Season 9 Dynamic: Fanmade Patch Notes (Mega Post)

# Season 9 Fanmade Patch Notes Over the past year, I started posting item ideas and item rework ideas on the Gameplay and Concepts & Creations boards. At some point I decided to put some of them together into a [massive overhaul]( on the Gameplay board during a time when players were complaining about power creep en masse. In this post, I am revisiting the idea of fanmade patch notes for another massive overhaul to the system. This time, rather than satisfying demand against certain game mechanics, I compiled a list of change ideas that work in a coherent fashion, so as to make a transition from League's current state into something that grows from it. A lot of the elements from the linked thread will be in this one, but were trimmed to remove anything I believed was unnecessary. The things I kept and refined were kept to fit a certain goal. That is, to sort of reset League's power creep to a state which combines old and new systems into a timeless network of build customization, and game length balance. This project does not target any champion kits, but does attempt to work on everything else. Focusing on the champion roster would complicate the design of the ideas presented below, and is honestly too big of a task for one forum user. However, if you feel that one or a few champions strongly benefit from anything posted below, comment about it and maybe we can work out a solution. Or suggest something if you're feeling up to the task. If you disagree with anything, please comment. I'll be sure to find a solution to anything you think could be exploited, and I will include a changelog at the bottom of the OP. Or if you are feeling up to the task, construct your own ideas. :) **NOTE:** This thread assumes whatever is coming through the PBE, in order to stay up-to-date with future content. So here it is, here are the fake patch notes: ## Table of Contents > ### **Lethality** > ### **Runes & Masteries** --- How These Runes Work --- Stat Shards --- Runes --- Keystones > ### **Items** --- **New & Returning Items** ------ Aery's Soul Stone ------ Banner of Command ------ Graviton Hammer ------ Netherstride Grimoire ------ Sword of the Divine --- **Existing Item Changes** ------ Ancient Coin, Duskblade of Draktharr, Frostfang, Frozen Mallet, Iceborn Gauntlet, Nomad's Medallion, Refillable Potion, Relic Shield, Rylai's Crystal Scepter, Spellthief's Edge, Stormrazor, Targon's Brace, The Black Cleaver, Void Staff > ### **Jungle** --- Jungle Plants --- Jungle Camps --- Crest of Cinders --- Crest of Insight --- Rift Scuttler & Eye of the Herald --- Dragon ------ Dragon Slayer --- Elder Dragon ------ Aspect of the Dragon ------ Empowered Aspect of the Dragon --- Baron Nashor ------ Hand of Baron > ### **Summoner Spells** --- Barrier, Exhaust, Ignite, Teleport > ### ** Lanes** --- Turrets > ### **Bounty Gold** ___ ## Lethality >This project introduces one extra lethality item, so to accommodate, lethality and magic penetration would be capped at 60, although good luck getting that far with magic penetration. If a champion ability would grant lethality or magic penetration, it would break the limit, but when it comes to items and runes, 60 is the max. > Armor penetration and % magic penetration does not count towards the limit. ___ ## Runes & Masteries >Runes Reforged brought in a rune system which each rune had a noticeable effect on the gameplay. This was a nice introduction that let players play around their rune build. However, this system altered the meta in such a way that turned champions into an instrument to be played by the rune page. Runes like electrocute fostered a damage-centric meta that favored burst tactics, and rewarding players who can burst the best. > Meanwhile, veteran players who remember the beauty of the older runes and masteries hold them in high regard, often citing seasons 3 and 4 as some of the best in League's history in terms of balance. You can give credit to the rioters who have been refining those systems since day one, and kept refining them up until season 5, when masteries began to change to a system similar to our current rune system we have today. > In this rune system, an effort was made to create a system that fosters the kind of customization of the older systems, which allowed a champion to acquire a few traits and small bonuses in strengths and weaknesses, and combines them with modern mechanics we have today. The list below is a compilation of a bunch of runes and masteries over the