8.11 ZIP (382 MB)][PH_patch_20180521to20180604.zip]

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Patch 8.11 notes

Patch Update
6/1/2018 Balance Update
Yasuo
The loss of crit chance on IE means if Yasuo wants to utilize his crit-doubling passive, he has to rush a Zeal item—none of which come with AD. We're giving him some early/midgame help so he's better able to make it through the process of building Phantom Dancer, while also letting up on the Q crit damage reduction now that IE no longer multiplies crit damage.
BASE ATTACK DAMAGE 60 ⇒ 63
Q - STEEL TEMPEST CRIT DAMAGE 150% ⇒ 180% (Tooltip will be updated in 8.12!)
BUGFIX The combination of Brawler's Gloves and Infinity Edge now properly grants Yasuo 40% critical strike chance
Kai'Sa
Kai'Sa was one of the strongest marksmen prior to 8.11 and since her Rageblade build avoids this patch's early game power-downs to crit builds, that "front of the pack" status has become stand-out dominance. (These changes include a W ratio boost to keep the AP Kai'Sa dream alive.)
PLASMA BASE ON-HIT DAMAGE 7-12 at levels 1-16 ⇒ 4-10 at levels 1-16
PLASMA PER-STACK DAMAGE 1-9 at levels 1-17 ⇒ 1-5 at levels 1-17
PLASMA AP RATIO 0.2/0.25/0.3/0.35/0.4 (for stacks 1-5) ⇒ 0.1/0.125/0.15/0.175/0.2 (for stacks 1-5)
W - VOID SEEKER RATIO 0.45 ability power ⇒ 0.6 ability power
Ezreal
Ez is another non-crit marksman who was already prevalent leading up to 8.11 and is now over the line. (In his case, he actually got a direct buff via Blade of the Ruined King.)
ATTACK DAMAGE GROWTH 3.11 ⇒ 2.5
PASSIVE - RISING SPELL FORCE ATTACK SPEED 10/12/14% per stack ⇒ 10% per stack at all levels
Taliyah
Now that Taliyah's damage against minions is down (making wave control less automatic), she has room for more damage against champions.
BASE ATTACK DAMAGE 56 ⇒ 58
Q - THREADED VOLLEY DAMAGE VS CHAMPIONS 40% for rocks beyond the first ⇒ 60% for rocks beyond the first
E - UNRAVELED EARTH DASH DAMAGE 35/45/55/65/75 (+0.2 ability power) ⇒ 50/60/70/80/90 (+0.3 ability power)
Banner of Command
We changed Banner to make the empowered minion less of a shutdown against AP champs, but now it's causing problems for everyone, especially when multiple teammates start stacking it.
EMPOWERED MINION DAMAGE REDUCTION 70% ⇒ 40% (Tooltip will be updated in 8.12!)
5/31/2018 Balance Update
Pyke
We expect Pyke to have a steep learning curve, so we were conservative with his launch strength to make sure he doesn't grow into an overpowered state in the weeks to come. We overshot on the guardrails, so we're pumping some power into Pyke's laning strength to help him have more consistent games while players learn his kit.
BASE HEALTH REGEN 5 health per 5 seconds ⇒ 7 health per 5 seconds
BASE MANA 380 ⇒ 415
BASE ARMOR 42 ⇒ 45
BASE ATTACK DAMAGE 60 ⇒ 62
Patch Highlights

Champions

Pyke
Pyke, the Bloodharbor Ripper joins the crew later in patch 8.11! Start stalking the waters with these links:
Champion Reveal
Champion Spotlight

Pyke

Sand Wraith Pyke

Sand Wraith Pyke (Catseye)
Sand Wraith Pyke (Obsidian)
Sand Wraith Pyke (Sapphire)
Sand Wraith Pyke (Tanzanite)
Sand Wraith Pyke (Rose Quartz)
Sand Wraith Pyke (Turquoise)
Sand Wraith Pyke (Pearl)
For full-res splashes, grab the League Displays app!

Anivia
Q cooldown decreased at early ranks. Q damage ratio increased.

