v7.11

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Patch Notes V7.11

Rek'SaiSquare.pngKindredSquare.pngMalzaharSquare.pngAhriSquare.pngCaitlynSquare.pngDrMundoSquare.pngLee SinSquare.pngLucianSquare.pngMalphiteSquare.pngMaokaiSquare.pngRenektonSquare.pngSionSquare.pngSyndraSquare.pngYasuoSquare.pngZacSquare.png
Abyssal Mask.pngBanshee's Veil.pngBlade of the Ruined King.pngGuardian Angel.pngNinja Tabi.pngNomad's Medallion.pngSpirit Visage.png

Greetings, Summoners,

It’s time for patch 7.11, so wave your hands side to side and clap like you don’t care.

We’ve been taking on bigger-ticket champion changes more often, and this patch continues the trend. So, when appropriate, we’ll be separating larger projects out from the rest. This patch, that’s updates to Rek’Sai, Kindred, and Malzahar!

We’re also continuing to follow up on midseason. A few tanks are struggling without Sunfire Cape’s old combat damage, so we’ve got a few buffs to help them out. Maokai and Zac still aren’t quite hitting the gameplay patterns we’d like, se we’ve making a few more tweaks this patch.

Past the gameplay front, this patch also brings a few long-awaited features. A new 10-ban draft format will be rolling out to normal and ranked matches over the course of the patch, and item sets make their debut in the updated client!

Get out there and play some League, friends.

AetherIcon.jpg Paul "Aether" Perscheid

FioraSquare.png Phillip "Costy" Costigan
Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman

JinxSquare.png Lucas "Liquizilla" Moutinho

Rek'Sai, Kindred & Malzahar

Rek'SaiSquare.png   Rek'Sai
Rek’Sai’s ultimate now launches her at a target she’s recently damaged. Tunnels can be re-entered more quickly. Base damages down, scaling up.

Rek’Sai is a ferocious predator who strikes fear into the hearts of her prey as she hunts them. The way Rek’Sai is currently played —a vanguard who sets up plays for her team—just doesn’t sync up with that promised fantasy.

We see a lot of potential for Rek’Sai, and this update is an opportunity to double down on Rek’Sai’s predatory instincts. Rek’Sai should be feared for her individual threat, not the followup of her team. With these changes, we’re reimagining a Rek’Sai who has better backline access in teamfights and does more damage when she gets in there, but is less consistent when behind or built tanky.

For more information, check our our post on Rek’Sai’s update.

Base stats

HEALTH GROWTH STAT : [90] 85

Fury of the Xer'Sai.png Passive - Fury of the Xer'Sai
Fury generation faster. Burrowed health regeneration ticks more quickly but max regeneration is down.

FURY GENERATION : [5 for basic attacks, 10 for unburrowed abilities, 2.5 for additional units hit beyond the first by abilities] 25 for all attacks and unburrowed abilities
MAX BURROWED HEALTH REGENERATION : [25-450 (at levels 1-18) over 5 seconds] 20-190 (at levels 1-18) over 3 seconds

Queen's Wrath.png Q - Queen's Wrath
Base damage down at later ranks. Ratio doubled.

DAMAGE : [15/25/35/45/55 (+0.2 bonus attack damage)] 15/20/25/30/35 (+0.4 bonus attack damage)

Prey Seeker.png Q - Prey Seeker
Now has a bonus AD ratio. Does physical damage instead of magic.

NEW RATIO : 0.4 bonus attack damage (in addition to the existing 0.7 ability power ratio)
DAMAGE TYPE : [Magic] Physical

Un-burrow.png W - Un-burrow
Primary target is still knocked up, others are now knocked back.

BASE DAMAGE : [40/80/120/160/200] 50/65/80/95/110
DISPLACEMENT : [0.5-1 second knockup on all nearby enemies based on proximity to Rek'Sai] 1 second knockup on the primary target; 250 range knockback to other nearby enemies
IMMUNITY : Only the knocked up target is granted immunity from further knock-ups
IMMUNITY DURATION : [10/9.5/9/8.5/8 seconds] 10 seconds at all ranks
NEW STOP AND SMELL THE ROSE ROOTS : Rek’Sai can interact with Plants by attacking them while burrowed

Furious Bite.png E - Furious Bite
Now has base damage, and scales off bonus AD instead of total AD. Damage no longer scales linearly with Fury, but full-Fury casts still deal double damage as true damage.

