Attack speed increased.
Giving Gragas a bit of power that'll particularly help with his first jungle clear. "Innate bonus attack speed" is the same mechanic that we used last patch to compensate other junglers (Amumu, Maokai, etc): We're boosting Gragas' starting attack speed without increasing the value he gets from bonus attack speed elsewhere.
Or rather, buff-fixin'.
Flame Chompers stop in-progress movement abilities.
Giving Jinx a bit more self-sufficiency against champs who dive her.
Rammus and Aftershock are a match made in heaven, but between his new keystone and Defensive Ball Curl, Rammus is rolling over the competition. We're reducing some of his innate tankiness to push him toward relying more on his cooldowns when he needs to armor up.
Base attack damage decreased.
Shyvana's emerged as one of the top performers in the jungle across a number of keystones. We're reducing her base attack damage so she doesn't gain quite as much value with the early attack speed many of her preferred Runes builds opt into.
Health and armor growth stats increased.
Though Taliyah started in a rocky spot when Runes launched, we've seen significant improvement as players continue to experiment with new builds. A bit more hardiness will let Taliyah maintain more aggressive positioning, particularly with Rune builds where she's chasing enemies down with Phase Rush.
These changes were all released shortly after patch 7.22 as our first round of Runes followup (read: Nnone of this is new!). Copying 'em here for completion's sake.
Ivern doesn't have any Keystone that's particularly amazing for him, and he's feeling the lack of Windspeaker's Blessing more than most.
Nunu also took a hit with the removal of Stoneborn Pact, so we're giving him some extra vitality early on.
We didn't account for all the bonus damage Ornn's E gets from bonus armor and magic resist—woops!
Sona's been having a blast on Runes Reforged, and while we want her to keep discovering new routes to success, having all paths lead to victory seems overbearing.
Keystones are supposed to have meaningful tradeoffs between each other, but at the moment Aery is just far and away the best for damage, thanks to how often it can be applied. We're looking to keep it as the lowest cadence Keystone between itself, Arcane Comet, and Electrocute, but that means its damage needs to come down a bit.
Predator has a steeper learning curve than many of our other Keystone Runes because it’s an active effect. However, with such a long cooldown, players don't get to use it regularly enough to progress along that learning curve. Decreasing the cooldown serves two purposes: Giving players more room to experiment with and master Predator, while bringing it more in line with other Keystones.
Zombies carry gold, too.
We've supported the "kill something, get money" feedback loop throughout our game so thoroughly that it feels weird not to get something from Zombie Wards.
Some of the changes we did to Runes went undocumented when we first released the patch notes so TELL YOUR FRIENDS!
Health increased. Turrets take more damage from minions.
Over time, League of Legends has evolved to focus on 5-man grouping and teamfights. This can feel bad for players who want to opt into the split-push or wave control game, so we're tweaking minion functionality and tower tankiness to give them more room to succeed.
We've heard folks asking for ways to gain Blue Essence while in between levels, especially so you can buy champions that would otherwise be just out of your reach. So we're converting some of the XP from the First Win of the Day boost into straight-up Blue Essence.
Leveling difficulty will now normalize once you reach level 50 (before this change, each band of 10 levels up until level 150 required progressively more experience). To learn more about this change, check out this post.
See and sort your full collection of skins in one place!
One of the biggest player requests from the client beta finally arrives—and in style.
We're bringing leagueoflegends.com's champion and item pages back up to date during 7.23. As part of this refresh, the lore sections of the champion pages will now link out to their respective pages on Universe instead.
Additionally, the old Runes and Masteries pages will be removed. We're working on building Runes Reforged into the site as well but won't have that ready for this patch.
Short character biographies have been created/adjusted for most champions, with another round coming soon. The full bios remain on Universe—these changes are to give a consistent and quick summary for each champion in the client.
A lot of these were bad. Now they're not!
Join the hunt in a 3v3 marksman-only deathmatch during the PROJECT: Hunters event. Destroy charge bots to overcharge your team, granting invulnerability, higher movespeed, and more points for champion kills. If your opponents overcharge, stick to the shadows until they power down.
Kills grant one point. Overcharged kills grant five points. The first team to 50 points wins.
The following emotes will be released in patch 7.23: