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Riot Jag Tweeted the upcoming changes for patch 11.18


11.18 Patch Preview is here!

Reminder: this is effectively part 1 of our Worlds patches (11.19 will finish it off). Also, just for Worlds, we didn't limit the patch by requiring matching buffs with nerfs 1 for 1.



Imgur (image) version: https://i.imgur.com/cTK3U63.jpg



>>> Systems Buffs <<<

Predator


Umbral Glaive



>>> Nerfs <<<

Aphelios


Ashe


Jayce


Kalista


Lee Sin


Renekton


Thresh


Trundle (Support)


Varus



>>> Buffs <<<

Dr. Mundo


Draven


Fizz


Gangplank


Jinx


Kai'Sa


Karma


Kog'Maw (AP)


Lillia (Jungle)


Miss Fortune


Morgana


Qiyana (Jungle)


Rumble


Singed


Soraka


Taliyah


Talon (Jungle)


Twitch


Urgot


Yone


Yuumi


Zed (Jungle)


Zoe

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

Originally posted by mazrrim

Please PLEASE let me play around grievous wounds as soraka , I have been unable to play her in d2-masters elo ever without it feeling like I am trolling after enemy rushes these items plus ignite at 60%

I would not say we think Grievous Wounds is in an optimal state - we do want to revisit the system. In the meantime, we're going to change Dr. Mundo and Soraka to smooth them out a bit given the counter items available. The goal is to increase performance when GW is applied to them, and slightly reduce it otherwise.

A fair amount of champions invest heavily in healing; these two, more than others, are entirely built around healing as the output they actually offer. This is contrast to say, Aatrox, Vladimir, or Swain, who definitely care about healing but have a lot of healing-independent offensive outputs to give their team.

Soraka

Astral Infusion (W)

Heal :: 100/135/170/205/240 >>> 100/130/160/190/220

Wish (R)

[NEW] Clears Grievous Wounds on Allies before applying the Heal.

Dr. Mundo

Maximum Dosage (R )

Heals 20% of missing HP >>> Gains 15/20/25% of missing HP as Bonus HP

Heals 20/45/70% of max HP over 10s >>> heals 20/40/60% of max HP over 10s

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

Originally posted by mazrrim

while this is much appreciated could you consider a more active version like empowered ws (q hitting then w) removing and giving protection from grievous for the duration.

This isn't going to change grievous wounds being instantly re-applied allowing for healing to be a dedicated playstyle, it just makes the ult much bigger.

Numbers should go down on healing to compensate for this but it makes the entire game feel less like not getting to play when all your kit is cut by 60%.

Also healing items are basically still bugged and dont apply properly to work on the same statline as grievous wounds

Grievous wounds isn't cancelled out additively in the same stat line as healing bonus as you might expect

60 healing reduction isn't changed to 25% healing reduction with 35% bonus

If you would heal 100 you heal 100x0.4x1.35 = 54 instead of 100 x 0.75 =75

This means all items like ardent and staff feel awful to buy.

We tested that Q/W change last week, and it had the unfortunate effect of making the counterplay extremely unclear.

The R change felt more reasonable - it's giving Soraka a tool to deal with her counter-mechanic, but gated in an appropriate fashion (long cooldown).

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

Originally posted by bns18js

Soraka

Wish (R)

Heal :: 100/135/170/205/240 >>> 100/130/160/190/220

[NEW] Clears Grievous Wounds on Allies before applying the Heal.

The numbers you listed are for Soraka's W Astral Infusion. Not her R wish. So which one is it are you guys really buffing?

I think it makes more sense for her ult. It's your ULTIMATE ability so that should feel good and impactful. It's also unlikely to break anything while slightly increasing her performance overall.

Where as her spammable W heal is the more problematic of the two. This is the main source of player frustration where a single target gets repeatedly healed and not dying. This should still be subject to grievous until soraka's power budget shifts at least, because it tends to leads to really bad gameplay patterns if strong.

My apologies, this is what I actually meant to write:

W

Healing 100 / 135 / 170 / 205 / 240 >>> 100 /130 / 160 / 190 / 220

R

Removes Grievous Wounds on allies before healing them.

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

Originally posted by prowness

Yo real talk, that Draven buff seems legit.

  • It helps him kill if he’s been playing properly (getting stacks and not dying).

  • It doesn’t help a Draven get more ahead (since his stacks reset to 0 upon a kill).

  • it isn’t a mechanic that’s too powerful when behind (he loses half stacks on death, compared to how useful Viego’s passive is when he’s behind).

That’s a perfect example of a wildly experimental change that doesn’t seem oppressive in pro play on paper and can likely be balanced with buffs and nerfs (I.e. reduce ult ratio, or make it so that half stacks is the threshold, etc.).

In the rare cases we see Draven in pro, he often ends up with a huge amount of stacks and the game ends up often being decided on if he cashes in or not. This change aims to help give pro Draven who saved up an additional way to cash out and be rewarded for stacking up huge.

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

Originally posted by weebwindman

Will you do any compensation nerds or what to call it?

Draven, no matter how bad he feels with new items, is currently pretty strong according to win rates. Just straight up buffing him when he is already a strong pick will make perma ban, no?

Perhaps some base damage is lowered or cool down on ult?

I love Draven more than any other champ, played since some weeks after his release, with you know, real passive and all. Managed to get D1 Draven only some seasons back. So I am very happy and excited to see this. But also afraid to see him gutted after it.

Winrates are an extremely fickle thing. This change likely does not do much in most normal (non-pro) League of Legends games, but is a non-trivial amount of power. Ideally, this change does almost nothing to buff him in non-pro, and encourages pro players to pick him more. We don't anticipate the change to be enough of a buff to warrant compensation nerfs currently, and doing compensation nerfs would also hurt his chances of showing up in pro. We would of course nerf him still if we determined he was strong enough that these changes would push him over the power threshold that we determine him to be overpowered.

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

Originally posted by AcceptableQuality0

The new patches are confusing, rumble is on the buff list and yet u guys remove his attackspeed on overheat wich made him good in duelling... Also talon is on buff list but hes gets gutted for lane 4th time in a row ( another midlane nerf) why that?

New post should show those changes that are not just straight buffs as adjustments now.

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

Originally posted by SirSharkPlantagenet

Okay, I have to kinda jump in on the opportunity. Any chances of looking into Brand and Zyra jungle rather than the Zed Talon etc we are seeing?

Rather than? Unlikely. In the future? Possibly. Opening up new champions to the jungle is something we have explored a lot this season, and its possible more champions get looked at in the future to be added as junglers.