DAMAGE : [80/90/100/110/120% total attack damage] 50/60/70/80/90 (+ 0.85 bonus attack damage)
REMOVED RAMP-UP : Damage no longer scales linearly with Rek’Sai’s current Fury
THRESHOLD : Damage still doubled and dealt as True Damage at max Fury

Tunnel.png E - Tunnel
Tunnel creation and re-entry cooldowns both reduced at later ranks.

COOLDOWN : [26/24/22/20/18] 26/23/20/17/14 seconds
RE-ENTRY COOLDOWN : [10/9/8/7/6] 10/8/6/4/2 seconds

Void Rush.png NEW R - Void Rush
Rek’Sai marks champions she damages and can dash to a marked target, dealing damage based off their missing health.

PREY : Rek’Sai passively marks enemy champions she damages as Prey for 5 seconds
VOID RUSH : Rek’Sai targets a Prey-marked enemy, burrowing after a 0.35 second cast time before emerging from underground and leaping at her target after an additional 0.75 seconds.
UNSTOPPABLE : Rek’Sai is unstoppable during both the cast and leap
DAMAGE : 100/250/400 (+1.6 bonus attack damage)(+20/25/30% target’s missing health)
COOLDOWN : 100/80/60 seconds
RANGE : 1500

KindredSquare.png   Kindred
Passive stacks increase Kindred’s attack range and amplify their abilities.

Kindred were our first attempt at ground-up designing a marksman for the jungle. Although they’ve been on-and-off present in the meta (mostly ‘off’ as of late), their playstyle has settled in a spot that felt closer to skirmisher than marksman. Today, we’re revisiting Kindred's kit to deliver the jungler marksman playstyle we originally intended. Wolf and Lamb have more distinct roles to play, synergizing with one another to make a better-feeling Kindred overall.

Here’s the tightrope we’re walking: “jungler” and “marksman” have pretty conflicting needs. Marksmen are typically weaker in the early game, scaling up to late game carry potential. Junglers need at least enough early strength to kill monsters and gank lanes. To be both, we need to define when Kindred has weaknesses, and by process of elimination, that’s mid-game. With clearer emphasis on late-game sustained damage (new scaling from Marks, ratio shifts to bonus AD), we’re lowering the mid-game burstiness their abilities offer.

All in all, we want Kindred players to feel good about playing a marksman in the jungle, using the right amount of power during the right parts of the game.

Base stats

ATTACK DAMAGE GROWTH : [1.7] 2.26

Mark of the Kindred.png UPDATED Passive - Mark of the Kindred

REMOVED HEARTSEEKING : Kindred’s basic attacks no longer deal a percent of their target’s current health damage based on passive stacks
NEW DEATH’S REACH : Kindred’s basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 4 stacks thereafter
NEW AMPLIFICATION : Stacks amplify Kindred’s basic abilities:
  • Dance of Arrows: Bonus attack speed increased by an additional 5% per stack. (No longer increases base damage.)
  • Wolf’s Frenzy: Current health damage increased by an additional 0.5% per stack
  • Mounting Dread: Missing health damage increased by an additional by 0.5% per stack

Dance of Arrows.png Q - Dance of Arrows
Grants attack speed on-cast.

NEW BONUS ATTACK SPEED : Now grants 10% attack speed for 4 seconds on cast, plus an additional 5% per Mark of the Kindred stack
REMOVED MARK DAMAGE : Mark of the Kindred stacks no longer increase Dance of Arrows’ damage
RATIO : [0.2 total] 0.65 bonus attack damage
DASH SPEED : [400] 500

Wolf's Frenzy.png W - Wolf's Frenzy
Deals additional damage based on current enemy health. Kindred can choose where to cast Wolf’s Frenzy.