years, all put into a single point system. ### **How These Runes Work** > You can have up to six runes picked from any listed below. There are five types of runes: Domination, Inspiration, Precision, Resolve, and Sorcery. You can have a maximum of 4 runes of any type of rune. Some runes have dual-typing and count towards both. If you have 4 runes of a particular type, you can pick a keystone, but you can only have one keystone. In total at level 30, you should have six runes and a keystone. ### **Stat Shards** > The upcoming stat shards will be applied to this rune system, except the CDR would be changed from 1 - 10% (between levels 1 - 18) to 5% CDR at level 6, and some number differences for each of the shards from the official version. Here are the stat shards for this project, which will be updated as Riot updates the official version: - Row 1: Adaptive (4 AD or 6 AP), 7% Attack Speed, 5% CDR at level 6 - Row 2: Adaptive (4 AD or 6 AP), 4 Armor, 5 Magic Resist - Row 3: 11 - 45 Health (levels 1 - 18), 4 Armor, 5 Magic Resist ### **Runes** >The following runes are available below, in alphabetical order. > **Domination:** 8 runes, 3 keystones. **Inspiration:** 15 runes, 3 keystones. **Precision:** 8 runes, 3 keystones. **Resolve:** 15 runes, 3 keystones. **Sorcery:** 15 runes, 3 keystones. > **Alacrity** (Precision) Gain 5% Bonus Attack Speed. > **Approach Velocity** (Inspiration) Gain 5 Movement Speed towards nearby ally champions that are movement impaired or enemy champions that you impair. Range: 1000 > **Sudden Impact** (Precision/Domination) After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 5 Lethality and Magic Penetration for 5 seconds. Cooldown: 6 seconds > **Bloodline** (Precision/Inspiration) You gain 5% lifesteal and spell vamp. This effect is 33% as effective on area of effect abilities. > **Butcher** (Domination/Resolve) Whenever you deal damage to a monster, you deal 3 bonus adaptive damage. This does not occur from damage over time effects. > **Cheap Shot** (Precision/Domination) Damaging champions with impaired movement or actions deals 5 bonus physical damage. Activates on damage occuring after the impairment. Cooldown: 6 seconds > **Chrysalis** (Resolve) Your maximum health is increased by 11 - 45 (based on levels 1 - 18, +2 per level). > **Conditioning** (Resolve) You gain an adaptive bonus to your bonus armor or magic resistance of 5%, based on whichever stat is higher. > **Cosmic Insight** (Sorcery/Inspiration) Your summoner spell and active item cooldowns are reduced by 5%. > **Cosmic Power** (Sorcery/Inspiration) You gain 5% cooldown reduction and max CDR. > **Crest of Resolution** (Resolve) When out-of-combat with champions and epic monsters, you heal 1% of maximum health per 5 seconds. This effect is only active while you are benefiting from either Crest of Insight or Crest of Cinders. > **Devastating Strikes** (Precision/Sorcery) You gain an adaptive bonus of 5% armor or magic penetration, depending on whether your bonus Attack Damage or bonus Ability Power is higher. > **Dominate** (Domination/Sorcery) Gain an adaptive bonus of 6 Attack Damage or 10 Ability Power. > **Fast Walker** (Inspiration) Your movement speed is increased by 5. > **Fervor** (Precision) Your basic attacks deal bonus physical damage on hit equal to 3% of your base attack damage. > **Frenzy** (Domination/Precision) Grants 2.5% attack speed for 3 seconds after landing a hit with an attack or ability. This stacks up to 3 times. > **Glacial Augment** (Sorcery) Whenever you slow an enemy unit, you slow them for an additional 5% movement speed, to a maximum of 99%. > **Greed** (Inspiration) You gain 2 gold per 10 seconds. > **Hardiness** (Resolve) You gain 5 armor. > **Ingenious Hunter** (Domination/Resolve) Reduces the cooldown of item actives by 5% - 40% (based on Bounty Hunter stacks, +7% per stack). This effect also applies to trinkets. Earn a Bounty Hunter stack for champion takedowns, up to one per unique enemy champion. On Twisted Treeline, capturing an altar grants a Bounty Hunter stack, up to once per unique altar. > **Manaflow Band** (Sorcery) Hitting an enemy champion with an ability permanently increases your maximum mana by 5, up to 50 mana. Cooldown: 12 seconds. > **Meditation** (Sorcery/Inspiration) You gain 50% Base Mana Regeneration. > **Minion Dematerializer** (Domination/Inspiration) Whenever you deal damage to a minion, you deal 2 bonus adaptive damage. This does not occur from damage over time effects. > **Overheal** (Resolve) 5% of the healing you