Patch 8.9's mana changes hit Anivia harder than most mages, so we're looking to give her some power back. Rather than return her previous level of waveclear, we're looking to up her potential in fights.
Q - Flash Frost
COOLDOWN 12/11/10/9/8 seconds ⇒ 10/9.5/9/8.5/8 seconds
DAMAGE RATIO 0.4 ability power ⇒ 0.45 ability power (reminder: this applies on both passthrough and detonation)

Graves
Base attack damage decreased. R cooldown decreased at early ranks.

The new emphasis on early jungle scrapping is pretty much Graves' happy place, and it's left other champions six feet under. Dialing back his early dueling and putting a longer window on his full combo should slow the snowball a bit.
Base Stats
ATTACK DAMAGE 69 ⇒ 66
R - Collateral Damage
COOLDOWN 110/85/60 seconds ⇒ 120/90/60 seconds

Kha'Zix
R cooldown decreased at later ranks, but stealth duration decreased. Evolved R grants additional casts and stealth duration; no longer grants stealth or movement speed in brush.

One thing every assassin needs is a way to dance in and out of a fight and safely put down damage. For Kha'Zix, that's the stealth from Void Assault . The brush stealth on his evolved R is currently giving far too much of a different strength, though: the ability to sneak around the map relatively undetected. We're removing that evolution bonus in favor of giving Kha'Zix more R casts—and longer stealth—when he's upgraded his ultimate.
R - Void Assault
COOLDOWN 100/90/80 seconds ⇒ 100/85/70 seconds
STEALTH DURATION 1.5 seconds ⇒ 1.25 seconds
EVOLVED STEALTH DURATION 1.5 seconds ⇒ 2 seconds
EVOLVED CASTS 2 within 10 seconds ⇒ 3 within 10 seconds
REMOVEDBRUSH CHECK No longer passively grants stealth or movement speed when entering brush

Kindred
Mark respawn time decreased. First mark spawns earlier. Rift Scuttle assists now correctly collect marks.

The increased importance of Scuttle Crab has made it harder for Kindred to gather marks.
Passive - Mark of the Kindred
MARK RESPAWN TIME 50 seconds ⇒ 40 seconds
FIRST MARK SPAWN 2:20 ⇒ 2:05
BUGFIX Assists on Rift Scuttler now appropriately collect marks

LeBlanc
LeBlanc can now queue up casts of W and RW (in either order).

W - Distortion
ONE-TWO LeBlanc can now queue up W - Distortion and R - Mimic'd Distortion

Lee Sin
Energy restore on passive increased. Q, W, and E now apply cooldown reduction for the duration of their reactivation time.

Recent changes to Warding Trinket have left Lee Sin with fewer playmaking opportunities. Making sure he benefits fully from cooldown reduction should give him more to do with his baseline kit, and we also want to make sure he has more access to the energy needed to do so.
Passive - Flurry
ENERGY RESTORED ON FIRST HIT 20/25/30 ⇒ 20/30/40
ENERGY RESTORED ON SECOND HIT 10/12.5/15 ⇒ 10/15/20
Q - Sonic Wave/Resonating Strike
NEWHOW MUCH LONGER Timer displays on icon, showing second cast availability
NEWKEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time
W - Safeguard/Iron Will
NEWHOW MUCH LONGER Timer displays on icon, showing second cast availability
NEWKEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time
E - Tempest/Cripple
NEWHOW MUCH LONGER Timer displays on icon, showing second cast availability
NEWKEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time

Rakan
Q base heal decreased. E base shield decreased

For a support with so much hard engage, the sustain Rakan brings to lane is a bit overbearing.
Q - Gleaming Quill
BASE HEAL 22.5-150 (at levels 1-18) ⇒ 18-120 (at levels 1-18)
E - Battle Dance
BASE SHIELD 50/75/100/125/150 ⇒ 40/65/90/115/140

Taliyah
You're probably just going to want to read this one.