NEW CAST RANGE : [Self-cast] Anywhere within 500 range (including over walls). Hunting zone radius unchanged.
NEW CURRENT HEALTH DAMAGE : Wolf’s attacks deal an additional 1.5% of the target’s current health as damage, plus an additional 0.5% per Mark of the Kindred stack
RATIO : [0.4 total] 0.2 bonus attack damage
DAMAGE TYPE : [Physical] Magic

Mounting Dread.png E - Mounting Dread
Deals additional damage based on missing enemy health and crits low-health enemies.

NEW MISSING HEALTH DAMAGE : 8% target’s missing health, plus an additional 0.5% per Mark of the Kindred stack
REMOVED MAX HEALTH DAMAGE : No longer deals 5% of the target’s maximum health as damage
BASE DAMAGE : [40/75/110/145/180] 40/60/80/100/120
RATIO : [0.2 total] 0.8 bonus attack damage
MISSILE SPEED : [1600] 2000
JAWS OF DEATH : Wolf's attack critically strikes targets below 15% health for 50% bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).

MalzaharSquare.png   Malzahar
Q, E, and R deal more damage. W spawns Voidlings based on Malzahar’s spellcasts. Voidlings are less threatening early.

Support Malzahar's been an ongoing source of frustration this season, and efforts to keep him in check have exacted a toll on midlane Malzahar, who's left in a pretty unhappy place. A big part of this is how overbearing Void Swarm is early when Malzahar doesn’t need to manage a solo lane. So, we’re pulling in Void Swarm’s early dominance, and redistributing power back into the rest of Malz’s kit. Voidlings are overall less reliable: they’re more fragile, easier to avoid, and have lower early damage that scales back up toward the late game. Void Swarms are also more costly to set up.

While his Voildings are less reliable, Malz himself is getting a lot in return. Malefic Visions, which previously enabled a ton of Voidling damage, now does more damage on its own. The same is true for Nether Grasp: to keep Malzahar’s all-in combo threatening against squishies, his ult now deals direct damage to its primary target. Finally, we’re making Call of the Void smoother to use by reducing the amount of time Malz sits still to cast it. The missiles take a bit longer to fire overall, giving us room to - you guessed it - add more damage. All in all, this patch paves the way for Malzahar to return home to mid.

Void Swarm.png UPDATED W - Void Swarm

COST : [40] 40/45/50/55/60 mana
COOLDOWN : 8 seconds
REMOVED CHARGES : Malzahar no longer gains a charge every 20/19/18/17/16 seconds
NEW STACKS : Malzahar gains a stack of Gathering Swarm when he casts another ability (max 2)
ACTIVE : Malzahar summons a Voidling, plus an additional Voidling per stack of Gathering Swarm (max 3 per cast)
REMOVED MULTIPLICATION : Voidlings are no longer able to spawn additional Voidlings
CAST RANGE : [450] 150
Voidling stats

Call of the Void.png Q - Call of the Void

CAST TIME : [0.5] 0.25 seconds
POST-CAST DELAY BEFORE FIRING : [0] 0.4 seconds
RATIO : [0.7] 0.8 ability power

Malefic Visions.png E - Malefic Visions

RATIO : [0.7] 0.8 ability power

Nether Grasp.png R - Nether Grasp

NEW BEAM DAMAGE : 125/250/375 (+1.15 ability power) flat magic damage
NULL ZONE DAMAGE : [25/35/45% (+7.5% per 100 ability power)] 10/15/20% (+2.5% per 100 ability power) target’s maximum health

Champions

AhriSquare.png   Ahri
Less damage on W and R, more damage on E.

Ahri is outperforming most midlaners due to how broad her strengths are. We're trimming some single-target potential off her auto-targeted spells so she’s more reliant on landing skillshots to secure kills.

Fox-Fire.png W - Fox-Fire

RATIO : [0.4] 0.3 ability power per wisp
MAX RATIO VS SAME TARGET : [0.64] 0.48 ability power

Charm.png E - Charm

RATIO : [0.5] 0.6 ability power

Spirit Rush.png R - Spirit Rush

RATIO : [0.3] 0.25 ability power per bolt

CaitlynSquare.png   Caitlyn
Runaan’s Hurricane bolts no longer stack Headshot.

