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Custom Patch Notes (Again)

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Introduction

I decided to get out of my cave, stop drawing my characters for a while and put up a blog here.

These patch notes aren't official. They are merely some ideas and propositions I have for some of the game's champions, items and in-game mechanics.

This blog includes minor changes, semi-reworks and full reworks for several champions. I'd gladly appreciate feedback for many of these.

Another thing I would appreciate is feedback for the layout and way the page is ordered/made. Does it look neat? Organized? Messy? Do tell in the comment section below.

Champions

Annie Annie

Annie's problem is that, due to lacking a damage oriented passive and her E being a defensive tool and mostly a way to charge up her passive, most of her damage is focused into her remaining abilities. While not necessarily a problematic champ, she could use some shifts in power to make her less frustrating to play against.

  • General
    • Movement speed reduced to 330 from 335.
  • Disintegrate.png Disintegrate
    • Ability Power ratio reduced to (+ 70% AP) from (+ 80% AP).
  • Incinerate.png Incinerate
    • Ability Power ratio reduced to (+ 75% AP) from (+ 85% AP).
  • Molten Shield.png Molten Shield
    • Damage changed to 30 / 45 / 60 / 75 / 90 (+ 30% AP) from 20 / 30 / 40 / 50 / 60 (+ 20% AP)
    • Now applies on both basic attacks and spells.
  • Summon- Tibbers.png Summon: Tibbers
    • NEW: Annie Annie now gains 10% movement speed while moving towards Tibbers Tibbers.

Azir Azir

I feel like the current changes to Azir on the PBE (7.15.2015) are not the best way to deal with him. Riot removing Will of the Emperor is simply unfair and seems redundant. Arise! granting bonus attack speed per rank won't really fill in the gap until the very late game. The removal of his E's knock-up is completely uncalled for and makes little sense.

I believe that the changes I've made will potentially solve most of his problems.

  • General
    • Attack speed per level increased to + 1.65% per level from 1.5% per level.
  • Shurima's Legacy.png Shurima's Legacy
    • Will of the Emperor: Attack speed gained reduced to 1% for every 1% of Azir Azir's cooldown reduction from 1.25% for every 1% Azir Azir's cooldown reduction.
  • Arise!.png Arise!
    • Ability Power ratio at early ranks reduced to (+ 50 / 52.5 / 55 / 57.5 / 60% AP) from (+ 60% AP) at all ranks.
    • Now increases Shifting Sands.png Shifting Sands' shield scaling by 20 / 40 / 60 / 80 / 100%.
  • Shifting Sands.png Shifting Sands
    • Shield strength changed to 60 / 90 / 120 / 150 / 180 from 80 / 120 / 160 / 200 / 240.
    • Shield scaling changed to (+ 20 / 25 / 30 / 35 / 40% AP) (depending on Arise!.png Arise!'s rank) from (+ 15% of bonus health).
    • Shield duration reduced to 3 seconds from 4 seconds.
  • Emperor's Divide.png Emperor's Divide
    • Duration changed to 6 seconds at all ranks from 5 / 6 / 7 seconds.

Caitlyn Caitlyn

I feel like a medium-sized rework is all she needs. Changes to her W, E and like all other marksman, I want to make a unique interaction between her and crit chance. To clarify, her W now behaves/is thrown like a Ziggs Ziggs bomb now.

  • General
    • Rework
  • Headshot.png Headshot
    • NEW: Caitlyn Caitlyn cannot crit under normal circumstances. Caitlyn Caitlyn's critical strikes deal 50% of total AD + 100% base AD.
  • Piltover Peacemaker.png Piltover Peacemaker
    • Cost changed to 70 Mana at all ranks from 50 / 60 / 70 / 80 / 90 Mana.
  • Yordle Snap Trap.png Yordle Snap Trap
    • REVISED ACTIVE: Caitlyn Caitlyn tosses a trap at target area, remaining there for 5 minutes if not hit a target enemy. Enemy champions that touch the trap are dealt physical damage, snared for a short duration while Caitlyn Caitlyn is granted True Sight icon true sight of the target for a short duration. While snared, Caitlyn Caitlyn's basic attacks always critically strike the target.
      • Damage type changed from magical to physical.
      • Snare duration increased to 1.6 / 1.7 / 1.8 / 1.9 / 2 seconds from 1.5 seconds at all ranks.
      • CLARITY: Everything else is unchanged.
  • 90 Caliber Net.png 90 Caliber Net
    • NEW: If the net hits a target snared by Yordle Snap Trap.png Yordle Snap Trap, the snare duration is refreshed.
    • NEW: Cooldown is refreshed on kills or assists.
  • Ace in the Hole.png Ace in the Hole
    • NEW: Passively increases Caitlyn Caitlyn's base AD by 20 / 35 / 50 %.

