Red Post Collection: 2/6 Mid-Patch Updates, Quick Gameplay Thoughts: Feb 7, Clash Launch Checklist, & More

Posted on at 11:03 AM by Aznbeat
Today's red post collection includes details on 2/6 hotfixes for Akali & Yuumi, a quick gameplay thoughts post from Riot Scruffy on balance framework fine tuning, widening the jungle champ pool, & more, plus a checklist to help get ready for Clash, and more!
Continue reading for more information!

2/6 Mid-Patch Updates

The 10.3 Patch Notes were updated with the full details on the the hotfix that went out on 2/6:
2/6/2020 Akali, Yuumi Balance Changes and Galio, Lucian Bugfixes 
  • E - SHURIKEN FLIP DAMAGE 40/70/100/130/160 physical damage per cast ⇒ 50/85/120/155/190 physical damage per cast
  • R - PERFECT EXECUTION COOLDOWN 160/130/100 seconds ⇒ 120/90/60 seconds
  • R1 - PERFECT EXECUTION DAMAGE 85/150/215 physical damage ⇒ 125/225/325 physical damage
  • Q - WINDS OF WAR BUGFIX Gatekeer Galio's Q VFX no longer times out before the damage ticks stop
  • PASSIVE - LIGHTSLINGER DAMAGE MODIFIER Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75
  • Q - PROWLING PROJECTILE BASE DAMAGE 40/65/90/115/140/165 ⇒ 40/70/100/130/160/190
  • Q - PROWLING PROJECTILE EMPOWERED DAMAGE 45/80/115/150/185/220 ⇒ 45/85/125/165/205/245"

Quick Gameplay Thoughts: February 7

Here's Riot Scruffy with a quick gameplay thoughts post for February 7th, including notes on balance framework fine tuning, widening the jungle champion pool, Soraka solo lanes & Aphelios followup, and more:
"Hey all, Scruffy here with some insight into our gameplay direction and upcoming changes. 
Balance Framework Fine Tuning 
We’ve been working with a standardized balance framework for over a year and we’re constantly looking to tweak and improve it over time. The Summoner's Rift Team has a small but hopefully meaningful set of changes that we’ve been testing this year and are using going forward. 
Normal Play (Iron - Gold)
  • For both normal and skilled play, we’re tightening the OP line a bit after looking back at the full year (2019) and seeing that we trended towards buffs over nerfs. Ideally we find the right balance so that we don’t have power increase or decrease over time.
  • OLD: OP if 54.5% win rate if < avg banrate, down to 52.5% win rate if >5x avg banrate
  • NEW: OP if 54% win rate if < avg banrate, down to 52.5% win rate if >5x avg banrate
  • For Example - Our new system flagged Diana for nerfs in 10.3 (at 53.7% win rate, 23% ban rate) which we would not have gotten from the old.
Skilled Play (Plat - Master)
  • OLD: OP if 54% win rate if < avg banrate, down to 52.5% win rate if >5x avg banrate
  • NEW: OP if 53.5% win rate if < avg banrate, down to 52.5% win rate if >5x avg banrate
  • For Example - Our new system flagged Senna ADC as OP in skilled when the old system would not have.
Elite Play (Grandmaster - Challenger)
  • No changes at this time, but we’re working on ways to have a more game data driven system here. Our current usage of picks and bans is approximately correct, but we think that we can get a more accurate picture of champion balance with game data like win rates here.
Professional Play
  • Unlike Elite play, we think pick and ban data here provides a very good representation of champ power. We’re still tweaking this a little to reduce the amount of patch notes for pro during most of the year and then amp up our focus as worlds approaches.
  • OLD: OP if >90% presence for 1 patch or >80% presence for 2 patches
  • NEW: OP if >95% presence for 1 patch or > 85% presence for 2 patches. Increased focus for major events (worlds / MSI).
Widening the Jungle Champ Pool 
When we’re digging into our results and follow ups from this year’s preseason, we were really struck by a problem in the Jungle role that we’d never been able to fix - throughout League's entire history, low Elo players have preferred the jungle position least of all 5 positions, regardless of whether jungle is strong or weak relative to the other 4 positions. We think this will take a variety of changes to fix in the long term, but we want to also do some short-term work to improve jungle appeal. In 10.4 we’re going to try adding a handful of champs that we (and you) love into the jungle pool. We’d be doing very focused changes that buff these champs' jungle clears but leave their lanes unchanged. Not all of these may ship but here is our current list: 
  • Garen (we’re also doing some light changes to make bruiser items more viable compared to attack speed builds)
  • Diana
  • Zed
  • Talon
  • Darius 
Soraka in solo lanes 
We’re working on some targeted nerfs to Soraka to prevent her from being a dominant pick in solo lanes with a pretty low quality gameplay experience. Her self healing pattern (Q) was built to be risky and semi reliable against ranged opponents, but in the 1v1 vs a melee it’s low risk and too hard to dodge. 
More Aphelios followup 
Few more changes should be coming for Aphelios in 10.4 to help increase the clarity playing against him, and overall bring him into a more balanced state: 
  • Better understanding of his guns - We’re adding his offhand gun icon to his health bar
  • Less surprising Rs - We’re lowering the range on his R and amping up the color differentiation so that you can better tell when an R is coming and what it will do.
  • More clear turret threat - We’re looking into ways to make his turret visuals convey their actual high threat so that players react to them more quickly.
  • More balanced - He seems to still be strong even after 10.2 so we’re going to do another set of nerfs to put him into a better spot 
Sunfire Cape Improvements 
Sunfire currently is a bit underpowered, giving us the opportunity to buff it in ways that improve the tank experience in the late game. Damage focused classes scale up with items in a way that speeds up and eases their farming patterns, while tanks still can struggle to clear even after multiple items. Our current changes in testing are: 
  • Immolate burn is increased by 1.5% of the wearers bonus HP for 4 seconds after you apply an immobilizing (same rule as fiora W) crowd control to an enemy 
Currently we believe Stopwatch is being used too often by a wide range of champions in a typical game. This leads to both a feeling of homogenous powers across every champ but also it can be too good at stifling action and negating burst. We’re looking into how we want to change/reduce its presence in the upcoming patches. 

