Passive on-hit damage decreased. Passive attack speed increased. W damage decreased at lower stacks.
Irelia has fallen into a burstier pattern than intended, which doesn't leave opponents much time to react. We're pushing some of her damage into her base attacks, stacking her passive, and charging her W, so she unloads her full damage a bit more slowly.
W now correctly scales with items. W no longer reduces monster attack speed. Kindred once again gains stacks of Hunter's Vigor from moving and attacking.
There once was a duo named Kindred
Whose jungle strength Scuttle Crab hind'red
Now Wolf's attacks scale
Lamb's healthy and hale
And their games are less often surrend'red
Attack damage growth decreased. R damage amplification to minions decreased.
Lucian is pretty much the premiere bot laner right now: Some of his core items got cheaper and most of his competition got weaker. Plus with Essence Reaver, his late game is stronger, making making him one of the best marksmen both in lane and in late game. We're choosing to prioritize keeping that lane strength.
Health growth decreased. Armor and magic resist growth increased. E and R base damage decreased at later ranks. E and R damage ratio increased.
Pyke has seen a lot of success opting into tank builds and mixed success with more damage builds. We're looking to encourage his more aggressive, less safe build paths by rewarding him more for building damage.
W cooldown decreased at early ranks, increased at final rank. W grants Gragas additional range for the empowered attack.
Passive now has a minimum damage. E cooldown decreased at early ranks. E damage increased at early ranks.
Q rocket bonus damage can now crit. W damage ratio increased.
E damage ratio increased.
W now costs mana and can stack Tear. W, E, and R damage ratios increased.
Health regen increased. R cooldown decreased at early ranks.
E damage ratio increased.
E cooldown decreased at later ranks.
E damage ratio increased.
E attack damage reduced at later ranks.
Q bonus damage to minions removed. Q mana cost decreased.
Master Yi is too efficient at cannibalizing multiple sources of income.
W attack speed and ability power decreased. W ability power ratio added to both attack speed and ability power scaling.
Blood Boil offers too much base value regardless of how well Nunu is doing.
Base health regen decreased. W size decreased.
E maximum health damage decreased. R stats decreased.
E base damage decreased. E armor ratio increased. R cooldown increased.
Dazzle offers too much base value regardless of how well Taric is doing.
E damage decreased when charged.
W damage ratio decreased. W movement speed duration decreased at late ranks.
Attack damage and ability power per stack decreased.
Initially, we'd conceived of Domination as the “stronger keystone with weaker stats” tree and Sorcery as the “stronger stats with weaker keystone” tree. As the power of their keystones has converged, we're removing that stat distinction.
Out of combat cooldown decreased. Maximum time between attacks increased.
Hail of Blades isn't a top keystone for any champion right now. We're lowering its cooldown to up its potency on champions who prefer staggered, short trades.
Unique summoner spell cap decreased. Cooldown reduction per summoner spell increased. Overall available cooldown reduction at max summs unchanged.
Unsealed Spellbook is on the weak side since its rework. We're letting players reach max cooldown reduction more quickly (and without having to cycle through as many spells).
We've been making changes to the game all season to encourage early action, and we're happy with the increased interaction it's driven. Now that players are more likely to fight, it's gotten far more likely that the game snowballs out of control too early. As a result, we're looking to dial back on how easy it is to get rolling in the first place.
Specifically, we think that the laning phase should determine the tempo of the rest of the game (whether one team is on their back foot or pushing to take more advantages), but rarely should the laning phase determine the result of the game.
This patch, we're looking to make it a bit harder to build a large lead in the laning phase, especially early on.
Death timers decreased at early ranks.
The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.
However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly.
Bounties now start at two kills. Bounty gold increased at all levels of kills.
A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward.
Global gold reward decreased.
When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward.
Burn damage from Immolate (Bami Cinder/Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters.
Don't worry, you can still hand off buffs!
Inappropriate name detection buffed.
The detection for, um, unsavory summoner names is getting a big buff. So your reports on names should net you some of that feel good Reporter Feedback. If your name gets rekt, you'll be forced to choose a new one, but there are no additional penalties or impacts to your Honor level.