Welcome to Patch 6.4, the one where Warlord’s Bloodlust is useful.
“But I love healing in combat!” you might say.
To which we’d respond, “Just wait til’ you get a load of it on Olaf!” We’d then ask why you’re talking to your computer (or mobile phone), but there’d be no response because we’re all just figments of each each other’s imagination.
As you ascend the mountain of context beneath this foreword, you might notice some champions like Ryze and Kog’Maw receiving buffs or nerfs despite having just gotten theopposite the patch before. What gives? Why not just revert the changes?
If our goal was only to make champions stronger or weaker, reverts (or partial reverts, like Zed’s changes in 6.3) are a reasonable approach. However, when we take on balance work for a champion, the changes that make it to the patch notes often have more than one goal in mind. For example, if our goal was ‘make X champion stronger and healthier’ but the character became stronger and more frustrating, we’d prefer to solve the newly-created frustration than simply reverting everything. For us, game balance is an ongoing journey – meaning that at any given moment, you may be seeing a snapshot of an ongoing, iterative investigation.
So what snapshots do we have today? We’ve got heaps of changes to individual marksmen, some nerfs to top-tier pro play outliers, and a holistic reduction of movement speed. Zooming around the rift is cool and all, but the abundance of bonus movement speed is skewing the early game into a sonic-speed arms-race of who can stack it more, faster. We’ll continue to monitor the game’s mobility creep over the next few patches, but this is our first push toward solving what could become a larger problem.
And that’s it for us! Check out all of the patch note goodness below, and we’ll see you on the Rift, taking Warlord’s Bloodlust on every champion and living like a true viking.
Charm [ E ]
- The charm CC will no longer cancel dashes cast before the spell hit.
Ranger’s Focus [ Q ]
- Stack duration increased from 4 seconds to 5;
- Focus stacks no longer disappear immediately after 4 seconds of not attacking; instead, they disappear at a rate of 1-per-second.
Yordle Snap Trap [ W ]
- Bonus damage on Headshot decreased from 10/20/30/40/50% [+0.6 AD ] to a flat 25/50/75/100/125 [+0.8 AD].
90-Caliber Net [ E ]
- Cooldown decreased from 18/16/14/12/10 seconds to 16/14.5/13/11.5/10.
Trueshot Barrage [ R ]
- Cooldown increased from 80 seconds at all ranks to 120.
Riposte [ W ]
- Cooldown increased from 19/18/17/16/15 seconds to 24/22/20/18/16.
Bladework [ E ]
- Cooldown decreased from 15/13/11/9/7 seconds to 13/11/9/7/5;
- Cooldown now begins when either the two auto attacks hit or when the buff expires (CD begins immediately when [ E ] is cast on live).
Parrrley [ Q ]
- Bonus Gold on kill decreased from 4/5/6/7/8 to 2/3/4/5/6 [Silver Serpents number is still the same].
Powder Keg [ E ]
- Cooldown per charge changed from 18/17/16/15/14 seconds to 20/18/16/14/12;
- Maximum number of kegs changed from 2/3/4/5 [upgraded with ranks in R] to 3 at all ranks.
Cannon Barrage [ R ]
- No longer passively increases the maximum number of Powder Kegs that can be stored;
- Base Armor increased from 20 to 22;
- Base Movement Speed increased from 325 to 330;
- Health regen per second increased from 1.1 [+0.1 per level] to 1.2 [+0.11 per level].
Bouncing Blade [ Q ]
- AP ratio on mark increased from 0.15 to 0.2;
- Bounces now deal full damage (10% damage dropout per bounce on live).
- Base Attack Speed decreased from 0.665 to 0.567
The Culling [ R ]
- Range decreased from 1400 to 1200.
- Health regen per second decreased from 1.7 to 1.4.
Ground Slam [ E ]
- Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200.
Electro Harpoon [ E ]
- Now uses an ammo system, with a recharge cooldown of 5 seconds (10 second cooldown on live);
- Heat per harpoon used decreased from 20 to 10;
- Slow duration decreased from 3 seconds to 2.
Overload [ Q ]
- Base damage increased from 60/85/110/135/160 to 60/95/130/165/200.
Ricochet [ W ]
- Bounces can now crit with no penalties (base damage is still 50% of the original attack), but only if the original hit crits.
Shadow Dash [ E ]
- Can now taunt jungle monsters.
