Hey all you cool Jeweled Protectors and Hushtails!
This patch, we’ve got another follow-up to the funnel mechanics and a couple of wider jungle changes that should help with pacing, mainly around early game impact. We’re slightly reducing how much a gank will punish an enemy, and giving junglers a steadier stream of XP mid to late game. These adjustments should help you bounce back and stabilize from early setbacks. Alongside this, we're helping out players who aren't hyper-optimizing their jungle clearing, giving them some breathing room with extra sustain so they're not always punished for taking a a little too much damage from a Raptor.
We're also adding a couple of QoL changes to things like champion ability timers to better indicate how much time you have on an ability's cast or empowerment and the Practice Tool. Be sure to check those out!
Take this portal if you're looking for TFT's patch notes!
Passive bonus armor penetration removed, lethality added. Q ability level scaling takes longer for base damage and cooldowns, damage ratio increased.
Aphelios has continued to pull out the big guns as a pro dominant champion. We’re looking to attack his power curve as well as his ability to deal with the tanky front line threats that he more likely encounters in pro play.
Q bonus attack speed increased.
Strike quickly—now even quicker. Ashe has been weaker than we’d like, so we’re amping up her main DPS ability as frost-ing on the cake.
Q damage increased.
We're upping some of Eve's damage to help her saunter her way through early skirmishes and the jungle more reliably.
Base armor reduced. E slow decreased.
We're reeling in a bit of Kalista's power with a focus on her early game CC so that she can’t kite enemies as easily without backup, and has to rely more on her support for utility.
R bonus attack speed decreased.
We've been seeing Yi snowball too often, especially in average play, so we're nudging him back by pulling a little power out of his ult.
W movement speed modifier increased later. E shield ratio increased.
We’re giving our Golem gal more oomph in her CC and utility so she can run more like clockwork.
Base health, armor, and damage rounded up. Q movement speed increased.
Cautiously giving Ryze some power while cleaning up some uneven stats.
Passive Mist Wraith spawn chance decreased.
Trimming some power from Senna since players are continuing to get better with her.
W base damage decreased.
We’ve been seeing players rely on Sett’s W for its consistent early wave control, so we’re giving his enemies a bit of breathing room before he can, uh, set them straight.
Base mana increased. Q cost decreased.
Star Guardians get a lot of mana. It's a thing. Loosening her restrictions on her aggressive output so she can have some more presence in lane.
E bonus damage ratio increased.
We're giving Tristana a bump up to help her core kit combo to continue razing her enemies throughout the game.
E bugfixes. R cooldown decreased.
We’re fixing some bugs to Disdain and giving him more opportunities to bring the fear. And death. And all that.
R cooldown increased.
We're looking to curb a bit of Varus' power while making sure both of his meta builds are still equally viable, so we decided to balance one of the tools in his kit that would balance across both versions without chaining him down.
E damage per feather hit increased.
Buffing those sweet Bladecallers so Xayah can keep ruffling her enemies’ feathers.
We saw some players request QoL changes for more abilities with reactivations/recasts, so we added more indicators to show recast ability timers.
Our attempts at reducing the effectiveness of funnel have notably cut the playrate of the strategy, but it's still proving to be a successful one for those who continue to do it. We want to see if modifying our current levers work to further curb pairings like Master Yi and Taric's success.
We're adjusting the potential teams have to snowball early to make sure that your games don't go wildly out of control as often and give teams more chances to participate in an even game. Kill experience coupled with Homeguards means that early kills are still very powerful, but they're not quite as game-ending as before. Shifting the type of kills to solo ones also help give individual agency, which is something we still want to promote, especially since we're seeing such a heavy skew towards shared kills.
We understand these pacing changes may hurt the jungle more than other roles, but we're making sure that we put back power into places that make sense for the role. (Read below for more information on that)
Junglers are appropriately influential as a role, but we want to reduce the perception that they have to have an aggressive early presence to be effective. Instead, we're giving them opportunities for more personal power through proper farming as the game progresses.
We also want to make sure the jungle is accessible to players who can't kite perfectly or who don't have proper setups for the cutthroat role, so we're giving some extra sustain to people who fall critically low in the jungle, helping them stay alive when the going gets rough.
We have a bunch of new Practice Tool cheats coming in for all your Gangplank-barrel-training endeavors and your get-better-at-CSing plans. Good luck!
We added a Clash Award subtab to the Clash tab which allows players to now see all the Trophies, Banners, and Logos they've earned in Clash!