Original Post — Direct link

Note that many changes cannot be easily datamined, such as functionality changes, bugfixes, or mode-specific balance modifiers. Sometimes changes can also take a couple days to show up, even if Riot has already announced them.

 

Champions:

Jax:
  • has ASU
  • some buffs were added for catching fish:
    • "BlueFish":  "Fish Get!  This unit caught a fish."
    • "GoldFish":  "Rare Fish Get!  This unit caught a rare fish!"
    • no indication what triggers a rare fish
K'Sante:
  • this is K'Sante rework
  • stats:
    • health:  610 +108  -->  570 +115
    • armor growth:  4.7 --> 5.2
  • P:
    • ult mark damage increase:
      • base:  35% (unchanged)
      • bonus resist scalings:  20%% --> removed
  • Q:
    • base damage:  50-150 --> 30-150
    • ult effects:
      • cooldown:  reduced by 1s --> reduced by 25%
      • tooltip now notes cast time is reduced by 0.08s (unsure if this is a new effect or not)
      • now also applies slow during ult, instead of disabling it
  • W:
    • now has a minimum charge time of 0.65s (maximum of 1.0s unchanged)
    • cost:  75-95 --> 60-80
    • damage reduction:
      • old:  25% + 1%% bHP +10%% bonus resists
      • new:  40%-65% lerp levels 1-18
        • URF/Arena rule:  does not scale past level 18 (can't reach 100% reduction)
    • damage:
      • old:
        • min charge time:  2%-3% target tHP by spell rank
        • max charge time:  7%-8% target tHP by spell rank
      • new:
        • charge time no longer matters
        • now has a flat damage and percent damage component:
          • flat damage:  20-100 by spell rank +50% tAD +30% bonus resists
          • percent damage:  6%-10% by spell rank
    • stun duration:
      • old:  0.3s-0.85s by charge time
      • new:  1.25s constant
    • ult effects:
      • reduces the charge time to 0.5s (unsure if this is the minimum or maximum)
      • increased damage reduction:
        • old:  30% +1.2%% bHP +12% bonus resists
        • new:  50%-75% lerp levels 1-18
          • URF/Arena rule:  does not scale past level 18 (can't reach 100% reduction)
      • increased flat damage:
        • old:
          • min charge time:  25-65 by spell rank +50% tAD
          • max charge time:  110-350 by spell rank +50% tAD
        • new:  removed
      • now reduces the cooldown from 24s-16s to 18s-12s
  • E:
    • no changes?
  • R:
    • non-wall damage:
      • base:  35 / 70 / 105  -->  70 / 110 / 150
      • scaling:  20% tAD --> 100% AP
    • wall bonus damage:
      • base:  150 / 250 / 350  -->  70 / 110 / 150
      • scaling:  20% tAD --> 100% AP
    • bonus AD:
      • base:  5 constant  -->  15 / 30 / 45
      • bonus resist scalings:  32.5% --> 25%
    • omnivamp:
      • base:  10% constant  -->  10% / 15% / 20%
      • bHP scaling:  0.75% --> removed
    • now also gains attack speeed:  25% / 35% / 45%
    • reduced health threshold:  55% --> 65%
    • non-wall knockback:  350 --> 300
    • "wall buffer":  250 --> 350 (unsure what this is, distance to find a wall? distance pulled out of the wall?)
Azir:
  • P calc parts reordered to list base damage before the AP scaling like everything else, no effective change
Gangplank:
  • R rescripted to use data values
  • R tooltip now includes its upgrades with values (items no longer list values, easier to maintain everything in one spot this way)
Heimerdinger:
  • Q cooldown tooltip no longer deranged
Milio:
  • R heal AP scaling:  30% --> 40%
  • E recharge:  18s-14s --> 17s-13s
Quinn:
  • base health:  603 --> 565
  • AD growth:  2.4 --> 2.7
  • base speed:  335 --> 330
Rakan:
  • gained a new spell object for his heal? but it seems empty so not sure why
Syndra:
  • Q upgrade tooltip corrected to use the 13.19 base damage, actual effect is working correctly already
Tryndamere:
  • rescripted to use data values
  • E tooltip fury gain corrected (see comment for story time)
Varus:
  • Q range indicator should now display a halfwidth of 75?
Vayne:
  • P has new buff data for "hunting", unsure why

 

Systems:

SR Classic death timers:
  • see image tldr lower at levels 2-9, otherwise unchanged
Turrets:
  • plating gold:  175 --> 125
Infernal Dragon:
  • stack AD/AP amp:  5% --> 3%
  • soul base damage:  80 --> 100
Ocean Dragon:
  • stack percent missing heath restore:  2.5% --> 2.0%
  • soul base health restore:  130 --> 150
  • soul base mana restore:  80 --> 100
Cloud Dragon:
  • stack slow resist:  7% --> 4%
  • stack ooc speed:  7% --> 4%
  • soul permanent speed:  15% --> 20%
  • soul ult speed unchanged
Mountain Dragon:
  • stack resist amp:  8% --> 5%
  • soul base shield:  180 --> 220
Hextech Dragon:
  • stack ability haste:  7.5 --> 5
  • stack attack speed:  7.5% --> 5%
  • soul slow:  40% melee, 30% ranged  -->  45% melee, 35% ranged

