Original Post — Direct link

"Full 13.15 Preview

We're still getting fine tuning on the summon champion changes, but the intent is to reduce the effectiveness of smite on them and decrease their durability respectively. Meaning that instead of only junglers being able to deal with the pets, most champs will" - https://twitter.com/RiotPhroxzon/status/1684030636900884480

>>> Champion Buffs <<<

Caitlyn

  • [P] Headshot Critical Strike Chance ratio increased 120% >>> 130%

  • [R] Ace in the Hole Critical Strike Chance ratio increased 2.5% per 10% >>> 3.5% per 10% Critical Strike Chance


Camille

  • AD per level increased 3.5 >>> 3.8

  • [R] The Hextech Ultimatum bonus magic damage on-hit increased 5/10/15 >>> 20/30/40


Gwen

  • Base HP regeneration increased 8.5 >>> 9

  • [W] Hallowed Mist resistances increased 17/19/21/23/25 >>> 22/24/26/28/30


Nami

  • [P] Surging Tides Move Speed increased 90 (+20% AP) >>> 100 (+25% AP)

  • [Q] Aqua Prison damage increased 75/130/185/240/295 >>> 90/145/200/255/310


Taliyah

  • [Q] Threaded Volley damage increased 45/65/85/105/125 >>> 50/70/90/110/130

  • [E] Unraveled Earth buffs:

    • Cooldown reduced 18/17/16/15/14 >>> 16/15.5/15/14.5/14 seconds
    • Monster damage ratio increased 150% >>> 175%

Yasuo

  • [P-Resolve] Way of the Wanderer shield scaling adjusted to +30 at level 3, +75 at level 6, +125 at level 9, +79 at level 16 (shield value is the same at 125-600)

Yone

  • [W] Spirit Cleave shield increased 45-65 >>> 55-75 (based on level)

>>> Champion Nerfs <<<

Aatrox

  • [Q] The Darkin Blade AD ratio reduced 60/70/80/90/100% >>> 60/67.5/75/82.5/90%

Ivern - PBE, subject to change

  • Base Magic Resistance reduced 32 >>> 30
  • Magic Resistance per level reduced 2.05 >>> 1.30

  • [W] Brushmaker ally damage increased 5/7.5/10/12.5/15 >>> 10/15/20/25/30

  • [E] Triggerseed shield adjusted 80/115/150/185/220 (+75% AP) >>> 85/125/165/205/245 (+50% AP)

  • [R] Daisy! adjustments:

    • Duration reduced 60 >>> 45 seconds
    • HP adjusted 1300/2600/3900 >>> 1000-4400 (+50 per level until 12, then +400 per level)
    • Resistances adjusted 20/60/100 (+5% AP) >>> 30-90 (based on level)
    • Daisy AD AP Ratio reduced 30% >>> 15%
    • Shockwave rescripted so that AD nerf does not affect total shockwave damage

Kai'Sa

  • Base HP reduced 670 >>> 640

  • [Q] Icathian Rain per-missile AP ratio reduced 30% >>> 20%

  • [Evolved-W] Void Seeker cooldown refund reduced 77% >>> 75% (8% cooldown nerf)


Maokai

  • [Q] Bramble Smash bonus monster damage reduced 100/120/140/160/180 >>> 80/100/120/140/160

Naafiri


Sejuani

  • [W] Winter's Wrath total damage reduced 50/95/140/185/230 >>> 30/75/120/165/210

Shyvana

  • AD per level reduced 3.4 >>> 3
  • HP per level reduced 109 >>> 104

>>> Champion Adjustments <<<

Annie

  • [R] Summon: Tibbers adjustments:
    • HP adjusted 1300/2200/3100 (+75% AP) >>> 1150-3500 (nonlinear, based on levels 6-18) (+50% AP)
    • Resistances reduced 30/60/90 (+5% AP) >>> 30-90 (based on levels 6-18)

Heimerdinger

  • [R-Q] UPGRADE!!! H-28Q Apex Turret adjustments:
    • HP adjusted 850-1450 (based on level 6-18) (+25-200% AP (based on levels 8-18)) >>> 725-1525 (+50% AP) (based on level 6-18)
    • Resistances increased 10-80/25-65 (Armor/Magic Resistance) (based on levels 6-18/8-18) >>> 30-90 (based on level)

Rell

  • Missing from the list, changes possibly pulled from the patch.

