Original Post — Direct link

Riot Phlox Tweeted the upcoming changes for patch 12.6

Hellooo

Here's the 12.6 patch preview! We'll be back to normal schedules come next patch (hopefully)

How's it look to y'all?



Imgur (image) link: https://imgur.com/a/9xBXqwK



>>> Champion Buffs <<<

Azir

Base stats

  • Health per level: 92 >>> 105

Darius

R

  • Base damage: 100-300 >>> 125-375

Jax

Base stats

  • Base Health: 593 >>> 615

W

  • Base Damage: 40-180 >>> 50-190

Nidalee

W

  • (Bushwhack) Mana Cost: 40-60 >>> 30-50

  • (Pounce) AoE Radius: 225u >>> 250u

E

  • (Primal Surge) Cast Range: 600u >>> 900u

  • (Primal Surge) Mana Cost: 50-90 >>> 50-70



>>> Champion Nerfs <<<

Hecarim

Q

  • Base Damage: 60-208 (+85% bAD) >>> 60-180 (+85% bAD)

E

  • Min/Max Base Damage: 30-110 (+55% bAD) / 60-220 (+110% bAD) >>> 30-90 (+55% bAD) / 60-180 (+110% bAD)

Tryndamere

E

  • Cooldown Reduction on Crit: 1s (2s for Champions) >>> 0.75s (1.5s for Champions)

R

  • Cooldown: 110-90s >>> 130-90s


>>> Champion Adjustments <<<

Rengar

P

  • Gain 1 Ferocity on Leap: If you leap from 0 Ferocity >>> If you haven't already gained a Ferocity from leaping since the last time you reached 0 Ferocity

  • Ferocity Fall Off Time: 8s OOC >>> 10s OOC

  • Bonetooth Takedown Time: 1.5s >>> 3s

  • Leap Grace windows after exiting brush: 0.3s-0.45s >>> 0.35s always

  • Leap Range: 725u >>> 745u

Q

  • Now always count as a Critical Strike, Damage increased by .66% per 1% Critical Strike Chance

  • Damage applies to towers

  • No longer consumed on plants

E

  • Cast time during Leap removed

  • Grants true sight of enemy hit and normal vision in a 150u around them for 2s

R

  • True Sight of the nearest enemy >>> True Sigh of the nearest enemy and normal vision 100u around them


>>> System Nerfs <<<

Fleet Footwork

  • Heal: 10-100 (+40%bAD) (+30% AP) >>> 10-100 (+30%bAD) (+20% AP)

Legend: Bloodline

  • Lifesteal per stack: .6% (Max 9%) >> .4% (Max 6%)

  • [NEW] After reaching maximum Legend Stacks, increase your max Health to 100


Vampiric Scepter

  • Lifesteal: 10% >>> 8%

Blade of the Ruined King

  • Lifesteal: 10% >>> 8%

Immortal Shieldbow

  • Lifesteal: 10% >>> 8%

  • Lifeline Shield Amount: 275-650 >>> 275-700

  • Mythic Passive: 5 AD and 50 Health >>> 5 AD and 70 Health


Bloodward (Ornn)

  • Lifesteal: 12% >>> 10%


>>> System Adjustments <<<

Ravenous Hunter

  • Replaced by Treasure Hunter

Treasure Hunter

  • [NEW] Domination Minor: When you claim a Bounty Hunter stack, gain 70g, increased by 20g for each prior Bounty Hunter stack
External link →
over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by ketzo

incredibly minor health buff for Azir

Babe, wake up, it's time for 100% P/B in pro again

Also: there's no way those Rengar changes are just an adjustment, right? Those are just... massive buffs?

I mean, every single one of the listed changes makes Rengar's life easier. The crit changes to Q make his one-shot even more reliable, damage applying to towers makes top Rengar even better, the vision changes on E and R are just straight-up huge buffs...

Lolalytics already has him as solidly A tier. This seems... a little bit egregious.

They are big changes that are a bit harder to measure in development in regards to raw win-rate lift. As others say, the goal is to introduce a lot of QoL that will make Rengar less prickly to play/learn, and if that means he gains a lot of win-rate we will quickly follow up (similar to Yi previously). The main goal here is to soften the learning curve for Rengar so the discrepancy between game 5 and 20 is not so wide.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by misteryon22

After reaching maximum Legend Stacks, increase your max Health to 100

Idk man, I don't think a bit of lifesteal is worth that big of a tradeoff.

Think of the cutdown value if it worked like that :o

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Conankun66

Are they really going through with that absolutely worthless "Treasure Hunter" rune? why are they even bothering with that?

The expectation is it’ll definitely be niche in comparison to Ravenous Hunter (which was drastically the broadest rune in the game). With that said, we expect some champions that relied on Ravenous to need adjustments going forward, they were just difficult to predict the magnitude of without live data.

As for the power of the rune, it’s definitely tough to measure. Our findings from testing was that Junglers who could get a strong first two clears (impacting all 3 lanes) slingshot ahead pretty potently with this rune, so it could fit a high tempo jungle/roam playstyle. Unlike some other hunter runes, the benefits are pretty sharp towards early game so we don’t expect it to be good on marksmen and mages who largely avoid combat early.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Jaibamon

It is realistically possible to get to max stacks of this rune? Specially considering the amount of stacks is higher than the other two.

Yeah definitely. I'll have to dig up the data but iirc it's usually fully stacked around 16-20 minute range or something like that.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by ketzo

Uh, are you saying 70 + 90 + 110 + 130 + 150 = 550 free gold is worthless?

This rune is super, super good. High-risk, high-reward; you need to get the stacks early to make them worth it, and make sure you can really press the advantage it gives you.

