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

Ahri
  • W base damage:  50-150 --> 45-145
    • repeat hits are still x0.3 these values
  • R cooldown:  130s / 105s / 80s  -->  130s / 115s / 100s
Akshan
  • Q:
    • non-champion damage:  x0.4-x0.9 --> x0.4-x0.8
    • champion hit base speed:  20%-40% --> 20% at all ranks
  • R:
    • damage per bullet:
      • base:  20 / 25 / 30  -->  25 / 35 / 45
      • tAD scaling:  10% --> 15%
      • crit scaling:  up to x1.5 (or x1.75 with iedge) at 100% crit  (unchanged)
      • missing health scaling:  up to x4.0 at 100% missing  -->  up to x3.0 at 100% missing
Aurelion Sol
  • E damage per second AP scaling:  20% --> 16%
    • total AP scaling over 5s:  100% --> 80%
Bel'Veth
  • P attack speed per stack:  0.28%-1.0% linear 1-13  -->  0.28%-1.0% linear 1-17
    • this might be intended to stop at 18 instead? Currently it does not regardless
  • Q tAD scaling:  110% --> 100%
  • Q monster damage:  x1.4 at all ranks --> x1.45-x1.85
Blitzcrank
  • P shield duration:  10s --> 4s
Evelynn
  • W slow:  65% --> 45%
  • R AP scaling:  75% --> 65%
    • damage to targets below 30% health is still x2.4 these values (180% --> 156%)
Janna
  • W damage:  55-195 +60% AP  -->  55-175 +50% AP
  • E base shield:  80-220 --> 80-240
Jinx
  • R cooldown:  70s / 60s / 50s  -->  85s / 65s / 45s
Kassadin
  • R min AP scaling:  50% --> 35%
    • R stacks still grant +10% AP scaling (max at 4 stacks:  90% --> 75%)
Master Yi
  • E base damage:  30-50 --> 20-40
Nilah
  • Q cast damage:
    • base damage:  5-25 (unchanged)
    • tAD scaling:  90%-120% --> 90%-110%
    • crit scaling:  up to x2.2 at 100% crit --> up to x2.0 at 100% crit
  • Q attack speed:  10%-50% linear --> 10%-60% linear
Olaf
  • Q base damage:  65-265 --> 60-260
  • Q monster bonus damage:  5-45 --> 10-50
  • R passive resists:  10 / 20 / 30  -->  10 / 15 / 20
Pyke
  • W cooldown:  12s-8s --> 14s-10s
  • W cost:  50 --> 65
Taliyah
  • Q bonus monster AP scaling:  10% --> 5%
    • big rock is still x1.9 these values (19% --> 9.5%)
  • Q cost:  55-75 --> 65-85
Twitch
  • health:  682 +100 --> 630 +104
    • this is a nerf before level 15 and a buff at levels 15+
  • armor:  27 +4.2 --> 25 +4.4
    • this is a nerf before level 13 and a buff at levels 13+
Urgot
  • armor growth:  5.45 --> 5.0

 

Items

Maw of Malmortius
  • just going to call this out again in case people missed it
  • see previous changes here
  • lifeline passive grants:  12% lifesteal --> 8% ovamp
    • reminder that this season changed ovamp to be 100% effective on AOE/Pet damage and is now instead 20% effective on minion/monster targets
    • this change was already active before, but I mistakenly assumed it was referring to the Arena version and then didn't actually check

 

Arena

Ornn
  • since Mythics were removed, Ornn now has a new Arena passive
  • Ornn and his teammate now gain discounts on anvils:
    • stat anvil: -100
    • legendary anvil: -200
    • prismatic anvil: -250
  • Ornn now increases his bonus health and bonus resists by 15% at all times, instead of scaling with number of items upgraded (it doesn't seem like he upgrades Arena items anymore?)

 

Changes from previous days

See the new wiki page.

External link →
27 days ago - /u/PhreakRiot - Direct link

Originally posted by SirApatosaurus

E max Janna is only at a 53% win rate, Phreak said in his 14.7 rundown he thinks that feels weak.

Spare a thought for her player base, giving her W a love tap without compensation would kill her.

There's a huge problem with using "x Max" public data win rates without nuance because they only count games where players have reached enough levels to actually reach rank 5 of the ability. I spot-checked this once for Seraphine and it was somewhere between 1% and 2% win rate inflation at Support, less so for Mid/Bot.

If you want a better public data resource for that, just look at what's ranked up at champion level 5. You're much less to have the above bias and it'll be closer to the truth (though it has its own biases). Using lolalytics as an example, about as many players go 3W -> 5E (level 10 required) as go 5E by 9. This means you're heavily inflating "E-max" win rate builds because being 1 level higher biases toward being on the winning team.

E max Janna is like 50.5 and W max Janna is closer 53. I believe Janna is a completely reasonable champion in the 51.5-52 range if she's not severely MMR skewed.

27 days ago - /u/PhreakRiot - Direct link

Originally posted by MazrimReddit

I think Janna has an interesting win rate problem in that very bad/new and filled players will max e, making it look worse.

Many challenger players will still go for e max (often after 2 points in w) and dream maker, but it's less common than the "fun" w max build

You also are more likely to pivot to e max if you are losing, if you have died 2-3 times pre 6 it's pretty troll to continue making w

Yep that's also valid. Players shift behavior, which can't easily be cleaned up when just looking at performance from the outside.

If you're slamming as an ADC, you don't bother counter-building Soraka. If you're losing, you may as well buy Executioner's and then you may as well finish Mortal Reminder at some point.