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Patch 6.17, Who's in and who's out?
I included the Patch notes for those who are interested, but if you just want a quick summary then you can read the BOLD text for each champion.
ANNIE:
R - Summon: Tibbers
- ANGER MANAGEMENT Tibbers’ bonus movement and attack speed after Annie’s death decays 20% faster
ASHE:
Q - Ranger's Focus
- DURATION 5 seconds ⇒ 4 seconds
R - Enchanted Crystal Arrow
- DAMAGE 250/425/600 ⇒ 200/400/600
CORKI:
Passive - Hextech Munitions
- DRIVEBY Attacking wards no longer removes the Package’s out of combat movement speed
Diana:
E - Moonfall
- MAXIMUM PULL DISTANCE 150 ⇒ 225
DRAVEN:
R - Whirling Death
- COST 120 mana ⇒ 100 mana
- COOLDOWN 110/100/90 seconds ⇒ 120/100/80 seconds
EVELYNN:
R - Agony's Embrace
- COOLDOWN 150/120/90 seconds ⇒ 120/100/80 seconds
EZREAL:
Passive - Rising Spell Force
- ATTACK SPEED PER STACK 10% at all levels ⇒ 10/12/14% (at levels 1/7/13)
- MAXIMUM ATTACK SPEED 50% at all levels ⇒ 50/60/70% (at levels 1/7/13)
GANGPLANK:
General
- BASE HEALTH 580 ⇒ 540
- COST 60/70/80/90/100 mana ⇒ 80/90/100/110/120 mana
- BARRELS AREN’T PEOPLE Fixed a bug where the physical damage dealt to a barrel when detonating it was proccing some lifesteal / spell vamp effects
- COOLDOWN 160/150/140 seconds ⇒ 180/160/140 seconds
- DAMAGE 600/840/1080 ⇒ 420/720/1020
GRAGAS:
E - Body Slam
-COOLDOWN 12 seconds ⇒ 16/15/14/13/12 seconds
-UNGRACEFUL Fixed a bug where Gragas sometimes dashed through targets Body Slam should have collided with
R - Explosive Cask
-TRAVEL TIME 0 - 0.58 seconds (based on distance) ⇒ 0.55 seconds
Pretty massive changes on Gragas here. The increase to the CD on his E speaks for itself, but the change to the travel time on his Explosive Cask is what really hurts him. A popular combo on Gragas was to E-Flash-R for a pick. When you would use a point blank R it had zero travel time meaning once you press it, it would instantly knock them back. But now it has a 0.55 Second delay regardless of distance. This basically means that his E-Flash-R combo is dead, most people will have enough time to flash/dash/zhonyas/etc before your ult knocks them back. Gragas is OUT.
JAYCE:
E - Thundering Blow
- COST 40/50/60/70/80/90 mana ⇒ 40 mana at all ranks
- EMPOWERED ATTACK RATIO 0.4 ability power ⇒ 0.4 bonus attack damage
- BUGFIX Fixed a bug where Jayce could be locked out of basic attacking for a short duration upon swapping to Mercury Hammer
JHIN:
W - Deadly Flourish
-RATIO 0.7 bonus attack damage ⇒ 0.5 bonus attack damage
-DAMAGE VS MINIONS AND MONSTERS 65% ⇒ 75%
R - Curtain Call
-MISSING HEALTH DAMAGE 2% for every 1% of target’s missing health ⇒ 2.5% for every 1% of target’s missing health
-MINIMUM DAMAGE PER SHOT 50/125/200 + 0.25 bonus attack damage ⇒ 40/100/160 + 0.2 bonus attack damage
-MAXIMUM DAMAGE PER SHOT 150/375/600 + 0.75 bonus attack damage ⇒ 140/350/560 + 0.7 bonus attack damage
-REMOVEDCURTAIN CLOSED Curtain Call no longer receives a 10% cooldown refund for unused shots
-NEWCURTAIN CLARITY Enemies now have an indicator for the max range of Curtain Call
The damage reduction on his W is something, but I don't believe it's a push in the right direction. The main appeal of his W is for the pick potential. You'll still be able to snipe kills, it will just be slightly weaker... But your pick potential still remains untouched so for that I have to say, Jhin is IN.
JINX:
R - Super Mega Death Rocket!
-MINIMUM RATIO 0.1 bonus attack damage ⇒ 0.15 bonus attack damage
-MAXIMUM RATIO 1.0 bonus attack damage ⇒ 1.5 bonus attack damage
Jinx in my opinion was already a relatively strong hyper carry ADC. But she was still no match for ADCs like Ashe and Jhin. This buff will definitely help her out a lot though. If you're able to land those ults and pick off a few kills you'll be able to snowball a bit easier. Jinx is IN.
