If you’re following our Facebook page, this video should look familiar. We figured we’d see what happens if we put it in the Patch Notes, too!
Note: these changes will come into effect when the season starts on January 16.
We saw that Challenger players were facing Master tier duos pretty regularly, which ends up making the queue less competitive overall (despite the original intention back in 2016), and also punishes duos on the upper echelons of Master for winning too hard. We’ll be monitoring how much this impacts the health of the queue over the coming weeks
Passive damage-over-time increased.
Brand was one of the top users of Deathfire Touch, and without it, his baseline damage is lacking.
Q cost and cooldown decreased. W slows more heavily but for less time.
Graves has unreliable in the early game. His burst damage is high enough that it doesn't need an increase, so we made some small changes to give him more room to shine early.
Big turret beam damage decreased.
Ya boy Heimerdinger does some serious damage. Probably too much, in fact...
Attack damage growth and bonus attack speed reduced. E cooldown increased early and decreased later.
Without the stats (namely CDR) from the old rune system, Kayle has a harder time reaching full uptime ranged attacks with Righteous Fury. On the other hand, most of the new runes gave her more damage overall. We're trimming back on basic attack damage, while making it easier for her to reach full E - Righteous Fury uptime more easily.
E proc deals more damage and stuns for longer. Base mana increased.
Skarner has been pretty weak in the preseason, so we're buffing up his damage, crowd control, and mana.
A lot of R bugfixes.
Weird things have been happening if Unleashed Power's target died or became invulnerable before every sphere dealt damage. We've fixed a lot of those bugs.
E trap arm time increased. R exit portal delay decreased.
Zoe's skillshots hit or missed based mostly on her skill, not her opponents'. We want to give a bit more room for players to actively dodge Zoe's damage, so we're giving players more time to see where Zoe (or her skillshots are) before they're struck.
Addressing a few feels-bad parts of Predator.
Predator is still a bit awkward to use, so we're introducing some usability tweaks to make its activation more consistent and its proc more intelligent.
Stat bonuses are now split between health and the stat provided by your secondary rune path, and provide the same amount regardless of whether Resolve is primary or secondary.
Taking Resolve tree secondary was a pretty good call in the old system because runes and masteries combined gave you a decent chunk of baseline durability. Without that stat infusion, taking Resolve (in the new system) doesn't feel great. We're changing the way Resolve grants stats as a primary/secondary tree in order to make it a more viable secondary tree.
Normally, selling an item means buying another right after. Selling and then leaving base immediately is mostly the product of misclicking.
Honor in 2018 is seeing some changes based on your feedback. Fighting to win earns you more rewards that get better as you level up. New checkpoints between Honor levels let you track your progress. Just like Ranked, your Honor level resets at season start so you can claim rewards all over again. These changes will ship at season start!
There are now three checkpoints in between each Honor level. For every checkpoint after level 2, you’re guaranteed a reward to celebrate your progress. Checkpoints stop after Honor level 5 (because there’s no level 6), but you’ll still get rewards at the same intervals
Your Honor level resets at season start to a checkpoint between levels 2 and 3. Players who finished at levels 3, 4, and 5 earn a small boost depending on their level.
We’ve made some big adjustments to how rewards work. New keyless Honor Orbs drop at every checkpoint past level 3 and keep coming after Honor level 5. Honor Capsules now drop when you reach levels 3, 4, and 5. That means you’ll get fewer Capsules than before, but they’ll contain the most exclusive rewards. Orbs and Capsules give you better rewards with every level up. Here’s what you’ll earn every time you level up or reach a checkpoint.Level 1