Original Post — Direct link

A follow up from the previous post

Riot Scruffy Tweeted the preview changes for patch 10.5.

10.6 Preview with the current changes. This is 95% done, but there may be a few more tweaks before it goes live.

As always, we appreciate all of the feedback and try to take it all into account.



>>> Systems <<<

Teleport Buff (for top)

  • Cooldown 360 >>> 480-240 by level

  • [NEW] Grants 3 seconds of 30-45% Movement Speed on arrival (based on champ level)

Updated TP numbers for 10.6:

  • CD 360 >>> 420-240s by champ lvl

  • MS 30-45% for 3s by lvl

Overall should be net buff for tops

  • nerfs returning to lane (impacts mid/adc more)

  • boost to late game split pushing and flanks

We'll be watching it closely to react if the tuning is off


Deaths Dance Rework

  • Shift from full AD to AD+Armor+MR

Funnel Nerf

  • Monster Hunter penalty now additionally lowers minion XP by 50%


>>> Nerfs <<<

Senna

Passive

  • AD per soul: 1 >>> 0.75

  • Weakened Soul cooldown per champion 4 >>> 6/5/4s at levels 1/6/11


Aphelios

  • Severum lifesteal: 8-25% >>> 3-20%

  • Infernum damage to minions: 45 >>> 30%

  • Mini-chakram damage: 30-173% >>> 24-164% tAD


Garen

Base Stats

  • Magic Resist per level: 1.25 >>> 0.75

E

  • Crit scaling: 50 >>> 33%

Darius

W

  • Bonus damage: 50-70 >>> 40-60% tAD

  • Mana cost: 30 >>> 40:

E

  • Mana cost: 45 >>> 60

Shaco

R

  • Clone auto attack damage: 75% >>> 60% tAD


>>> Buffs <<<

Soraka

Q

  • Total heal: 40-80 >>> 50-90

Q

  • Movement speed: 10-20 >>> 15-25%

Anivia

R

  • Chill duration (for E conditional purposes): 2s >>> 3s (this now matches Q)

Nasus

  • Pushed to 10.7

Urgot

Q

  • Slow duration: 1 >>> 1.25s

E

  • Stun duration: 0.75 >>> 1s

Kayn

  • Passive orb rate increased

Kindred

Base stats

  • AD per level: 2.26 >>> 2.5

W

  • Missing health restored: 32-100 >>> 45-100

R

  • Heal: 200-300 >>> 200-400

Hecarim

R

  • Fear duration: 0.75-1.5 >>> 0.75-2s based on distance

Xerath

W

  • Sweet spot damage amp: 50 >>> 66.7%

R

  • Damage: 200-280 (+43% AP) >>> 200-300 (+45% AP)

Veigar

Q

  • Damage: 70-230 >>> 80-240

Draven

W

  • Movement speed: 40-60 >>> 50-70%

Morgana

Base stats

  • Movement speed: 330 >>> 335

E

  • Shield amount: 60-300 >>> 80-300

Twisted Fate

  • Blue card AP ratio: 0.5 >>> 0.9

  • Red card AP ratio: 0.5 >>> 0.7


Ryze

Base stats

  • Mana regen per level: 0.8 >>> 1

W

  • Damage: 80-160 >>> 80-200


>>> Other <<<

Jungle Pool

Brand

  • P Deals 120% damage to monsters

Zyra

  • Plants deal 150% damage to monsters

Morgana

  • Pool deals 150% damage to monsters

Shen

  • Q max monster damage: 75-175 >>> 120-200

Teemo

  • Blind duration increased by 100% vs monsters

  • E deals 150% damage to monsters


Yorick

  • Graves spawn on large monster death

  • Ghouls take 50% reduced damage from monsters



Autofill Parity

Duo Parity

Wukong Mini-Rework

External link →
over 4 years ago - /u/RiotScruffy - Direct link

Originally posted by DrummeeX09

I wish they said how much Kayns orb passive was increased by.

Still tuning the numbers - We'll be more specific for the patch notes with a % increase.

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by axw30

f**king worthless buffs for urgot

They do f**king nothing

Those are not the problem with urgot

Damn Rito just read the urgot post from few days ago

Urgot's winrate is between 49% - 52%. these buffs are on the assumption that DD changes will lower that a bit, so I can give a bit of power to try to smooth out his E>(Q)R combo (which becomes quite unreliable vs enemies with tenacity). otherwise he's in a fine state.

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by LPLSuperCarry

It's sad that Senna support has to get hit because of Senna ADC.

these are nerfs primarily targeted at support senna, who gets far more souls and harasses for them far more frequently than ADC

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by Magehunter_Skassi

Boring patch. Most of the problem champions aren't being addressed aside from Senna and Aphelios, and neither of those two even have the map warping impact like Ekko/Elise/Lee Sin/Syndra/Zoe.

A Ryze buff too. You hate to see it! One of the worst things to see in a set of patch notes. Who doesn't love a fundamentally broken champion creeping into the meta when he's already one of the most seen champions in competitive play?

his 3% presence in pro play on 10.4. since he's kept weak for everyone else due to pro play, he better be a pro pick or hes just not a champion. so we'll buff him until he hits a reasonable pro pick rate (or becomes strong for everyone else)

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by EverlastingTilt

Is there a current direction the balance team is set on for buffing Nasus? There is a general consensus in the Nasus mains subreddit that he needs better early base resistances and/or better growths for starters. Some other ideas that have floated around were things like increasing his attack range to 175. Having 125 attack range in season 10 on an immobile melee feels awful, and his waveclear tends to suffer as the game progresses which limits his usefulness as a scaling juggernaut/splitpusher.

Unlike other champions Nasus does not want to build items like hydra and sunfire cape since it messes with his stacking. A change that can alleviate this flaw without introducing more damage directly to his kit is to add a damage modifier to his e that would scale off a percentage of his stacks that would only affect minions/monsters.

Wither tends to be a great limiter in his kit due to how toxic a point and click slow is, especially if it lasts 5 seconds even with one point in the skill early game. At the same its usefulness declines lategame when adcs have included a quicksilver sash in their build along with the vast amount of cc Nasus typically endures in teamfights.

Taking this into account I believe that changing wither so that it would apply its full slow on cast and degrade over time, and have its duration increase based on ranks (something like 2/3/3/4/5) can alleviate the problems with the ability in low elo while buffing its usefulness for Nasus players in higher tiers.

Currently Nasus's design also feels too ult gated. I am aware that this is a cornerstone to his gameplay design, but he feels so weak without it now that by the time he begins to scale, he is already behind the metagame and can't take advantage of the power that is there.

There are plenty of Nasus players eager to hear about the changes the balance team has in mind over at r/nasusmains, please keep us updated if there is some news.

we were looking at Wither and other benefits he might gain during his R. nothing concrete atm

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by texanapocalypse33

might we take a look at tali? you know the girl with the rocks? no not the one with huge thighs and a prestige skin, the other one

we had some work on her floating around here and there but not a priority

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by OromisOfficial

Could we please get a comment on Jayce? He seems to be doing better but still nowhere near a proper champion in a supposedly early impact focused meta

Jayce is basically 50% flat across all elo in mid, and 47-51% rising with elo in top lane. IIRC he's usually pro limited, so its surprising hes in as good of a state as he currently is right now. unless you are asking "when will pros start playing him and force us to nerf him"...

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by texanapocalypse33

not a priority? she doesn't even appear as a midlaner on any stat website. Sett, a melee bruiser, is played mid more often than her. Her mana costs are absolutely absurd and I'm guessing she doesn't sell enough skins to bother giving her reasonable costs.

Zoe's MAX mana cost, is her E, which at max level costs 80. That spell alone is the stuff of nightmares, which she can fire off all laning phase. It's only rivaled by Veigar's E, but that doesn't travel through fog of war. That one spell makes laners sacrifice tp/ignite in favor of cleanse, in hopes that they can escape a bubble and maybe, just maybe, be allowed to lane.