Flame Breath [ E ]
- Tooltip Fix: Now states that the duration of the % HP on-hit buff lasts 5 seconds.
Turtle Stance [ W ]
- Base shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200.
Phoenix Stance [ R ]
- Base damage on third-hit passive proc decreased from 40/80/120/160/200 to 40/75/110/145/180.
Death Ray [ E ]
- Base damage decreased from 70/115/160/205/250 to 70/110/150/190/230;
- Augment: Aftershock – Explosion damage decreased from 70/115/160/205/250 to 70/110/150/190/230.
Battle Cry [ W ]
- Attack Speed bonus on active decreased from 40/50/60/70/80% to 40/45/50/55/60%;
- AP ratio on heal decreased from 0.7 to 0.4.
Boots of Swiftness
- Bonus Movement Speed decreased from 65 to 60.
- Now additionally increases your mana pool by 1 every 8 seconds.
- Tenacity value increased from 20% to 30%.
- Active can no longer be activated if you have less than 20% of your maximum mana;
- Active is now always on; it’s no longer a toggle. The active won’t trigger on minions, only enemy champions and monsters.
- Movement Speed decreased from 10% to 7%.
- Health granted decreased from 500 to 400;
- Recipe now requires a Long Sword instead of a Ruby Crystal (recipe cost decreased by 50 Gold to compensate).
Warlord’s Bloodlust [ Keystone in Ferocity ]
- Rework: Gain increasingly more Life Steal based on your missing health against Champions (up to 20% LS). Against minions gain 50% benefit.
Expose Weakness [ New Tier 2 Ferocity ]
- Damaging enemy Champions causes them to take 3% more damage from your allies.
Blood Moon Kennen will be available in store for 975 RP.
Blood Moon Yasuo will be available in store for 975 RP.
No idea how you can get these yet, but it will likely involve your wallet.
Diana, Leona and Pantheon have all received updated in-client lore entries:
”I am the light coursing in the soul of the moon.”
Bearing her crescent moonblade, Diana fights as a warrior of the Lunari, a faith all but quashed in the lands around Mount Targon. Clad in shimmering armor the color of winter snow at night, she is a living embodiment of the silver moon’s power. Imbued with the essence of an Aspect from beyond Targon’s towering summit, Diana is no longer wholly human, and struggles to divine herpower and purpose in this world.
”If you would shine like a sun, first you must burn like one.”
Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak. Her skin shimmers with starfire while her eyes burn with the power of the celestial Aspect within her. Armored in gold and bearing a terrible burden of ancient knowledge, Leona brings enlightenment to some, death to others.
”Bring forth one true champion, or a hundred more like you, and then we shall have a battle that will be spoken of until the end of time.”
The peerless warrior known as Pantheon is a nigh-unstoppable paragon of battle. He was born among the Rakkor, a warlike people living on the flanks of Mount Targon, and after climbing the mountain’s treacherous peak and being deemed worthy, he was chosen to become the earthly incarnation of the celestial Aspect of War. Imbued with inhuman power, he relentlessly seeks the enemies of Targon, leaving only corpses in his wake.
Over the last few patches, we’ve seen a high-level strategy emerge where teams step in front of the first wave of minions near their inhibitors to control their pacing towards lane. While minion wave manipulation is a key point of mastery in the laning phase, successful execution of this tactic causes such an extreme advantage from the start that there’s only one course of action – do it yourself, or fall behind.
This would mean the ‘optimal’ start in League is one where both teams start games inside their base, herding minions like hooded, gold-generating cats. As cute as that imagery is, the gameplay associated isn’t – so we’re removing it.
We enabled the champ grid at all phases of champ select so it’s easier to think through prospective team comps and bans.
Shipping with patch 6.4
Also, a few of the improvements to New Champ Select mentioned in 6.3 took longer to get out of the gate than anticipated. We’re copying them here as a reminder for what you should expect lastthis patch.
Shipping during the 6.4 cycle
- Poppy’s R – Keeper’s Verdict no longer deals damage twice to epic monsters when fully charged
- Fixed a bug where Kindred wouldn’t gain a stack of P – Mark of the Kindred if a targeted jungle monster was killed too far away from its spawn point
- Fixed a framerate issue that occurred when an enemy Challenger Nidalle entered vision
- The eagle screech in Statue of Karthus’s dance audio is no longer global for allies
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