"Full 13.22 preview
Mage Attack Speed: We’re looking at varying approaches for different champions based on whether they already have a good attack frame, how much we want them to be attacking, etc.
We know this may put some champions a bit over balance wise, but we want to assess how impactful this change in and then scale back where necessary (probably in the early game area)
Briar: Briar changes are targeted at reducing how potent Briar is in lower skill brackets and secondarily, targeted at reducing the effectiveness of some of the lethality builds that have been picking up recently. We would like Briar builds to be still fighter oriented.
Graves: Graves is a bit too durable overall and especially in the early game. We like that he’s a good duelist, but he is winning these statchecks early a bit too often.
Kassadin: Overall, Kassadin benefited from longer, less snowbally games, we’re taking some of his more Elite skewed spells down a tad.
Nilah: Large cooldowns like R tend to be better utilized by normal players who also tend to stand in the ability more for longer. We’re reducing the total impact of this ability that intends to make her weaker in normal play, without impacting higher levels of play as much
Senna: Senna gained a bunch from the longer, less snowbally games and her Q usages and output are used significantly better by higher skill players. We’re taking some power away from this while still making sure the ability remains satisfying.
Ziggs: Ziggs is too strong everywhere, but stronger in bot than mid. We’re targeting an armor nerf, which should be effective in bot and would usually be pretty effective in mid (especially in normal play), but ziggs is longer range than most and is less affected than he’d normally be.
Gragas: Gragas high haste (codex stacking) E spamming builds while funny and largely ineffective, just look a bit strange/bugged, so we’re adjusting the cooldown paradigm.
Seraphine: Targeting mostly the outputs that are tied to farming roles (AP ratios, Q as a farming tool, etc.) and leaving most of the supportive outputs intact. Hoping that this keeps her support power roughly the same while tapping down Bot." - https://twitter.com/RiotPhroxzon/status/1719502075439309152
#CURRENTLY TRANSPOSING THE POST, USE THE LINK FOR NOW
#>>> Champion Buffs <<<
##Dr. Mundo
- [E] Blunt Force Trauma bAD max HP ratio increased 2/2.25/2.5/2.75/3% >>> 2/2.35/2.7/3.05/3.4%
##Rammus
- [W] Defensive Ball Curl base bonus Armor increased 30 >>> 40
##Mage Basic Attack Sweep
-
Timing buffs: Rumble, Singed, Heimerdinger, Ziggs, Xerath, Ivern, Neeko, Ahri, Twisted Fate, Teemo
-
Missile speed buffs: Karthus, Cassiopeia, Annie, Veigar, Teemo, Orianna
-
Attack Speed buffs: Singed, Heimerdinger, Annie, Vel’Koz, Xerath, Lissandra, Zilean, Anivia, Zoe, Ryze, Syndra, Taliyah, Ahri, LeBlanc
#>>> Champion Nerfs <<<
##Briar
##Graves
##Kassadin
##Nilah
##Senna
##Tahm Kench
##Ziggs
#>>> Champion Adjustments <<<
##Brand
##Seraphine
##Janna
-
HP per level increased 84 >>> 90
-
Armor per level reduced 5 >>> 4.5
-
Base mana increased 350 >>> 360
-
Mana per level reduced 64 >>> 50
-
Base AD reduced 52 >>> 47
-
AD per level reduced 3 >>> 2.5
-
Attack range increased 500 >>> 550
-
Attack windup reduced 22% >>> 20%
-
[P] Tailwind changes:
- No longer grants Janna Move Speed towards allied champions (still grants allied champions Move Speed towards Janna)
- Now deals 20/25/30/35% (based on levels 1/6/11/16) bonus Move Speed magic damage on basic attack and [W] Zephyr
-
[Q] Howling Gale adjustments:
- Minimum damage adjusted 60/85/110/135/160 (+35% AP) >>> 55/90/125/160/195 (+50% AP)
- Cooldown increased 12 >>> 14 seconds
- Mana cost 60/70/80/90/100 >>> 90/95/100/105/110
-
[W] Zephyr changes:
- [W-P] Move Speed is no longer lost while Zephyr is on cooldown
- Base damage reduced 80/110/140/170/200 >>> 55/90/125/160/195
- Slow duration reduced 3 >>> 2 seconds
- Cooldown reduced 12 flat >>> 8/7.5/7/6.5/6 seconds
- Mana cost adjusted 50/60/70/80/90 >>> 55/60/65/70/75
-
[E] Eye of the Storm changes:
- [E-P] Removed, Janna no longer gains 15% Heal/Shield Power when slowing or knocking up enemy champions
- Shield duration reduced 5 >>> 4 seconds
- Shield no longer decays
- Base shield increased 75/100/125/150/175 >>> 80/115/150/185/220
- Cooldown increased 15/13.5/12/10.5/9 >>> 16/15/14/13/12 seconds
- Slowing or knocking up enemy champions refunds 20% cooldown
- Mana cost reduced 70/80/90/100/110 >>> 70/75/80/85/90
+10 Armor for Rammus I think is too much. He just needs +5 back and that’s it. He is close to fine and just needs ~+0.5% WR back.
Briar nerfs seems ok. WQE and WEQ might become evenly good to max (-1% WR). Not sure if it will be enough to kill the upcoming Lethality builds. The R nerf looks good for that, but a lot of it is the W bAD ratio. But lets wait and see.
For Mundo I would have liked to see the active E nerf to be softened not the passive one. 0-50% more dmg based on 0-50% missing HP. It allows a tiny tick more skill expression (timing of the E) than just buffing the AD he gets.
Graves I would have liked to see the later armor get hit more. 4-12 I like more than 2-14. In the end the difference isn’t big as you don’t get many stacks early on anyways and jungle monsters don’t really deal much dmg to you anyways.
Tahm will still be awesome top. The problem is not just the % bHP scaling but also the base value. It got buffed at lvl 11 from 38 to 48. The bHP scaling gives up to 1-30 dmg to the P, but especially early/mid it is 1-10, so less than the base number buff. Also why does the P get +4 per lvl but at lvl 11 it gets +6???.
Ziggs -4 Armor nerf seems massive. I think -2 is enough at first. It should cost him a good amount of WR against AD champs.
Seraphine I am very skeptical here. +0-40 E dmg is nice and will for sure push the QEW max up for mid lane. +10 MS is also a lot for every Seraphine player. But the W AP ratio nerf is tiny and so is the P nerf. I see all of them becoming OP like that. +10 MS is just way too massive. The Q nerf is slightly larger, but still strange. 15% HP as the cap. Come on Riot, having all these different low HP caps (0%, 15%, 20%, 25%, 30%, 33%, 35%) becomes annoying over time. You won’t know which cap which champ has except you play the champ all the time. Pls normalize these caps to like 25% or 30% or 33% for all of them.
All other stuff looks great. Especially Janna revert.
janna revert feels unreal, I literally dreamed for it ever since it was gone