Original Post — Direct link

A follow up from the previous post yesterday


Riot Phlox Tweeted the upcoming changes for patch 11.21

11.21 Patch Preview with Content!

This morning I playtested the Teemo changes and dumpstered. They def feel good.

The last patch was a bit quiet but imo this one has some pretty big changes, especially in the systems. Should be a cool patch all in all but lmk how it looks!



Imgur (image) version: https://imgur.com/a/qupMyku



>>> Champion Buffs <<<

Viego

Q

  • Total AD Ratio: 60% >>> 70%

W

  • Self slow: 15% >>> 10%

R

  • Crit Ratio: 75% >>> 100%

Teemo

Q

  • Cooldown: 8 >>> 7s

  • Blind Duration: 1.5/1.75/2/2.25/2.5s >>> 2/2.25/2.5/2.75/3s

  • Missile Speed: 1500 >>> 2500


Lux

Base stats

  • AS/lvl: 1% >>> 2%

P

  • Mark duration extends: If a basic attack is in flight or R is being cast

E

  • Damage: 60/110/160/210/260 (+65%) AP >>> 70/120/170/220/270 (+70% AP)

R

  • Cooldown: 80/60/40s >>> 60/50/40s

Xayah

Base stats

  • Move speed: 325 >>> 330

Q

  • Cooldown: 10/9/8/7/6 >>> 10/8.5/7/5.5/4

Jinx

P

  • Total AS: 15% >>> 25%

E

  • Cast rage: 900 >>> 925

R

  • Cooldown: 90/75/60s >>> 75/65/55s

Sion

W

  • Shield ratio: 8/9/10/11/12% Max HP >>> 11/12/13/14/15% Max HP


>>> Champion Nerfs <<<

Quinn

W

  • Bonus AS: 20/35/50/75/80% >>> 20/30/40/50/60%

Graves

E

  • Armor: 6/9/12/15/18 >>> 4/7/10/13/16

Akshan

E

  • Damage per shot: 30/50/70/90/110 >>> 30/45/60/75/90

Karthus (Bot)

E

  • Mana refund: 10/17/34/41/48 20/27/34/41/48 >>> 15/25/35/45/55

Miss Fortune

Base stats

  • Base mana: 325.84 >>> 300

W

  • Mana cost: 30 >>> 45


>>> System Buffs <<<

Ingenious Hunter

  • Base item Haste: 10 >>> 20

  • Item Haste per stack: 5 >>> 6


Health Rune Stat Shard

  • Health: 15-90 >>> 15-140


>>> System Nerfs <<<

Guardian

  • Shield: 70-150 >>> 50-130

Conqueror

  • Adaptive per stack: 2-5 >>> 2-4

  • Buff duration: 6s >>> 4s


Goredrinker

  • Active damage: 100% Total AD >>> 175% Base AD

  • HP/5: 150% >>> 0

  • [NEW] 8% Omnivamp

  • [REMOVED] Spite Passive


Ravenous Hunter

  • Omnivamp per stack: 1.5% >>> 1.2%


>>> System Adjustments <<<

Stridebreaker

  • Stridebreaker: Active damage: 100% Total AD >>> 175% Base AD

  • AD: 45 >>> 50

External link →
about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Cubic_Corvust

Note that Karthus' mana refund values are wrong on the post - it should be

20 / 27 / 34 / 41 / 48 -> 15 / 25 / 35 / 45 / 55 instead of

10 / 17 / 34 / 41 / 48 -> 15 / 25 / 35 / 45 / 55

Yeah small typo on that one thanks for the post!

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by ProEngineer3000

Holy f**k those buffs

OH GOD THAT TEEMO BUFF, I KNOW HE'S NOT EXACTLY GOOD BUT OH GOD

Edit: Would the health rune be worth taking now? I thought an early game buff would be better, so I'm not sure if this buff's that good

It's now usually the best shard in that row for mid/lategame if you feel like you have a free lane or whatever.

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Right_Commission9820

If you dont mind could you give us any insight on the reason for lux being buffed? Seems like these are quite big buffs seemingly out of the blue.