Cho'Gath Cho'Gath

  • General
    • Base health regen lowered to 7 from 8.925.
    • Base mana regen increased to 7.5 from 7.2.
  • Carnivore.png Carnivore
    • Health regained lowered to 12 (+ 3 x Cho'Gath's level) from 17 (+ 3 x Cho'Gath's level).
  • Rupture.png Rupture
    • Range reduced to 900 from 950.
  • Feral Scream.png Feral Scream
    • Silence duration changed to 2 seconds at all ranks from 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.

Draven Draven

  • General
  • League of Draven.png League of Draven
    • NEW: Critical strikes now grant a stack of League of Draven Adoration.

Ezreal Ezreal

Riot wanted to buff Marksman Ezreal, since they admit that he seems weak in comparison to the other marksmen/ADCs being favored right now. This was my first aim for these changes.

My second goal was to make Ezreal (more so AP Ez) less annoying for the enemy team. Even with the Runeglaive changes coming to 5.14, he is still an annoying champion to play against and one that is low-medium risk, high reward.

His Arcane Shift also needs some bug fixes since it goes through CC that isn't JUST Blitzcrank Blitzcrank's Rocket Grab.png Rocket Grab.

  • General
  • Mystic Shot.png Mystic Shot
    • Attack Damage ratio reduced to (+ 100% AD) from (+ 110% AD)
    • Ability Power ratio reduced to (+ 25% AP) from (+ 40% AP).
    • Mana cost increased to 35 Mana at all ranks from 28 / 31 / 34 / 37 / 40 Mana.
    • NEW: Killing a unit restores 22 / 24 / 36 / 28 / 30 Mana.
    • NEW: If Mystic Shot critically strikes, Ezreal Ezreal gains 2 stacks of Rising Spell Force.png Rising Spell Force.
  • Essence Flux.png Essence Flux
    • NEW: Now marks enemy units it passes through with Essence Flux Combustive Rune for 4 seconds. Damaging a marked enemy detonates the mark, dealing 20 / 25 / 30 / 35 / 40 (+ 100% Bonus AD) and granting Ezreal Ezreal a stack of Rising Spell Force.png Rising Spell Force
  • Arcane Shift.png Arcane Shift
    • Base magic damage reduced to 70 / 115 / 160 / 205 / 250 from 75 / 125 / 175 / 225 / 275.
    • NEW: Now doubles Ezreal Ezreal's critical strike chance for the next 4 seconds or until Ezreal Ezreal critically strikes.
    • Cooldown at later ranks increased to 19 / 17.5 / 16 / 14.5 / 13 from 19 / 17 / 15 / 13 / 11 seconds.
      • BUGFIX: Now properly reacts to enemy crowd control.
  • Trueshot Barrage.png Trueshot Barrage
    • Base damage at early ranks reduced to 300 / 475 / 650 from 350 / 500 / 650.
    • Cooldown changed to 90 / 80 / 70 seconds from 80 seconds at all ranks.

Galio Galio

My aim for our gargoyle friend is to rework his kit into something that will make him benefit more from building magic resist, while adding in a much more interesting passive. Another thing I was aiming for is making him stand out as a pick meant against magic damage team comps and mages in particular, given that his current passive encourages the purchasing of magic resist items on him.

  • General
    • Minor-ish rework.
  • Runic Skin.png Runic Skin
    • REVISED PASSIVE: Galio Galio reduces all incoming damage by 10% and converts the damage into a shield. The shield will activate when Galio Galio casts a spell. (12 second cooldown)
    • Additionally, Galio Galio's abilities scale with his magic resist.
    • Base shield strength is equal to 30 (+ 6 * Galio's level).
    • Shield strength is capped at 60 (+ 12 * Galio's level).
  • Resolute Smite.png Resolute Smite
    • Base damage decreased to 80 / 130 / 180 / 230 / 280 from 80 / 135 / 190 / 245 / 300.
    • Now scales with (+ 30% of total Magic Resist).
  • Bulwark.png Bulwark
    • Armor and Magic Resist bonus changed to 30 / 40 / 50 / 60 / 70 from 30 / 45 / 60 / 75 / 90.
    • Heal now scales with (+ 15% of total Magic Resist).
  • Righteous Gust.png Righteous Gust
    • Base damage at later ranks reduced to 60 / 100 / 140 / 180 / 220 from 60 / 105 / 150 / 195 / 240.
    • Now scales with (+ 25% of total Magic Resist).
    • Movement speed bonus changed to 20 / 25 / 30 / 35 / 40 % (+ 5% for every 100 Magic resist) from 20 / 28 / 36 / 44 / 52%.
  • Idol of Durand.png Idol of Durand
    • Now scales with (+ 30% of total Magic Resist) ratio.
    • Cooldown decreased to 120 / 110 / 100 seconds from 150 / 135 / 110 seconds.