KENNEN:
General
- ANIMATION FIX Kennen’s basic attack animation has been updated to better match when the shuriken leaves his hand
- BASIC ATTACK MISSILE SPEED 1600 ⇒ 1700
- EMPOWERED ATTACK MISSILE SPEED 1800 ⇒ 1700
KLED:
CLARITY
- Colorblind mode now changes the color of Skaarl’s health bar
MALPHITE:
W - Brutal Strikes
- COOLDOWN 14 seconds ⇒ 12 seconds
- BONUS ARMOR 10/15/20/25/30% ⇒ 15/20/35/30/35%
- ACTIVE DAMAGE RATIO 0.1 bonus armor ⇒ 0.15 bonus armor
MORGANA:
E - Black Shield
- CAST RANGE 750 ⇒ 800
Orianna:
R - Command: Shockwave
- COST 100/125/150 mana ⇒ 100 mana
- COOLDOWN 120/105/90 seconds ⇒ 110/95/80 seconds
POPPY:
General
- MOVEMENT SPEED 340 ⇒ 345
- PASSIVE RESIST BONUS 12% bonus armor and magic resist ⇒ 15% bonus armor and magic resist
REK'SAI:
E - Tunnel
- COOLDOWN 20/19.5/19/18.5/18 seconds ⇒ 26/24/22/20/18 seconds
- COOLDOWN 150/110/70 seconds ⇒ 180/140/100 seconds
RIVEN:
R - Blade of the Exile
-WIND SLASH MINIMUM DAMAGE 80/120/160 ⇒ 100/150/200
-WIND SLASH MAXIMUM DAMAGE 240/360/480 ⇒ 300/450/600
All I can say is, you Riven mains/one tricks must be jumping up and down right about now. Riven was already a relatively dominate laner (if you know what you're doing), and her level 6 power spike is arguably one of the strongest in the game. I honestly think this buff was unjustified, but maybe it was due to the buffs to other top laners such as Malphite/Poppy/Jayce/etc. This is huge though, Riven is IN.
RYZE:
R - Realm Warp
- RANGE 1500/3000 ⇒ 1750/3000
SIVIR:
W - Ricochet
- BOUNCE DAMAGE RATIO 0.6/0.65/0.7/0.75/0.8 bonus attack damage ⇒ 0.5/0.55/0.6/0.65/0.7 bonus attack damage
- PASSIVE ATTACK SPEED 40/60/80% while using Ricochet ⇒ 30/45/60% while using Ricochet
THRESH:
R - The Box
- COOLDOWN 150/140/130 seconds ⇒ 140/120/100 seconds
TRUNDLE:
E - Pillar of Ice
- COOLDOWN 23/20/17/14/11 seconds ⇒ 22/20/18/16/14 seconds
VAYNE:
Q - Tumble
- RATIO 0.3/0.35/0.4/0.45/0.5 total attack damage ⇒ 0.3/0.4/0.5/0.6/0.7 total attack damage
VEIGAR:
Passive - Phenomenal Evil Power
- TAKEDOWN BONUS 3 ability power on kill or assist ⇒ 5 ability power on kill or assist
- EVENT CLARITY Fixed a bug where enemies wouldn't see the warning ring when Event Horizon was cast into terrain
VI:
Passive - Blast Shield
- COOLDOWN 18-8 seconds (at levels 1-18) ⇒ 16-8 seconds (at levels 1-18)
- COOLDOWN 18/15.5/13/10.5/8 seconds ⇒ 16/14/12/10/8 seconds
- KNOCKBACK DURATION 0.5 - 0.75 seconds ⇒ 0.7 seconds
- NEWEXCESSIVE CONVENIENCE Upon first level up, Vi immediately gains two charges of Excessive Force
Hope this helped, keep in mind that these are for SoloQ/DynamicQ... Not competitive, so don't expect any of these picks any time soon. Quick summary for all the big changes and who you might see a lot more often now... Ezreal, Jayce, Jinx, Malphite, Riven, Vi. Good Luck!
Musings on Fizz and Melee Design
the problem is that fizz depends on landing a max range ult to achieve his only one shot combo, therefore, i think the compensation for losing that reliability needs to be bigger, like maybe buff his short and mid range ult damage (.8 ap short, 1.0 mid, 1.2 max).This is a pretty common point raised here and is very much intended. When there is not an incentive to go for bigger ults, gameplay tends to revert to how it was before (especially at high MMR), where gameplay ends up disappearing (Q -> R into guaranteed one shot comes back again). Fizz' full combo even with mini shark is actually pretty good as far as damage is concerned (3+ AP Ratio + bases or something?). Personally, I specifically bone Yasuo with this combo and wreck him with gank assist, then out roam him with teleport.