Because of its interaction with Headshot, Runaan’s Hurricane has been Caitlyn’s best option for area-of-effect and single-target damage. We’re removing this interaction so Caitlyn’s forced to choose which type of damage she wants to spec into. Similarly, we think Caitlyn’s at her finest when she’s sniping enemies with Headshot procs off of well-placed traps. Right now, she gets to have that as well as high sustained damage in teamfights via right-clicking. We’re hitting the Sheriff’s scaling with attack speed items to keep her focused on traps as the game progresses.

Base stats

BASE ATTACK SPEED : [0.568] 0.543
LV1 BONUS ATTACK SPEED : [10%] 15%
ATTACK SPEED AT LV1 : 0.625 (unchanged)

Headshot.png Passive - Headshot

REMOVED HURRICANE HEADSHOT : Runaan’s Hurricane bolts no longer stack Headshot

DrMundoSquare.png   Dr. Mundo
Attack damage per level and W damage per second up.

Since 7.9, we’ve been keeping an eye on how midseason’s itemization changes are affecting our tanky friends. A few uber-durable dudes have been hit particularly hard by the Sunfire Cape changes—Dr. Mundo, Malphite and Sion. We’re compensating these champions with some power boosts aimed at mitigating the loss of Sunfire’s dueling power.

Base stats

ATTACK DAMAGE GROWTH STAT : [3] 3.5

Burning Agony.png W - Burning Agony

DAMAGE : [35/50/65/80/95] 40/55/70/85/100 per second

Lee SinSquare.png   Lee Sin
High-latency players can ward hop.

In the same vein as recent changes to Ryze and Karthus, we’re making Lee Sin’s ward hopping more feasible in high-latency environments.

Safeguard.png W - Safeguard

LAG IS NO EXCUSE : Cast can now be buffered when placing wards, allowing Lee Sin to quickly place and hop to wards on high-latency environments
SORRY : No longer works with the Quick + Selfcast setting. We’re looking into restoring this functionality in a later patch.

LucianSquare.png   Lucian
Q mana cost up at later ranks.

Lucian’s been able to spec into a decent amount of survivability (Ninja Tabi, Black Cleaver, and Blade of the Ruined King) without significant damage trade-offs. If the Purifier still wants to give up on Essence Reaver, he needs to be more frugal with his spell usage.

Piercing Light.png Q - Piercing Light

COST : [50/55/60/65/70] 50/60/70/80/90 mana

MalphiteSquare.png   Malphite
E armor ratio up.

Sunfire Cape followup buff!

Ground Slam.png E - Ground Slam

RATIO : [0.3] 0.4 armor

MaokaiSquare.png   Maokai
Passive heal base down, health scaling up. Saplings speed and AP scaling down. Brush sapling duration increases with bonus health instead of ability level.

Maokai’s supposed to be a hearty tank who wades into combat, swinging his branches around to disrupt and using his mighty trunk to soak damage. At the moment he plays more like a catapult, launching saplings for slows and damage. Similar to last patch, we’re shifting power away from saplings into his durability.

Sap Magic.png Passive - Sap Magic

COOLDOWN : 30/25/20 seconds at levels [1/9/15] 1/6/11
BASE HEALING : [10/30/50/70/90/110/130] 5/15/25/35/45/55/65
PERCENT HEALING : [4.5/5.5/6.5/7.5/8.5/9.5/10.5%] 6/7.5/9/10/11/12/13% Maokai’s maximum health

Sapling Toss.png E - Sapling Toss

RATIO : [2%] 1% target’s maximum health per 100 ability power
SAPLING MOVEMENT SPEED : [425 + 2.5 per Maokai’s level] 400, changed based on Maokai’s boots:
  • Boots of Speed: 425
  • Most upgraded boots: 445
  • Boots of Swiftness & Boots of Mobility: 460
BRUSH SAPLING DAMAGE : [100% on detonation, two ticks for 50% each] 67% on detonation, two ticks for 67% each (total damage unchanged)
BRUSH SAPLING DURATION : [30/40/50/60/70] 30 (+2.5% Maokai’s bonus health) seconds

RenektonSquare.png   Renekton

Over the past two patches, we made a bunch of changes to Renekton’s underlying code to address a bunch of longstanding bugs and make him easier to work on in the future. Unfortunately, that work created a number of other issues which, in some respects, have left him worse off than he started. We’re rolling both sets of changes back.