receive is added as a shield for 1.5 seconds. > **Phasewalker** (Inspiration) Reduces Recall's cast time by 1 second. > **Piercing Thoughts** (Sorcery) You gain 5 magic penetration at level 6. > **Presence of Mind** (Resolve/Inspiration) Takedowns refund 10% of your ultimate's cooldown. > **Recovery** (Resolve) You gain 2 health regeneration per 5 seconds. > **Reinforced Armor** (Resolve) Damage taken from critical strikes is reduced by 10%. > **Resistance** (Sorcery/Resolve) You gain 5 magic resistance. > **Revitalize** (Resolve/Inspiration) Your Heal and Shield Power is increased by 4%, increasing to 8% on targets below 40% health. > **Runic Affinity** (Sorcery/Inspiration) Shrine, relic and neutral buff durations are increased by 25%. > **Spellsword** (Precision/Sorcery) Your basic attacks deal bonus magic damage on hit equal to 5% of your ability power. > **Strength of Spirit** (Sorcery/Resolve) You gain health regeneration equal to 0.5% of your bonus maximum mana. > **Swiftness** (Sorcery/Resolve) You gain 20% slow resistance. > **Time Warp Tonic** (Resolve/Inspiration) Your potions, biscuits and elixirs last 20% longer. > **Transcendence** (Sorcery) Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 0.4 Attack Damage or 0.6 Ability Power. > **Unflinching** (Resolve) You gain 25% tenacity. > **Unyielding** (Resolve) All incoming damage you receive is reduced by 5. > **Wanderer** (Precision/Inspiration) Gain 5 bonus movement speed while out of combat. > **Wealth** (Inspiration) You start the game with 50 extra gold. > **Wizardry** (Domination/Sorcery) You gain 5% cooldown reduction. ### **Keystones** Available keystones are available below, sorted by type. > ### **Domination** > **Demolish** Whenever you or a nearby allied champion (600 range) makes a basic attack against a tower, the attack deals an extra 4 bonus physical damage on hit. > **Cut Down** Deal 4% more damage to champions with 150 more max health than you, increasing to 6% at 2000 more max health. > **Last Stand** Deal 4% more damage to champions while you are below 40% health. > ### **Inspiration** > **Bandit** After using an ability, your next attack within 10 seconds will grant 5 bonus gold if used on a champion. Melee attacks grant 10 gold instead. Once you gain the gold, Bandit will go on a 6 second cooldown. > **Biscuit Delivery** Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 mins, until 15 min. Biscuits restore 12% of your missing health and mana. Manaless: Champions without mana restore 16% missing health instead. > **Speed Shrine** Placing a ward which reveals an epic monster's spawn location transforms the ward into a speed shrine in the river for the ward's duration. The shrine passively provides vision of the surrounding area, and allies walking on the shrine, while out-of-combat, gain bonus movement speed. The shrine can be destroyed the same way as the ward that was transformed, plus two extra basic attack hits, and grants the same amount of gold to the enemy who destroys the shrine. > ### **Precision** > **Coup De Grace** Deal 4% more damage to champions who have less than 40% health. > **Fleet Footwork** Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 health (10 for melee attacks), and grants +5% movement speed for 1 second. > **Press the Attack** Hitting an enemy champion with a basic attack makes them vulnerable, increasing the damage they take by 1% from all sources for 3 seconds. This debuff stacks up to 3 times per enemy champion. > ### **Resolve** > **Font of Life** Impairing the movement of an enemy champion marks them for 4s. Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s. > **Legendary Guardian** You gain 3 armor and magic resistance for each nearby enemy champion. > **Perseverance** You gain 150% base health regeneration while below 25% of your maximum health. > ### **Sorcery** > **Expose Weakness** Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 3%. > **Nimbus Cloak** After a 1.5-second delay from casting your Ultimate, grants ghosting and 40 bonus movement speed for 2.5 seconds. The movement speed decays over the last 1 second. Cooldown: 40 seconds > **Celerity** Gain 1.5% Bonus Movement Speed. Additionally, Your bonus movement speed is converted to Attack Damage or Ability Power, adaptive at a rate of 3.6% Attack Damage or 6% Ability Power. ___ ## Items Most of the new items and reworked items were designed to carry over some of the keystone abilities that were lost. At the same time, Stormrazor and Duskblade of Draktharr have had their effects split