Original Post — Direct link

Many of these will likely be hotfixed to live as part of the 12.23b patch. Some may be held until next year instead for the 13.1 patch.

Note that many changes cannot be easily datamined, such as functionality changes, bugfixes, or mode-specific balance modifiers.

edit: Nilah R healing is complicated, since it also applies her Q healing, so what I previously listed as a straight nerf is actually a late game buff since the Q healing buff offsets it.

 

Changes from today:

Champions:

Hecarim:
  • Q per stack damage amp:  4% +5%% bAD  -->  3% +4%% bAD
    • max at 3 stacks:  12% +15%% bAD  -->  9% +12%% bAD
Lillia:
  • P base target tHP scaling over 3s:  6% --> 5%
  • Q base damage:  40-80 --> 35-75
    • reminder:  outer radius applies the same value again as true damage
    • this is a further nerf to what was already applied on 12.23
Lux:
  • E damage AP scaling:  70% --> 80%
  • R damage AP scaling:  100% --> 120%
Mordekaiser:
  • P can no longer gain stacks from small monsters through spells (12.23 changes only affected attacks)
  • W pre-mitigation damage taken to shield generation:  15% --> 10%
    • reminder:  non-champions are 25% of these values
    • note:  due a bug, these values are actually 50% effective, so the real change is 7.5% --> 5%
Nilah:
  • Q:
    • active damage tAD scaling:  90%-130% --> 90%-120%
    • active damage crit amplifier:  100% crit chance --> 120% crit chance
    • passive damage dealt to healing conversion:  15% crit chance --> 20% crit chance
  • R:
    • damage bAD scaling per minor tick:  35% --> 28%
      • for all four minor ticks:  140% --> 112%
      • reminder:  after these four ticks, a fifth tick deals larger damage, which is currently unchanged
    • champion damage dealt to healing conversion:  30% +15%% crit chance  -->  20% +30%% crit chance
      • reminder:  non-champions are always 10% of damage dealt
Rammus:
  • W base armor:  50 --> 40
  • W base magic resist:  15 --> 10
  • W cooldown:  6s --> 7s
    • the resists change is a full revert of the 12.22 hotfix, with this new cooldown nerf added on
Vex:
  • some passive icons hooked up? not sure what this is supposed to fix, maybe some buffs had missing icons
    • confirmed now, her passive buff icons are empty on live, fixed on pbe, thanks for the info everyone
Zed:
  • Q base damage:  80-220 --> 70-210
  • E base damage:  70-150 --> 65-145
  • E cooldown:  5s-3s --> 5s-4s

 

Items:

Jak'Sho, The Protean:
  • cost:  600 combine (3000 total)  -->  700 combine (3100 total)
  • resists per stack:  3 --> 2
    • max at 8 stacks:  24 --> 16
    • this is a partial revert of the 12.22 hotfix
Ravenous Hydra:
  • stacks lost on death:  50% --> 60%
  • cleave damage tAD scaling:  50% melee, 25% ranged  -->  40% melee, 20% ranged
    • this is a further nerf to what was already applied on 12.23
Tiamat:
  • same cleave damage changes as Ravenous Hydra
Zhonya's Hourglass:
  • components reordered, Stopwatch is now on the far right side, no other changes

 

Jungle:

  • pet item epic monster damage reduction:  30% --> 20%
  • treat gold:  35 --> 30
    • there were some changes to monster gold in the preview, but these are not minable
Mosstomper:
  • shield value:  75-330 lerp --> 60-281 lerp

 

 

Changes from previous days:

General:

  • Chemtech terrain was intentionally given an increased chance to spawn for preseason to give people more exposure to the new mechanics, and has now been dropped to the same chance as everything else.
  • Various item tooltips claiming to be Mythic Eternity items are now fixed.

 

Champions:

Ekko:
  • R tooltip now notes the W passthrough interaction
Jax:
  • has rework
Udyr:
  • WER mana costs:  45-28 by level --> 40-23 by level
    • reminder:  Q is still 20 mana at all levels instead
  • Q:
    • tooltip now includes min damage to monsters equal to 40-160 lerp (it always had this mechanic, and was documented on the wiki, but the tooltip was missing it)
    • next two attacks target tHP scaling:
      • unempowered:  3%-10% +6%% bAD  -->  3%-8% +5%% bAD
      • empowered additional damage:  2%-5% lerp +3%% bAD  -->  2%-4% lerp +2%% bAD
    • next four seconds onhit flat damage:  5-45 +20% bAD  -->  5-35 +30% bAD
  • R:
    • storm base damage per second:  20-100 --> 20-120
      • total damage:  80-400 --> 80-480
Yone:
  • various missing buff tooltips have been added
Zeri:
  • RFC indicator updated to match her range nerfs

 

Items:

Heartsteel:
  • component items reordered to have Giant's belt on the left instead of right, likely to match Warmog's order (they have identical components)
Lord Dominik's Regards:
  • health difference damage amp:  up to 15% at 2000 difference --> up to 25% at 2500 difference
Radiant Virtue:
  • shop search shortcut added:  "rv"
Rod of Ages:
  • looks like it'll have a buff to track the haste trigger threshold?
Stormrazor:
  • attack damage:  40 --> 45

 

Jungle:

  • Smite damage to summoned pets updated:
    • prior to preseason, t1 Smite did the same 450 to pets, while t2 Smites did 500 +10% pet tHP
    • on live, t1 Smite deals 600 to pets, t2 Smite deals 500 +10% pet tHP (which can be less than t1's 600), and t3 deals 1200 to pets
    • on pbe, all Smites deal the same damage to pets as they do to non-pets (the percent health modified damage has been removed)

 

Runes:

Unsealed Spellbook:
  • Smite damage updated:
    • prior to preseason, swapping to Smite would do 450 damage, increased to 900 if you had already made any two swaps before
    • on live, Smite will do 0 damage (yes, zero) with 0 previous swaps, and 1200 with 1+ previous swaps
    • on pbe, Smite will do 600 damage with 0 previous swaps, 900 with 1 previous swap, and 1200 with 2+ previous swaps
  • These changes were available for a couple days, likely only intended to test the Smite change, and have been reverted to live:
    • first shard gained at:  6 minutes --> 30 seconds
    • initial shard cooldown:  5 minutes --> 30 seconds
    • cooldown reduction per shard:  25 seconds --> 1 second
Conditioning:
  • tooltip now notes that resist amp increases bonus resists rather than total, however actual functionality seems unchanged, might have been a nerf that was tested but reverted

 

ARAM:

  • Hexgate cooldown:  30s --> 15s
  • Hexgate channel bar should now have a name ("Frostgate Warp", as opposed to SR's "Hexgate Warp") instead of being blank or reusing your most recent spell cast bar's name.
External link →
over 1 year ago - /u/GalaxySmash - Direct link

Worth noting that the conditioning change is tooltip only. The functionality has always only worked on bonus resists.

over 1 year ago - /u/RiotAxes - Direct link

Originally posted by JustJohnItalia

I thought they said the jaksho changes were neutral for tanks, where's the neutral part?

We're micropatch nerfing it while working to get it back to a similar balance state for tanks (considering tactics like making it stack percent bonus resists instead of flat resists, for example).

We have few tools to reshape an item in a micropatch since it can't change any client data, including the text of tooltips, unfortunately.

over 1 year ago - /u/RiotAxes - Direct link

Originally posted by bz6

I have a few questions /u/RiotAxes:

1) Are you guys concerned at how bruisers are tankier than actual tanks?

2) Can't mention tanky brusiers without healing. What are your thoughts on the state of healing? Considering we had targeted changes to address said issue.

3) Any worry of ability haste creep?

4) What is the teams analysis on the Durability Update? Since we are obviously entering a stage where patch changes are adding more damage.

(1) Think this is hyperbolic for most tanks vs bruisers, except the big sustain bruisers (more in point 2).

(2) Not in a good spot, too much healing in the game. Currently working on grievous wounds items and likely to also take a swing at healing values.

(3) Yes but the problem is difficult and the game isn't necessarily terrible when champions cast a lot of spells, so it's a bit further down the priorities list.

(4) Highly successful, still a major factor that we actively consider for patch changes. It's going to fluctuate. More damage was added in 12.23 than removed. More damage is being removed in this micropatch than added.

over 1 year ago - /u/RiotAxes - Direct link

Originally posted by Spideraxe30

Is 13.1 going to receive more changes once you guys get back from break (outside of current highlights like Jax)

That is the current plan, yes.

over 1 year ago - /u/RiotAxes - Direct link

Originally posted by ThisIsSnake

/u/RiotAxes, thank you for the candid and to the point responses. Feel like we really benefit whenever your team comes in and addresses these things.

Could I ask about the anti-heal item work, directionally what you're currently considering? Something like a stacking effect or Debuff over time?

What would be really cool about that work is it also presents an opportunity to make chainsword/morello more interesting items, right now they're not very satisfying to buy and the effect isn't too visible.

We're not massively reworking the Grievous Wounds mechanic. Frankly, it has flaws, but the alternatives also have flaws (including "just delete it").

The direction will be something much closer to the pre-Items Update system - components with 40% grievous wounds so that you can access a counter when you need it, growing into stat sticks that make more sense within builds, but not specifically upgrading the GW amount. For example, Mortal Reminder will once again trade off against Lord Dominik's Regards - will have armor penetration and grievous (vs armor pen and giant slayer). I'm aware that this won't fully solve the issue - we're looking at healing soon as well.

over 1 year ago - /u/RiotAxes - Direct link

Originally posted by hellosaidhello

Follow up question for you /u/RiotAxes:

1) Do you think the state of Ability Haste is overturned for bruisers and undertuned for tanks/mages ATM? Noticed its hard to get 40% CDR on the latter but easy to get 55% on the former

2) Are you guys aware of the growing problem of AD being cheaper than AP? You can now easily get 400-500AD by end game and only 500-600 AP by end game unless you go Horizon Focus (AP Mages with high AP ratios indirectly getting nerfed - cough Orianna)

To (1) - they're very different spaces, don't think decisions on one necessarily tell us what the optimal decision on the other is.

For a bruiser, assuming we're going to tune them to about the same spot (...somewhat lower than how they're doing today, but not that much lower), if they have less repeatable output, we either have to make them even more durable, or make them burst harder, or sustain harder or find something else for them to be good at. Think repeatable outputs are closer to the fantasy and closer to being fair than the alternatives. I realize some folks are going to disagree.

For many mages, I think we get a different answer as to what the right tradeoffs are. But mages are such a diverse group that I suspect we just need to better support the differences within the class. AD being cheaper than AP is weird... it's not intrinsically a problem (we tune ratios around the items that exist, if we added a lot more AP you'd probably see your ratios go down to match), but I think on balance I'd prefer to see those AP numbers go up.

Also aware of the general feeling that (many) mages are unsatisfying in mid lane and feeling unsatisfied with their items more generally, but can't promise action yet.