 

Jungle:

note:
  • these changes are pretty difficult to mine
  • there's a lot of duplicate values in mulitple places being moving around and often disagreeing with each other
  • it's not entirely clear what is or isn't used
  • as a result, can't say that there aren't other additional changes being missed
Smite:
  • can no longer be cast on lane minions or pets
  • might now have a lockon for epics within 300 units of the cursor?
  • champion smite:  20-160 lerp --> 40 constant
  • tier 3 aoe secondary damage:  50% --> 100%
Jungle Pets:
  • items no longer grant damage reduction to epics with 2+ nearby allies
Mosstomper:
  • no longer grants tenacity or slow resist
Gustwalker:
  • brush speed:  45% --> 30%
  • monster kill speed:  60% --> 45%
Scorchclaw:
  • tooltip now notes the damage proc must come from an attack or ability, rather than any damage (unsure if the actual effect is changed)

 

Items:

Doran's Items:
  • can now only purchase one
Doran's Blade:
  • health:  80 --> 100
  • AD:  8 --> 10
Doran's Shield:
  • health:  80 --> 110
  • on-damage regen at 0%-75% missing health:  0-40 --> 0-45
  • effectively means the health increase doesn't become a regen decrease
Doran's Ring:
  • health:  70 --> 90
  • AP:  15 --> 18
Dark Seal:
  • health:  40 --> 50
  • Mejai's unchanged
Lord Dominik's Regards:
  • damage amp at 0-2500 max health disadvantage:  0%-25% --> 0%-22%
Prowler's Claw:
  • no longer searchable via "active"
Spellthief's Edge:
  • health:  10 --> 25
  • AP:  8 --> 10
  • upgrades unchanged
Steel Shoulderguards:
  • health:  30 --> 50
  • AD:  3 --> 4
  • upgrades unchanged
Relic Shield:
  • health:  30 --> 50
  • AP:  5 --> 7
  • upgrades unchanged
Spectral Sickle:
  • health:  10 --> 25
  • AD:  5 --> 6
  • upgrades unchanged

 

Runes:

Arcane Comet:
  • damage:  30-100 lerp +35% bAD +20% AP  -->  30-130 lerp +10% bAD +5% AP
Dark Harvest:
  • damage:  20-60 lerp +25% bAD +15% AP  -->  20-80 lerp +10% bAD +5% AP
Electrocute:
  • damage:  30-180 lerp +40% bAD +25% AP  -->  30-220 lerp +10% bAD +5% AP
First Strike:
  • damage amp:  9% --> 8%
Fleet Footwork:
  • healing:  10-100 lerp +30% bAD +20% AP  -->  10-125 lerp +10% bAD +5% AP
Press the Attack:
  • burst damage:  40-180 lerp --> 40-220 lerp
  • damage amp:  8%-12% lerp --> 8% constant
Summon Aery:
  • damage:  10-40 lerp +15% bAD +10% AP  -->  10-50 lerp +10% bAD +5% AP
  • shielding:  30-75 lerp +35% bAD +22.5% AP  -->  30-100 lerp +10% bAD +5% AP
Taste of Blood:
  • healing:  16-30 lerp +15% bAD +8% AP  -->  16-40 lerp +10% bAD +5% AP
Waterwalking:
  • bonus speed:  25 --> 10
  • bonus adaptive (AP):  5-30 lerp --> 13-30 lerp
  • bonus adaptive (AD):  3-18 lerp --> 7.8-18 lerp
External link →
about 1 year ago - /u/GalaxySmash - Direct link

Syndra was just a tooltip thing and Varus was to fix his indicator

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by ViraLCyclopes19

I feel like K'Sante is gonna feel real clunky with that W Min Charge Change.

You lose the tap combo but honestly the new spell feels really good. The hit is way more impactful but yes the spell requires a time investment. It's essentially a long cast time with the option to hold it 50% longer.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by skitles125

Does ksante empowered W not do dmg anymore? I'm having trouble interpreting that section where it just says "new: removed" under the ult W where the damage supposedly should go

On Live R+W deals like 400 bonus damage.

in 13.20 it will deal a little bit of bonus damage via R's +AD, but it's primarily just faster. It will be ~10% less damage than Live R+W.

Meanwhile baseline W is ~70% more damage.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by SpiritualFrame8484

I saw Aatreus stream last night(NA K'Sante challenger player), and he said the changes were horrible. Basically said you were removing all the skill expression from the champion you wanted to be skill expressive. It’s like removing the animation cancels from Riven, it highly lowers the ceiling and feels like you are trying to bring him out of elite tiers.