One of the goals of the update was to incentivise Fizz to go for more max range ults. We want Fizz to use tricky angles and vision denial to throw fishes from where it is unexpected to help him go for these ults.
Or maybe even help him when he is in melee by adding some dps (if you pop 2 sec. w, the old active comes back for like a couple of second, or the e cd is reduced).Melee Design Philosophy
Especially with the way our design philosophy has evolved over the years, we have been striving to promote more of the "what could the opponent have done better" moments for melee characters (and range too). What this means is finding reasons for a melee character to want to disengage from their target or in other words, reduce reliability - but not so much that the character is nonfunctional.
For Fizz specifically, the idea behind increasing the mark duration from 4 to 6 seconds is trying to achieve this (increase versatility and reduce binary characteristics of his melee pattern) and also one of the reasons Shrieve put the mark there in the first place (so that Fizz doesn't have to always sit on top of his target to succeed). Without this, it means that only Fizz' that are ahead or building tanky can succeed. My thesis is that reliability without gameplay is quite dangerous (and a lot of auto attack bindings fall into this camp - more on this below).
Changelist 1
- When Q'ing a target, Fizz splashes a carpet of water behind the target that increases movespeed on trail.
- https://puu.sh/u3rl8e776086c0.png
- Mark duration: 6 seconds >>> 10 seconds.
- This allows Fizz to mark a target in a teamfight or skirmish, escape and then come back in for a second pass and pop them.
- However mechanics like this tend to mean Fizz is inescapable when ahead and we would probably need to solve for that.
- Mark duration: 6 >>> 10 or 15 seconds (obviously pressure/stress concerns with this).
- Moving more than 1000 range from a target after mark application increases W damage to a new threshold (mark changes to red or something and does 5x damage).
- Gives Fizz a reason to mark someone and walk away, then come back in later.
Generally speaking, the more a kit's power budget is defined by how well you can stand next to someone, the more binary (feast or famine) they become. This is why in the Fizz rework, the first thing to go was his W active "do extra damage on auto attacks" ability.
The prototypical Xin Zhao example here is - he has a lot of his power budget tied into "my 3rd attack does X". This means he definitively fails when he is behind (he will never be able to get 3rd attacks off), but when he succeeds there is very little gameplay or "I could have done this better against him" from the opponent.
I can understand from the Fizz player's perspective that having more DPS in melee range is what they want (I'm a Fizz player myself). However, reliability is a very dangerous tool for us to use. The thing we actually want is reliability with gameplay - auto attack binding in this sense probably leads to low gameplay, but other things like Yasuo do reliability with gameplay very well: eg. getting Q3 and E'ing through a wave, then EQ'ing -> R is good, because Q3 and dashing are very telegraphed, it has gameplay, you can flash/dash his E and make him waste his Q3.
Great Successes and Sharp Failures vs Fallbacks
My personal design philosophy is sharp failures lead to greater successes (Eg. Warwick ult, new Anivia comboes). Negating failures leads to relatively flat experiences (see Varus Q spam, old Anivia ER). While they can make you feel less bad, they usually make you feel less good too. Some designers prefer camp 2, I prefer camp 1, it's just a personal preference thing and it's not to say either one is good or bad, there are benefits to having both in the game.
E Change and Fizz moving forwards
The E cooldown reduction is the most requested change by Fizz players and is consistently ignored.My opinion on reverting the E cooldown change is that it is used a lot more to escape rather than to kill. The change incurs a large frustration cost and it only really benefits ahead Fizzes. (Behind Fizz is unlikely to ever be able to access this power in a way that is not frustrating. Things like W duration bumped up are ways we can add power that are not as frustrating but disproportionately help behind Fizzes and assist fallback patterns. I also think if we are trying to bump up his in-out pattern, Q or passive are better places to look. Q as a conditional dash is much more cool and carries a lot more gameplay in my opinion.
I think E is in a fine spot right now and post 7.5 changes, I think Fizz will be in a pretty reasonable spot.
Obviously still some work we could do regarding W (I think it is still hard to proc the mark in a lot of cases when you are behind, I'm not going to pretend it is perfect right now and there is still more work we can do in this space. Ideas similar to the two proposed changelists above could carry some merit for future work, but his ult is a very good fall back tool for now - AOE CC and pick).
EDIT: (I know the below section comes off as harsh and unsympathetic, but we saw a lot of problems with the old kit that we felt we could not resolve without major changes - specifically: lack of gameplay in WQR, tank pattern enabling, etc.) So yes, I would contest that Fizz was completely healthy before the rework pretty heavily.
Finally, I think a lot of the claims made here about being non-functional are pretty unfounded (I think most Fizz players play him incorrectly and expect to succeed) and the character is a lot different to play now (you have to play a bit differently to succeed).
Thanks for listening if you made it this far and let me know thoughts.
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