across two other items. Frozen Mallet and Rylai's Crystal Scepter have been altered a bit. Jungler items were changed to accommodate rift scuttler's gold gain removal (read ahead), Refillable Potion was accommodated for the jungler changes, and support items were changed to gain accessibility to the new Refillable Potion (and a few other item combinations). ### **New & Returning Items** ### **NEW: Aery's Soul Stone** > Aery is an icon of enchanter support mages. And she was too cute to throw in the trashcan. {{item:3028}} (800) + {{item:3114}} (800) + 900 Gold Total 2500 Gold > +30 Magic Resist +100% Base Mana Regen +10% Cooldown Reduction > **UNIQUE Passive:** +5% Heal and Shield Power. **UNIQUE Passive - Summon Aery:** Damaging an enemy champion signals *Aery* to dash to them, dealing 10 - 37 (based on level) (+10% AP) magic damage. Healing, shielding or buffing an ally signals *Aery* to dash to them, shielding them for 10 - 37 (based on level) (+5 per 25% Base Mana Regen you have) for 2 seconds. > *Aery* lingers on the target for 2 seconds before flying back to you, and can not be sent out again until she returns to you. ### **RETURNING: Banner of Command** > This version of the canned Banner of Command goes back to its roots, but provides an effect that is easily recognized and doesn't intrude on other playstyles. {{item:3105}} (1100) + {{item:2053}} (900) + 200 Gold Total 2200 Gold > +60 Armor +125% Base Health Regen +30 Magic Resist > **UNIQUE Passive – Point Runner:** Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. > **UNIQUE Aura - Legion:** Nearby allied minions take 30% reduced damage from enemy minions (1100 range). ### **NEW: Graviton Hammer** > This is the item where you will find Electrocute, but its damage was transfered from Duskblade of Draktharr's damage. > {{item:3134}} (1100) + {{item:3133}} (1100) + 700 Gold Total 2900 Gold > +55 Attack Damage +10% Cooldown Reduction > **UNIQUE Passive:** +18 Lethality > **UNIQUE Passive - Electrocute:** Hitting a champion with 3 separate attacks or abilities within 3 seconds deals 30 - 150 bonus physical damage (based on level) and slows them by 99% for 0.25 seconds. Ranged basic attacks do not apply the slow. (25 - 20 second cooldown, based on level). ### **RETURNING: Netherstride Grimoire** > This item has returned, but in a different way. With towers becoming more of a challenge through this project and patch 8.22, this item exists as a means for AP champions who want to focus on tower pressure. Its low gold cost and decent ability power allows a player to build it in the early game, while also opening it up to aggressive supports. This item is also where you will find Phase Rush. > {{item:3108}} (900) + {{item:3113}} (850) + 450 Gold Total 2200 Gold > +70 Ability Power +7% Movement Speed +10% Cooldown Reduction > **UNIQUE Passive - Razing:** Your damage against turrets and epic monsters is increased by 10%. > **UNIQUE Passive - Malice:** Gain 25% Movement Speed that decays over 1.5 seconds whenever you take down a turret or epic monster. > **UNIQUE Passive - Phase Rush:** Hitting an enemy champion with 3 attacks or separate abilities within 3 seconds grants 20% Movement Speed that decays over 3 seconds and 50% Slow Resistance for the same duration. (15 second cooldown). ### **RETURNING: Sword of the Divine** > This item also returns in a reworked format. I believe it was available during Nexus Blitz, so you can still see it in the client. Sword of the Divine is currently a lethality item with an active that grants a bunch of attack speed and guaranteed critical chance. It was like a proto-Stormrazor. Likewise, this version inherits what Stormrazor loses in this project. The only difference is that Sword of the Divine takes advantage of the initial attack, rather than however many attacks you can make after the first. Its base stats aren't that great, but its passive makes up for it. > {{item:3101}} (1100) + {{item:3044}} (1250) + 650 Gold Total 2900 Gold > +35 Attack Damage +35% Attack Speed +200 Health +10% Cooldown Reduction > **UNIQUE Passive - Rage:** Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. The Movement Speed bonus is halved for ranged champions. > **UNIQUE Passive:** If you haven't attacked in the last 3 seconds, gain Divine Smite. > Divine Smite: Your next basic attack critically strikes, and causes your target to burn for an additional 40% (+1% per 0.5% critical strike chance, max 100%) of your bonus Attack Damage as magic damage over 3 seconds. ### **Existing Item