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[Patch 3.13] Heimer Rework General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
October 29 2013 22:20 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Off-topic dicsussion should go in the Off-topic Dicsussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
  • AD v ArPen runes
  • GP10 items

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

There is no new champion this patch.

Patch 3.12: Live on Oct. 30th, 2013
+ Show Spoiler [Patch Notes] +


PvP.net Service / Client


  • We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues

  • We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games

  • Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
    • The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.

    • We've also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).


  • Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select

  • Temporary summoner icons for the Season 3 World Championship teams have been removed from the client

  • Fixed an issue where purchased champions or skins would disappear in rare circumstances




Friends List


  • Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients

  • This will fix the following:
    • Online friends appearing offline

    • Opening the wrong friend when clicking on another

    • Friends appearing to be another friend


  • Fixed an issue where a player with a pending friend request would appear online after sending them a game invite

  • Group Chat Panels received a visual update to match the new updated friends list




Game Interface


  • Fixed a bug where some options, such as move camera on respawn, would not save

  • Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom


Back to top




In-Game Mechanics



Attack Speed slows



Summary: Attack speed slows (IE: Nasus' Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.



Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we're looking to treat all slows the same, whether they're movement or attack speed based.



  • Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects


  • Affected champion abilities and items:
    • Gragas’ Barrel Roll

    • Malphite’s Ground Slam

    • Randuin's Omen

    • Warden's Mail




Champions with dashes tied to their ultimates



Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.



Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete their ability, but be snared at the end.



  • Crowd control effects can now be received during "unstoppable" movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)


  • Affected champions:
    • Jarvan IV's Cataclysm

    • Nocturne's Paranoia

    • Vi's Assault and Battery

    • Malphite's Unstoppable Force

    • Hecarim's Onslaught of Shadows




Stealth Champions


  • Stealthing now causes a self-only screen tint visual effect.


  • Affected champions:
    • Akali

    • Kha’zix

    • LeBlanc

    • Shaco

    • Talon

    • Teemo

    • Twitch

    • Vayne

    • Wukong



Back to top




Champions



Aatrox



Summary: Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).



Context: Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we're lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.




Blood Well


  • Passive Attack Speed changed to 30/35/40/45/50/55% (upgrades every 3 champion levels) (from 50% flat)


Blades of Torment


  • Damage reduced to 75/110/145/180/215 (from 75/120/165/210/255)



Ahri



Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush's base damage and AP ratios have been slightly reduced.



Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:



  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them

  • Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown

  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding


Essence Theft


  • Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp)


Fox-Fire


  • Mana cost reduced to 50 (from 60)

  • Diminishing returns effect on same-target hits increased to 70% (from 50%) (best case is now 100% + 30% + 30%)

  • This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))

  • Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount


Charm


  • Now increases the magic damage Ahri deals to the target by 20% for 6 seconds

  • Mana cost changed to 85 (from 50/65/80/95/110)


Spirit Rush


  • Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165 (+0.35 Ability Power))

  • This reduces the max damage per target to 210/330/450 (+0.9 Ability Power) (from 255/375/495 (+1.05 Ability Power))



Corki



Summary: Corki's base attack speed has been reduced. Missile Barrage's base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.



Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he's too overwhelming to play against. Here we're reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.




General


  • Base Attack Speed reduced to 0.625 (from 0.658)


Missile Barrage


  • Base damage reduced to 100/180/260 (from 120/190/260)

  • Cooldown between missile shots increased to 2 seconds (from 1.2)

  • Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)



Fizz



Summary: The active ability power ratio of Seastone Trident has been reduced significantly.



Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.




Playful / Trickster


  • Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)


Seastone Trident


  • Active Ability Power ratio reduced to 0.15 (from 0.35)



Heimerdinger



Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.


UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing.



Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!




