Original Post — Direct link

Reposting due to a wrong miss leading title, sorry about that!!



A follow up from the previous post yesterday


Riot Scruffy Tweeted the patch 11.10 preview with the full changes.

11.10 Preview with tentative changes:

Irelia is bumped because we think we can do better work with a bit more time, and updated jungle accessibility list is here.



Imgur (image) version: https://imgur.com/a/2mwqjsz



>>> Systems Nerfs <<<

Phase Rush

  • Cooldown: 15 >>> 30-10s (based on Level)

  • Move Speed (ranged): 25-40% >>> 15-40%

  • Move Speed (melee): 40-60% >>> 30-60%



>>> Item Buffs <<<

Riftmaker

  • Stacks on damage to enemy champions >>> dealing or taking damage to enemy champions

  • Damage AMP per stack: 2 >>> 3%

  • Max damage AMP: 10 >>> 9%


Abyssal Mask

  • Health: 350 >>> 400

  • Damage AMP potency: 10% >>> 15%

  • Damage AMP duration: 4s >>> 5s


Guinsoo's Rageblade

  • Total Cost: 2800 >>> 2600g

Goredrinker

  • Health: 400 >>> 450

  • AD based on missing health: 0-15% >>> 0-10%

  • Healing: 25% AD + 8% of missing health >>> 15% AD + 10% missing health



>>> Jungle Accessibility<<<



>>> Champion Nerfs <<<

Darius

E

  • Cooldown: 24-12 >>> 26-18

Galio

W

  • Cooldown: 18-16 >>> 18

  • Magic damage shield: 8-20% max health >>> 8-15% max health


Talon

Q

  • Bonus Attack Damage Ratio: 110% >>> 100%

Jinx

Base stats

  • Armor: 28 >>> 26

R

  • Execute damage against Epic Monsters is capped at 800

Thresh

Base stats

  • Health: 561 >>> 530

  • HP per level: 93 >>> 95


Bard

P

  • Damage: 40 (+12 per 5 chimes collected) >>> 30 (+12 per 5 chimes collected)

Katarina

Base stats

  • Movement Speed: 340 >>> 335


>>> Champion Buffs <<<

Irelia

Bumped to a later patch, more time to work on changes


Kennen

W

  • 4th Attack Magic Damage: 10/20/30/40/50 (+20% AP) >>> 20/30/40/50/60 (+25% AP)

Kayle

Level 11

  • Aflame Damage ratio: (+20% AP) >>> (+25% AP)

Level 16

  • Transcendent Additional Range: 50 >>> 100

Lux

E

  • Damage: 60/105/150/195/240 (+60% AP) >>> 60/110/160/210/260 (+70% AP)

Zyra

P

  • Vine Lasher Slow: 25% >>> 30%

W

  • Cooldown: 20/18/16/14/12 >>> 18/16/14/12/10

Yuumi

Q

  • Base Damage: 40-190 >>> 50-200

  • Base Empowered Damage: 45-245 >>> 60-260

External link →
over 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Novaeth

An actually potentially worth MR item. You love to see it. I'd kind of prefer them favoring the tanky side over the damage amp side, but I'll take what I can get at this point when there's not even one generally good MR item like visage used to be.

I almost pitched increasing the MR instead but increasing the unique output of the item was too cool for me to not like.

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

Originally posted by 1amh0peless

Disappointing rageblade buffs in all honesty, as its more of a buff for support Senna than actual on-hit adcs.

While yes support senna primarily builds frostfire these days, she still goes rageblade in 26% of games, which is more than vayne, kaisa, varus, etc. These buffs will just make it easier for her to pick rageblade up on limited income while actual onhit adcs will still be forced to build crit if they want to keep up with damage

We thought about doing the "on hits applied every 2 autos rather than 3" change and adjusting the crit->onhit ratio to keep it neutral, but overall was spooked by some potential low counterplay abuse cases (Namely Vayne Varus and Kindred), so this seemed like the best avenue remaining. Increasing item efficiency by ~8% is a size-able buff for any DPS item. Means spiking earlier and 8% more DPS/gold with no tradeoff

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

Originally posted by 1amh0peless

Thanks for replying! I fully understand that line of thought. But have you guys considered maybe giving back the hybrid pen or hybrid stats to rageblade instead? It seems that champs like AP kaisa or on-hit varus for example were hurt by the loss of those stats

I agree with the problem (no hybrid pen), I'm not 100% convinced that rage-blade is the best item for it. I'll have that conversion with the teams sometime in the future as I do think it's a gap in the current item system.

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

Originally posted by Treyhova

Has the idea of reverting it back to on-hit magic damage been floated around. I feel like that gave it a really solid niche as a tank/bruiser killer, since its hard to itemize against duel damage types and on-hit has been historically about early damage and tank busting. This also doesnt hurt squishys as much, since they have low resists (since they dont buy much more) anyway and the damage will be hit by both resist types.

Yeah the design reason this specifically is avoided is because in development we had scenarios where marksmen would build crit for most of the game (minus IE) then when the enemies bought armor they would swap to rageblade and a large % of their damage is magic instead. This rageblade does far more on-hit damage than last season's rageblade, so it can't be magic damage.

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

Originally posted by asakyun

Couldn't it be a break point where if you had 40% or less crit, it deals magic and above 40% it deals physical, or the damage split depends on the amount of crit?

i.e. 20% crit = 20% phys/80% magic split, 60% crit = 60% phys/40% magic split

Yeah probably one of those is a viable (yet messy and heavy handed) solution, but in the end is the low clarity worth the moderate gains (if there are any)? Plus current physical damage makes LDR more effective than it would have been otherwise, which is fairly essential when there's no hybrid pen option.