Changes** ### {{item:3301}} **Ancient Coin** >Since Hunter's Machete and Hunter's Talisman had their gold costs increased to 375 to accommodate rift scuttler's gold gain removal, refillable potion was made to be more accessible. I decided to make support items join in on that accessibility. - Gold cost has been reduced from 400 to 375. - Gold gained from Favor has been reduced from 25 to 20. - Gold gained per 10 seconds has been increased from 2 to 3. ### {{item:3147}} **Duskblade of Draktharr** >Duskblade's damage portion was transfered over to Graviton Hammer. I did this because Duskblade has gotten a lot of scrutiny as the go-to assassin item, due to its map control and extra damage. So I split them. This Duskblade focuses on the map control. Have fun with it. > {{item:3134}} (1100) + {{item:1053}} (900) + 700 Gold Total 2700 Gold > +55 Attack Damage +20% Life Steal > **UNIQUE Passive:** +18 Lethality > **UNIQUE Passive - Blackout:** When spotted by an enemy ward, reveal traps and disable wards around you for 8 seconds. Melee attacks instantly kill these devices. (90 second cooldown). > **UNIQUE Active - Blocking Ward:** Place a special ward that grants vision of the surrounding area for 90 - 180 seconds (based on level). This device will also reveal invisible traps and reveal / disable wards. This ward does not count towards a ward limit, but is visible, fragile, and untargetable by allies. (90 second cooldown). ### {{item:3098}} **Frostfang** >- Combine cost has been increased from 325 to 350, but the total cost remains the same. ### {{item:3022}} **Frozen Mallet** >Frozen Mallet and Rylai's Crystal Scepter's passives were merged into just Icy. This should help diverse champion kits that use a mixture of basic attacks and abilities. This change was also introduced as a means of combating mobility creep, since kiting has lost its magic from earlier seasons (at least in low elos). Hopefully these revamped mallets and scepters will bring it back. > **UNIQUE Passive - Icy:** Basic attacks, damaging spells and abilities slow the target's Movement Speed on hit. Melee Basic Attacks: 40% slow for 1.5 seconds. Ranged Basic Attacks: 20% slow for 1.5 seconds. Damaging Spells and Abilities: 20% slow for 1 second. ### {{item:1041}} **Hunter's Machete** >With rift scuttler gone, junglers would be getting slightly more gold than before. - Gold cost increased from 350 to 375. - Monster Hunter now grants 4 gold upon killing a large or epic monster. ### {{item:1039}} **Hunter's Talisman** >- Gold cost increased from 350 to 375. - Monster Hunter now grants 4 gold upon killing a large or epic monster. ### {{item:3025}} **Iceborn Gauntlet** > Since Frozen Mallet and Rylai's Crystal Scepter have more useful slows, IBG gets a mini rework to in order to compete with the other two items. - Iceborn Gauntlet's Mana bonus has been reduced from 500 to 400. - Spellblade was altered a bit. - **UNIQUE Passive - Spellblade:** After using an ability, the next basic attack deals bonus physical damage equal to 100% of base Attack Damage in an area and creates an icy zone for 2 seconds that slows Movement Speed by 30% and reduces Attack Speed by 15% (1.5 second cooldown). > Size of zone increases with bonus armor. ### {{item:3096}} **Nomad's Medallion** >- Combine cost has been increased from 300 to 325, but the total cost remains the same. - Gold gained from Favor has been reduced from 45 to 40. - Gold per 10 seconds has been increased from 2 to 4. ### {{item:2031}} **Refillable Potion** >In order to remain accessible to junglers and supports. - Gold cost has been reduced from 150 to 125. - Health gained has been reduced from 5.21 per half-second for 12 seconds (125 total) to 5 per half-second for 11 seconds (110 total). ### {{item:3302}} **Relic Shield** >- Gold cost has been reduced from 400 to 375. ### {{item:3116}} **Rylai's Crystal Scepter** > The passive becomes Icy, since its passive was merged with Frozen Mallet's. > **UNIQUE Passive - Icy:** Basic attacks, damaging spells and abilities slow the target's Movement Speed on hit. Melee Basic Attacks: 40% slow for 1.5 seconds. Ranged Basic Attacks: 20% slow for 1.5 seconds. Damaging Spells and Abilities: 20% slow for 1 second. ### {{item:3303}} **Spellthief's Edge** >Lower gold cost, lower gold gain. Now you can customize your starter set more freely. Don't worry, Frostfang's gold gain remains the same. - Gold cost reduced from 400 to 375. - Gold gained from tribute has been reduced from 10 to 8. ### {{item:3095}} **Stormrazor** >Since the crit component was