Graves Graves

For a marksman, Graves seems very tanky during the early stages of the game. By lowering his base health and armor by a little bit, the Outlaw will be slightly easier to play against.

  • General
    • Base health reduced to 530 from 551.
    • Base armor reduced to 21 from 24.4.
  • Quickdraw.png Quickdraw
    • NEW: Critical strikes reduce the cooldown of Quickdraw.png Quickdraw by 2 seconds.
    • Cooldown changed to 20 / 19 / 18 / 17 / 16 seconds from 22 / 20 / 18 / 16 / 14 seconds.

Jarvan IV Jarvan IV

  • General
  • Cataclysm.png Cataclysm
    • Dashes can no longer pass through the terrain for the first 2 seconds.

Jinx Jinx

I feel like Jinx's kit is made for snowballing in teamfights. I decided to reward Jinx players for getting a direct kill while not allowing them to rush into a fight after an assist on an enemy champion kill so easily.

  • General
  • Get Excited!.png Get Excited!
    • Movement speed bonus for direct kills and destoryed structues increased to 200% from 175%.
    • Movement speed bonus for enemy champion assists reduced to 125% from 175%.
    • Duration lowered to 3 seconds from 4 seconds.
    • NEW: Critical strikes refresh the duration up to a maximum of 2 times (maximum duration: 9 seconds).

Kalista Kalista

I don't have any ideas as to how to implement a critical chance interaction with Kalista without making her even stronger. If you have any ideas, please post them in the comment section. As for now, a minor adjustment to her Q and a unique interaction with critical chance tied to it.

  • General
  • Pierce.png Pierce
    • Physical damage reduced to 0 / 50 / 100 / 150 / 200 (+ 100% AD) from 10 / 70 130 / 190 / 250 (+ 100% AD)
    • NEW: Can critically strike, gaining the ability to pass-through multiple enemy units and leaving behind a Rend.png Rend mark.

Kog'Maw Kog'Maw

  • General
  • Icathian Surprise.png Icathian Surprise
    • NEW: Kog'Maw Kog'Maw's basic attacks cannot critically strike under normal circumstances.
  • Bio-Arcane Barrage.png Bio-Arcane Barrage
    • Bonus on-hit magic damage changed to 2 / 2.5 / 3 / 3.5 / 4% of target's maximum health from 2 / 3 / 4 / 5 / 6% of target's maximum health.
    • NEW: The bonus magic damage on-hit has a chance to crit based on Kog'Maw Kog'Maw's critical strike chance.
    • Cooldown reduced to 15 seconds from 17 seconds.

Leona Leona

Leona is a very strong support pick. She is a pure tank with tons of CC that allows her allies to completely lockdown a single target. Her problem is that she can be oppressive without taking much risk. These changes are aimed at making Leona players think twice before aimlessly rushing into battle.

  • General
    • Base armor reduced to 25 from 27.2.
  • Eclipse.png Eclipse
    • The effect now persists if Leona Leona damages an enemy champion or epic monster instead of any enemy unit.
  • Zenith Blade.png Zenith Blade
    • Cooldown increased to 14 / 13 / 12 / 11 / 10 seconds. from 13 / 12 / 11 / 10 / 9 seconds.
    • Cost lowered to 55 Mana from 60 Mana.
  • Solar Flare.png Solar Flare
    • Cooldown increased to 120 / 100 / 80 seconds from 90 / 75 / 60 seconds.

Lucian Lucian

I feel like Lucian is slightly weaker than the other popular marksmen right now. Like Ezreal, he's a caster type ADC that needs adjustments to pull him up from the depths that Riot put him in.

  • General
  • Lightslinger.png Lightslinger
    • Duration increased to 5 seconds from 3 seconds.
    • NEW: The second attack now ignores 20% of the target's bonus armor.
  • Ardent Blaze.png Ardent Blaze
    • NEW: Critically striking or The Culling.png Culling a marked target grants Lucian Lucian 80 / 90 / 100 / 110 / 120 bonus movement speed for 2 seconds.

Lux Lux

Lux is in a decent spot, albeit she hides her 'invisible power' too well. The changes to her ult should make her Final Spark less luxurious in comparison to other mages' ultimates.

  • General
  • Final Spark.png Final Spark
    • No longer re-applies Illumination.png Illumination. (Clarity: Still applies Illumination.png Illumination, but doesn't detonate and reapply it anymore)
    • Cooldown increased to 100 / 85 / 70 seconds from 80 / 65 / 50 seconds.
    • Range increased to 3500 from 3340.

