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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.
R - Summon: Tibbers
  • ANGER MANAGEMENT Tibbers’ bonus movement and attack speed after Annie’s death decays 20% faster
Not a very big change at all, Tibbers was easy to avoid before and is just slightly easier now. Annie is still IN
Q - Ranger's Focus
  • DURATION 5 seconds ⇒ 4 seconds
R - Enchanted Crystal Arrow
  • DAMAGE 250/425/600 ⇒ 200/400/600
Ashe is one of the best DPS/sieging ADCs in the game thanks to here Q, the change will slightly gimp that. However when it comes to the Ult damage nerf, it's negligible. Her ult is primarily used for picks, even with zero damage on her ult she would still be a solid pick. Ashe is IN.
Passive - Hextech Munitions
  • DRIVEBY Attacking wards no longer removes the Package’s out of combat movement speed
This change is pretty nice and all, but not what he needs to bring him back. Corki is OUT.
E - Moonfall
Not sure how I feel about this change. In my opinion I think Diana was fine the way she was, definitely a solid Mid/Jung pick. The change will make her pre-6 a bit more threatening. Diana is IN.
R - Whirling Death
  • COST 120 mana ⇒ 100 mana
  • COOLDOWN 110/100/90 seconds ⇒ 120/100/80 seconds
Nothing too big but still a nice change for you Draven mains. He's still a very niche pick in my opinion though. Draven is IN.
R - Agony's Embrace
  • COOLDOWN 150/120/90 seconds ⇒ 120/100/80 seconds
The SoloQ destroyer! Damage unchanged, but she will be able to make more picks, especially early game, that -30 is huge! Evelynn is IN.
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)
Ezreal was already an ADC that scaled into a monster. Once you stacked your Muramana and got your core items you were huge. This change will just make that late game hyper carry even more scary. Ezreal is IN.
  • BASE HEALTH 580 ⇒ 540
W - Remove Scurvy
  • COST 60/70/80/90/100 mana ⇒ 80/90/100/110/120 mana
E - Powder Keg
  • 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
R - Cannon Barrage
  • COOLDOWN 160/150/140 seconds ⇒ 180/160/140 seconds
  • DAMAGE 600/840/1080 ⇒ 420/720/1020
Much less lane dominate with the nerf to his base health and increase cost of W (orange). The increase CD and decrease dmg on his early game ult will make him less globally threatening in laning phase as well. However with all of these changes he is still a top tier pick. With the amount of bonus gold that he gets from Bandit as well as his passive, he farms up items much faster than anyone which gives him a significant advantage. And despite his global pressure being slightly weaker, he still poses a significant threat regardless. Gangplank is IN.
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.
E - Thundering Blow
  • COST 40/50/60/70/80/90 mana ⇒ 40 mana at all ranks
R - Transform: Mercury Hammer
  • 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
Pretty game changing buffs to Jayce here. Once again, the change to the mana cost on Thundering Blow speaks for itself, nice but not a huge deal as the early game cost (where he struggles with mana the most) is unchanged. The change to his R is absolutely HUGE. Before, the scaling on this empowered attack was virtually nonexistent... but now he can be looking at well over +100-150 bonus damage (on top of the flat bonus) on his empowered attack, which is HUGE for someone who acts like a poke/assassin. Jayce is IN.
W - Deadly Flourish
-RATIO 0.7 bonus attack damage ⇒ 0.5 bonus attack damage
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.
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.
  • ANIMATION FIX Kennen’s basic attack animation has been updated to better match when the shuriken leaves his hand
W - Electrical Surge
Very slight buff, will make him slightly more of a lane bully but nothing huge. Kennen was already a solid pick before this in my opinion though so I'll have to say, Kennen is IN.
  • Colorblind mode now changes the color of Skaarl’s health bar
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
Your dirty full AP Malphite remains basically unchanged (other than the CD buff), but if you're looking for a pick into an enemy full AD comp...Malphite is your man, er... rock. Malphite is IN.
E - Black Shield
  • CAST RANGE 750 ⇒ 800
Morgana is a niche pick in my opinion. This buff doesn't change that but is still something regardless. Morgana is OUT. (Niche pick)
R - Command: Shockwave
  • COST 100/125/150 mana ⇒ 100 mana
  • COOLDOWN 120/105/90 seconds ⇒ 110/95/80 seconds
The change to the mana cost only effects her mid/late game, and once she reaches that point she usually doesn't struggle with mana very much. And the CD change is almost nothing once you factor in CDR. Oriana could still use some more love... Oriana is OUT.
  • MOVEMENT SPEED 340 ⇒ 345
W - Steadfast Presence
  • PASSIVE RESIST BONUS 12% bonus armor and magic resist ⇒ 15% bonus armor and magic resist
Movement Speed buff is nice, but not anything too significant. The passive resistance however is quite big. With +3% bonus armor and magic resist you can be looking at around +7-10 arm/mr late game. However Poppy is another one of those niche picks, and for that I have to say. Poppy is OUT.
E - Tunnel
  • COOLDOWN 20/19.5/19/18.5/18 seconds ⇒ 26/24/22/20/18 seconds
R - Void Rush
  • COOLDOWN 150/110/70 seconds ⇒ 180/140/100 seconds