transfered to Sword of the Divine, Stormrazor inherits Lethal Tempo. It was designed to be available through an active, so you will have more control on when you want to exceed your attack speed limit. > >{{item:1038}} (1300) + {{item:1037}} (875) + {{item:1042}} (300) + 725 Gold Total 3200 Gold > +70 Attack Damage +30% Attack Speed > **UNIQUE Passive - Razing:** Your damage against turrets and epic monsters is increased by 5%. > **UNIQUE Active:** You gain 20% Movement Speed for 0.75 seconds, and your next basic attack within 10 seconds grants Storm's Edge for 6 seconds. (30 second cooldown). > Storm's Edge: You can temporarily exceed the attack speed limit, while also gaining 12 - 30% (based on level) bonus Attack Speed. ### {{item:3097}} **Targon's Brace** >- Combine cost has been increased from 300 to 325, but the total cost remains the same. ### {{item:3071}} **The Black Cleaver** >Since Conqueror was removed, this item inherits its potential. - Cleave has been altered based on melee and ranged champions. - **UNIQUE Passive:** Dealing physical damage to an enemy champion Cleaves them, reducing their armor by 6% for 6 seconds, stacking up to 4 times for a maximum of 24%. (Ranged champions reduce their armor by 4% for 6 seconds, stacking up to 6 times for a maximum of 24%). ### {{item:3135}} **Void Staff** >Since there is a little bit more magic penetration to go around, void staff is going to have slightly less magic penetration. For a slightly less cost, of course. >- Gold combine cost has been reduced from 1365 to 1265, which brings the total cost down from 2650 to 2550. - The amount of magic penetration gained from this item has been reduced from 40% to 35%. ___ ## Jungle The jungle has gained some extra elements over the past few years. A random elemental dragon gives a permanent buff that can sometimes turn a game one-sided, there is rift herald and scuttlers, and the plants. The elder dragon and baron buffs are also almost game-ending, with incredible snowballing effects. The changes to the jungle below reflect a different kind of dragon, and a jungle which rewards your own warding abilities instead of relying on the scuttler or a vision plant. ### **REMOVED: Jungle Plants** ( ) > These were removed from the game. Perhaps a druid-like champion's passive could bring them back. ### **Jungle Camps** > These were adjusted to accommodate the Rift Scuttler no longer spawning in the river (read ahead). > - Each large non-buff monster at each jungle camp ( ) gives 2 extra gold for each monster level after 1st (up to 16 extra gold at max level). Their base gold gain at level one also each increase by 4. - Blue Sentinel and Red Brambleback ( ) each have their gold gains increased from 100 to 120. ### **Crest of Cinders** > **PASSIVE:** Basic attacks against non-turret units apply a debuff that slows the target by 10 / 15 / 25% (halved to 5 / 7.5 / 12.5% for ranged champions) for 3 seconds and deals bonus true damage each second for 3 seconds, for a total of 12 - 114 (based on level) damage. If the buff holder is slain, this buff is transferred to the killer. > **Duration:** 120 seconds. ### **Crest of Insight** > **PASSIVE:** Grants 10% Cooldown Reduction. > If you have mana, restores 5 flat mana and 1% of maximum mana per second, and if you have energy, instead restores 5 flat energy and 1% of maximum energy per second. If slain, this buff transfers to the killer. > **Duration:** 120 seconds ### **Rift Scuttler & Eye of the Herald** > - The Rift Scuttler no longer spawns in the river. - The Rift Scuttler is now what is summoned out of the Eye of the Herald, instead of the Rift Herald. When the scuttler is summoned, it will slither underground and pop up at the tower, at the same speed as it slithers currently if you kill it in the river. - The Rift Scuttler acts as a tanky minion for you instead of the powerhouse that can wreck a lane. - Rift Scuttler's armor has been increased from 60 to 80. - Rift Scuttler's Magic Resistance has been increased from 60 to 80. - Rift Scuttler's health has been increased from 1200 - 2480 to 1800 - 3080. - Rift Scuttler's movement speed has been increased from 155 to 325. - Its attack damage is 35 - 116 based on level, for those who don't know. ### **Dragon** > - Dragon has been reverted to a standard dragon that grants 80 (+35 per dragon level after 6th) experience and 38 gold (+1 per dragon level after 6th) for each champion on your team. - If the team that slays a dragon has a lower average level than that of their opponents, Dragon