Miss Fortune Miss Fortune

  • General
  • Impure Shots.png Impure Shots
    • NEW: Critical strikes against enemy champions now add 2 stacks of Impure Shots.

Morgana Morgana

Slight changes to make her less frustrating to face when she has a (significant) lead.

  • General
  • Dark Binding.png Dark Binding
    • Snare duration at later ranks reduced to 2 / 2.125 / 2.25 / 2.375 / 2.5 seconds from 2 / 2.25 / 2.5 / 2.75 / 3.
    • Cooldown increased to 12 seconds from 11 seconds.
  • Black Shield.png Black Shield
    • Shield strength at later ranks reduced to 70 / 120 / 170 / 230 / 270 from 70 / 140 / 210 / 280 / 350.
    • Ability power ratio increased to 75% AP from 70% AP.

Nautilus Nautilus

While I don't think that the Titan of the Depths is broken, he is a very strong pick in both LCS and competitive ranked. He has a plethora of peeling, engage and disengage tools, generally outshining champions that fill in similar roles like Vi, Skarner and Jarvan IV.

Also, his Q extends a bit further than it visually shows, making it a 'cheat' tool for early game ganks.

Overall, these changes are meant to lower his power and lessen the frustration of those facing him.

  • General
  • Dredge Line.png Dredge Line
    • Range reduced to 1000 from 1100.
    • Projectile speed reduced to 1800 from 2000.
    • Improved visuals to better clarify if the target was hit.
  • Depth Charge.png Depth Charge
    • Cooldown changed to 120 / 110 / 100 seconds from 140 / 110 / 80 seconds.
    • Range reduced to 750 from 825.

Quinn Quinn

  • General
  • Harrier.png Harrier
    • REVISED: Quinn Quinn's basic attacks against marked targets gain 50% bonus critical strike chance.
  • Quinn Quinn's critical strikes deal 100% AD + 80% of her total Attack Damage.

Rengar Rengar

This cat has surprisingly low counterplay besides having a Malphite slam him with his Unstoppable Force if he were to jump on someone. Laning against him is a serious pain due to his use of his passive (via brushes), survival and his absurd damage.

  • General
    • Base attack damage reduced to 55 from 57. (If the Level 0 values are still intact)
  • Empowered Savagery.png Empowered Savagery
    • No longer increases Rengar Rengar's attack damage by 10%.
  • Empowered Battle Roar.png Empowered Battle Roar
    • Heal ratio decreased to 4% increase for every 1% of Rengar Rengar's missing health from 6.25% for every 1% of Rengar's missing health.
    • Maximum heal reduced to 400 from 500.
  • Bola Strike.png Bola Strike/Empowered Bola Strike.png Empowered Bola Strike
    • Can no longer be cast mid-jump.
  • Thrill of the Hunt.png Thrill of the Hunt
    • Cooldown increased to 160 / 130 / 100 seconds from 150 / 110 / 70 seconds.

Riven Riven

Everything you've said is fuel on your funeral pyre. So then, I think I'll begin... With burning out your tongue!

-Roy Mustang, Fullmetal Alchemist: Brotherhood

  • General
    • Movement speed decreased to 330 from 340.
  • Broken Wings.png Broken Wings
    • Cooldown at early ranks increased to 16 / 15.5 / 14 / 13.5 / 13 seconds from 13 seconds.
    • Cooldown now begins after Riven Riven stops jumping.
  • Valor.png Valor
    • Bonus AD ratio decreased to 75% Bonus AD from 100% Bonus AD.
    • Cooldown changed to 8 seconds from 10 / 9 / 8 / 7 / 6 seconds.
  • Blade of the Exile.png Demonic Metamorphosis
    • Cooldown increased to 120 / 105 / 90 seconds from 110 / 80 / 50 seconds.

Sivir Sivir

  • General
  • Ricochet.png Ricochet
    • NEW: Bounce attacks can now critically strike, dealing (+ 20 / 25 / 30 / 35 / 40 % AD) bonus physical damage.

Tristana Tristana

  • General
  • Rapid Fire.png Rapid Fire
    • NEW: Critical strikes reduce the cooldown of Explosive Charge.png Explosive Charge by 1 second. This effect is not doubled against enemy champions.

Twitch Twitch

  • General
  • Deadly Venom.png Deadly Venom
  • Ambush.png Ambush
    • Maximum delay for going into stealth reduced to 4.5 seconds from 6 seconds.

Conclusion

I'm halfway done at the moment, this took me a good 2 hours to make so far. In other words, I'm rather tired. Again, feedback is appreciated, and I hope you people have a wonderful day of your own.

- Marko

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