Passive: Techmaturgical Repair Bots


  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen


H-28G Evolution Turret


  • Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger

  • Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once

  • Cost: 20 Mana and 1 Kit

  • Cooldown: 1s


  • H-28G Evolution Turret Stats
    • Health: 150 (+25 per champion level)

    • Attack - Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage

    • Attack - Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown

    • Maximum Turrets: 3



Hextech Micro-Rockets


  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage

  • Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead

  • Targeting the ability closer to Heimerdinger increases projectile spread

  • Cost: 70/80/90/100/110 Mana

  • Cooldown: 11s


CH-1 Electron Storm Grenade


  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds

  • Enemies in the center of the blast are also stunned for 1.25 seconds

  • Cost: 85 Mana

  • Cooldown: 18/16/14/12/10


UPGRADE!!!


  • Heimerdinger's next basic spell is free and has bonus effects


  • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds


  • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))


  • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%

  • Cooldown: 100/85/70

  • Cost: 100 Mana



Jinx



Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.



Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.




Switcheroo! - Minigun


  • Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)


Zap!


  • Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)

  • Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)

  • No longer reveals stealthed units



Kassadin



Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.



Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.




General


  • Magic Resist per level reduced to 0 (from 1.25)


Null Sphere


  • Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280)

  • Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from 1/1.4/1.8/2.2/2.6)

  • Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110)


Riftwalk


  • Base damage increased to 80/100/120 (from 60/70/80)

  • Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)

  • Added 0.1 Ability Power ratio per stack

  • Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion



Morgana



Summary: Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.



Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.




General


  • Attack Range increased to 450 (from 425)

  • Base Attack Speed increased to 0.625 (from 0.579)

  • Improved basic attack responsiveness


Tormented Soil


  • Damage per second changed to 24/38/52/66/80 (+0.22 Ability Power) (from 25/40/55/70/85 (+0.2 Ability Power))

  • Tormented Soil's damage now increases by up to 50% based on the enemy's missing Health

  • Damage application cadence increased to every 0.5 seconds from every 1 second

  • No longer applies a Magic Resist reduction debuff



Olaf



Summary: Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.



Context: We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.




Undertow


  • Slow duration increased to 1.5 - 2.5 seconds (from 1.0 to 2.0)

  • Mana cost changed to 60 (from 55/60/65/70/75)


Vicious Strikes


  • Attack Speed increased to 40/50/60/70/80% (from 20/35/50/65/80%)


Reckless Swing


  • Self-damage reduced to 30% damage dealt (from 40% damage dealt)



Rammus



General


  • Rammus received a texture update



Sivir



Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).



Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics.




General


  • Sivir has received a visual update!

  • Attack Speed per level reduced to 1.6 (from 3.28)


Ricochet


  • Now when activated, Sivir's next 3 basic attacks will Ricochet

  • No longer has a maximum number of bounces (each Ricochet can still only strike a target once)

  • Now bounces to the closest target (instead of a random target within the bounce radius)

  • Deals 50/55/60/65/70% damage to all secondary targets (falling off by 20% per subsequent target)

  • No longer has a base damage

  • Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)


Spell Shield


  • Reduced Mana cost to 0 (from 75)

  • Mana return reduced to 60/75/90/105/120 (from 150)


On The Hunt


  • No longer has a cast time

  • Active no longer grants Attack Speed

  • Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active

  • Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds

  • Cooldown changed to 120/90/60 seconds (from 100/90/80)



Zed



Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. All shadows will stay around longer and Zed can switch places with his shadows at a longer range.



Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.




Living Shadow


  • Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)


Death Mark


  • Now spawns the Living Shadow at Zed's starting position rather than behind the target

  • Increased the time Zed remains untargetable before dashing to the target to 0.75 seconds (from 0.35)

  • Death Mark shadow duration increased to 6 seconds (from 4)

  • Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)



Ziggs



Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.



Context: We've improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!




Short Fuse


  • Max damage increased to 150 (from 139) (now scales non-linearly)


Bouncing Bomb


  • Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)


Satchel Charge


  • Radius increased to 325 (from 275)


Hexplosive Minefield


  • No longer deals reduced damage on multiple hits to minions

  • Damage radius per mine increased to 150 (from 135)


Mega Inferno Bomb


  • Now deals double damage to minions



Zyra



Summary: Deadly Bloom's damage has been reduced overall but her AP ratio has been increased. Rampant Growth's passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.



Context: Our overall strategy here is to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.




