Welcome to the League of Legends Patch Preview
In this video we'll be covering some of the major balance changes,
coming into the next patch for League of Legends.
This video won't cover all the changes so stay tuned for the full update in the release notes
Graves came out last patch and he seems to be on the strong side of champions,
we do have a couple of nerfs aimed for him here, what are we doing?
Graves passive is a little deceptive, ranged DPS champions are usually pretty squishy
the counter to them is get in there assassinate them or burst them down before they can do too much sustain damage
It seems like a small nerf to make it die off faster and to make it only 10 less armor and magic resist
The numbers on paper seem small so it’s only 10 Armor and MR off the current value but the value of armor and MR,
each point is more valuable the less of it you have, so it is substantial to his survivable.
The other thing we wanted to hit was the kind of maximum damage case of Buckshot.
We removed a little bit of damage for the multi-hit case, if you hit with all the shells or multiple shells of the buckshot ability.
Only a little bit we still want him to dash in there, we still want him to buckshot your face and get big bonus damage from that
But not quite as big as what he's getting right now, it’s turning him a little too much into a burst caster.
Along with all the carry scaling he gets buy buying AD, buying Attack Speed and buying Crit and all the other items you expect to see.
Wukong has a few buffs aimed for this patch. He's getting a couple of offensive increases and a lot of changes to decoy.
So the changes to Wukong are just a couple of small buffs to get him more in line with fighters.
But the thing I really want to talk about is the W bug fixes and cleanup work there.
Decoy is getting a lot of fixes and cleanup. It's a lot of under the hood fiddly stuff. It's not buffs or nerfs.
It does make it more useable, in the fact it is more deceptive.
You're not going to see some of the tell-tale signs like jittery models when he casts it or losing mana when Wukong casts spells.
It's just going to be cleaner more useable and more convincing to the enemy.
So you can use it in some of those fake out cases,
where sometimes you might just stand still and not cast and other times you do cast it.
Really keep opponents guessing more effectively.
The other buffs are really just to bring him up and align him with top fighters, they're pretty minor.
A little bit of damage on his crushing blow ability, and a little bit attack speed on Nimbus Strike.
This should bring him up in line to comprisable with other fighters generally speaking.
Olaf has a pretty major change with ultimate coming into the next patch, what are we doing with this?
Olaf can now use Ragnorak to break out of current CC effects.
This is kind of the Alistar treatment on it.
We think this will give him the ability to get in and get in close effectively,
and really do the damage you need to do.
As a result we did need to bring down the duration of his CC immunity higher ranks.
Because basically the combination of his old duration and that ability were way too powerful.
And you literally couldn't do anything to Olaf, he just came and killed you.
This should make it so it’s a lot more useable and you can close a lot more effectively
but enemy players can predict the duration of that ultimate more reliably.
And counter Olaf if they're smart about holding their CC's until a little later.
Almost every one of Shaco's abilities is getting tweaked in some way in the next patch.
What are we trying to do with Shaco here?
Our goals with these changes are really to make Shaco more reliable and useable.
And make it so you can get done what you need to get done, more often.
The reason we took some of the damage down on boxes,
is that's really only applicable in the Shaco nest of jack-in-the-boxes in the bush situation you see now.
This thing is kind of fun to do for a couple of games and it’s kind of interesting
but it’s not really the whole kit of Shaco.
Being a one trick pony like that is really going to keep him from being effective and viable.
The big thing about the Jack-in-the-box changes is we have increased the range and decreased the arm time.
This is actually very massive for Shaco because in the combat scenario where you're,
let's say you're coming out to gank a guy and you throw that box on the other side to trap their escape in.
That's going to go further, about the distance they're probably gonig to go
when they're about to go and run away from you as Shaco.
Arm faster and get that fear right when you need it.
We think overall this is going to be a pretty big buff to Shaco as an assassin,
who comes out of an unseen location and ganks you, has good CC now with the box and can slow you with the clone.
He's going to be a lot harder to escape from, and we think that's good
because his burst damage isn't that high to begin with he needs to be in there longer doing damage more effectively.
We also have a bunch of updates coming in for Dominion.
What are we doing this patch, and what are our plans for the future of Dominion updates.
We did one change in Dominion this patch.
Which is, we have lowered the amount of respawn time bonus you get for having less points than the enemy.
We're going to see, less rubber banding from this, less comebacks that shouldn't have happened;
but not eliminate the possibility of a comeback which is always the goal.
We do have a lot of other changes that are in testing right now that weren't quite ready for this patch.
I wanted to talk about those really quickly just to let players know we do have a lot of aggressive changes in the works right now.
That are working to solve these problems in ways that add even new gameplay opportunities
and more ways for you to succeed in different ways in Dominion.
And have more moments of personal glory, which is some areas we really feel we can improve in the next few patches.
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