9.20 Patch Preview with the changes. Small patch, though pretty needed stuff for a few champs that haven't had attention in a while.
Thread has full lists for Viktor, Shaco, and Garen.
>>> Nerfs <<<
- Base Damage: 80-160 >>> 60-160
- Base Damage: 75-235 >>> 75-215
Armor: 44 >>> 40
Armor per level: 4 >>> 3.5
>>> Buffs <<<
Locket of the Iron Solari
- Shield: 45-300 (by champion level) >>> 130-300
- Auto attack range: 125 (melee) >>> 475 (ranged)
- Armor: 20.216 >>> 22
- AP Ratio: 30% >>> 50%
- AP Ratio: 50% >>> 70%
AD: 59 >>> 61
Mana Regen: 7.34 >>> 8
- Scaling on shield: 8% Max Mana +0.15 AP >>> 30-115 per level + 0.15 AP
- Augment: Direct spell hits slow enemies by 20% for 1 second (does not proc on R ticks)
: Chaos storm can now move over terrain
Tick Cadence: 2 >>> 1 second
Numbers of ticks: 3 >>> 6
Damage per tick: 130/210/290 + 85% AP >>> 65/105/145 + 45% AP
Augment Bonus Movement Speed: 20% >>> 25%
Min 200 >>> 250
Max 300 >>> 375
AD: 66 >>> 63
AD per level: 3.5 >>> 3
Goal: Backstab should be a thematically cohesive amplifying effect that informs how Shaco positions and uses his spells without dictating his entire pattern and build
Shaco's basic attacks deal an additional 10-25 (scaling with level) (+0.15 bAD) damage from behind. This damage can crit.
Two-Shiv Posion deals an additional 15-50 (scaling with level) (+0.1 AP) damage from behind.
Goal: Deceive should be a functional combat tool at 1 point, but remain valuable to rank up.
Stealth Duration: 1.5/2.25/3/3.75/4.5 >>> 2.5/2.75/3/3.25/3.5 seconds
Cooldown: 16/15.5/15/14.5/14 >>> 12/11.5/11/10.5/10 seconds
: Cooldown is no longer reduced by 2.5 seconds upon triggering Deceive's bonus damage
Damage: 10/20/30/40/50 (+0.4 bAD) >>> 25/35/45/55/65 (+0.25 bAD)
This damage can crit
When striking from behind, Deceive is guaranteed to crit for 130% damage
: AP Ratio
Goal: Improve Shaco's jungle clear QoL so he feels at home in the jungle ecosystem.
Now fires at all nearby targets
Single-Target Damage: 35/50/65/80/95 (+0.2 AP) (Unchanged)
AoE Damage: 15/20/25/30/35 (+0.1 AP)
Now fears non-champions for 2 seconds
Minions and monsters can move at a maximum of 60 Movement Speed
Champions can move at a maximum of 100 Movement Speed
- Still deals 50% damage to turrets
Goal: Two-Shiv Poison should feel like a functional spell at all points in the game (early damage up). Open up non-lethality builds and allow AP Shaco to scale.
Damage Type: Physical >>> Magic
Damage: 55/80/105/130/155 (+0.6/0.75/0.9/1.05/1.2 bAD) (+0.75 AP) >>> 70/95/120/145/170 (+0.8 bAD) (+0.6 AP)
Execute: 0-50% increased damage based on missing health >>> 50% increased damage on targets below 30% health
Goal: Hallucinate feels like a powerful tool for both builds, especially with clever use of the clone explosion.
- Boxes trigger immediately, fearing enemies at the clone's death location and firing on the nearest enemies.
- Note: Damage/ratio are down due to the dramatically increase reliability on the boxes. Overall effect of an R explosion is generally up when this is taken into account.
Damage: 200/300/400 (+1.0 AP) >>> 150/225/300 (+0.7 AP)
Box Single-Target Damage: 25/50/75 (+0.15 AP) (Unchanged)
Box AoE Damage: 10/20/30 (+0.1 AP)
Fear Duration: 0.75/1/1.25 >>> 1 second
Attack Speed Per level: 2.9% >>> 3%
Cleanup Health: 616.28 + 84.25 / Level >>> 620 + 84 / Level
No longer ever stopped by non-epic monster damage and no longer doubles below (25/50)% max health Regeneration Amount: 2/8% max health per 5 seconds at level 1/11 >>> 1.5% – 10.1% max health per 5 seconds from levels 1-18 Combat Cooldown: Turns on after 9/4 seconds >>> interrupted after 7 seconds
: Scales with attack speed and behaves more similarly to a basic attack
Resists per hit: 0.33 (max 50) >>> 0.25 (max 30) : Grants 60% DR and Tenacity for the first 0.75s >>> Grants a shield for 10% Max Health and 60% Tenacity for the first 0.75s
Total Ticks of Damage: 5-10 (by level) >>> 7 (+1 per 17% attack speed from items and levels) – Ceiling on animation scaling? It start to skip when it gets past ∼15 Damage per Tick: 14/18/22/26/30 (+36 – 40% tAD) >>> 8/12/16/20/24 (+0-8 based on charLevel) (+32 – 40% tAD) Deals bonus damage: +33% to isolated enemy >>> +25% to nearest enemy Spins before shred: 4 >>> 6 : Grants stacks of Conqueror
: No longer has the villainy passive : Grants vision of the targets for 1 seconds (can no longer be cancelled from losing vision) Damage: 175/350/525/ +28.6%/33.3%/40% Missing Health Magic Damage >>> 150/300/450 +20/25/30% Missing Health True Damage
REMOVED FROM PATCH
May do these low elo changes later when he is less powerful
Source: Original link
© Post "Upcoming changes for 9.20" for game League of Legends.
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