Taliyah's LVL 1 E cost 90, and scales up to 110 at max rank. Yes this is similar to other mage's "main" spells, like Ori W, but E is not Taliyah's main spell, her Q is.

You nerfed taliyah because SR team didn't like her shove and roam playstyle. But it's perfectly ok for Zoe to spend 200 mana, shove the wave, and run bot lane for a sleepy trouble bubble gank to snowball herself or bot lane.

If I can ask, what was some of the work you had floating around?

taliyah has been in a pretty good state winrate wise for a very long time, in multiple roles, and is seeing elite and pro play, where she tends to be gated - but shes doing well enough that we would probably nerf her first if she started to become popular.

10.4 data for a clearer demonstration of winrate scaling with elo

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by Ripamon

buffs are on the assumption that DD changes will lower that a bit

Riven remains untouched even though the DD changes will also lower her.

less convinced of that. the item is gaining gold efficiency, and AR and MR synergize really well with the passive, thought it probably can't be rushed anymore

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by texanapocalypse33

My first thought upon seeing this is that it's another cases of the "mains doing well on a champ". Most recent case I can think of was Aurelion Sol in the past. Players with many games and in higher elos had something like 53%+ wr, but every other strata was at sub 49%

I'd be interested in seeing which runes these people are taking at higher elos compared to her winrates at the end of season 9. For me and a lot of the other Tali (mid) community, she was pretty much unplayable before new Presence of Mind.

taliyah is played on average by players who are less experienced on her than the average champ in league (so less mains - or if they are mains they are less experienced on her than the average player is on the average champ)

this was similar to aurelion sol (though since his changes at the end of season 9, he is now played more by mains than average)

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by UNOvven

Can you elaborate how it is Lee Sin continues to avoid much needed nerfs for months now? The buffs you gave him for worlds (that were completely unneccessary in the first place) pushed him over the edge, and he has been overperforming since, being the best jungler for months now.

Lee Sin sits between 47-50% and ~50% presence in pro play. His play rate is high, but this isn't unusual for a champ that's as popular as he normally, especially not when he is also seeing pro play. Winrate wise, he climbs from weak to totally balanced over elo.

Therefore the only major reason to nerf him would be that we think the game is low on champ diversity since he's too fun - and we don't like punishing champs just because they are fun. You'll notice recently we have been trying to open up the jungle to lots of other popular champs instead (Darius, Garen, Morde, among others).

over 4 years ago - /u/GreaterBelugaWhale - Direct link

Originally posted by UNOvven

Ignoring for a second that win rate is well known to be entirely useless as an indicator for power (being about as accurate as a coinflip most of the time), which inexplicably you decided to ignore to make a balance framework that looks at the wrong things, Lee Sin has exceeded 75% pro play presence on several patches, and evaded a nerf. Hell, you have nerfed several significantly weaker jungles, like Shaco, even while Lee Sin dodges the needed nerfs. Lee Sin is dominating in the jungle, and far too powerful.

If all of this is because you're blindly following your balance framework (other than for Akali who qualifies for buffs but isn't getting them), then I think it's time you scrap the current framework and go back to the drawing board. Create a new framework, one that doesn't miss 2/4 of leagues most broken champs of all time, and 3/4 of leagues weakest champs of all time.

Edit: In fact, looking at it, Shaco fails to qualify for any of the frameworks nerf threshholds. Why are you ignoring your own framework to nerf Shaco, who isnt broken, while not ignoring it for Lee Sin, who is broken?

no, winning in league of legends is not a coinflip

Using "in fact" when stating a non-fact detracts severely from your argument and makes people stop bothering with responding to you. especially since in this situation it involves you assuming that i'm lying to you about something you have no way to actually know - so you are already taking your conversation partner in bad faith. hey look, it's shaco crossing the win rate x ban rate threshold