Taliyah has a lot of strengths that are great in pro play, and just okay elsewhere. A lot of that comes from Q's waveclear, so the bulk of our mechanical changes focus on that ability (with tuning elsewhere). Taliyah will have to work harder to shove a wave and roam so that her opposing laner has more room to punish those roams. We're also decreasing the terrain control she brings from her ultimate, as it's bringing too much utility beyond just its roam strength.
Base Stats
MOVEMENT SPEED 325 ⇒ 340
HEALTH 502 ⇒ 532
Passive - Rock Surfing
MAXIMUM MOVEMENT SPEED 20-40% ⇒ 30-45%
COMBAT LOCKOUT 5 seconds ⇒ 2 seconds
Q - Threaded Volley
REMOVEDAOE No longer deals area of effect damage
REMOVEDSTONES AND STONES Minions no longer take reduced damage from additional rocks
REMOVEDWORKOUT Taliyah no longer gains movement speed when on Worked Ground
REMOVEDWORK IT Casting Q on Worked Ground no longer refunds mana
NEWWORK IT While on Worked Ground, Q cost is reduced to 1 mana
COOLDOWN 11/9/7/5/3 seconds ⇒ 9/7.5/6/4.5/3 seconds
W - Seismic Shove
COOLDOWN 16/15/14/13/12 seconds ⇒ 12 seconds
E - Unraveled Earth
INITIAL AND EXPLOSION DAMAGE 70/90/110/130/150 ⇒ 50/75/100/125/150
TRIGGER DAMAGE (unchanged)
R - Weaver's Wall
WALL DURATION 6/7/8 seconds ⇒ 5 seconds

Urgot
Collision radius decreased. Base attack speed increased. Passive damage to monsters increased early. R no longer roots Urgot while he is grinding a champion to death.

We're making Urgot a bit more fluid to play and stripping some of the anti-jungling tuning from his kit.
Base Stats
COLLISION RADIUS 80 ⇒ 50
BASE ATTACK SPEED 0.595 ⇒ 0.625
Passive - Echoing Flames
MAX DAMAGE TO MONSTERS 25-365 (at levels 1-18) ⇒ 60-360 (at levels 1-18)
W - Purge
NEWTHE OLD SURGE 'N PURGE Can now be cast during other abilities
R - Fear Beyond Death
REMOVEDTO-GO ORDER Urgot is no longer rooted while grinding a victim to its death

Viktor
Q discharge damage increased at later ranks. R damage ratio increased.

Patch 8.9's mana changes hit Viktor harder than most mages, so we're looking to give him some power back by upping his damage when he commits to a fight.
Q - Siphon Power
DISCHARGE DAMAGE 20/40/60/80/100 ⇒ 20/50/80/110/140
R - Chaos Storm
RATIO PER TICK 0.6 ability power ⇒ 0.7 ability power

Xin Zhao
Base attack damage growth decreased. E slow decreased.

The scuttle changes increased the value of early fights, and Xin Zhao definitely excels in that world. Having a strong early game isn't the problem, but being able to translate that so easily into a strong mid-game is concerning. We're toning down his offensive scaling and his ability to stick to opponents and force them to fight him so he'll have to work harder for that mid-game edge.
Base Stats
ATTACK DAMAGE GROWTH 3.3 ⇒ 3
E - Audacious Charge
SLOW 50% ⇒ 30%

Zyra
E root duration increased

Zyra contributes slightly less in skirmishes than we'd like, but we're definitely not comfortable increasing her already-high damage. Some extra crowd control should give her more of an impact in those small fights.
E - Grasping Roots
ROOT DURATION 0.75/1/1.25/1.5/1.75 seconds ⇒ 1/1.25/1.5/1.75/2 seconds
Marksman Base Stat Adjustments
The dominant strategy in bot lane has, over time, become sustaining through lane phase and scaling up into teamfights. Between health regen and Fleet Footwork, it's pretty hard to put the hurt on marksmen in a way they can't just passively recover from.. This means aggressive bot laners ( whether early game bully marksmen or supports who want to poke or go all-in) feel like they have no home.

Weakening marksman sustain (health regen here, Fleet Footwork below) means damage will stick on marksmen, making 2v2 fighting a more successful prospect for the stronger bot lane. Shifting some durability from armor into health should also let aggressive marksmen like Draven and Lucian shine a bit harder in the early game.

Finally, we're nerfing marksman base attack damage by 4 and pushing that damage into their growth stat, with the breakeven point around level 9. Though that might seem counterintuitive with our goals above, it means aggressive non-marksmen (ex. Leona, Brand) won't be chipped down by marksman basic attacks as quickly—giving them more opportunities to secure presence in the lane.
Click to Expand
Hunter's Machete Compensation
Base attack damage decreased. Bonus attack speed at level 1 increased.