She was honestly pretty underpar in p much every role in almost every elo

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by MonstrousYi

Any idea when her skin will drop?

So tbh I have no idea when any skin is released. That whole pipeline is in such a different area that I'll only see that there's a new skin for a champ when I'm looking through the patchnotes before ship.

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by WolfAkela

No mention of those monstrous Teemo buffs yet? Longer blind, shorter CD, and more importantly almost double the Q middle speed?

Oh he be blindin now

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by our_last_moment

oh thank god crit viego buffs, maybe people will build shieldbow/kraken now over divine surrender

prayge

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by CarrotvsBrocclee

WHAT THE f**k ARE THOSE LUX BUFFS HOLY SHIT THAT IS HUGE

its her time

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by crazycalvin22

Finally an Akshan nerf. Rest in peace angel <3

turns out hes a bit op

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by arborcide

What's up with the Guardian nerf? Was it really that strong?

(I wonder if this change actually makes Omnistone Bard the right choice.)

Guardian has been the highest winrate primary rune in the game for as long as I can remember, it's actually better than aery on almost every enchanter

about 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by SauloJr

Sion buffs are good tbh, considering you started Doran's Shield with no HP shard, you have 625 HP; 8% of 625 is 50, while 11% is 68.75.

18,75 hp more shield on W at level 1, almost double as the previous buff. I accept it.

The HP shard buffs are huge. At level 18 you'll have 373.8 gold worth of HP compared to the 120 gold worth of armor or 144 gold worth of MR (considering the numbers on the wiki)

I pitched sion buff! Wanted to buff specifically tank builds as tank representation in top is a little light nowadays. I estimated this to be between 15% and 25% buff to his shield for most of mid-game which is sizable.

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Thothowaffle

How is she doing compared to Neeko? I know it is rude to ask for champions buffs directly but Neeko's playrate is lower then most midlaners with op.gg listing her as a lower playrate then Asol or Corki

I personally think Neeko wants a bit more work than just a simple buff.

Fwiw I think Neeko tends to be a bit better on average

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by homer12346

jungle teemo

Jeemo

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by OneTwoTrickFour

Alan234 Challenger Teemo EUW OTP here - If this goes through Teemo is absurdly broken. I'm down to discuss more here, also writing/complaining about it on Twitter a lot.

Summary: A very normal Teemo build is: Sorcs+Liandries+Cosmic Drive+Zhonya, thats 25+(10 mythic passive)+25+10=70 Ability Haste => so around 41% CDR

7 sec blind Q*(1-41%)=4.13sec Q

Enjoy being blinded for 3 seconds every 4.13 seconds without transcendence, cdr boots, other items or AH in runes!!

Throw in an Anathemas for negative tenacity if you want to get spicy

Edit: see somewhere down the comment chain for more info

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Exmerus

You have just been gigatrolled, sir. 😂

This question gets asked enough in a serious way that I want to answer it straightfaced for whoever might be curious

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by moody_P

hey can i ask how stride/gore cooldowns work with item haste? since they scale off of your champion's haste too, would the total haste just get added together for these two items?

I think it double dips

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by OneTwoTrickFour

The fact that you just read my comment and are not concerned is concerning to me

Frankly there are a lot of tenacity choices in the system and QSS. Those are more valuable against teemo now. Also pretty much every character has pretty substantial dps from non-aa abilities.

Teemo should be quite powerful against autoattackers as the only true blind in the game and when the spell is limp and doesn't counter them too well then it's hardly filling its niche.

This is all to say it still might be too powerful and we'll nerf or adjust as needed, but we shouldn't not make changes that help characters fulfill their fantasies and their niches.

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by FrostWareYT

Honestly, I think it’d be neat if you looked into shifting Teemo to the jungle role more.

I believe he's actually decent in the jungle, not good but playable

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by OneTwoTrickFour

If you want to fulfill the fantasy of the "swift" scout you should maybe instead change the w to be more than a hamster wheel powering a wheelchair

But jokes off that's a somewhat reasonable response, but why do you have to power through three big changes at the same time x) A slight buff to Q is okay because it can be slightly underwhelming but that's just too much maaan

Generally we like to bundle changes that are all in the same space to make sure we're actually hitting the goal.

