MID-PATCH UPDATES
11/4/2021 Vi & Xayah Balances
Both Vi and Xayah have gotten a little too strong. We're making a couple of urgent balance adjustments for a fairer end-of-season climb.Xayah
Q DAMAGE PER BLADE 50/75/100/125/150 (+50% bonus AD) ⇒ 45/65/85/105/125 (+50% bonus AD)
Q COOLDOWN 10/8.5/7/5.5/4 seconds ⇒ 10/9/8/7/6 seconds
Vi
BASE ARMOR PER LEVEL 4 ⇒ 3
BASE AD PER LEVEL 3.5 ⇒ 3
R STUN DURATION 1.4 seconds ⇒ 1.3 seconds
11/3/2021 Yuumi Bugfix
Yuumi
SADCAT Fixed a bug where, if Yuumi uses W - You and Me! to detach from her ally while they are both hidden from view (such as when an enemy Tahm Kench R - Devours them, or while an ally Kayn is channeling R - Umbral Trespass), she becomes invisible and does not appear again until she dies
PATCH HIGHLIGHTS
INTO THE ARCANE
For the month of November during RiotX Arcane, we’ll be diving deeper into the world of Arcane in celebration of its launch! Come join the party on Summoner’s Rift with Into the Arcane, featuring Arcane-themed map accents, free-to-earn Arcane-inspired skins, and two new interactive experiences coming later in the patch.
Check out the Into the Arcane event site for more details!
END OF SEASON
The Summoner’s Rift Ranked and Honor season will end at 11:59 PM local time on the last day of Patch 11.22. Ranked rewards will be distributed by December 16 during patch 11.23 for all regions except China, where players will receive rewards in patch 11.24. More details can be found at the Player Support page here!
The Clash season for all regions except SEA and China will also end at 11:59 PM local time on the last day of Patch 11.22. Clash rewards for those regions will be distributed by December 16 during patch 11.23.
CHAMPIONS
AKALI
Passive damage increased.
Akali is steel weak across the board, and considering she's still not showing up in Pro, we have some leeway to help her passive shine as an important part of her gameplay.PASSIVE - ASSASSIN'S MARK
DAMAGE 29-170 (based on level) (+40% AP) ⇒ 35-182 (based on level) (+55% AP)
GRAVES
Passive damage reduced.
Graves' unique attacks have a generous crit ratio because, back in ye olden item system, his crit builds were risky. Season 2021's item changes made building crit super safe for him, so we're tapping down the numbers on his pellet ratios.PASSIVE - NEW DESTINY
BASE DAMAGE PER CRITICAL STRIKE PELLET 30% bonus AD ⇒20% bonus AD
KALISTA
E damage ratio increased.
Kalista's late game payout for skewering her enemies isn't all that satisfying, so we're bringing up the damage on her signature spell. This should also open up the opportunity for her to try heavier AD builds.E - REND
DAMAGE RATIO 60% AD ⇒ 70% AD
SUBSEQUENT SPEAR RATIO 20/23.75/27.5/31.25/35% AD ⇒ 23.2/27.5/31.9/36.3/40.6% AD
KAYN
Darkin Q damage ratio increased. Darkin R target max health damage ratio increased.
Red Kayn took a bigger damage hit than other fighters with last patch's Goredrinker nerfs, so we're returning some damage to his kit. Additionally, his ultimate has felt a bit lackluster early game, so we're bumping up its power.Q - REAPING SLASH
DARKIN PHYSICAL DAMAGE 65% AD (+5% (+4% per 100 AD) of target's max health) ⇒ 65% AD (+5% (+5.5% per 100 AD) of target's max health)
R - UMBRAL TRESPASS
DARKIN PHYSICAL DAMAGE 10% (+13% per 100 bonus AD) of target's max health ⇒ 15% (+13% per 100 bonus AD) of target's max health
KHA'ZIX
Q damage ratio reduced.
"Change is good," he said. But this bug almost got through the entire season without any changes! Kha'Zix has been generally strong all season, and now that many competing junglers have gotten nerfed, he's become really popular. His power has recently crept up from strong to OP, so we're tuning down his damage.Q - TASTE THEIR FEAR
TOTAL DAMAGE 60/85/110/135/160 (+130% bonus AD) ⇒ 60/85/110/135/160 (+115% bonus AD)
ISOLATED DAMAGE 126/178.5/231/283.55/336 (+273% bonus AD) ⇒ 126/178.5/231/283.55/336 (+241.5% bonus AD)
MAOKAI
Passive heal reduced early. W base damage reduced.
Maokai's tanky support builds have been excelling in solo queue and even surpassing his already powerful AP support builds. We’re pruning his early game pressure and durability, and returning it later in the game for solo lane Maokai (which is also strong, but not as popular).PASSIVE - SAP MAGIC
PERCENT MAX HEALTH HEAL 7-15% (based on level) ⇒ 5-15% (based on level)
W - TWISTED ADVANCE
BASE DAMAGE 70/95/120/145/170 ⇒ 60/85/110/135/160
QIYANA
Base health reduced; base health growth increased. Q damage changed. E damage changed.
Qiyana is too strong in Elite play but weak in Average play, so we're moving some power around instead of straight nerfing her. Elite players are very efficient at capitalizing on early leads and quickly snowballing their gold, so we're trading in some of Qiyana's early power and gold scaling for some level-based power that should be more available to the average Qiyana player.BASE STATS
BASE HEALTH 590 ⇒ 520
BASE HEALTH GROWTH 90 ⇒ 110
Q - EDGE OF IXTAL
DAMAGE 60/85/110/135/160 (+90% bonus AD) ⇒ 50/80/110/140/170 (+75% bonus AD)
E - AUDACITY
DAMAGE 50/80/110/140/170 (+70% bonus AD) ⇒ 50/90/130/170/210 (+50% bonus AD)
RENEKTON
W stun and lockout durations increased.