Compensation for the Machete changes last patch.
Master Yi
ATTACK DAMAGE 68 ⇒ 66
NEWBONUS ATTACK SPEED AT LEVEL 1 8%
Nocturne
ATTACK DAMAGE 67.21 ⇒ 65
NEWBONUS ATTACK SPEED AT LEVEL 1 8%
Diana
Diana is getting a similar compensation, but applied to her passive, rather than her base stats.
MOONSILVER BLADE ATTACK SPEED BONUS 20/50/60/70/80/90% (at ranks 0/1/2/3/4/5 of E - Moonfall) ⇒ 30/50/60/70/80/90% (at ranks 0/1/2/3/4/5 of E - Moonfall)
Items
NEW
Stormrazor
For upfront burst and lots of kiting.

Marksman itemization is pretty focus on marksmen who want to stand still and basic attack. With Stormrazor, we're introducing an item for marksmen with longer pauses between attacks, whether they're kiting or just have long attack cooldowns (looking at you, Jhin).
TOTAL COST 3200 gold
BUILD PATH B.F. Sword + Pickaxe + Dagger + 725 gold
ATTACK DAMAGE 70
ATTACK SPEED 30%
UNIQUE PASSIVE Storm's Edge: If you haven't attacked in the last 3 seconds (scaling down with attack speed), your next basic attack will critically strike for 160% damage (+1% per 1.5% critical strike chance, max 200%) and grant 10% movement speed for 1.75 seconds
UPDATED
Infinity Edge
Crit? Try more crit.

We're making Infinity Edge into a true scaling item for marksmen, one which amps up the power of critical strike but isn't itself a critical strike item.
ICONIC Icon has been updated!
TOTAL COST 3400 gold ⇒ 3700 gold
BUILD PATH B.F. Sword + Pickaxe + Cloak of Agility + 425 gold ⇒ B.F. Sword + B.F. Sword + 1100 gold
ATTACK DAMAGE 70 ⇒ 80
REMOVEDCRITICAL STRIKE CHANCE 20% critical strike chance
REMOVEDBONUS CRIT DAMAGE +50%
NEWONE CRIT TWO CRIT Doubles your critical strike chance
NEWUNIQUE PASSIVE 15% of critical strike damage is converted to true damage
Molten Edge
Ornn's Masterwork upgrade. The cost and benefit of upgrading are both unchanged.
TOTAL COST 4400 gold ⇒ 4700 gold (1000 gold upgrade cost unchanged)
ATTACK DAMAGE 100 ⇒ 110 (+30 upgrade benefit unchanged)
EVERYTHING ELSE Go read Infinity Edge above.

Essence Reaver
The ultimate power spike.

Essence Reaver was intended to be the alternative late-game scaling item for marksmen who care more about spell casts. However, it turned out that once you had Essence Reaver, you also wanted Infinity Edge, and at that point, you also want a Zeal item, and at that point you might as well build up to 100% crit. The overall effect was a core build of 4 items that didn't allow spellslinger marksmen much choice at all.

We're reshaping Essence Reaver around a new power spike, allowing spellcasting marksmen to double down on their spell-slinging fantasy and unleash their spells in a rapid barrage.
TOTAL COST 3400 gold ⇒ 3200 gold
BUILD PATH B.F. Sword + Caulfield's Warhammer + Cloak of Agility + 200 gold ⇒ B.F. Sword + Caulfield's Warhammer + Sapphire Crystal + 450 gold
REMOVEDCRITICAL STRIKE CHANCE 20%
REMOVEDUNIQUE PASSIVE Critical strikes restore 3% of your maximum mana
NEWUNIQUE PASSIVE Basic attacks restore 1% of missing mana
NEWUNIQUE PASSIVE After you cast your ultimate, your next basic attack within 10 seconds grants Essence Flare for 8 seconds, granting 30% attack speed and causing basic attacks to refund 20% of your remaining non-ultimate cooldowns (30 second cooldown)

Last Whisper
Bonus armor penetration shifted to total armor penetration (and decreased).

The problem with an armor penetration item that only feels good against armor stackers is that most champs don't feel good about getting it early to ensure their damage stays relevant as enemies build armor (they want to be killing squishy targets instead). But once tanks really armor up, damage dealers feel bad if they didn't purchase Last Whisper earlier. We're moving Last Whisper into a middle ground so it'll still scale against tanks but feel like less of a dead-end against other squishies.
ARMOR PENETRATION 35% target's bonus armor ⇒ 10% target's total armor

Lord Dominik's Regards
Attack damage decreased. Bonus armor penetration shifted to total armor penetration. Bonus damage against higher-health targets removed.

