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Patch 2.4a was released early on accident. The changes are live but the patch notes containing the changes aren’t. Here are the items that were adjusted this patch for the curious.

Disclaimer: Some info may be missing or incorrect as this is not official.

 

Solari Chargeblade - 3000g → 3100g - Passive changed - Sunburst: Using an ability gathers Radiance (max 3 charges) which grants 25% Critical Rate for up to 10 seconds. Attacks that critically strike expend a charge of Radiance to deal 26-40 bonus True Damage on-hit, increasing up to 150% on low health targets. Each unique ability may only store a charge once every 2s. →Sunburst: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. While charges are stored, gain 25% Critical Rate. Attacks that crit expend a charge to deal 26-40 bonus True Damage on-hit, increased by up to 150% against low health targets. Each unique ability can only generate a charge once every 2s.

 

Essence Reaver - 3100g → 3250g - 25 Ability Haste → 10 Ability Haste - Passive changed - Essence Flare: Damaging active abilities and empowered attacks deal 10 bonus physical damage +70% Critical Rate. The same ability can only trigger this effect once per unique target per cast. The same ability can only trigger this effect once per unique target per cast. →Essence Flare: Damaging active abilities deal 10 bonus physical damage +70% Critical Rate. Each ability can only triggers this effect once per target. (typo is intentional to match in-game description)

 

Needlessly Large Rod - 1250g → 1400g - 65 AP → 60 AP

 

Rabadon’s Deathcap - 130 AP → 120 AP

 

Bloodthirster - 3200g → 3300g - 40 AD → 50 AD

Feel free to correct any incorrect stats or things I missed.

External link →
almost 3 years ago - /u/R0gueFool - Direct link

Originally posted by goodallbeckman

I hate rushing death cap :( i know it's fine in wildrift but it just doesn't feel right. After years of playing League I felt like it should be a mid-late game power spike

We agree with you that Death Cap shouldn't be a rush item. IMO it works best when it's a 3rd+ item, and we want to shift it more into that space.

Part of the reason why its a little trickier in Wild Rift is because every item other than Sheen) builds out of a 500g starting component. So it's much trickier for us to give extra power to items that require you to sit on a large chunk of gold before you can buy them.

For those that don't know Needlessly Large Rod (NLR) costs 1250g, but doesn't build out of anything. So getting the item is much smoother in Wild Rift, as you don't need to sit on as much gold. We could make Amp Tome not build into NLR, and ask players to sit on their gold longer, but we like this smoothness so we decided to go this route and see how things play out.