The changes to Renekton's stun in 11.18 helped lower his popularity in Pro play, but it came at way too big of a cost. We're reverting those nerfs and will be looking for other ways to make sure the croc doesn't take a bite out of the pro scene again.W - RUTHLESS PREDATOR
EMPOWERED STUN DURATION 1 second ⇒ 1.5 seconds
LOCKOUT DURATION 0.375 seconds ⇒ 0.525 seconds
RIVEN
W base damage increased. E shield ratio increased.
Riven was hit unusually hard by the Goredrinker nerfs and was particularly weak in patch 11.21, especially in Average play. Even with the small buffs to Goredrinker this patch, Riven still needs a bit of love, so we're redeeming her damage and shield.W - KI BURST
DAMAGE 55/85/115/145/175 (+100% bonus AD) ⇒ 65/95/125/155/185 (+100% bonus AD)
E - VALOR
SHIELD 85/115/145/175/205 (+100% bonus AD) ⇒ 85/115/145/175/205 (+120% bonus AD)
VARUS
E damage ratio increased.
Our nerfs to lethality Varus were a little too piercing, so we're giving him some power back to promote his lethality playstyle but at a bit shorter-range than his Q. On-hit builds continue to perform solidly on Varus, and we don't believe this buff will push them over the top.E - HAIL OF ARROWS
DAMAGE 60/100/140/180/220 (+60% bonus AD) ⇒ 60/100/140/180/220 (+90% bonus AD)
VI
Q and R improvements for consistency.
Vi could use some modernization to keep up with her sister, so we’re fixing some of the inconsistencies with how she acquires and CCs targets. These changes will enable Vi to reliably hit enemies she flashes on top of during her Q dash as well as knockup (and knockback) targets more consistently. Only the finest for Piltover's finest.Q - VAULT BREAKER
KNOCKBACK DURATION 0.7 seconds ⇒ 0.75 seconds
NEWIF YOU HIT A WALL Dash range now extends up to 50 units when going over a wall
UPDATEDEVERY MILLISECOND COUNTS Distance traveled and damage dealt are now based on exact channeling time instead of every 0.25 seconds
UPDATEDHERE COMES THE PUNCHLINE Targets will get knocked back immediately upon contact with Vi
R - CEASE AND DESIST
KNOCKUP DURATION Varies between 1.25 -1.49 seconds ⇒ 1.4 seconds
UPDATEDOL' RELIABLE Both the target's knockup and Vi's self-stun during her ult animation now have consistent durations rather than varying between casts
UPDATEDGET DUNKED Vi's ult knockup will take effect once she is 300 units from her primary target instead of varying between 0-300 based on 0.25 second intervals
UPDATEDGET OUT THE WAY Nearby enemies in Vi's ult path will get knocked back immediately upon contact with Vi
YUUMI
E heal and move speed ratio decreased.
Yuumi's been top cat at Worlds while also pawing at a very high banrate in solo queue. We're targeting her Zoomies specifically since it's one of her most frustrating aspects in longer games. It also doesn't need to be as powerful thanks to her early game buffs in patch 11.18. Overall, these changes should encourage Yuumi to be more active and helpful to her allies in lane, and not as frustrating to enemies later in the game.E - ZOOMIES
MOVE SPEED 15% (+10% per 100 AP) ⇒ 15% (+6% per 100 AP)
HEAL 70/105/140/175/210 (+40% AP) ⇒ 70/100/130/160/190 (+35% AP)
ITEMS
GOREDRINKER
We made some pretty substantial changes to Goredrinker last patch, and it turns out we overshot the nerfs. As we discussed in the last patch notes, Goredrinker is designed for outlasting enemies, so we're pushing buffs into its durability and sustain. These changes should help bring it back up, but not to its past popularity.HEALTH 400 ⇒ 450
OMNIVAMP 8% ⇒ 10%
CEASELESS HUNGER (ORNN ITEM)
HEALTH 550 ⇒ 600
OMNIVAMP 13% ⇒ 15%
BUGFIXES & QOL CHANGES
- REMOVEDLEAGUE CLIENT The "skip waiting for stats" page has been removed from the end of game experience to accurately reflect the client's state
- UPDATEDBEHAVIORAL SYSTEMS AFK penalty changes will continue their rollout in Korea
- Fixed a bug where Wukong would trigger Death's Dance's Passive - Defy when his clone disappeared
- Fixed a bug where, if you attacked a blast cone while owning Horizon Focus, nearby allies would receive the item's debuff
- Fixed a bug where Azir's W - Arise! would grant Tear of the Goddess stacks when he did not hit any enemies
- Fixed a bug where Font of Life would trigger Lucian's Vigilance on the second shot of Passive - Lightslinger
- Fixed a bug where Fiddlesticks' W - Bountiful Harvest would sometimes not get its partial cooldown refund after a full cast
- Fixed a bug where Xerath was able to redirect his R - Rite of the Arcane missile damage before it landed
- Healing a full health ally before they get a kill will now grant an assist
- Base Miss Fortune and Base Zilean voice lines have been remastered to sound clearer
- Vladimir's E - Tides of Blood charging sound effect has been restored for all skins
- Several voiceover bugs with Project Vayne, Nightbringer Yasuo, and several Zyra skins have been fixed
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