Total armor penetration is stronger than bonus, meaning LDR scales better with itself. To to keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
TOTAL COST 2600 gold ⇒ 2800 gold
BUILD PATH Pickaxe + Last Whisper + 625 gold
ATTACK DAMAGE 50 ⇒ 40
REMOVEDGIANT SLAYER Grants 0-20% (based on health difference) bonus physical damage against enemy champions with greater maximum health than you.
ARMOR PENETRATION 35% bonus armor penetration ⇒ 35% total armor penetration
REMOVED
Giant Slayer
Lord Dominik's was the only item that used this, so we're retiring it.

Mortal Reminder
Attack damage decreased. Bonus armor penetration shifted to total armor penetration.

Total armor penetration is stronger than bonus, meaning Mortal Reminder scales better with itself. To keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
COST 2600 gold ⇒ 2800 gold
ATTACK DAMAGE 50 ⇒ 40
ARMOR PENETRATION 35% bonus armor penetration ⇒ 25% total armor penetration
Critical Strike Items
Average cost of critical strike increased.

With Infinity Edge amplifying critical strike significantly, we're pushing its price point up.
Brawler's Gloves
TOTAL COST 400 gold ⇒ 600 gold
NEWONLY TWO HANDS Brawler's Gloves' critical strike chance is now unique
Cloak of Agility
The Brawler's Gloves changes pushed these two items too close together. A spiky glove feels more crit-like than a poncho, so we're retiring Cloak of Agility.
Zeal
TOTAL COST 1200 gold ⇒ 1300 gold
CRITICAL STRIKE CHANCE 20% ⇒ 15%
Rapid Firecannon
TOTAL COST 2600 gold ⇒ 2900 gold
BUILD PATH Kircheis Shard + Zeal + 600 gold ⇒ Kircheis Shard + Zeal + 800 gold
Statikk Shiv
TOTAL COST 2600 gold ⇒ 2900 gold
BUILD PATH Zeal + Kircheis Shard + 600 gold ⇒ Kircheis Shard + Zeal + 800 gold
Runaan's Hurricane
TOTAL COST 2600 gold ⇒ 2900 gold
BUILD PATH Dagger + Zeal + Dagger + 800 gold ⇒ Dagger + Zeal + Dagger + 1000 gold
Phantom Dancer
TOTAL COST 2600 gold ⇒ 2800 gold
BUILD PATH Dagger + Zeal + Dagger + 800 gold ⇒ Dagger + Zeal + Dagger + 900 gold
Lifesteal Items
Gold cost decreased

Overall, the cost of marksman builds are up slightly, so we feel safe making lifesteal items cheaper.
Blade of the Ruined King
TOTAL COST 3400 gold ⇒ 3200 gold
The Bloodthirster
TOTAL COST 3700 gold ⇒ 3500 gold

Maw of Malmortius
Magic resist increased. Base shield value increased. Shield no longer scales with bonus magic resist.

Most champions who like Maw of Malmortius aren't looking to stack resistances, so we're tweaking its shield value to not scale with future magic resist accordingly.
MAGIC RESIST 45 ⇒ 50
SHIELD VALUE 300 + 100% of bonus magic resist ⇒ 350

Guardian Angel
Cost increased. Armor increased.

We wanted to allow marksmen who face heavy physical damage to get a Chain Vest (rather than just Cloth Armor), knowing they'd eventually build it into something. Guardian Angel was a natural choice, even if it required a higher price point.
TOTAL COST 2400 gold ⇒ 2800 gold
BUILD PATH B.F. Sword + Cloth Armor + Stopwatch + 200 gold ⇒ B.F. Sword + Chain Vest + Stopwatch + 100 gold
ARMOR 30 ⇒ 40

Banner of Command
Enhanced minions are highly resistant to magic and physical damage rather than entirely immune to magic damage only.

