Fixed a bug where chat windows would scroll down to the bottom for every incoming message, regardless of your current scrolling position - I like this enough to comment on it. I hate chat systems that scroll to the bottom when a new message arrives so you can't read something else. Thumbs up for this one, Riot.
League of Legends v1.0.0.132
Sejuani, the Winter's Wrath - I'll comment on the champion as a whole when I've had time to see her in action but based on her kit alone, I'm really not interested or exciting in her. She'll be flavour of the month for a couple of days and then we'll never see her again. She doesn't have the damage to top lane effectively which leaves her as a jungler with mediocre ganks that involve her staying in melee range to do damage which, unfortunately, she doesn't really do. She's pretty poor all around, I'd say. Probably functions as a decent tank late game but there are much, much better choices right now. Also, her ult will be fucking useless against a half-decent player. Skillshot CC ults are so easy to waste. Pretty bad champ, to be honest, but I'll write a full review when I've bought her - this is just what I'm judging from the kit and spotlight.
- Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
- Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
- Northern Winds - Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
- Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
- Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.
Ahri
- Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80 - This is fine but all of her mana costs should be increased, not just this one.
- Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60 - Should be longer. Not nerfed enough
Dr. Mundo - Commenting on his changes as a whole: Pretty nice changes. I don't think they're really enough for Mundo to be being picked again but at least Riot is recognising that no one is playing older champions so perhaps we'll see more buffs or even a redesign in the future.
- General
- Base attack speed increased to .625 from 0.595
- Attack speed per level increased to 2.8 from 2.5
- Magic resist per level increased to 1.25 from .75
- Burning Agony health cost reduced to 10/15/20/25/30 from 20/25/30/35/40
- Sadism ultimate cooldown reduced to 65 from 75
Fizz - Just bug fixes. Nothing to say about this, I like bug fixes.
- Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
- Fixed a bug where Chum the Waters stopped working if Fizz died
- Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
- Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
- Added a 3-2-1 timer like Time Bomb
- No longer hits nontargetable units like Vladimir in Sanguine Pool
Graves
- Buckshot Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80 - In my opinion, this should be 70/80/90/100/110. The damage needs to be reduced too.
- Collateral Damage - Yup. Fine with these changes. Buckshot needs to be nerfed in the same way.
- Initial damage reduced to 250/350/450 from 250/375/500
- Explosion damage reduced to 140/250/360 from 140/275/400
- Cooldown increased to 100/90/80 from 80/70/60
Jarvan IV - More tiny buffs that might make him more viable top lane again. Jungle Jarvan is great but I don't play jungle. Right now, even though a few people do it, I think Jarvan is trash top lane - no sustain and will have to B even time anything happens in his lane - so these changes might just make him a tiny bit more viable. Keep him in the jungle for now, though, I think because these buffs just make him stronger at that.
- Mana per level increased to 40 from 30
- Golden Aegis mana cost reduced to 65 from 75
- Demacian Standard mana cost reduced to 55 from 60
Jax (remake) - I'll comment on the Jax remake once I've played it properly but I'll list my initial impressions here. Basically, Jax was my favourite champion when I was levelling to 30. I loved him and played him almost every game (Along with Eve. RIP Eve. You're still missed six months on. Riot have forgotten you, though, so you'll stay there forever). I will admit, recently, he hasn't been strong enough for me to play him - he went through a brief phase of being an "anti-bruiser" in top lane but as soon as Riot noticed he was beating their new champions, he was hit with the nerf bat and made more-or-less useless top lane. Some people still play him but I think he's trash right now. The changes are ridiculous. I'd say he'll probably be the most OP top lane in game once these changes are introduced. A champion who has 100% auto-attack avoidance and a big boost to his own, already very high damage, as well as an amazingly powerful gap-closer and nuke combo ability and then high consistent damage to follow it up is just too strong. I see him as a ban every game. I think he'll be a good jungler too, don't get me wrong, but I prefer tank junglers and damage-heavy champions in top lane - that's where the current meta is going.
- General
- Base health increased to 551 from 506
- Health per level increased to 88 from 83
- Armor per level increased to 3.5 from 3.2
- Added an animation to Jax's Joke
- Relentless Assault - Passive (Remade)
- Every time Jax attacks an enemy he gains 4-10% increased attack speed (stacks up to 6 times)
- Leap Strike
- Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5
- Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage)(0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage)(0.7 ability power)
- Empower
- Cooldown reduced to 7/6/5/4/3 seconds from 9/8/7/6/5
- Damage changed to 40/85/130/175/220 from 60/95/130/165/200
- Ability power ratio increased to 0.6 from 0.4
- Mana cost increased to 30 from 20
- Counter Strike (Remade)
- Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
- Grandmaster's Might (Remade)
- Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
- Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+ 20% of his bonus attack damage) for 6 seconds.