still grants 25% bonus experience, but not per average level difference, and the lowest level members of the team no longer gain increased bonus experience. Instead, each team member of the team that is lower than the enemy team's average level gains an additional 25% bonus experience. - **Stats** CS: 4 Level: 6 - 18 Health: 3500 (+240 per level) Attack Damage: 100 Attack Speed: 0.500 Armor: 21 + 5 - 69 (based on level) Magic Resist: 30 + 3 - 43 (based on level) Movement Speed: 330 Initial Spawn Time: 2:30 Respawn: 5:00 - When a dragon starts fighting, it takes flight, knocking back nearby enemies. - Dragons have 30% armor penetration. - The basic attacks of dragons deal bonus physical damage equal to 7% of the target's current health. ### **Dragon Slayer** > - No longer gives what it used to. - Gain an adaptive bonus of 4 attack damage or 5 ability power. This stacks up to 5 times (15 AD or 20 AP). - Gain 14 health, which stacks up to 5 times (70 health). ### **Epic Dragon** > - Its gold and experience gain has been adapted to the dragon's listed above as if it were at max level, although its gold gain remains the same because of it. - Grants 50 gold to each team member, and 25 gold to the champion who kills it. - Grants 500 experience points to each team member. - Now contributes to Dragon Slayer stacks. ### **Aspect of the Dragon** > - No longer gives what it currently does. - 1% (per Dragon Slayer stack) of the damage dealt to towers is dealt as true damage. - Gain 2% damage reduction per Dragon Slayer stack for 150 seconds. ### **REMOVED: Empowered Aspect of the Dragon** - Too snowbally. ### **Baron Nashor** >- Base attack damage increased from 285 - 435 (based on game time), to 310 - 460 (based on game time). - Corruption AD ratio reduced from 20% AD to 10% AD. - Attack speed increased from 0.625 to 0.75. ### **Hand of Baron** > Back to the basics. Grants Empowered Recall, 15 - 30 (based on minutes) bonus attack damage and 25 - 50 (based on minutes) ability power, and nearby minions increase in size and take 30% reduced damage from champions. **Duration:** 210 seconds. ___ ## Summoner Spells >Ignite reaching beyond 500 true damage is dangerous damage creep. The following spells were changed in an effort to make them desirable in each of their roles, and more satisfying to use compared to others spells. > ### {{summoner:21}} **Barrier** - Cooldown has been increased from 180 seconds to 210 seconds. > ### {{summoner:3}} **Exhaust** - Slow strength has been increased from 30% to 40%. > ### {{summoner:14}} **Ignite** - Total true damage has been decreased from 80 - 505 (based on level) to 70 - 410 (based on level). > ### {{summoner:12}} **Teleport** - Cooldown has been reduced from 360 seconds to 330 seconds. ___ ## Lanes The turrets are also more threatening than before. The upcoming preseason patch 8.22 makes outer turrets stronger. Other turrets will be getting more AD, but not more health. So I increased them by just 100 each. ### **Turrets** >**Inner Turrets** - Health has been increased from 3600 to 3700. > **Inhibitor Turrets** - Health has been increased from 3300 to 3400. > **Nexus Turrets** - Health has been increased from 2700 to 2800. ___ ## Bounty Gold Bounty gold was one thing that got buffed over the past year, although this project seeks to lower the gold gain a bit, at least for the one getting the bounty. This version below actually just changes the dynamic so bounty gold is distributed differently. The total amount of rewards stays the same. >So the killer will always receive 300 gold for the kill, and those who gain an assist will always split between 150 gold, unless there are deductions. When there is a bonus reward for killing a champion with two or more kills, the bonus gold is split into three ways: 40% to the killer, 20% to the assists, and 40% is distributed globally between all members of the team. The bonus is as follows (as of 8.21 bounties, pre-season 9 might introduce bounty gold for minion kills): > **2-Kill Bounty:** 150 Gold (60 kill gold, 30 assist gold, 60 global gold) **3:** 300 (120 kill gold, 60 assist gold, 120 global gold) **4:** 375 (150 kill gold, 75 assist gold, 150 global gold) **5:** 450 (180 kill gold, 90 assist gold, 180 global gold) **6:** 500 (200 kill gold, 100 assist gold, 200 global gold) **7+:** +50 for each kill the enemy has (+20 kill gold, +10 assist gold, +20 global gold) ___ And those are the patch notes folks! Hope you liked it. :) {{sticker:sg-ezreal}}
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