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User Info: GrandDart. Kelly14 posted Success will eventually come. User Info: YorickvsRiven. GrandDart posted User Info: Gobb. LikesToCry posted He's a snowball champ in a snowball meta, and if you leave lane he takes at least 1 tower.
Those nerfs will do literally nothing to him, nor were they deserved, not my fault people still don't know how to play against a low play rate, and by Riot's own standards, niche champ.
Thankfully they didn't nerf Jayce, he's struggling mightily, and Riven got totally well deserved buff, Orn gets a slight tap to bring him down to just being op instead of busted.
God forbid Shen is allowed to be good, he's been dumpstered due to his strength in pro play, his ult is a million seconds long, you now nerf his Q and only damage ability.
User Info: CrowsB4Hoes. KajeI posted The tech isn't there yet even though it is" - Stone Age Games oh yea, and let us join more than 3 clubs monkeys.
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User Info: profzX profzX 3 years ago 11 posted Melee Phase Rush users are almost universally outperforming their ranged compatriots, so we're giving ranged users the slow resistance as well.
The whole point of phase rush was that it was a nerfed stormraiders because ezreal was oppressive with OG stormraiders.
If they want Ez to have is old power with it, why even nerf stormraiders in the first place. Melee users of a keystone are overpeforming over ranged , who tf is even using phase rush outside of situational scenarios to begin with?
What happened to ranged champions outperforming melee champions on actual standard keystones? User Info: LikesToCry LikesToCry 3 years ago 13 Gobb posted User Info: Kelly14 Kelly14 3 years ago 14 "Without Fervor of Battle, Riven is missing out on a decent amount of her sustained damage" Oh the poor thing.
User Info: NEOhawk-Curse NEOhawk-Curse 3 years ago 15 Can't have ranged being outclassed by melee in any way, lul. User Info: GrandDart GrandDart 3 years ago 16 Kelly14 posted User Info: YorickvsRiven YorickvsRiven 3 years ago 17 GrandDart posted It's the final sort of patch of the preseason and that means a lot of tweaks based on our first round of data.
The game always changes a decent amount this time of year, so we're looking to make sure that—heading into next season—most champions at least feel the same, and some might even have the potential to do more.
A number of champions love the new runes and have been smashing the competition as a result, while others find themselves without the keystone they'd want.
We're looking to give those characters some love in the meantime, and then we'll go from there. Some of the runes themselves are either on the strong or weak side, so there's some balance tuning coming through on that front.
We want to make sure that we don't head into the winter break with huge outliers still hanging around, so we'll be doing another minor patch before then.
Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Lucas "Liquizilla" Moutinho. Passive - Traveler's Call.
Q - Precision Protocol. Passive - Demon Shade. W - Allure. W - Shield of Durand. E - Justice Punch. Q - Dragon Strike.
Passive - Soul Siphon. W - Tormented Soil. E - Wind Becomes Lightning. W - Spell Thief. E - Sleepy Trouble Bubble.
Passive - Garden of Thorns. W - Rampant Growth. Press the Attack. Lethal Tempo. Fleet Footwork. Presence of Mind.
Coup de Grace. Eyeball Collection. Phase Rush Melee Phase Rush users are almost universally outperforming their ranged compatriots, so we're giving ranged users the slow resistance as well.
Mirror Shell. Kleptomancy We're really happy with how Kleptomancy landed, but we still think there's room for improvements to the internal item generator system that feeds it.
Our goal is to reduce the gap between extreme cases, be it the best-in-class champions using it, or champions who would fall behind and weren't able to recover from it.
Q - Bandage Toss W - Despair E - Tantrum R - Curse of the Sad Mummy. Q - Infected Cleaver W - Burning Agony E - Masochism R - Sadism.
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Patch 7. Finally, we're rolling out a major update to the healthbars in the game, hoping to increase clarity overall and visibility on some of the less noticeable moments in the game.
More on that below! Youtube link. This patch's buff to Phase Rush on ranged champions will help revitalize the Starforger, but he's far enough below par to deserve a little extra.
The new trading landscape has done a lot to buff the trading patterns of supports while Bard has stayed pretty constant.
As a result, he's a bit on the punishable side, so we're giving him some love. Q recast window increased. Fervor of Battle had been providing Camille with a good deal of sustained damage.
Without that, she's losing more trades. Rather than straight up increasing her trade power, we're giving her more room to use Q2 more effectively and potentially while protected by her passive shield.
WHAT TIME IS IT Timer displays on icon showing second cast availability. Darius lost bonus attack damage from both runes and Fervor of Battle when we switched to the new system.
While he got a base attack damage buff at the same time, his passive scales with bonus—not total—attack damage, and his trading pattern has suffered as a result.
Some feel-good usability tweaks. Back when we buffed Mystic Shot in 7. Flash forward seven patches, and with how strong Kleptomancy is on him, it's clear he no longer needs that additional baseline power.
Passive ratio decreased. E cooldown decreased. Galio is struggling a bit, so we're buffing up his damage. However, we want to tie his strength to slightly riskier actions, like diving in with Justice Punch and landing a good Shield of Durand taunt.
Essentially, as a beefy champion who also has the potential to dish out some damage, he should be rewarded for taking positional risks.
Ivern's historically relied on Triggerseed's low cooldown to help him survive fights. However, the transition from Thunderlord's Decree to the burstier-but-higher-cooldown Electrocute has given aggressive junglers an easier time taking Ivern down before he gets a second shield off.
We're offsetting this systemic shift by reducing the health costs Ivern pays for clearing his own camps. Electrocute's high burst damage means Jarvan is laying down serious gank kill threat, so we're taking away some of his base damage to compensate.
Losing Deathfire Touch has hurt Karthus' overall teamfight damage and he doesn't have a solid replacement. As such, he just needs a bit more oomph.
Leona's always dealt a lot of magic damage, and with less magic resist in the system—plus the new Aftershock rune—it's too much.
Malzahar should need to press more buttons to kill people. With less magic resist around, Maokai's high base damage has made him a bit too threatening for a tank.
Passive no longer procs on small units but heals more off everything else. W cooldown reduced when passive procs.
Morgana's existing laning pattern is pretty uninspiring: Press W on wave, get health back, keep laning. We're sharpening that pattern to give her more clear success and failure cases, and give opponents better windows in which to punish her or deny her lane sustain.
Trimming back that generic power allows us to make solo lane Morgana a lot stronger when played well. With Sunfire Cape buffs on the way see below , Ornn's Bellows are going to be a bit too stoked—especially since he's already on the strong side—so we're dialing back his innate damage.
Without Fervor of Battle, Riven is missing out on a decent amount of her sustained damage. Shen's ability to win trades on his base damage alone is making him a pretty oppressive top laner to face off against.
Q aura's flat damage bonus decreased; ratio increased. Even after her mid-patch nerfs back in 7.