REWIND All : patch 7.9 and 7.10 changes to Renekton have been reverted

SionSquare.png   Sion
W cooldown decreased, shield’s max health scaling increased.

Sunfire Cape followup buffs!

Soul Furnace.png W - Soul Furnace

COOLDOWN : [13] 11 seconds
SHIELD SCALING : [6/7/8/9/10%] 8/9/10/11/12% Sion’s maximum health

SyndraSquare.png   Syndra
W area of effect reduced.

Force of Will is pretty hard to miss, leading to gank setups where the only test of skill is whether Syndra can land Scatter the Weak’s stun on a slow-moving target. We're giving opponents a more realistic chance to dodge Force of Will, which gives them a shot at dodging Scatter the Weak as well.

Force of Will.png W - Force of Will

AREA OF EFFECT : [275] 225

YasuoSquare.png   Yasuo
Q stacks expire faster.

Yasuo was already on the cusp of being too powerful and midseason’s cost reductions to critical strike items just pushed him over the edge. We’re reducing the amount of pressure he exerts by sitting on Q stacks to give opponents more chances to play against him.

Steel Tempest.png Q - Steel Tempest

STACK DURATION : [10] 6 seconds

ZacSquare.png   Zac
E warning indicator shows up earlier. Zac’s voice isn’t squeaky as often.

Zac’s update gave him more ways to follow up on his own initiation. That was offset by a shorter knockup duration on Elastic Slingshot, but now that it can scale back up to a full second again, we’re giving enemies slightly more warning time.

General

LESS SQUEAKY : The health threshold at which Zac’s voice becomes squeakier has been lowered

Elastic Slingshot.png E - Elastic Slingshot

WARNING INDICATOR : Appears [0.75 seconds] 1 second before Zac lands

Mid-patch 7.10 changes
Just as a reminder. With the max health scaling we added in the initial 7.10 patch, Stretching Strikes was dealing too much damage. We shipped additional base damage nerfs halfway through the patch.

STRETCHING STRIKES BASE DAMAGE : [40/60/80/100/120] 30/40/50/60/70

 Xayah & Rakan Warding VO

STOP YELLING, RAKAN : Rakan’s warding VO lines are no longer audible to enemies (sometimes giving away his position through fog of war). Allies can still hear him.
STOP MUMBLING, XAYAH : Xayah’s warding VO lines are now audible to allies, rather than only Xayah

Items

Abyssal Mask.png   Abyssal Mask

Name change and icon update to match midseason’s changes.

NAME : [Abyssal Scepter] Abyssal Mask
ICON : Updated!

Banshee's Veil.png   Banshee's Veil
Cost increased. Magic resist increased.

Given the potent defense a spell shield offers in lane, we want to ensure Banshee’s Veil doesn’t come online too early and that enemies have a chance to fight Veil buyers while they’re vulnerable. A cost increase hits both goals at once: buyers need more time to earn the extra gold and are left sitting on just Null-Magic Mantle for longer. That said, we don’t think Veil needs a flat-out nerf, so we’re keeping it competitive at its new cost.

COST : [2700 (500 combine cost)] 3000 (800 combine cost)
MAGIC RESIST : [45] 60

Blade of the Ruined King.png   Blade of the Ruined King
Lifesteal decreased.

Blade of the Ruined King is just overtuned at the moment. The item has a lot of cool identities - dueling item, mild tank buster, early power spike - and we want to make sure to preserve them. However, since it’s already letting buyers win trades via damage, allowing them to heal up so easily afterwards just adds insult to injury.

LIFESTEAL : [15%] 12%

Guardian Angel.png   Guardian Angel

Icon update to match midseason’s changes.

ICON : Updated!

Ninja Tabi.png   Ninja Tabi
Basic attack damage reduction decreased.

Ninja Tabi should be the go-to item into a ton of physical damage, and its additional tankiness against basic attacks gives it baseline effectiveness against at least the marksman in most games. At the moment, it’s the right choice pretty much whenever the enemy team has any physical damage on top of their marksman, so we’re dialing back that baseline value.

