User blog:Emptylord/Sandbox/Custom Patch Notes

Recent: Added and.

I'll add to the list as I get around to it. :)



I can't help but think the Headbutt into Pulverize combo was a bug that they decided to make a feature, and frankly the duration of the crowd control is too long.

Headbutt is now similar to and, in that Alistar also follows. This makes following up with Pulverize easier, but does not remove the ability to use the skills the other way around. To compensate, neither skills apply an additional stun and instead apply a new form of crowd control (could be alternately named Buckle, or Cripple).

Winding/Winded: 50% slow that decays over the duration and the inability to cast movement abilities. A soft-snare, if you will. 

Chill is now an official passive, rather than something each skill applies but it's invisible. Chill is affected by crowd control reduction, and can be removed by cleanse.

This ability now has the same speed as, maybe even faster.

She can now reactivate it.



The simplest idea: her current passive except the bonus isn't lost until she actually lands a critical strike.

My contribution to the whole "Ashe needs a passive" fad.

The second version was created because I decided 25% after 3 attacks is lame. The differences between them other than the percentage is that the second version can only be applied to one target (like Silver Bolts), while the first version can be applied to multiple opponents simultaneously (like Blighted Quiver). This means she can take a last hit without clearing her progress

Another little idea that I thought was neat. Keeps her "first crit" upon coming to lane, but doesn't take a minute of non-combat to charge back up. With 1.0 attack speed, she would critically strike on every 5th attack (so a little better than Master Yi and Caitlyn) - but 1.0 attack speed is difficult to come by at level 1, and she has the lowest AD of all carries (pretty certain she has one of the lowest base attack speeds too). 

Keeps his rampage theme without making him indomitable in-lane. I've lowered the cooldown by 10 seconds to accommodate it starting 10 seconds later.

It also removes the incentive to steal every single kill, as it puts the skill on cooldown.  I won't deny he has a really strong laning phase, and perhaps the highest on-hit damage in the game. Unfortunately, late game he's in the "non-utility attacker" category. You have slow;  true damage;,  and  percentile damage; and then you have the basic auto-attackers: , ,  and. Tristana has long range; Miss Fortune has speed. We're left with poor Caitlyn and Draven feeling rather... boring late game.

The issue with Draven is that his is too luck based. It's high skill in lane; but once team fights start you can't afford to be running around (it's actually detrimental to your attack speed and positioning). I've had games where every axe lands on my head; like getting 4 procs in a row.

Simple idea: by rank-5 the axes are almost guaranteed to land on your head, with the spread being minimal enough.

As a side issue, compared to Teemo and Miss Fortune, Draven's "speed" is too expensive of an ability. Rather than refreshing the cooldown, catching a Spinning Axe will now activate the ability for free.

Alternatively, it can only be activated after catching a Spinning Axe. No cooldown, no cost. The draw back would be you can't activate it on the fly. *shrugs*

I feel that his high-skill cap falls off, which is a really bizarre phenomena. 

I thought this up before Ezreal became the hated little sh*t that he's become over the last month. It was my alternative to the "Arcane Shift" should prioritize minions. In all fairness, this wouldn't increase his single-target damage; actually buffs his AP more than his AD, etc, so I don't see it making him stronger in light of his recent nerfs. 

Maokai is one of the more underground champions (wow, I sound like a hipster). He's by no means underpowered: he's just got a very specific role that you will either enjoy or you won't. I'm one of those people who enjoy him.

But for no real reason, I've just always felt that his passive should also replenish mana. He's not excessively mana hungry, but he's one of those champions that once he runs out he stays run out - he's got one of those large-pool-no-regen set-ups. Without changing any of his costs or damage, this tiny bit of mana regen  (I don't think she needs changing, but if she would be changed... this is how I'd do it).

is now available at level 1. It grants 10 / 20 / 30 / 40 bonus armor and magic resistance depending on rank.

Takedown and Swipe are switched, making her kit:
 * Q: /
 * W: /
 * E: /
 * Similar to Jayce, I don't think both her best skill should be on the same button. Jayce's being and . Nidalee shouldn't be able to take Q and have all she needs.

Pounce and Swipe gain an AD or bonus AD scaling, either keeping or losing the AP scalings.

Swipe, Pounce and Takedown now scale with Q, W and E's ranks, not Aspect of the Cougar's rank.

Possibly add a passive to Aspect of the Cougar (some random examples): 
 * Nidalee's first attack after transforming rends her target, causing them to take damage over time that scales with missing health.
 * Nidalee's attacks while in Cougar form deal bonus 10 / 20 / 30 / 40 (+40% AP) bonus magic damage.

Allies will gain a shield icon above their head. This (a) clarifies that they are within the animation, particularly in the event a fully stacked is larger than the formation and (b) because it makes the allies look like they are part of the formation.

I made the bold decision that Pantheon would never be as viable as people would like while retaining Grand Skyfall. The same is probably true for Twisted Fate and Shen. It's a mechanic that will always be broken in conjunction with a champion that is good without it. So, while it might be lame and completely ruin his theme: I tried. 

Renekton's abilities don't have any cost related to them and their use is limited only by cooldowns. Instead, he uses Fury as his secondary bar. Renekton starts with 0 fury and it is capped at 100. Renekton gains 5 fury with each auto-attack, and with the use of some of his abilities. When Renekton has 50 or more fury, his next ability will consume 50 fury for an enhanced effect. Renekton gains 50% more fury from all sources while below half health. Fury will decay at a rate of 2.5 per second if Renekton has not dealt or received damage in the last 12 seconds.

His current passive is now part of his fury mechanic, like how Shyvana and Tryndamere both feature unique "twists" (his current passive being "While below half health, Renekton generates double fury from all sources", in case you didn't know). The healing from Cull the Meek is now his passive in the form of spell vamp, but he also gains life steal.

