Meddler mentioned some upcoming quality of life style improvements for Varus today. We have no ETA, but he had this to say about the Arrow of Retribution:
"I'm actually in the middle of some Varus quality of life tweaks at the moment so great timing on the discussion. Our current thoughts are that Varus' balance is pretty close to a good spot, so I'm looking at a bunch of fixes/changes that improve feel/accent his gameplay more than raw power e.g.
- Fixing an issue where Piercing Arrow appears to hit targets at max range but doesn't actually deal damage.
- Increasing the AP ratio on Blighted Quiver's % damage. Something I'd always wanted was for AP/Hybrid builds to be good fun as a change of pace, so looking to add a bit of love for them. Not necessarily expecting them to be completely 'viable' builds, but should be more fun/effective than at present. Also adds a small amount of power to more standard builds under certain circumstances (Baron buff, ally with WotA etc).
- Increasing the width on his ultimate a decent amount and increasing the spread distance slightly. During Varus' development one of the main concerns was about giving a potentially multi target CC ult to a ranged AD carry and the balance risks associated with that, given that's a role generally without that degree of CC. We'd seen some balance issues when Sona was introduced for example, since her ult allowed AOE comps to get another large AOE CC from a role they'd previously been unable to utilize to that extent and consequently in Varus' case we decided to err on the side of caution. That hasn't been a major issue however so we're adding a bit of strength back to the ultimate, both to make it a slightly more reliable tool for fast shots without other CC involved and to allow a bit more gameplay around the tendril's spreading.
- Adding a targeting indicator to show roughly how far the ult tendrils are likely to spread. This one's pretty simple - without that information a lot of potential gameplay r.e. tendril spread's hard to take advantage of as the Varus player."
On the other end of the balance spectrum, CertainlyT, an Associate Game Designer, revealed some upcoming nerfs to Zyra. Here is an excerpt from his post summarizing the changes ( which "will be deployed in a hotfix as soon as this evening on North America" ):
"We're going to be making some changes to Zyra designed to tone her down in some respects while leaving what we see as her core play pattern intact. I'll first list the nerfs and then discuss our reasoning for them:
This is just the summary of the changes and a full, more more in depth explanation behind them is available if you visit his entire post over on the general discussion forums. What do you guys think of these changes? Are they justified?
*Base movement speed reduced to 300 (from 310)
*When multiple plants attack the same target, additional plants deal 50% damage (from 75% damage)
*Grasping Roots (E) damage per level decreased to 60/95/130/165/200 (from 60/105/150/195/240)
*Stranglethorns damage reduced to 180/265/350 (from 200/300/400)
*Stranglethorns cast range reduced to 700 (from 800)
That's a lot of changes, and some big ones at that. We're confident that they leave her in a good spot though. Zyra's two major issues are that she is too bursty and too safe. This makes her hard to exploit. Enemies are having a hard time catching her, and when they do, they get blown up before they can output their damage. It gets worse: Zyra's burst comes from her base damages, so she can build defensive items to live through enemies that make it through her zone of control."
Finally we have a new champion and skin sale rolling out soon. Between August 7th and August 10th you can pick up Vayne ( 487 RP ), Kennen ( 487 RP ), Tryndamere ( 292 RP ), Headhunter Master Yi ( 487 RP ), Commando Lux ( 487 RP ), and Frosted Ezreal ( 260 RP ).