Deadly Bloom


  • Range reduced to 800 (from 825)

  • Damage changed to 70/105/140/175/210 (+0.65 Ability Power) (from 75/115/155/195/235 (+0.6 Ability Power))


Rampant Growth


  • Passive Cooldown Reduction reduced to 2/4/6/8/10% (from 4/8/12/16/20%)

  • Plant base damage changed to 23 (+6.5 per champion level) (from 26 (+6 per champion level))

  • Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds (from 3)

  • Range increased to 825 (from 800)

  • Fixed a bug where spells would rarely not turn seeds into plants


Stranglethorns


  • Stun no longer persists after the knockup ends

  • Now properly enrages plants created within the bramble zone after Stranglethorns has been cast


Back to top




Minor Changes and Bug Fixes



Jarvan IV



Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.




Dragon Strike / Demacian Standard


  • Jarvan's knockup collision radius reduced to 180 from 260



Kha'Zix



Void Spike - Evolved Spike Racks


  • Slow increased to 30% from 20%



Master Yi



Context: Our original reasons for having Meditate's mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.




Alpha Strike


  • Master Yi will no longer be hit by targeted spells during Alpha Strike


Meditate


  • Mana cost reduced to 50 (from 50/65/80/95/110)



Nasus



Siphoning Strike


  • Fixed a bug where Siphoning Strike ignored Spell Shields



Rengar



Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.




Thrill of the Hunt


  • Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth



Shen



Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.



Shadow Dash


  • Collision radius has been reduced at the start and end points of the dash



Swain



Context: We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.




Carrion Renewal


  • Now additionally restores 9% of maximum Mana on champion kill/assist



Syndra



Summary: Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.




Scatter the Weak


  • Range increased to 700 (from 650)

  • Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak


Unleashed Power


  • Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired



Teemo



Noxious Trap


  • Fixed a bug where mushrooms gave experience



Thresh



General


  • Attack Speed per level increased to 3% (from 1%)

  • Thresh's basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%



Tryndamere



Context: We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.




Spinning Slash


  • Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)



Vladimir



Hemoplague


  • Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation


Back to top




Mana Cost Reductions on Ultimates



Context: Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.




Ashe



Enchanted Crystal Arrow


  • Mana cost reduced to 100 (from 150)



Leona



Solar Flare


  • Mana cost reduced to 100 (from 100/150/200)



Soraka



Wish


  • Mana cost reduced to 100 (from 100/175/250)



Varus



Chain of Corruption


  • Mana cost reduced to 100 (from 120)



Viktor



Chaos Storm


  • Mana cost reduced to 100 (from 125/175/225)


Back to top




Alternate Map Balance




Twisted Treeline out of beta



Context: With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn't mean design iteration will stop – we'll continue with champion balancing, system tweaks, and maybe even a new item or two!





Crystal Scar



The following changes are for the Crystal Scar only




(Crystal Scar) Map-Specific Change: Self-Healing Penalty



Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective, so we’ve removed it.



  • Removed global self-healing reduction buff



(Crystal Scar) Map-Specific Change: Speed Shrine Buffs



Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.



  • Speed shrine buff now decays over its duration



Teemo



  • Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets




Crystal Scar, Howling Abyss, and Twisted Treeline



The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only



Grez's Spectral Lantern



Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.



Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.



  • Combine cost increased to 350 Gold (from 150)
    • Total cost increased to 1450 Gold (from 1250)


  • Damage reduced to 15 (from 20)

  • Vision dust duration decreased to 5 seconds (from 10)

  • Lingering reveal reduced to 3 seconds (from 6)

  • Cast range decreased to 800 (from 1200)



The Lightbringer



Summary: The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.



Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.



  • Combine cost increased to 575 Gold (from 300)
    • Total cost increased to 2500 Gold (from 2425)


  • Now builds from Ruby Crystal instead of Pickaxe

  • Now grants +200 Health

  • Damage reduced to 20 (from 50)

  • Armor increased to 25 (from 20)

  • Lifesteal increased to 15% (from 12%)

  • Vision dust duration decreased to 5 seconds (from 10)

  • Lingering reveal reduced to 3 seconds (from 6)

  • Cast range reduced to 800 (from 1200)



Hextech Sweeper



Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.



Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.



  • Combine cost increased to 530 Gold (from 200)
    • Total cost increased to 2300 Gold (from 1920)


  • Now builds from Fiendish Codex (from two Amplifying Tomes)

  • Health reduced to 250 (from 300)

  • Ability Power reduced to 40 (from 50)

  • No longer grants Movement Speed

  • Cooldown Reduction increased to 20% (from 10%)

  • Cooldown Reduction is no longer UNIQUE

  • Vision dust duration reduced to 5 seconds (from 10)

  • Lingering reveal reduced to 3 seconds (from 6)

  • Cast range decreased to 800 (from 1200)



Sanguine Blade



Context: At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.



  • Combine cost increased to 600 Gold (from 500)
    • Total cost increased to 2275 Gold (from 2175)


  • Attack Damage reduced to 40 (from 50)



Shaco



Jack in the Box


  • Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer




Twisted Treeline and Howling Abyss Items



The following changes are for Howling Abyss and Twisted Treeline only



General


  • Turrets now have inventory items that describe turret mechanics



Blackfire Torch



Summary: Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.



Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Howling Abyss.



  • Combine cost increased to 970 Gold (from 720)
    • Total cost increased to 2650 Gold (from 2400)


  • Now grants +10% Movement Speed

  • Magic damage amplification decreased to 4 seconds (from 6)



Twin Shadows



Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.



Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.



  • Combine cost reduced to 535 Gold (from 735)
    • Total cost reduced to 1700 Gold (from 1900)


  • Ability Power reduced to 30 (from 40)

  • Magic Resist reduced to 30 (from 40)

  • Cooldown on active reduced to 60 seconds (from 120)

  • Wraiths are now affected by speed shrines




Tutorial, Co-op vs. AI, Custom Games with bots



The following changes are for bot game modes only



  • Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu


Back to top




League System


  • Players who earned silver in Season 2 will now have silver profile borders until the end of the season


+ Show Spoiler [Previous GD Threads & Patch Notes] +
Jinx General Discussion
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Spirit Udyr General Discussion
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Lissandra General Discussion
Nerf Everything Not Nami General Discussion
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General General Discussion
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Patch 3.02 General Discussion
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Preseason Balance Update 2
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Preseason 1 General Discussion
End of Season 2 General Discussion
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Twisted Fate Update General Discussion
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Late Aug General Discussion
Rengar General Discussions
Diana General Discussion
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Jayce General Discussion
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Spectator Mode General Discussion
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Ahri General Discussion
Volibear General Discussion
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
AsnSensation
Profile Joined April 2011
Germany24009 Posts
Last Edited: 2013-10-29 22:32:14
October 29 2013 22:21 GMT
#2
Damn Neo sniped me before I could post patchnotes!

good work sir!

all dem changes man, feels like reading dota2 Patchnotes.
Dusty
Profile Blog Joined December 2010
United States3359 Posts
October 29 2013 22:21 GMT
#3
oh my god the lock message ofr last thread ;_;
Requizen
Profile Blog Joined March 2011
United States33802 Posts
October 29 2013 22:35 GMT
#4
Yey random Yi buff!
It's your boy Guzma!
iCanada
Profile Joined August 2010
Canada10660 Posts
October 29 2013 22:36 GMT
#5
O.o

That's a huge patch. Also, wtf dem Sivir changes blow my mind. They took least played AD by a lot and nerfed most of her abilities. I guess the ult passive is a huge scaling buff, but they killed her combo of Q-auto W auto reset.

I think late game that helps, but mid game and early game that a nerf. Call me crazy, but her range too low to be a late game champ without an escape.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
October 29 2013 22:36 GMT
#6
I am waiting for the posts about old heimer making people cry and the flashbacks they get from it.

-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
wussleeQ
Profile Blog Joined June 2009
United States3130 Posts
October 29 2013 22:37 GMT
#7
nerfs, nerfs everywhere
BW -> League -> CSGO
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
October 29 2013 22:38 GMT
#8
interesting Ziggs Zed changes, I'd like to see how new heimer will play out, since the took out baron regen his passive will prove to be important
Be kind whenever possible. It is always possible.
Lord Tolkien
Profile Joined November 2012
United States12083 Posts
October 29 2013 22:39 GMT
#9
Wait. They didn't give Sivir back the old toggle?

