flashing over walls or placing wards over walls is now more logical and understandable. If you're reading this far, you might as well read the context because this thing's confusing, man.
This is a change that has some implications (most good) in terms of how you flash over walls or place wards over walls, so we're going to be transparent about what happened. Before this change: when someone tries to flash over or place a ward over a wall, the game tries to place you at the spot you want to go. If it can't, it starts spiraling out (don't ask why it was a spiral) before arriving at a concrete location. It then plops you at that location. Technically this is consistent, because the spiral is always the same so if you know the right spots you'll always end up where you want - it's just a matter of memorizing where. After this change: same thing, except if you can't find a home in the wall, the system checks for the closest available spot and puts you there. Period.
What this means: flashing over and placing wards over walls should be far more intuitive as to what will 'work' or not work. If something used to work and it no longer works, that's because it wasn't supposed to in the first place (insufficient range) but the system was cheating it. For those situations, you'll need to re-learn certain 'ways' of warding over walls to get consistency, but it should make a lot more sense.
More assassin, less "super good for junglers."
Going a little harder on that 'champion isolation' mechanic that Assassin was meant to promise, rather than it being a very strong mastery pick for junglers. Oh dear.
Cooldown up at lower levels, and down at later levels. The grace period between hits has gone down, so you'll need to get three hits off faster to proc it.
Thunderlord's Decree being our current benchmark of satisfaction and power for keystone masteries remains the same, but that doesn't mean we can't touch it! Think of it more as keeping Thunderlord's tête-à-tête with other masteries, and so we're adjusting both sides accordingly. Right now, we're siphoning a little of Thunderlord's early dominance because it's just straight crowding out other choices. What this does mean, however, is we can buff it's late game presence with a little more excitement.
Also, that stack decay change is probably more important for lane aggression, as it means you'll need to really commit if you want your purple lightning.
Tooltip correction. Windspeaker's does boost self-heals and shields, just not the bonus AR/MR.
Just a tooltip correction. For those of you wondering why we don't just make Windspeaker's provide the same AR/MR bonuses for self-heals and ally heals (or shields), the answer is Mundo. And Warwick. And Singed. And Garen. And so on.
Ward Debris now visually changes based on how long it's been debris.
One major point of feedback we've gotten on ward debris is just how useless the information is. Basically, because these things stick around for so long, you end up with a lot of 'junk' data that doesn't do much for learning habits.
This change is to streamline things. By showing clear, readable 'phases' in ward debris life, you should understand more about your enemy's vision strategy and how it evolves over the course of time. This might not sound like a very exciting feature, but it totally is. We're excited. Please be excited.
Find hidden Cho'Gaths easier.
This will have very little impact when it comes to sweeping wards, but it should be more fun to 'tag' fatty champions hiding in the brush.
Blue wards now have their own unique minimap icon.
For those times when your team peppers the map with blue wards and you're trying to figure out your regular ward count at a glance but get really confused because there's 20 of them sitting in your jungle.
We got your back.
That's certainly a functional change header.
Read what's on the box. We were actually inspired by Jhin when he was trying to self-spot for his Curtain Call (R) in playtests, but then just stopped shooting and got sad. Unfortunately in actual execution we flipped this on its head, so it was fixed for all champions except Jhin (and Xerath). We'll be getting to those two as soon as we can.
#cleannumbers
We wanted to introduce #cleannumbers to the health relic spawns on The Howling Abyss and ended up in neutral positivity because of Twisted Treeline. Long story short, one's a bug, the other's intended.
#whoops
Spillover. We'll fix this as soon as possible.
As promised when we launched New Champ Select, we've been working to improve the system based on our initial live data. Before we proceed, it's worth noting that our downtime wasn't caused by bugs in New Champ Select itself (hence the relatively low number of fixes listed here). Rather, the huge influx of traffic from both New Champ Select's launch and the start of the 2016 ranked season caused New Champ Select's underlying systems to fall over.
Now that we've reinforced these systems and New Champ Select is back online, here's what's new:
Adding a few tools back into New Champ Select which weren't quite ready to go when we launched.
These changes were made pretty quickly following the initial release of New Champ Select. We're just making sure you know about them.
Lunar Revel has begun! Three new Lunar Revel skins are already available in advance of patch 6.2:
Continue the celebration with more new Lunar Revel content coming out after patch 6.2 releases:
Learn more and join in the revelry at the Lunar Revel 2016 site!
The following skins will be released during patch 6.2:
Three additional new skins are already available to commemorate Lunar Revel - check above for details!