In my opinion, Rek'sai has always been one of the best junglers. Her kit is all around perfect for a jungler; High mobility, High base stats, Sustain for early clears, global Ult, AoE clear, and of course an insane passive. With these changes you can expect her tunnel routing to be quite a bit weaker early on, but the most significant change is to her Ult. With her ult being up 30 seconds at all ranks, you're going to be needing to use it a bit more wisely rather than just ulting from base back into your jungle to farm ("Farm Alarm"). But even with the changes, her kit is just too good to pass up, a nerf to her mobility is pretty big but not game breaking. Rek'sai is IN.
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.
R - Realm Warp
  • RANGE 1500/3000 ⇒ 1750/3000
Ryze is another one of those niche picks due to his easy to counter nature. One of his main weaknesses, compared to his past re-work, is his Ult. He definitely doesn't have much of a level 6 power spike... This change will help his roaming/flanking potential a bit, but it's not enough to bring him back. Ryze is OUT.
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
R - On The Hunt
  • PASSIVE ATTACK SPEED 40/60/80% while using Ricochet ⇒ 30/45/60% while using Ricochet
Ouch. This nerf seems to be directed at her ability to continuously shove in the lane over and over again in the early game. It will be a bit slower to shove in the wave and with the Attack Speed reduction as well, taking First Blood tower will be slightly more difficult. But even with these changes, Sivir is a pretty safe pick in lane and her Ult just brings comps together so incredibly well. Sivir is IN.
R - The Box
  • COOLDOWN 150/140/130 seconds ⇒ 140/120/100 seconds
This change will definitely help out his pick potential and influence in fights in the late game. He's not a very great support pick right now compared to the rest, however he is one of those picks that if you're good at him... you will stomp. Despite him not being very favorable currently, he still has one of the most loading support kits. I wouldn't recommend him to casual support players, but that doesn't make him bad... so for that Thresh is IN.
E - Pillar of Ice
  • COOLDOWN 23/20/17/14/11 seconds ⇒ 22/20/18/16/14 seconds
You all know how annoying that 40%/45% CDR support Trundle is. The duration of the Pillar was about the same as the cooldown. With this change he will be slightly less of a nuisance in the later stages of the game once he gets his CDR. BUTTTTT this isn't game changing for him, Trundle is IN.
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
Riot seems to really want to bring Vayne back with all of these buffs. With these changes you might be seeing vaynes rush more AD heavy builds rather than almost pure attack speed. However, in comparison to the rest of the ADCs and looking at the Top/Jung Meta, I'm going to have to say Vayne is OUT. (Niche pick)
Passive - Phenomenal Evil Power
  • TAKEDOWN BONUS 3 ability power on kill or assist ⇒ 5 ability power on kill or assist
E - Event Horizon
  • EVENT CLARITY Fixed a bug where enemies wouldn't see the warning ring when Event Horizon was cast into terrain
Very minor changes to his passive, but could be huge if he gets snowballing early on. The bug fix is fair but unfortunately does gimp him quite a bit. Looking at the current meta I'd have to say Veigar is OUT.
Passive - Blast Shield
  • COOLDOWN 18-8 seconds (at levels 1-18) ⇒ 16-8 seconds (at levels 1-18)
Q - Vault Breaker
  • 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
E - Excessive Force
  • NEWEXCESSIVE CONVENIENCE Upon first level up, Vi immediately gains two charges of Excessive Force
Healthier early clear due to decreased CD on passive (but she never really struggled with her clear, still somewhat useful in extended fights though). The changes to her Q is huge, CD decrease is big and also her point blank Q's will CC just as long as her max range Q's. The change to her E, again will help her first clear... faster and healthier. Vi is IN.
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!
submitted by b4dveng to leagueoflegends

Musings on Fizz and Melee Design

Had some time before my next meeting, so thought I'd write out my thoughts on some stuff.
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).
Here are two (not very well thought out) Fizz pitches that attempt to build on this idea:
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.
Changelist 2
  • 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.
Feast or Famine
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.
Hopefully this is illustrative on why the auto attack boon for W was removed and why we aren't pursuing things like E reduces cooldown on E when you hit somebody with it or other "reward for continuous attack" bindings.
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).
Now I'm not expecting everyone to like what I'm saying here (probably gonna get downvoted to hell), but I thought it would be illustrative for people who are interested in design to read if they wanted to (also what kind of things we talk about and try when working on changes like this and why or why not we do certain changes that players are asking for).
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.
submitted by phroxz0n to fizzmains

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