Yorick

  • [R] Eulogy of the Isles Maiden of the Mist adjustments:
    • HP regeneration per second added 0 >>> 2.5
    • HP reduced 350/1100/3300 (+75% Yorick's tHP) >>> 400-1950 (+66-90% Yorick's tHP) (nonlinear, based on levels 6-18)
    • Armor and Magic Resistance added 0 >>> 10-50 (nonlinear, based on levels 6-18)

>>> System Nerfs <<<

Glacial Augment

  • Slow adjusted 30% (+3% per 100 AP) (+4% per 100 bAD) >>> 20% (+6% per 100 AP) (+7% per 100 bAD)

Night Harvester

  • Soulrend will only proc on abilities, attacks, and pet damage (Luden's proc paradigm + attacks, no indirect effects)

Smite on Champion Pets

  • Effects on non-lane minions changed:
    • Damage reduced 600/900/1200 >>> 20-160 (based on level) to match damage to champions
    • Slows 20% Move Speed for 2 seconds after unlocking Unleashed Smite

>>> Arena <<<

External link →
over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by RobDaGinger

Maiden HP changes just further incentivize lethality hit and run builds which are probably the most annoying ones to play against. Otherwise Maiden (and Yoricks whole power) is too susceptible to dying during extended fights.

Also he just feels horrible without Maiden and she has half the health late game so….yay.

Base Armor/MR is a multiplicative HP lever. Once she has 25 armor/mr (around level 14), the HP ratio is unchanged. Afterwards it's higher, meaning that in any late-game scenario she scales with Yorick HP harder than before. Overall the change is fairly negligible, though. The HP ratio is 66-90%, from 75%

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

Originally posted by Lysandren

Except by that point the enemy has pen items, so she's weaker still.

In fact most Flat pen mages are going to be doing true damage to the maiden anyway, because you can get so much flat pen so easily with just 3 items.

Then we can re-tune her if Maiden is actually too squishy. Pen should work against pets.

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

Originally posted by Lysandren

No one is arguing that pen shouldn't work against pets. I'm just pointing out that it rings false to claim that she will be stronger after lvl 14, when you had not considered that the enemy team can build to ignore resistances, but they can't build to ignore hp.

Personally, I hate playing into Yorick, so feel free to leave her squishy. :)

I said the HP ratio is functionally higher. That tends to be true.

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

Originally posted by WoonStruck

Did you guys make cleaver and stuff work vs pets, since you said you want pets to have the same interactions as champions?

You should probably do a sweep of all champion-only effects and make them affect champions AND pets if you want the interactions to match up.

That's a decent idea for something to put on our backlog. For example, Syndra W maybe shouldn't work on them.

It's not the most pressing and urgent task but probably a pretty reasonable one for us to identify all the rules we want to use.

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

Originally posted by WoonStruck

If someone were to identify said rules, where do you think they would land on true damage interactions?

More specifically, the fact that items can now arbitrarily amplify true damage with % damage increase, but items with % damage reductions cannot likewise reduce true damage.

Would it be best to remove itemized % increases to true damage, or allow itemized % reductions to affect true damage? All logic points to the former.

That seems like a huge conceptual design flaw. I can't imagine there's consistent logic in allowing one and not the other.

Any time items multiply true damage it is almost always an implementation oversight. However, the actual implications of that oversight are incredibly small.

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

Originally posted by WoonStruck

I agree its small.

I just remember being incredibly disappointed a few years ago by the Rioter who said it would be cool if Horizon Focus amplified Vel'Koz true damage, and it clearly being approved since items, which didn't amplify true damage before, now amplify true damage.

I was simply wondering where broad stances on something like that landed now.

Pre-rework Swain E used to multiply true damage on purpose so that it multiplied him running Ignite. It was designer intent of "this works the way I feel like it should" benefitting the player being more important than rules consistency.

To be clear, consistency is never the most important rule. It's nice to have when there aren't more important priorities. It helps the game be learnable and is a positive, just not the most important design consideration.