Original Post — Direct link

edit: added PBE data, might not be accurate when patch goes live


Riot Phlox tweeted:

https://twitter.com/RiotPhlox/status/1478145270844112899

Howdy, quick preview for the patch this week!

This was a bit of a unusual patch since most of it was prepped before the holiday break but we did micropatch in a few changes to outlier champions.

Imgur (image) version: https://i.imgur.com/pvC6nk7.png


Champion Buffs

Diana

  • Passive AP ratio increased from 40% to 50%

  • Passive damage against monsters changed from 250% to 300%

Gangplank

  • Q cooldown reduced from 5 seconds to 4.5 seconds

  • Mana cost reduced from 60-40 to 55-35

Champion Nerfs

Sona

Rek'Sai

System Buffs

Force of Nature

  • Stacking buff duration increased from 5 to 7 seconds

  • Magic damage reduction at max stacks increased from 20% to 25%

System Nerfs

Eclipse

  • Cooldown for Melee Champions increased from 6 to 8 seconds

Immortal Shieldbow

  • Attack Damage lowered from 55 to 50

  • Passive shield strength lowered from 300-800 to 275-650

Wits End

  • Magic resist reduced from 50 to 40

  • New build path: Hearthbound Axe + Null Magic Mantle + Pickaxe

Adjustments

Teleport

  • Can no longer target allied minions or wards

  • Cooldown changed from 420-210 seconds (based on level) to 360 seconds flat

  • No longer grants movement speed after teleporting

  • Changes to Unleashed Teleport after 14 minutes

  • Same targeting as current Teleport

  • Same movement speed as current Teleport

  • Cooldown 270 seconds flat

External link →
almost 3 years ago - /u/PhreakRiot - Direct link

Originally posted by KeeBoley

Not in all elos. Riot balances the game around 4 divisional skill bands. Rek'sai has historically been high elo skewed. U.GG shows a 1.16% increase for Rek'sai's win rate in Elite play (D2+). Though admittedly Lolalytics has them much closer together (Rek'sai still in the lead in Elite play). Not saying Nunu couldnt be tapped down, but the stats arent 1:1. They are probably nerfing her early game in order to reduce her high elo skew.

Yeah it's that. Rek'Sai is absurd in 0.1%+

almost 3 years ago - /u/PhreakRiot - Direct link

Originally posted by MutedSwordfish

fair but an adjustment would be nice that makes reksai worse early but playable late.

I agree.

There's some low-hanging fruit: Her AD/lvl and HP/lvl are fairly low for her class. More of her damage abilities could be made to scale off of total AD, and rank-ups for W and R could be increased.

But then you'd have to find things to nerf. A functionally-targeted knockup is a LOT of early game power. She may prove too tough to nerf without destroying her fun but it's probably doable.

almost 3 years ago - /u/PhreakRiot - Direct link

Originally posted by MoscaMosquete

Yo what about putting those color clarity bands that the patch notes have indicating which tiers the changes are aimed at in the previews?

AFAIK those still exist, don't they?

almost 3 years ago - /u/PhreakRiot - Direct link

Originally posted by QuestionTheOwlBanana

How does the balance team nerf/buff a champion for a specific skill bracket?

I'm quite curious about this.

Generally early game is high-MMR skewed and baseline values (health, stat growth, base damages, etc.) are low-MMR skewed.

Take a look at Irelia's and Sylas's patch history for their last 10-line balance changes. That's how they shift things from high-MMR to low.