Nunu - Probably just trying to make him more consistent with other champion's base stats and per-level stats. I think this is more for the sake consistency than to make him any more or less viable. I actually don't think Nunu is that broken or anything, he's just been surpassed by other champions and the meta has moved away from what made him strong. Perhaps he'll get a rework soon?
- Base attack speed increased to .625 from .613
- Attack speed per level increased to 2.25 from 1.08
Rammus
- Powerball duration reduced to 7 seconds from 8 - Fair enough.
- Powerball initial speed increased to 30% from 25% - Goes without saying considering the above change. I guess they want him to activate powerball closer to the lane he's ganking but without it really effecting the speed at which he'll be able to get there. This means warding will be more effective against Rammus' ganks without actually making his ganks weak. Sounds good to me.
- Defensive Ball Curl damage return reduced to 15/25/35/45/55 from 20/30/40/50/60 - Seems like a change to target his jungle and his ability to kill carries instantly, I think. He is pretty fast in the jungle so this seems fine to me.
Riven - She's too strong, these changes should make her more balanced. I don't see anything to really complain about. She's still fun to play and is more-or-less the same in terms of playstyle and build.
- Base movement speed reduced to 320 from 325
- Base health regen reduced to 10.4 per 5 seconds from 12
- Health regen per level reduced to 0.9 per 5 seconds from 1
- Broken Wings base damage increased to 30/55/80/105/130 from 30/50/70/90/110
- Ki Burst base damage reduced to 50/80/110/140/170 from 50/90/130/170/210
Shaco - These changes only really target his jungle - he should no longer be able to take red and blue at the same time. He also shouldn't be able to place all his boxes in one brush and kill a random enemy without even going near them at level 1. He still needs tuning down elsewhere - probably next patch he'll be useless again because Riot will go too far.
- Jack in the Box duration lowered to 60 seconds from 90
- Jack in the Boxes now show their remaining duration (in seconds) in their mana bar
Skarner
- Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels - Good change.
- Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45% - Another good change.
- Impale cooldown increased to 130/120/110 from 110/100/90 - Three good and necessary changes to an overpowered champion in one patch that doesn't break the champion but makes it balanced so it will still get picked but it won't be a free win anymore? Good job, Riot!
Tryndamere - This is less good, Riot. The changes to Skarner show that Riot are listening to players who know what they're talking about and have reasoned arguments for things. These changes to Tryndamere show that they're listening to people who say "OMG NERF TRYNDA OP". The changes to his Q a patch or two ago were pretty good and made him nicely balanced in lane. These changes aren't game breaking but they're unnecessary. He's not OP in lane, why nerf his early game even more? I don't understand why these changes are being made, other than Riot attempting to appeal to the masses, most of whom are idiots and shouldn't be allowed to voice opinions on champions that beat them because they don't know how to counter-pick.
- Base attack damage lowered to 56 from 59.2
- Base health regen per 5 seconds reduced to 7.9 from 10.9 - This nerf is okay. It keeps him consistent with other champions who fill a similar role.
- Mocking Shout attack damage reduction lowered to 20/35/50/65/80 from 20/40/60/80/100
- Fury decay now begins after 5 seconds, as opposed to 8 second previously
Vayne - I don't think Riot understand what makes Vayne OP. None of these changes make any difference to why she's so strong. She's less strong now, sure, but still too strong.
- Base movement speed reduced to 300 from 305
- Night Hunter movement speed reduced to 30 from 40
- Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
- Final Hour Tumble stealth duration reduced to 1 second from 1.5
Veigar
- Fixed a bug where killing a unit with Baleful Strike would not create the particle effect
Vladimir - Very nice changes to one of the best and most underrated top lane champions in game right now. The Crimson pact nerf is maybe a tiny bit too much - 1.6 would have been fine for the sake of balance - but Vlad did get a lot of health for very easily. Personally, I don't build Vlad as a pure AP champion because I don't think this is playing to his strengths so I don't feel that this nerf is as big as the buffs are - perhaps people who play Vlad mid lane might feel the changes are a mixed bag, though.
- Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
- Crimson Pact ability power to conversion reduced to 1.4 from 1.8
- Hemoplague no longer costs 15% of your current health and is now no cost to cast
- Tides of blood health cost ramp up reduced to 25% from 50%
Volibear - I think he's trash. Too easily kited to do anything useful. The changes are okay but they don't change any of the problems he already had.