Ending up buffing teemo 3 times in a row with what looks like small meme buffs to Q imo is a worse experience and is worse for our understanding of how changing his Q into this new shape affects the char

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by FlyingLotus_Beats

This man really just suggested QSS for a ~4 second ability.. Lord have mercy.

When I'm Tryndamere and Teemo dies in 3 autoattacks QSS can be pretty good for me

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Thothowaffle

Thank you for the comment. I personally feel that she is struggling right now because glitches she has with her passive limits her abilities to make plays and builds. Any item with a visual inducator on it like GA or Banshees veil will show through her diguise. Like wise her passive also breaks if she copies Gnar, Kayle since she doesn't copy their auto ranges.

Yeah there's some unfortunate bugs I've been trying to squish on her. I killed that bug where if she had Alternator and took damage in W her clone instadied at least lol

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by bns18js

Teemo should be quite powerful against autoattackers as the only true blind in the game and when the spell is limp and doesn't counter them too well then it's hardly filling its niche.

Something I always liked about league is that hard counters don't really exist. There are favorable and unfavorable match ups for laning and overall comp. But it feels like most of the game gameplay is the most important thing and you always have a chance.

This is in clear contrast to dota2, which does have hard counters where some champs are completely helpless against others. It makes pro game drafting interesting, since teams can draft around it as an organized unit. But it makes normal gameplay much worse, since people don't really draft accordingly and if you get counter picked you'll be suffering ALOT.

Is this really the direction we want to push league into? Imo its the wrong take. It's just gameplay very frustrating for everyone. And the resulting gain in "fantasy" and "pro drafting" simply not worth it.

I really don't think this pushes teemo toward being a real hard counter. I dont expect him to force dodges if there's a trynd on the other team.

If he does end up being such a counter that he's really feeling like a true hard counter and it's worthless to play against him as certain chars we'll likely nerf him.

I strongly suspect Teemo is not going to be in this space.

For interesting reference the hardest counter in League is Sylas into Malphite which is a ~9% delta in Sylas' favor. Nothing else comes too close to that

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by bns18js

Ok appreciate the response. I'm glad you guys are at least monitoring it. I have always trusted numerical balancing by you guys 100%. You guys have done such an amazing job making champs reasonably good in both solo queue and competitive.

I was just afraid of the game play frustration part that might be possibly overlooked. We league players like league because it's league. No need to go the dota route :)

I'm always glad to hear concerns! It's not like we're 100% giga confident every change is going to do exactly what we want every time.

If Teemo is more frustrating or banned or too powerful then we'll look to walk stuff back or nerf something else.

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by photographyraptr

But isn't that what playtesting is for? If a change COULD be oppressive shouldn't y'all be collecting sufficient data beforehand to decide if it's too oppressive to push to live? We saw the same thing with Galio Q and it feels awful to subject players on live to changes you aren't sure about just to shake up the game. This whole season has honestly felt like a failed test which is going to be so hard to recover from.

We did playtest it a few times actually, they can only get us so far though. These changes seemed pretty good internally, but sometimes things do just end up shaping up very differently than we expect.

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by BrightNooblar

What is the break point where a "Early number down, late number up" change is a "Adjustment" and not a "Nerf"?

Are champion changes always approximated into buff/nerf vocabulary?

It varies a lot depending on the champ and the magnitude. This one was down early where it matters most and only up a bit at the end, so a nerf. If it was down early and up a lot mid-late that might be more of an adjustment

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by FrostWareYT

Oh also what would be the chances of Teemo getting changes to his kit similar to how he is in Wild rift? I have no idea if these would be good or bad for him/the game but I’m curious if you guys are considering something along those lines.

This was before my time but I think we tried a dash W version of teemo that players didn't like? This was a while ago so idk if its changed

about 3 years ago - /u/RiotPhlox - Direct link

Originally posted by Mr_Simba

What about with Jinx? Happy to see these changes as a Jinx player but surprised to see such spicy buffs when her win rate seems good(?). Maybe the public data doesn’t match what you guys have internally though.

She's not doing so hot by internal data