Another patch! Who would've known!
This patch, we're taking a gander at some old friends who have been struggling for a while—Udyr! Nidalee! Sivir! How we've missed you!—and readjusting a couple of offenders that have been toeing the line (hint: trees, daggers, and gems).
Oh, and URF is back! Make sure you’re on this ultra rapidly, and we’ll see you there!
Take this portal if you're looking for TFT's patch notes!
Last week, we told players about our short and long term plans to address deliberate game-ruining behavior. Our proposed plans aren't meant to target those who are genuinely having a bad game, but those who decide that the game is over on their own and then spend their time trolling others instead of trying to play their best. The first of our short term plans is to adjust our Reporting and Punishment system. In 10.10, you should start to see more frequent "Instant Feedback" reports for disruptive behavior as we work on tweaking our behavioral systems.
For more context, you can visit this article.
E damage reduction increased; Tibbers Burning Aura buffed
We’re hop, skip, jumping to give Tibbers a buff to encourage Annie to bring him out to play more often. We’re also bringing up Molten Shield's damage reduction, which was left in a weak state after her mini-update in 9.18.
Base health and attack damage decreased.
Diana is a scourge for average and skilled play. While her ability to be aggressive in lane is intended, she isn't paying the appropriate cost of putting herself at risk.
E base damage increased.
For a champion that’s kept weak for everyone else because of pro play, Irelia’s finally fallen to the low end of pro. Giving her a surge in the right direction.
Passive dagger AP ratio decreased later.
On the other hand, we’ve been consistently seeing our other blade gal on the higher end of balance, so we’re pulling back on her AP ratios. Katarina will need to be more razor sharp and have the AP to burst her enemies down.
Passive Rhaast heal decreased.
While Assassin form seems to be in the right spot, Rhaast benefited a touch too much, so we’re nerfing the utility specific to that side.
Q cooldown increased.
Higher cooldowns means this fearless yordle and his less-than-fearless lizard will need to think twice before fishing for hooks in early levels.
W max bonus movement speed decreased.
Putting a bit less pep in this pirate queen’s step.
Base mana decreased. Q cost increased.
Maokai is at the top of top lane, but not dramatically so. Giving him a small nerf to nip this in the bud.
Q damage ratio increased.
We're looking to bring our huntress back on the prowl, so we’re (javelin) tossing Nidalee a bone by amping up her signature spell as she scales into late game.
E mana restore increased.
Empowering Sivir’s mana loop to encourage players to master the art of using her shield and commanding enemies to back off.
Q base damage increased. W health cost reduction increased.
This Starchild’s enemies are going to be seeing stars.
Base health growth decreased. W bonus armor ratio decreased later.
We’re making Taric's survivability skew more towards his ability usage and reducing his defensive raw stats for himself and his linked ally.
Base attack damage and armor increased. R mana cost decreased.
TF’s been dealt a weak hand, and he’s been getting lost in the shuffle. We’re stacking his deck by trimming some of the cost from his ult to move it back in line with his peers. We’re also bumping up his base stats to help his farming and early presence.
Base movement speed increased. Base health, mana and mana regen rounded.
This spirit walker has been walking a lonely road, since he's not performing particularly well anywhere. For someone who was historically one of the fastest champions in a foot race, he's fallen quite behind the curve. We're bumping up his base MS so he can bear down on prey, then rounding a couple other stats.
URF returns in 10.10 on May 14! The experiment with pick-URF last year went well, with healthier engagement with the mode and with Summoner's Rift afterwards.
We believe a part of that success can be attributed to the continuous mode-specific balance changes, so you'll see more adjustments below to help keep games nice and snappy.