BASIC ATTACK DAMAGE REDUCTION : [12%] 10%

Nomad's Medallion.png   Nomad's Medallion
Combine cost decreased. Also affects Talisman of Ascension & Eye of the Oasis.

When we updated Nomad’s Medallion’s build path last patch, the small offset to its combine cost change didn’t go through. Here it is.

COST : [875 (375 combine cost)] 850 (350 combine cost)

 Talisman of Ascension

COST : [2425] 2400 gold

 Eye of the Oasis

COST : [1925] 1900 gold

Scoreboard Minion Kill Tracking

Playing against a champion who creates lots of smaller units makes it hard to tell how well you’re actually last-hitting. We’re keeping the gold reward earned for fighting these pets but removing the confusion they create around last-hit tracking.

SMALL FRIES : The following units no longer increase your Minions Killed stat (they still grant gold):
  • Elise’s spiderlings
  • Heimerdinger’s turrets (not including his UPGRADE!!!’d turret)
  • Illaoi’s tentacles
  • Malzahar’s Voidlings
  • Shaco’s Jack in the Boxes (including the ones created by Hallucinate’s clone detonation)
  • Yorick’s Mist Walkers and Dark Procession rings
  • Zyra’s Thornspitters and Vine Lashers

Crowd Control Text

With the addition of crowd control name displays above health bars as a dedicated solution, crowd control doesn’t need to be included in floating combat text any more.

IT WAS REDUNDANT : Removed floating combat text for crowd control effects

Ban Formats

 Normals & Ranked

We’re adding a simultaneous 10-champ ban phase to all draft Summoner’s Rift modes throughout 7.11, starting with Normal Draft in NA. We want to make sure all players have more agency in the ban phase, as well as attempting to make the time taken to get into game significantly shorter. Read the announcement post here for details, or below for the tl;dr:

LAUNCH NA : Normal Draft only at launch, will be rolled out throughout the patch worldwide (including ranked queues)
TOTAL BANS : [6, with the last 3 picks of each team getting a ban] 10, with every player getting a ban
BAN MODEL : [Sequential] Simultaneous
BAN VISIBILITY : Bans aren’t shown to the enemy team until the end of the ban phase
DUPLICATION : Bans can be duplicated across teams
HARDCORE MODE : “No ban” is now an option

 Custom Games

Regular custom games are unchanged for now while we do some backend tweaks to how custom games work. Tournament Draft custom games are switching to the esports format which has been in use for a while, but the UI might be a little unclear for launch. We’ll be cleaning this up in a later patch.

TOURNAMENT DRAFT : Now uses a split draft pick/ban phase, identical to esports
CUSTOM DRAFT PICK : Unchanged for now

Lobby Invite Permissions

We’re removing one barrier from getting a party together. Just a small quality-of-life buff for when the captain goes to make a sandwich.

OPEN INVITE : Invited players now have invite privileges by default, though captains can still revoke them

Rotating Game Mode

Team up to overcome the cursed Doom Bots of Doom and their evil overlord before everything you love and cherish is DOOMED!!! Doom Bots is available from 6/2/17 12:00 PT - 6/6/17 04:00 PT and 6/9/17 12:00 PT - 6/13/17 04:00 PT.

Doom Bots of Doom (Rotating Game Mode).jpg

TL;DR:

  • Overcome the Doom Bots’ EVIIIIIIIIL curses — stasis, warping, windwalls (and more), oh my!
  • Survive and defeat the devilish little horror behind it all. Hut, two, three, four...

Let the mayhem begin. Mwahaha. MWAHAHAHAHAHAH!!!

Twisted Treeline Bots

SPOOKY BOTS : Intermediate bots have been re-added to Twisted Treeline

League Client Update

With the rollout of the new client complete, we’re moving full steam ahead with new features and improvements.

You can find solutions to most common issues in the Known Issues section of our support site.

New features

NEW ITEM SET CREATO : We heard you loud and clear—you want item sets, so you got 'em. You can now create custom item sets for specific champions and maps. The new item set creator allows you to start from a default recommended item set for a champion as well as a blank set.
NEW RECENTLY PLAYED LIST : You'll now find a “Recently Played” section at the bottom of your friends list that will display the names of players you've recently been in games with (as well as the champions they played), and will allow you to view their profiles, add them, block them, or drag to invite them to a lobby.

