Black by Popular Demand – Activist by Choice

Patch 4.3 Review

Patch 4.3 is extremely interesting to me, especially because it contains two special types of changes.

First, it has a number of anticipatory changes (changes made to a champion to make them less toxic, with the intent that they may then be buffed in the future).

Second, it contains a number of…well, the opposite. Changes that can only be made because of previous anticipatory changes.

Let’s walk through all the changes and talk about how they change the game!

Champions

Corki

Corki has been a problematic champion in League of Legends for a long time. Originally, he had both early game strength (from the high early-game damage on his undodgeable Phosphorus Bomb) and late-game strengths (from the critting true damage on his passive). At the end of Season 2, the crit was removed, but about a year later (at S3 worlds), the Trinity Force buffs brought Corki back into the limelight. Finally, Riot addressed his major issues: undodgeable poke in lane. They made his Phosphorus Bomb into an AoE skill-shot, with the intent to buff him later. The first buff coming out is AD scaling on his Phosphorus Bomb:

Q – Phosphorus Bomb

New Bonus Attack Damage Ratio: + .5 Bonus Attack Damage Ratio

This is actually a huge change. Why? Corki’s late game has traditionally been weak for 2 reasons:

  1. He has no steroids but for his passive, which isn’t highly multiplicative without crit scaling
  2. He has no AD scaling abilities

This solves one of those issues, making him into a good bursty AD Caster Carry. I think this is a good choice, because it reinforces his the uniqueness of his gameplay.\

Gragas

E – Body Slam

Total Attack Damage Ratio: .66 at all ranks -> .3/.4/.5/.6/.7

This is another good change. Gragas has too strong of an early game advantage because of the AD scaling of his Body Slam. Overall, his Body Slam Damage will be higher late game, but lower early game. This provides more kit specificity: Gragas is is melee and easily abused early game, but strong late-game.

R – Explosive Cask

Ability Power Ratio:  1.0 -> .9

Gragas’ burst is a bit stupid, as a 1.0 AP ratio on such a large AoE is problematic.

Kassadin

Q – Null Sphere

Damage: 80/115/150/185/220 -> 80/110/140/170/200

Silence: 1.5/1.75/2/2.25/2.5 seconds -> 1/1.25/1.5/1.75/2 seconds

E – Force Pulse

Damage: 80/130/180/230/280 -> 80/120/160/200/240

I think these Kassadin nerfs are smart. There’s no need to nerf Kassadin’s ultimate, as that is the skill which makes him unique.

Nerfing his silence makes him a bit easier to respond to (especially in the mid-game). Currently, his silence is half the length of his ultimate cooldown, which only leaves 2-2.5 seconds to respond to Kassadin before his ultimate is up again. This change brings the response time to 2.5-3 seconds, an increase of about 25%.

Nerfing him early game means it’ll be harder for him to get to that devastating state. To be honest, I’d like to see another .25-.5 seconds off of the silence and call him balanced

Kha’Zix

Q – Evolved Enlarged Claws

Missing Health Damage: 8% -> 6 %

Maximum Damage vs Monsters 200 -> 100

This should slow his objective speed a bit, while making his burst slightly less oppressive.

E – Leap

Bonus Attack Damage Ratio: .8 -> .2

For me, this is the big change. Tristana has a a damage/jump on a reset, but it doesn’t scale with AD. Lowering the scaling immensely here should make him less dominant. Right now, it feels like you’re waiting for somebody to get caught out of position by Kha’Zix once or twice and then he snowballs out of control.

R – Void Assault

Kha’Zix ignores unit collision in stealth

R – Evolved Active Camouflage

Void Assault Duration + 1 seconds (total 2 seconds)

The new utility on Void Assault is cool, and should allow for some cool plays without giving him too much straight-up strength.

Ryze

General

Base Health: 446 -> 500

Q – Overload

Range: 600 -> 625

Top lane Ryze! Top lane Ryze!

Skarner

Q – Crystal Slash

Mana Cost: 20/22/24/26/28 -> 16/18/20/22/24

This is the change Skarner players have been wanting forever, and Riot has been saying ‘maybe once we get rid of perma-slow’

E – Fracture

Slow: 30/35/40/45/50% -> 45/50/55/60/65%

This change should help new Skarner in the early game, but I still feel that what he will also need is a faster ramp up on his Crystalline Shield’s Movement Speed.

Teemo

R – Noxious Trap

Ability Power Ratio: .8 -> .5

I hope he continues to never be picked.

Yasuo

Passive – Way of the Wanderer

Shield Duration: 2 seconds -> 1.5 seconds

Shield: 60-690 -> 60-470

Huge nerfs to the shield should allow his mobility and damage to remain strong while forcing him to play safely.

Items

Tear of the Goddess

I guess it’ll stack a bit faster or something.

Doran’s Shield

Health: 100 -> 80

Health Regen: 10 -> 6

Since we’ve been seeing 2-3 of these for each team, every game, I think this is a fair nerf.

Spirit Stone Items

Butcher Passive Health Restore: 8% -> 6%

Butcher Passive Mana Restore: 4% -> 3%

Butcher Passive Utility: Health/Mana restore no longer halved for area-effect spells.

Mummy and Skarner will love this change.

Boots of Mobility

Movement Speed: 45 in combat / 105 out of combat -> 25 in combat / 105 out of combat

Total Cost: 1000 gold -> 800 gold

These boots are for making picks, not for team fight speed.

Spellthief’s Edge

The Spellthief items should be about harassing in lane, not about burst. They’ve made a few changes to fix this.

First, if you harassed enough to send your opponents back, you actually lost gold, because you had nothing to harass. You can now trigger the passive on buildings as well, so pushing after harassing your opponents out of lane counts as well. Look to see this item be stronger in 2v1 lanes, as well.

Second, the AP and Mana Regen is decreased, which makes it less of an AP burst item and more of a harass item.

Third, it gets some CDR, bringing it in line with other support items.

Relic Shield

The changes to Relic Shield are a bit smaller.

First, it gives less health and Health Regen, but gives effective Health Regen from the Minion slay passive. The expect regen is less, with 40 Health Regen/minute vs the old 72 Health Regen/minute. However, the fact that you can control the regen may be more useful, as you can get much more regen in a short period of time.

Second, the ally who gains gold from the passive also gains a cs. This will make tracking gold easier.

Finally, the active now does damage based off the target’s AD + AP, making it much more clear that it is carries that should be shielded. As well, it no longer eats your health to use.

Ancient Coin

The Health Regen has been removed from Ancient Coin, but replaced by regen when minions die. This actually is a small buff if you’re in lane (because you don’t ‘waste’ the regen running back to lane). However, if you roam a lot, it is a nerf, because you won’t be around as many minion deaths.

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Mattias “Gentleman Gustaf” Lehman is a big time nerd-gamer who has been involved in both SC2 and LoL. He has ranked as high as Diamond 1 in solo queue and Diamond 3 in arranged 5s.

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Categorised in: League of Legends, Patch Notes, Theorycrafting

2 Responses »

  1. I am a big fan of the mobility boots change, he further specialization toward roaming/picks makes them feel much more unique.

    Like

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