Cougar cooldowns up. Primal Surge heal now heals less at higher health.
Nidalee is no stranger to patch notes, but we’re revisiting her this patch to look at the frustration enemies face when they try to punish Nidalee’s mistakes. In the jungle, punishment is less about trades, and more about tradeoffs. Camp clearing takes time away from map pressure, map pressure takes time away from clearing, and getting chunked to low health makes it unsafe for you to do either.
Nidalee is too good at avoiding that punishment right now. Her high mobility and clear speed minimize the map pressure sacrifices she makes to farm, while her constant sustain keeps her topped off the whole time. Even if you catch her while her abilities on cooldown, those cooldowns are so low that she’s got a good chance of winning the fight anyway.
Basically, Nidalee just doesn’t leave a lot of openings for enemy champions to fight. Normal opportunities—abilities on cooldown or missing some health—don’t apply consistently enough to her. We want Nidalee’s opponents to feel like there are correct times to pick fights with her, rather than letting her fully dictate the tempo of engagement.
Q mana cost bugfix.
This one’s for the button-spammers of the world.
Quickdraw now gives fewer resists when not dashing in.
Graves is the marksman for players who want to get right up in the enemy’s face. True Grit gives Graves enough durability to take a few hits when going toe-to-toe with opponents, but it’s also making him too tanky when he’s kiting away from a fight. Graves’s defenses are meant to enable aggressive Quick Draws, so we’re weakening the reward when he isn’t dashing in.
Resurfacing 6.20’s mid-patch updates.
Edit: We have some more changes for Ivern's Passive, E, and R. Whoops!
The base stat changes went out last patch. Just making sure you’ve seen ‘em.
Mana cost per R cast down, damage up.
Back during the Marksman Update, we shifted Living Artillery to be more about executing enemies as they back off, rather than a primary damage tool in its own right. Now that Kog’Maw’s back to his old kiting/spellweaving ways, he’s frequently casting his ult (and stacking its mana cost) while foes are well above the execution thresholds. This leaves Living Artillery feeling pretty lackluster. So, we’re re-tuning it to fit better into Kog’s new (old?) playstyle while holding on to some of the spicy execution feeling we gained from the Marksman Update.
Back in 6.19 we fixed a bug causing Lee Sin to dash directly on top of his targets, rather than next to them. The fix ended up creating worse issues - namely, Lee’s been getting dropped on the wrong side of walls. So, we’re reverting the 6.19 change.
Bugfixes on Passive, Q and E.
Like Zed, Azir, and others before him, we dug into Master Yi’s code to fix a bunch of bugs and came out the other end with a new plan: rewrite the busted stuff. This patch, we’ve got a ground-up recoding of Alpha Strike to help ensure that you only die in Alpha when you deserve it.
R now grants armor and magic resist, rather than giving Nasus AD when it damages enemies.
Nasus is a quintessential juggernaut: a force of inevitability, a raid boss for the enemy team. There’s no question that he brings enough late-game damage to the table with super-stacked Siphoning Strikes, but damage doesn’t mean anything if Nasus dies before he can reach his opponents. So, rather than yet another source of damage, we’re retooling Fury of the Sands to give Nasus the ability to survive long enough to get into the thick of the fight.
It was pretty hard to see Shroud of Darkness on a few of Nocturne’s skins. We’re switching them to use his base skin's VFX to keep things clear.
Consume health buff reduced.
We gave Nunu’s Consume some updates in 6.20, and it looks like we overshot. The new amount of bonus health Q stacks grant, when combined with a properly-functioning Cinderhulk multiplier (hooray bugfixes), has simply made Nunu too tanky, too easily. We’re toning down his health stacking so that opponents feel like they can kill Nunu every once in awhile.
E now displays a warning indicator 0.75 seconds before Zac lands.
Zac’s shown back up on our radar thanks to Elastic Slingshot’s unique gank opportunities. But when the counterplay to an ability is “dodge it”, it’s important that players have access to consistent information about where it’s headed. Elastic Slingshot isn’t hitting that clarity bar right now, so we’re making it more clear where you should (and shouldn’t) stand if you don’t want to get slime-smushed.
The Maiden now moves down the lane she was summoned in, even if no enemy minions are nearby.
Yorick has the tools to split-push, but sometimes the Maiden of the Mist didn’t seem to understand that. Right now, if no minions are around when she's summoned, she’ll continue to follow Yorick around. Yorick should be able to send the Maiden split-pushing without having to walk all the way down to the minion wave, so we’re helping her find her a way more easily.
E mines check for collision more frequently.
If you dashed through Ziggs Minefield, sometimes you wouldn't get hit. This wasn’t a super-common occurrence, but it felt weird when it happened. So, we’re making Hexplosive Minefield do what you’d expect.
Team up to overcome the cursed Doom Bots of Doom and their evil overlord before everything you love and cherish is DOOMED! The Doom Bots will wreak their diabolical havoc with not one, but two playable modes in the RGM queue this patch. Battle the bots in standard mode, or test your limits with a near-infinite gauntlet of increasingly difficult levels. Keep an eye out for more revelations about the Doom Bots and their schemes, but beware, if thou gaze long into an abyss, the abyss will also gaze into thee.
We have the technology.
For added drama during Baron/Dragon plays.