But if you do, you get to play with two free kills of extra gold.

Every single Electrocute/Dark Harvest/Predator jungler or midlaner will take this in 9/10 games.

Also keep in mind that, unless you're really bad at the game, gold is worth more than its "gold in stats," since all completed items are over 100% gold efficient.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by RiotRayYonggi

Think of the cutdown value if it worked like that :o

STONKS

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by IAmNotOnRedditAtWork

Our findings from testing was that Junglers who could get a strong first two clears (impacting all 3 lanes) slingshot ahead pretty potently with this rune, so it could fit a high tempo jungle/roam playstyle.

In testing did it feel like it actually significantly outperformed relentless hunter in those scenarios?
 
Seems like if you're cashing in 5 bounty hunter stacks early enough for the 550g to be powerful you're also probably already at an item advantage anyways at which point the extra MS to be involved in more fights could just outweigh the gold anyways.
 
I have some doubts there, but either way excited to experiment with it.

Yeah, Qiyana getting prowlers ~400 gold earlier is really potent and can create some pretty potent game states where the jungler is so far ahead they either clear the jungle instantly or force dives that can’t be survived. This is a different strength than relentless which is about being more places more often.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by sebnanchaster

Does Riot also plan to make the same or similar crit consistency changes to other champs/abilities, such as Aphelios ult/GP barrels? Would be nice to phase out the pure RNG that some champions have in crit builds.

While I’m personally also not a fan of dice-roll one-shots, I’m not aware of any current initiative for retuning those abilities around being more consistent. Might be worth a discussion in the future though.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by sebnanchaster

Thanks so much for the reply anyways! As well, are you able to confirm that these changes (the lifesteal ones) are in preparation for the damage and burst reduction changes that are currently being worked on according to u/RiotAxes (e.g., as he stated here and here)? If so, is there any current rough ETA for when those changes will ship?

Yes this is our first step into our initiative of holistically improving the sustain+damage levels in league. No public ETA yet for the rest of this project, but I can at least say it's something our teams are prioritizing highly and testing/iterating on constantly as we believe the League experience can be better with these parts of the game retuned.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by RenegadeExiled

all completed items are over 100% gold efficient

You might want to tell the guys that run the wiki that then.#Item_Statistics) I'm sure they'd like to know that a ton of their calculations are wrong.

Please tell me you realize how unscientific and biased those calculations are. You actually can't be serious right now.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by UNOvven

What do you do if it turns out the rune is terrible? This doesnt seem like a rune you can finetune all that well.

There’s lots of levers actually. The amount of gold it gives and how much it scales per kill for example. If we thought snowballing off the first few kills was too good (or bad) we can adjust the proportion of kill 1 vs kill 5, or just increase/decrease all of them flatly if it ends up strong/weak

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by ttaway420

All mages that needed spellvamp are probably gonna feel real bad that these changes happened because ADs abused the omnivamp from Ravenous.

Battle Mages are again forgotten by Riot and left with even less chances actually play the game.

Yeah it’s not forgotten, we have a list of champions that had Ravenous hunter as their most taken/highest winrate runes that are on our watch list. What we found is that the list is far shorter than you’d expect. Example champs based off current data:

  • Karthus
  • Ekko
  • Leblanc
  • Taliyah
  • Cassio
  • Ryze

Those champions can all get individual adjustments if we find they need them after the changes, it’s not forgotten at all but compensation buffing before we understand the impact did not seem worth the risk when we can be far more precise in the follow-up patch.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Femboy_ivern

Any reason for removing the plant stack on q? I'd hardly say thats where his skill ceiling lies... It just feels kind of useless if you try to increase his fero timer for qol but it still ends up being a net nerf cus you cant reset it on plants.

Wanting to remove the level 1 Q on blast cone optimization that any new Rengar won’t know without watching videos. It’s part of the accessibility changes as we can’t buff Rengar if the best players are using mechanics that give them power others don’t have.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Mike_BEASTon

we expect some champions that relied on Ravenous to need adjustments going forward

Are there really any champs that rely on ravenous still?

I posted a list somewhere else but it’s mainly sustained damage mages and AP junglers.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Jaibamon

Teemo is not there? Teemo pretty much needs some form of sustain, either using Riftmaker or Ravenous. He is an AP champ, you know.

Those are just example champions. If we look and see teemo is significantly hurt by the changes then he can get adjustments too.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Caenen_

I agree that the wiki page isn't really disclaiming some pretty necessary things about working with approximations or a pretty basic model (because basing everything on the assumption a few basic items are 100% worth the gold of their stats is at least creating a in-of-itself non-subjective system), but I think you could phrase that criticism a lot more constructively yourself (or explain what you criticise so readers here can support or disagree with your argument or refutation, rather than a simple contraditing statement).

Yeah I have a bad habit of replying to poorly-worded sarcastic arguments with poorly-worded sarcastic arguments.

I know you're working with the best things you have without just making up values subjectively.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Caenen_

Turns out science is hard (and knowing how to get the right messages explained to people not familiar with it is even more difficult) and we only have a hand-full of volunteers, a pretty small amount actually given League's overall popularity.

Progress on these things is happening but it's thus slooow...

Anyways I just wanna say you're an absolute treasure to this community and thank you so much for all your hard work and effort over the years.

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Caenen_

Thank you, that means quite a lot coming from you, treasure to the community yourself and all (and thanks for all the puns!).

The real treasure is also all the friends and connections that allow for the level of cooperation to support my endeavours thus far. From in-depth explanations of game mechanics that had not been relevant since 2010, to 7 hour long custom games, it takes some assistence to get it right!

Hooray for irrelevant old game mechanics!