Riot Scruffy noted early results of the hotfixes from 2/6:
"They look about right: 
Yuumi - we intended a 1-2% buff
-Patch released - she moved non
-After hotfix shes up about 1.5% 
Akali - we intended a 3-4% nerf (46.5 in 10.2)
-Patch release she dropped 7-8% (depending on elo and lane) (38% ish)
-After hotfix shes up to about 42% (which is roughly on target"

He also assured they were working on Aphelios bugfixes along with his clarity.

When asked about Tahm Kench, he noted:
"Tahm Kench needs a rework for sure to solve his extremely skewed towards pro kit. We don't have anything currently going on for him, but he's on our radar for the future."

Clash Launch Checklist

Clash launches February 22-23, make sure to run through this checklist so that you are up to date - "Here's what you need to know to play in League's first Clash tournament."
"League's very first Clash weekend kicks off February 22 & 23! Here's the stuff you absolutely need to know: 
Requirements to participate
  • Finish your placements in either Solo/Duo or Flex
  • Activate account SMS verification in the client (in "General" under Settings)
  • Field a team of 5
  • Buy a ticket: 975 BE or 195 RP for basic, 975 RP for premium
    • You can buy tickets for your teammates, too
  • Team creation opens Monday, February 17
  • Matches are on Saturday, February 22 and Sunday, February 23
  • Lock in for matches begins at 5:00 PST
    • You can compete on either day or both days
    • Both days require their own tickets
    • You can change teams between days
    • Day 1 and Day 2 are completely unrelated brackets. Day 2 is just as rewarding whether you won, lost, or skipped Day 1.
  • (--> THIS IS NEW <--) Everyone plays three games each day, whether they're fighting for first place or seventh. 
For everything else Clash-related, like brackets, matchmaking, and info on prizes, check out our previous updates: 
Best of luck in your brackets!"
You can also check out the Clash FAQ for tons more details, including a full prize list! 


  • Over on twitter, Riot Zephyr confirmed Blood Moon Tryndamere is the next League Partner Program giveaway skin & chroma!

"I spy 3 emerald chromas among the upcoming Blood Moon skins, but only one is an LPP chroma... 👀 
Tryndamere will be the next #LeaguePartner giveaway chroma! 💚 
Reminder that if you miss out on a giveaway, LPP chromas are available for purchase in a later BE Emporium for BE."


To round out this red post collection, here are a few reminders on current promotions or limited time events!
  • The Mecha Kingdoms 2020 event is now running from now until Feb 18th! Play ARURF, grab new skins &, chromas, complete missions to earn loot, and more!

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