I created the second version because 5% spell vamp on an area of effect ability does not compare to 5% of the damage dealt: he would need 15% spell vamp to match the current healing, but I wasn't bold enough to go that far.

I thought I would literally clone the healing on Cull the Meek, as I honestly forgot that Cull the Meek healed for quadruple against champions. As such, 5%/20% healing compared to 5% spell vamp (which works out as an effective 1.6% healing) is just awful. I lowered it to 4%/16% to accommodate the removal of the "healing cap" and that it applies to all abilities.

Cull the Meek has been merged with Dice (the large AOE cleave, although combined with the dash it's closer to ). This new effect is in-keeping with his Butcher of the Sands/Devourer of Souls feel he's got going on: hopefully the animation would feature iridescent blue souls being pulled from their enemies. It only slows if they break the leash.

The minimal difference between cast range and leash range is to allow Cull the Meek to be combined with Slice to quickly slow most enemies within the area.

Slice and Dice's range increased to 550 from 450. Dice has been merged with Cull the Meek. Dice is still a dash, he just spins his weapon over a larger area. 

I also fixed 's tooltip (on the main wiki as well), as it failed to mention the effect. I'm also proposing to reintroduce an old "bug" as an intended feature, where it can clear a path through and : http://www.youtube.com/watch?v=U8RnGNnTxac.

Sejuani is suppose to be a tank but possess only 1 of the 3 core mechanics on a tank (damage mitigation, disables and focus control): and in most cases it's soft-CC at that. These would add to her innate tankiness, allowing her more build freedom (as her scalings are already messy being an AP/Health/Attacker... hmmm, Rylai's Implaing Rod?).  In my opinion, Syndra is brutal in lane. Her single-target nuke is as strong as and. However, the reason she falls off is because Orianna has an area of effect ultimate and Malzahar has the suppression: whereas Syndra remains a single-target nuke.

Increased the life span of spheres to 7 seconds.

Note that the duration would have to be 7.2 seconds with 40% CDR for an 8th sphere to be summoned simultaneously. 7 spheres is the current optimum and would remain the optimum; the longer duration just allows for more freedom (both with timing, and you don't require as much cooldown reduction to get maximum damage).

It now takes a minimum of 14% CDR to get 4 spheres out instead of 25%. Obviously, that requires exact timing.

Her ultimate now deals half the sphere-damage to everyone the spheres pass through. Preferably, the spheres would fly from where they are (whereas at the moment she sort of pulls them toward her then throws them). The reason I would prefer this is that it adds an element of positioning (like using and ).

(Duration of spheres increased to match Dark Sphere.)

Another alteration to her ultimate:

The knockback is calculated and applied to the initial sphere. If the initial sphere is blocked by a spell shield, the knockback is also blocked. 

His passive is currently a little lacking in the current meta, so I thought I'd spruce it up with a supporty edge. I've never played him solo, and my experience jungling him was brief: I apologize if my idea is offensive to his solo mana sustain.

Same concept, a la. In this version, the shards are not consumed and Taric can trigger the effect himself. The square brackets are optional (and perhaps unnecessary). The first two are abstractly similar to Cassiopeia, where Taric's abilities would cost less when chained (as they would trigger the mana refund) - for this reason, the effect stacking might be too strong (particularly if doubled). 

Adding the micro-leap to the ability description.

{{Ability|E {{lc|Pillar Diameter}} 125 {{lc|Slow Diameter}} 375 (estimate) {{lc|Sight Diameter}} 1200 (estimate) }}
 * name = Pillar of Filth
 * icon = PillarofFilth.jpg
 * description =  Trundle creates a plagued beacon at a target location for 6.5 seconds, which becomes impassable terrain and slows all nearby enemy units while they are in the vicinity of it and for 1.25 seconds after they leave the area.
 * description2 = The pillar deals magic damage every second to nearby enemies if it stands upon contaminated ground.
 * leveling = {{lc|Slow}} {{ap|25%|30%|35%|40%|45%}}
 * leveling2 = {{lc|Magic Damage}} 30 / 35 / 40 / 45 / 50 {{as|{+ 15% AP)}}
 * cooldown={{ap|23|20|17|14|11}}
 * cost=60
 * costtype=mana
 * range=1000

Rapid Bite and Pillar of Filth now both interact with Contaminate. 

Possibly also augment his attacks?

Xerath's passive doesn't compliment his play style at all. I've heard rumours that Riot are planning a -esque passive, and this is my take on it. I feel flat bonus damage is more balance-able that a multipler, and is more consistent for both Xerath and his enemy. At max range, his Q and R would deal 90/130 bonus damage; and his E upwards of 60/100. This might have to scale with level, simply due to the early game potency.

Riot also stated that they are dissatisfied with the "anchor" mechanic, which was so iconic to start with. Rather than completely tweak the ability, he still enters crab-form but now feels more like : with massively slowed movement speed rather than completely rooted. I also tweaked the magic penetration to compensate the skill's ungodly cooldown (which I also lowered).

I changed the name of his innate, Ascended Form, to Arcane Grip and re-used Ascended Form in place of the name, Locus of Power.

{{Ability|E secondary magic damage 20 / 40 / 60 / 80 / 100 }}
 * name=Mage Chains
 * icon=MageChains.jpg
 * description={{sbc|Active:}} Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will deal bonus damage and stun them for 1.5 seconds.
 * leveling=initial magic damage 70 / 120 / 170 / 220 / 270
 * range=600/1000
 * cooldown=12 / 11 / 10 / 9 / 8
 * cost=70 / 75 / 80 / 85 / 90

Pre-6, he actually has nothing to follow up on the stun... so, at least make the stun do a bit of extra damage!