Notable Fixes

  • We made the mastery panel smaller to allow players to see the left/right better during champ select and be able tell who’s turn it is and who they’re picking.
  • Overall improvements to champion select to make actions clearer.
  • Fixes to bugs that were blocking the ability to lock in your choice during champ select.
  • We gave the X on the lobby and end of game screen a makeover to give it more space.

Dragon Fist Lee Sin

Dragon Fist Lee Sin’s splash and in-game VFX have been adjusted. The dragon on his back is now gold in his splash, and now turns gold when he casts Dragon’s Rage. (Chromas change the in-game color.)

Loot Interface

Having to scroll to reach unopened chests is kinda annoying, especially if you’ve accumulated a lot of loot.

DON’T MAKE ME SCROLL : Moved the “Materials” section to the top of Loot

Queue Health Update

What does this update mean?

With overall matchmaking health between the two SR ranked queues pretty consistent in all regions, we’re going to be retiring the Queue Health Update for now. We’ll bring it back if the need arises.

QHealthCheck.png Solo/Duo Queue
QHealthCheck.png Ranked Flex

Bugfixes

  • Casting Riven’s Broken Wings casts too quickly after one another no longer prevents unit targeting from working properly on casts beyond the first
  • Enemies no longer turn invisible if Zac tries to drop them in huge areas of unpassable terrain at Let’s Bounce!’s max range (no such areas exist on Summoner’s Rift)
  • Fiora no longer purges Sejuani’s Permafrost stacks if she uses Riposte to parry an attack while at three stacks
  • When Darius triggers Noxian Might by applying a fifth Hemorrhage stack via Decimate, Decimate now properly only applies one stack of Hemorrhage to other units hit
  • Fixed a bug where, when blinded by Teemo’s Blinding Dart, Draven’s critical strikes still dealt the crit portion of their damage
  • Fixed a bug where, when Statikk Shiv’s chain lighting was proc’d by Pulsefire Ezreal’s Mystic Shot, it wasn’t properly critting at 100% crit chance
  • Fixed a bug causing the projectile of an enemy Caitlyn’s Piltover Peacemaker to not properly appear until it hit a unit when fired from fog of war
  • Hecarim’s Devastating Charge stomp can no longer be reused if Hecarim’s initial target dies during the stomp animation
  • Fixed a bug where, when Xayah and Rakan use Tandem Recall while empowered by Baron, only the champion who started the Recall would gain Empowered Recall’s bonus movement speed
  • Fixed a number of visual bugs with Jax’s Counterstrike across various skins
  • Switching Summoner’s Rift music from Updated to Classic no longer prevents the music on other maps from playing
  • Various VO lines triggered when Pulsefire Caitlyn scores a pentakill, ace, or killing spree now properly play
  • The underside of Teemo’s stolen hat no longer looks kinda weird during Pulsefire Caitlyn’s Recall
  • Hand-glowy particles for effects like Sheen and Rising Spell Force no longer slip to Pulsefire Ezreal’s elbow during his Recall
  • Pulsefire Ezreal’s Mystic Shot and Trueshot Barrage on-hit particles now properly display when killing jungle monsters
  • Forecast Janna’s basic attacks have been touched up to match the changes to Janna’s other skins in patch 7.9
  • Cosmic Dawn Rakan once again creates a starry nebula during his Recall
  • Candy King Ivern once again burps rudely after Recalling
  • Justicar and Atlantean Syndra’s Dark Sphere audio no longer plays during their death animations
  • Restored SKT T1 Azir’s death animation audio
  • Restored missing sound effects during Chosen Master Yi’s joke
  • You can once again hear Master Arcanist Ziggs’ bomb exploding in his stomach during his joke
  • Restored Bewitching Nidalee’s Vintage loading screen border for original owners
  • Oktoberfest Gragas’s Recall audio now properly plays on Howling Abyss

Upcoming Skins & Chromas

The following skins and chromas will be released during patch 7.11:

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Chemtech Tryndamere





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