Original Post — Direct link

General reminder that many changes cannot be easily datamined, such as functionality changes or bugfixes, and are not always final.

 

Champions

Ambessa
  • P range bonus:  100 --> 75
    • total attack range:  225 --> 200
  • P damage bonus:
    • base:  5-15 linear --> 5-30 linear
    • bAD scaling:  25% --> 30%
  • Q cooldown:  11s-9s --> 14s-10s
  • W shield duration:  1.5s --> 2.5s
  • W shield:
    • base:  85-250 stat growth scaling --> 85-325 linear scaling
    • bAD scaling:  150% --> 160%
  • R bAD scaling:  100% --> 80%
Udyr
  • this champion's data is a bit of a mess so I'm not entirely sure what's going on and might be missing something but this is what I can figure out
  • RR's bonus damage monster cap is now 7.5 +50% AP +100% bAD per 0.5s tick
  • I don't know for sure what it was before but it's definitely not the 5-35 the wiki currently claims (it vaguely seems to just be capping the percent damage to the flat damage instead of to a dedicated set of values, i.e. the most you can do to monsters is double the flat damage)
  • regardless, in my limited testing this seems to be a pretty decent increase in monster damage (if I'm correct in how it currently works on live, then it's a buff above 7-147 AP based on R rank, if the monster's health was enough to cap in the first place)

 

Items

Opportunity
  • see other changes here
  • decaying kill speed:  300 for 2.0s --> 200 for 1.5s (revert to live)
  • kill speed no longer activates only when running away from enemy champions (revert to live)
  • passive lethality:  10 melee, 6 ranged --> 11 melee, 7 ranged
    • technically the ranged value is 6.996 since it's based on a multiplier of the melee value, with the multiplier also being changed from x0.6 to x0.636
Statikk Shiv
  • cost:  2900g --> 2700g
  • AD:  50 --> 45
  • AS:  35% --> 30%
  • on-kill passives removed
  • new passive:  your first 3 attacks within 8s fire chain lightning on-hit, dealing 60 magic damage up to 5 targets (500 bounce range), increased to 85 against non-champs. Cooldown of 25s-10s linear 7-12, starting on first attack, fully reset by takedowns (3s damage window).
    • primary target counts as one target, so the lightning hits them + four others
    • Guinsoo's and Runaan's will trigger a new set of bounces, but still consumes a stack for doing so (i.e. Runaan's will let you trigger all three procs in one attack but then you won't get any more)
Yun Tal Wildarrows
  • recipe:
    • old:  Pickaxe + Noonquiver + 775g = 2950g
    • new:  BF Sword + Scout's Slingshot + Long Sword + 750g = 3000g
  • AD:  60 --> 50
  • now grants +20% AS
  • no longer grants an innate +25% crit
  • new passive:  Practice Makes Lethal:  on attack, gain +0.2% crit chance permanently, stacking up to +25% at 125 stacks
  • on-crit bleed passive removed
    • the data for it still exists, which shows they also at some point tested increasing the bleed damage from 60 to 90
  • new passive:  Flurry:  attacking an enemy champion grants +30% AS for 4s, 40s cooldown, attacks refund 1s cooldown, increased to 2s on crits

 

Changes from previous days

See here.

External link →

Originally posted by Beiper

Is there any logical reason why you have to stack the crit chance first? It only appears to be there so they can still stick to that „no crit,ad, as item philosophy“

Honestly one crit start item that gives both ad and as would be really good, as that‘s a niche that is currently not met. We got ER for casters and Collector for burst/high ad marksmen, what‘s missing is ad/as for champs like Jinx, Aphelios etc

The current crit item starter ecosystem is 3 big AD items, which tend to favor AD casters (ER has AH, Collector has Lethality, Yun Tal supposedly being the 3rd with its non-scaling bleed damage on crit)

This leaves crit users who actually want to primarily auto attack at a loss for a first crit item that doesn't push them into a more AD caster territory than they might want (your Caits, Jinxs, Aphels etc, even Yasuo/Yone). Yun tal is being moved into that slot.

However this AS+AD+Crit stat line is really ideal, so the item needs a weakness, so we built a few in: it has a harder build path (BF sword), it doesn't get all its power upfront (stacking crit), it has a long CD on it's AS unique (window to trade), and it strongly incentivizes pushing the wave constantly (stacks/cd refunds on autos)

A change i have not see in the datamine is that minion crash wave timings have been adjusted for 14.22

In mid season 13, we adjusted side lane minions to move much faster pre 14 minutes, so the lane met at around the same time as mid. This was to reduce the power of roams, but that was perhaps too effective/undesirable. It is currently thought to be one of the main reasons adcs are showing up mid in pro - roaming from mid lane was nerfed heavily by this timing change so champs that wanted to roam more (read: not adcs) lost a portion of their power budget to this.

in 14.22, we are again adjusting minion timings so that the first wave will match live, but over 14 minutes the side lanes will gradually slow down (as opposed to immediately becoming slow at 14 minutes). This means roam timings will gradually open up over the first 14 minutes - so level 2/3 gank timings will still be just as unsupported but roaming towards the later half of laning phase will be much more realistic

Originally posted by DiscipleOfAniki

Is it a linear reduction in the minion movement speed or does it increase over time as 14 mins approach?

its a linear reduction to the max MS each side wave starts with, but their MS also decays over time so its not an easy "this is what it is" statement. Don't really think it needs to be either since your roaming efficacy will vary heavily game to game based on how you are doing and how the lane you are looking to roam to is playing the wave. For most players, you will simply notice more opportunities to roam if you are even paying attention to that. for coordinated play, you will probably eventually start adjusting wave management around this and actively looking to set up roams

Originally posted by Redditor76394

Is there going to be an aram-only tweak to account for the increased difficulty stacking?

I have a feeling sharing waves with 4 other people and not having camps to hit will make it hard to stack.

reasonable request, i will bring this up to the team working on aram

Originally posted by DiscipleOfAniki

Ok I see what you mean after going on PBE myself. My assumption after hearing this was that the minons would start with X movement speed and then they'd lose Y movement speed per minute until they reach 325 ms at 14.

But they lose movement speed every minute, and the amount of movement speed they have drops as they approach the lane instead.

ya on live they start with X bonus ms pre 14, and it drops to 0 as they approach the lane crash

now, they start with X to 0 bonus ms pre 14 (decreasing as time approaches 14), and that bonus ms still drops to 0 as they approach the lane crash

Originally posted by achtungspsh

Oh shit, unrelated but did I just catch you in a Deadlock match? Could swear I saw your name

no my steam ign is different from my reddit one (i'm captain gameplay anywhere that isn't reddit)