Banner of Command has emerged as an item that can effectively pin a mid laner at their wave. With how much gameplay revolves around wave control and roaming, Banner of Command does too much to shut that play down entirely..
REMOVEDCOOLDOWN REDUCTION 10%
REMOVEDMAGIC IMMUNITY No longer grants the affected minion 100% immunity to magic damage
NEWDAMAGE REDUCTION Now grants the affected minion 70% damage reduction from champions
NEWHULK OUT Banner-enhanced minions now appear as slightly larger minions on the minimap
NEWHULK SMASH Allies can now see floating combat numbers for the damage dealt by banner minions
UPDATEDS-BRUCE-D UP Tooltip rewritten to more accurately reflect Banner's effects

Shurelya's Reverie
Movement speed decreased. Cost increased. Base mana regen added. Active cooldown increased.

Shurelya's Reverie has emerged as too reliable a rush on certain champions who want it for selfish reasons (rather than as a supportive, team-oriented purchase) Singed and Vladimir among them. We're shifting the stat profile slightly to make it more attractive to supportive champions and slightly less compelling as a selfish buy.
TOTAL COST 2100 gold ⇒ 2250 gold
BUILD PATH Kindlegem + Aether Wisp + 450 gold ⇒ Kindlegem + Aether Wisp + Faerie Charm + 475 gold
MOVEMENT SPEED 8% ⇒ 5%
BASE MANA REGEN 0% ⇒ 100%
ACTIVE COOLDOWN 60 seconds ⇒ 90 seconds

Enchantment: Runic Echoes
Now builds out of Fiendish Codex rather than Lost Chapter. Ability power increased.

Lost Chapter is too expensive for a first component on junglers. Shifting Runic Echoes to build out of Fiendish Codex will give mage junglers an earlier power spike.
BUILD PATH Lost Chapter + 325 gold ⇒ Fiendish Codex + Mana Crystal + 375 gold
TOTAL COST 2625 gold (unchanged)
ABILITY POWER 60 ⇒ 80
Runes
Fleet Footwork nerfs, a new Domination keystone, and two new minor runes!

Precision Domination Sorcery Inspiration
Fleet Footwork
For more context, view the Marksman Stat Adjustment section. TL;DR, marksmen have access to a ton of sustain in the laning phase, which makes the choice between early and late game too tilted towards late game, and decreases the overall impact of laning decisions (like poke/bullying). Weakening the heal ranged champions get from Fleet Footwork should go a long way towards making trades feel more meaningful.
HASTE 30% ⇒ 20%
REMOVEDCRIT HEAL No longer gives additional healing from critical strikes
PERCENT HEAL ON MINIONS 60/30% (melee/ranged) ⇒ 100/20% (melee/ranged)
HEAL ABILITY POWER RATIO 0.4 ability power ⇒ 0.5 ability power
Turrets
Turret Durability
Inhibitor and Nexus Turret health decreased. Inhibitor Turret health regen increased. Nexus and Inhibitor Turrets can now only regen health up to the next third.

We want to give defenders something to feel good about when they do hold off a push on their base, while also giving sieging teams meaningful milestones other than just "tower destroyed."
INHIBITOR TURRET HEALTH 3600 ⇒ 3300
NEXUS TURRET HEALTH 3600 ⇒ 2700
INHIBITOR TURRET HEALTH REGEN 5 health per 5 seconds ⇒ 15 health per 5 seconds
BREAK THE FOUNDATIONS Nexus and Inhibitor Turret health is now divided into thirds. Turrets can only regenerate health up to the top of their current third.
Turret Gold
More of turret reward gold is granted locally rather than globally.

Similar to our bounty changes last patch, we're looking to decrease the number of truly global objectives in our game and allow players who have a large impact to feel that impact more personally. Accordingly, inner turrets will now provide more of their gold locally and less globally.
INNER TURRET LOCAL GOLD REWARD 175 gold (split among nearby champions) ⇒ 300 gold (split among nearby champions)
GLOBAL GOLD REWARD 125 gold (to every allied champion) ⇒ 100 gold (to every allied champion)
Jungle
Baron Nashor
Attack speed decreased. Base corruption damage decreased. Special attacks no longer apply corruption

Baron definitely does too much damage after Patch 8.10's changes.
BARON ATTACK SPEED 0.75 ⇒ 0.625
BASE CORRUPTION DAMAGE 120 ⇒ 60
CORRUPTION DAMAGE RATIO 0.3 total attack damage ⇒ 0.2 total attack damage
SPECIAL ATTACKS No longer apply corruption stacks
Scuttle Crab
Respawn time increased. Shrine duration increased.