Honestly i can understand why he was so frustrated, it feels like none of you at Riot actually plays the champion and just made a lot of random changes to his kit for no reason?

Yeah the tap combo is illegal. Queue the Showmaker copypasta. That and Q3 flash are the only mechanics we removed. So if his "all his skill expression" is W tap and Q3+Flash, y'all are telling on yourselves regarding now skillful this champion actually is.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Anarchontologist

Or watch 2 hour Phreak Movies every 2 weeks.

Joke's on you, I put out 3-4 of them every 2 weeks now.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Straight_Rule_535

Didnt know i needed to sign up for a python class to read those ksante changes

You mean the K'Sssssssssssssssssante changesssssssssssssssssss

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by ZcotM

Just saying Q3 Flash should not have been removed. Literally removed one of the slowest abilities in the game (with wind-up) + Flash (which is 300 seconds)? Also skill expression left the chat. You don't have to make every tank have low skill floors. Let us keep one that actually has some skill involved maybe?

We're not absolutely married to killing Q3+Flash but Q's cast time is reduced via bonus health. Most K'Sante players neglect buying enough +HP to finish reducing the cast time.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by justareddituser12

this is such a low effort reply, saying that w tap and q3 flash is his entire skill expression is such a strawman argument it's unreal.

it's like saying "riven's entire skill expression is E" except it's never that simple and that one ability opens so many doors for how riven wants to play trades. it's not as black and white as just saying "she E lol" and i'm not sure why you'd imply that's true of k'sante when tap W is the core of the vast majority of his combo and playmaking potential - these kinds of abilities form the core of a champions trade patterns.

having the option to tap W allows for instant on demand peel, q3 guarantee for gank setup, E+W bump for tower drag, W bump into wall combo, etc etc. forcing a cast time makes k'sante considerably more predictable and clunky to play (and pseudo removing combos because if you get hit by e behind -> W now you're just trolling)

this also doesn't consider the fact that riot themselves has marketed k'sante as a high skillcap tank due to lacking one in game and i don't think removing the majority of his playmaking abilities trends well in that direction

the fact that you even refer to the showmaker copypasta at all just adds insult to injury in this reply, kinda makes it seem like you have some personal hangups against this champ and you just want to see it gutted.

i'm really concerned you don't have any idea what you're talking about, especially when you tack 25% atkspd on his ultimate when atkspd is literally trolling on k'sante

I literally quoted the guy above me. If you want to have this discussion in good faith, than actually have it in good faith.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by ZcotM

The cast time buff sounds good honestly. Is it the reason why omnivamp is no longer tied to bonus health though? Isn’t that just going to discourage building health? K’Sante seems like the champ where you want a good balance on two types of resist and health, but since Omnivamp isn’t necessarily his favorite stat, combining it with reduced cast time would encourage more health building no?

In the end Q3 Flash issue still comes down to champ knowledge and skill expression though. Hope you guys can come up with a solution in keeping him on a more rewarding side to higher skilled gameplay type champ. Thanks for the reply as well

I think it's valuable that K'Sante "requires" being a strong-side champion with much of his scaling locked behind gold (especially compared to Ornn, Malphite, etc.)

That said, it's about incentives. His ultimate always nerfs his Armor/MR. If you time it well, it doesn't nerf his HP. In general, I think it's valuable to reinforce the tradeoffs as opposed to letting him get the benefits from health for "free" without the drawbacks.

Additionally, there are some parts of the kit that just need to work even if he's behind. "Parry" mechanics like Fiora W, Irelia W, Master Yi W, and K'Sante W should fulfill their defensive purpose no matter what. Especially with the required minimum channel, it needs to be reliable at level 1. I'm amenable to changing the per-level scaling into gold scaling, but part of that is already mitigated by giving W's damage an Armor/MR ratio.

Overall I don't think it's a big problem if bonus health is a less necessary K'Sante stat. It still lowers Q cast time, which is very meaningful. It's still an outright tank stat that he can use at full value at almost all times.

But if at the end of the day his builds get wonky and he feels like he doesn't have enough valuable items, then we can revisit how he scales.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by justareddituser12

i don't see how? the guy above you didn't make the implication that "just w tap and q3+flash" was his entire expression, you did. also way to skip over everything else, man. very constructive. a little ironic to be talking about good faith when you choose to ignore any criticism put before you. you put as much effort into your replies as you put into your job it would seem.

I literally quoted him.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by FFrazien

All Out resets Q charge, intentional or ?

Yes. This is how Yasuo handles it as well.

about 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Nalardemon

is there the possibility that we get to hear your thoughts about all the different changes you went for and why you prefered this route before they hit the live server (unless they aren't final yet)? at the moment, this interests me the most.

Some of those changes seem out of nowhere and just add confusion or don't feel like they follow what we wouldve expected considering all the informations we got over the last couple of patches. especially in the ksante mains community this caused chaos and i would really appreciate it

Video is uploading as I type this.