NOOOOOOOOooo

Also, Assassin nerfs. Yes pls Riot. They're much more in line with others now.

Though the Ahri nerf is much weaker than I expected, actually. It seems pretty clearly to be a net buff if you hit the E+Q.
"His father is pretty juicy tbh." ~WaveofShadow
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
October 29 2013 22:39 GMT
#10
From the 1 game I played on PBE as heimer, he feels really awkward.

Will give him more time, but idk if I like the direction they took.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Gahlo
Profile Joined February 2010
United States35126 Posts
October 29 2013 22:40 GMT
#11
Meh, don't really care until the ladder reset.
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
October 29 2013 22:40 GMT
#12
Thresh buffs why?
Hey! How you doin'?
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
October 29 2013 22:42 GMT
#13
ziggs buff lol
he doesnt even need it
but I'll take it

also the fizz changes were probably a buff overall.
invul pretty strong
A backwards poet writes inverse.
cLutZ
Profile Joined November 2010
United States19573 Posts
October 29 2013 22:45 GMT
#14
How did they not nerf Zed's farming?
Freeeeeeedom
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
October 29 2013 22:46 GMT
#15
Panky on Whose League seems confident that someone from NiP is going to NA.

Bjergsen to TSM?
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Gator
Profile Blog Joined February 2011
United States3432 Posts
October 29 2013 22:50 GMT
#16
the W change on zed is p lame
TSM
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
October 29 2013 22:52 GMT
#17
bjergsen already basically owns NiP
he's like ocelot only a good player
he probably benchkicked somebody and that guy goes to NA
A backwards poet writes inverse.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2013-10-29 23:01:07
October 29 2013 22:52 GMT
#18
On October 30 2013 07:36 iCanada wrote:
O.o

That's a huge patch. Also, wtf dem Sivir changes blow my mind. They took least played AD by a lot and nerfed most of her abilities. I guess the ult passive is a huge scaling buff, but they killed her combo of Q-auto W auto reset.

I think late game that helps, but mid game and early game that a nerf. Call me crazy, but her range too low to be a late game champ without an escape.


If by nerf most of her abilities you mean buff most of her abilities, then yes.

I'm a little confused by the Ahri change. I thought they said that the reduced W and R damage would make it so if she landed a charm she was only doing as much damage as before, but now it looks like if she lands a charm she's doing significantly more damage than she was before. What?


Edit:
Old max Ahri damage during charm: 1235+2.85 AP

New max Ahri damage during charm: 1296+2.91 AP

Not as bad as I thought after looking at it, but still a small improvement. I guess the key thing is she'll blow one person up during charm, but then won't be able to blow up a second target with the other two spirit rush charges.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
dae
Profile Joined June 2010
Canada1600 Posts
Last Edited: 2013-10-29 22:56:39
October 29 2013 22:54 GMT
#19
Personally, I feel that the Olaf changes are decent, but meh.

Sivir changes are an overall buff, 80% attack speed steroid for 3 attacks that aoe on a 5 second cooldown is really strong... She will be an adc with focus on aoe splash damage. If they slightly increased her attack range she would be top tier, but laning phase vs adc's like cait might still mean shes not competively viable.

Ahri changes and AP corki gutting, meh, was coming, ap corki was really really strong and ahri was dominating for so long.

Zed changes, not enough, wtf most broken champion in the game and they barely touch him.

Heimer, will wait and see.

Ult mana cost, nice for those champions I guess.

Zyra nerfs, expected, she was a top tier support and too strong by a bit.

J4 and Shen cc area nerfs, that is really really nice... Those spells seemed like they were pretty much impossible to dodge nigh flashing, maybe now theres some room for outplays.

All in all, not really any big surprises.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
October 29 2013 22:55 GMT
#20
On October 30 2013 07:46 NeoIllusions wrote:
Panky on Whose League seems confident that someone from NiP is going to NA.

Bjergsen to TSM?


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