The action around Scuttle Crab is making for a good mini-objective, but it's currently up too often, forcing too much of a jungler's attention onto its continuous respawn. To compensate for fewer overall Scuttle Crabs, we're pushing some experience back into the basic jungle camps (detailed just below).
RESPAWN TIME 135 seconds ⇒ 150 seconds
SHRINE DURATION 75 seconds ⇒ 90 seconds
Jungle Monsters
Experience slightly increased at later levels.

Bumping a little bit of experience back into the jungle.
KRUGS EXPERIENCE REWARD 247-388 (at levels 1-7) ⇒ 247-411 (at levels 1-7)
WOLVES EXPERIENCE REWARD 115-180 (at levels 1-7) ⇒ 115-190 (at levels 1-7)
LARGE RAZORBEAKS EXPERIENCE REWARD 115-181 (at levels 1-7) ⇒ 115-190 (at levels 1-7)
GROMP EXPERIENCE REWARD 115-180 (at levels 1-7) ⇒ 115-190 (at levels 1-7)
Last-Hit Assistance
If a basic attack would fail to kill a minion by 4 health or less, it will kill that minion.

This is solely to help transition players through the several highly disruptive patches. Every patch after Patch 8.11, we will reduce this number by 1.
ARAM
The Butcher’s Bridge map returns until June 18 at 11:59 p.m. PT. Pyke joins the ARAM free-to-play rotation during this time.

The following permanent changes are now part of ARAM:
Available Champions Pool: During champ select, you may swap for a champ that’s been rerolled by any teammate
Expanded free champs pool (triple the champions)
Start-of-game base gates (similar to Summoner’s Rift)
Earlier surrender options (8:00 unanimous, 12:00 standard)
Champ Mastery adjustments (to make it a bit easier to get an S)
"True" level 3 starts: You will reach level 4 much faster
Along with some event-only gameplay tests:
New assassin items: Ghostwalkers, Spectral Cutlass, and Bloodletter’s Veil
Large area-of-effect heals on health pack pickup that affect both teams equally
Removal of Warmog’s Armor and Dark Harvest nerf
During the event, Battle Boost temporarily unlocks two skins instead of one.

Read the full ARAM changes for more info.
Ping Distance Volume
Certain ping sounds now change depending on how far they are from the listening player and in what direction.

PINGS AFFECTED Area is Warded, Danger, Assist Me, Caution
Instant Feedback
We’re sprucing up reform cards with a clarity pass sometime this patch.

Reform cards are getting some spring cleaning, so we added per-game tabs for chat logs, and made it more clear which chat is from pre-, mid-, or post-game.
Bugfixes
Players are no longer presented with the reconnect dialogue after exiting Practice Tool.
Aurelion Sol can now correctly be knocked up or back during E - Comet of Legend
Fixed an interaction between Hextech Flashtraption and Unsealed Spellbook which would allow players to get two Flash summoner spells
Ryze can no longer kill Tryndamere through his R - Undying Rage with his E - Spell Flux Q - Overload combo
Dead minions no longer sometimes block champion pathing
Guardian no longer incorrectly activates from ally corpses.
Yasuo's Passive - Way of the Wanderer now correctly generates a shield in response to damage from Shaco's R - Hallucinate clone.
Level Up Rewards
Prestige Emotes for levels 400, 425, 450, 475, and 500 will come out during this patch. Players who hit these levels before the emotes are live, will be granted them two weeks after they launch
Upcoming Skins & Chromas
The following skins will be released this patch:


Dark Waters Diana

Dark Waters Vladimir
For full-res splashes, grab the League Displays app!
The following chromas will be released this patch:


Dark Waters Diana (Pearl)
Dark Waters Diana (Ruby)
Dark Waters Diana (Obsidian)
Dark Waters Diana (Turquoise)
Dark Waters Diana (Sapphire)

Dark Waters Vladimir (Pearl)
Dark Waters Vladimir (Obsidian)
Dark Waters Vladimir (Tanzanite)
Dark Waters Vladimir (Emerald)
Dark Waters Vladimir (Sandstone)

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