E cast time reduced.
This patch we’re delivering a quality of life change that has been requested by Nilah players for a long time. Nilah’s E should feel smoother to cast and her movements should feel snappier.
Q mana cost decreased. W damage increased. E mana cost decreased.
We want to help Corki safely exit Pro jail so for now he’s on parole as we smoothe out his mana costs and put more emphasis on the daring part of Daring Bombardier moniker.
Base health increased. Passive bonus AD increased.
Aphelios was hurt by Collector’s nerfs last patch and is in need of some assistance. Not only is Collector getting some help, but Aphelios is also getting some direct buffs this patch to bring him up to snuff. We’re delivering a small mix of damage and durability to his early game while still maintaining him as a late-game carry.
Attack speed ratio increased. Q secondary target damage increased.
Caitlyn isn’t hitting her targets at the moment and part of that is driven by her lack of game plans. She’s no longer a premiere lane bully and doesn’t have great late-game sustained damage either. We’d like to strengthen those aspects that she used to have so we’re giving her a little bit of help in both areas.
Armor growth decreased.
Singed is another big winner from the item changes last patch, but we think he's close to where he should be so we’re only lightly nerfing him. He's meaningfully harder to kill this patch so we’re targeting his durability. We’re specifically lowering his armor growth since we'd like to reduce that stat in general, which should also give his common matchups more counterplay opportunities.
W AP ratio decreased, R-E burn damage decreased, R AP ratio decreased.
When we changed Spear of Shojin to have less ultimate haste, Shyvana asked “What ultimate haste?” So it should come as no surprise that her core item is now even more her core item. We don’t think it’s a problem that she’s uniquely situated to ignore ability haste on her ultimate. However, it is a problem that she’s overpowered right now. She’s incredibly lethal and really evasive, leading to her snowballing and running over games too easily, so we’re dropping some of her damage and AP scaling from less meaningful places to give her opponents a fighting chance.
Q single target bonus damage decreased.
Mordekaiser is one of the biggest top lane winners of the patch and needs to be reigned in a bit. His first three items are all AP and he's currently dealing some of the highest damage in the game among top laners, so we’re reducing his burst through a nerf to his main damaging ability.
Passive cooldown increased. Q monster damage increased. E damage decreased.
Poppy support is dealing too much damage with her Bloodsong into full tank build considering she isn’t opting into any damage items. We’re nerfing that build this patch by increasing the cooldown on her passive in a way that keeps it longer for her when going support. We’re also reducing the damage on her E since support Poppy uses this a lot, along with some compensation for jungle since she’s weaker there and could use the help.
Q damage increased. Recommended Runes updated.
Riven was strongly bound to Eclipse, which was one of the most-nerfed items last patch. While we’re happy with the item changes overall we need to re-assess champions who are still using these items. We want Riven to feel comfortable stacking damage, so we’re giving her better Q damage as long as she keeps building long swords. The math here works out to a stronger level 9 spike and an overall higher appetite for bonus AD.
We also dug into her recommended rune pages, which are driven by player choices, and found that there are some significantly stronger options available, so we manually replaced a few. This should make her Resolve page much more competitive with her Sorcery one.
W damage decreased.
When gold became less valuable last patch, champions like Veigar who got their power from other sources understandably got much stronger, which is why he’s receiving a nerf. We’d like to close the gap between lower and higher MMR performances when doing this. Dark Matter is generally quite easy to dodge for higher-skilled players, so by lowering its impact, we can disproportionately nerf him in lower MMRs where he’s performing much better.