User:Emptylord/2017 Patch Notes/Slayer

Artillery

 * Ranger
 * Movement speed adjusted to a 150 / 225 / 300 flat bonus from a 40% bonus.
 * Enemies killed by Kog'Maw's abilities or by Bio-Arcane empowered attacks leave behind Digested Remains, which Kog'Maw can walk over to replenish.
 * Kog'Maw hurls a globule of spittle forward in a line that splatters on collision with an enemy or reaching maximum range, applying Caustic Spittle to all enemies in a wide, off-centered area behind them for 5 seconds. If the spittle hits an enemy, they also take 80 / 130 / 180 / 230 / 280 magic damage. Kog'Maw's basic attacks and  deal  to enemies marked with Caustic Spittle.
 * Cooldown: 8 seconds
 * Cost: 60 mana
 * Range: 1175
 * Bonus damage based on maximum health. Flat on-hit damage unchanged.
 * Cost removed.
 * Cooldown adjusted to from.
 * enemies hit.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.
 * Cooldown adjusted to from.
 * enemies hit.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.


 * Ranger

New E + R= New W= The following rework takes into account the Jayce rework. New W + E=
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (reworked W)
 * Now uses a stock system (can hold up to 2) instead of a cooldown.
 * No longer deals increased damage at the epicentre.
 * No longer slows.
 * If an enemy champion is struct directly, the recharge timer on Xerath's next Arcane Barrage is reduced by half.
 * (new E)
 * Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
 * (new R)
 * Xerath targets an area anywhere on the field and begins channeling. After a 0.6 second delay, a beam strikes the ground dealing 35 / 60 / 85 magic damage per half second to all enemies caught in the blast (100 units) and half that damage to all within a moderate area of effect (200 units). This beam lasts for 4 seconds.
 * One of the following can be used to control the beam:
 * Xerath can control the beam by reactivating Eye of Destruction, and can end the ability early by clicking to move.
 * Xerath can control the beam using his mouse clicks, and can end the ability early by reactivating Eye of the Destruction.
 * Cast Range: Global
 * Cooldown: 120 / 100 / 80
 * Beam Movement Speed: 360 / 380 / 420
 * Beam Movement Speed: 360 / 380 / 420
 * (Q)
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * Arcanopulse ignores 50% of target's bonus magic resistance of targets on the far side of Arcane W.
 * (new W)
 * Xerath causes arcane energy to erupt from the ground at the target location, that expands into a wall perpendicular to his facing-direction with a brief arming time. The wall will persist for 3.5 seconds before collapsing. Enemies who pass through the wall are slowed by 20% and will take periodic magic damage, up to 90 / 135 / 180 / 225 / 270  if they remain in the wall for the full duration.
 * (E)
 * The stun duration is now fixed at 0.75 seconds.
 * Missile speed slightly reduced.
 * If the orb passes through Arcane Wall, the missile speed is increased by X%, the stun duration is increased to 1.75 seconds and the orb will now deal area of effect damage around the target. The stun remains single-target.
 * (R)
 * Cast range reduced to 2000 from 3200 / 4400 / 5600.
 * Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
 * No longer anchors Xerath in place and fires the first blast on the initial cast. The ability could apply a self-slow while active and reuse Arcanopulse's charging animation.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (new W)
 * Xerath surrounds himself with an arcane barrier for 1.5 seconds, blocking the next hostile ability to strike him. If Xerath successfully blocks an ability, he can cast Overwhelming Power for the next 3 seconds.
 * - Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
 * (new E)
 * Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
 * Cast range reduced to 2000 from 3200 / 4400 / 5600.
 * Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
 * Can no longer be interrupted by crowd control. It is not considered a channel.
 * Xerath is now immune to displacement effects for the duration.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.

Bombardier
"tl;dr: Corki now uses Heat."

- Emptylord


 * Ranger
 * Stats
 * Attack range reduced to 500 from 550.
 * Attack speed per level reduced to 1% from 2.3%.
 * Movement speed increased to 335 from 325.
 * Visual Upgrade
 * Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
 * Corki now possesses a back-up weapon which he uses while his copter is overheating.
 * Corki leans over the side of his ROFLCopter and uses a pistol.
 * Corki pops open the lid of his UFO and uses a laser gun.
 * General
 * Now utilizes the Heat mechanic.
 * Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki will generate Heat whenever he casts an ability and will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
 * Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated. For reference, Hextech Munitions still has the half-and-half.
 * Range increased to 925 from 825.
 * Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
 * Base damage reduced to from.
 * Moved to [W] instead of [E].
 * Active changed to a toggle.
 * Cost changed to 5 heat per half second that increases to 10 after 5 seconds from 50 mana.
 * Cooldown reduced to 10 / 9 / 8 / 7 / 6 from 16. The cooldown starts on toggle-off.
 * Damage reduced to 13 / 23 / 33 / 43 / 53 from 20 / 32 / 44 / 56 / 68.
 * Armor and magic resistance shred.
 * Gatling Gun can now critically strike - dealing 100% bonus damage. This is calculated per enemy hit and not across all enemies hit.
 * 26 / 46 / 66 / 86 / 106 . This is unaffected by modifiers from items.
 * Moved to [E] instead of [W].
 * Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
 * Dash range reduced to 500 from 800.
 * Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 from 150 / 225 / 300 / 375 / 450  over 3 seconds.
 * Cost removed (previously 100 mana).
 * No changes. Listed for reference - it hasn't been removed nor has it been changed to match the new Valkyre.
 * Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
 * The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
 * Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
 * The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
 * Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
 * Big Ones are no longer available every third missile and are only available on Quick Reloads.
 * Cost changed to 20 Heat from 20 Mana.
 * Damage type changed to physical from magic.
 * Damage changed to 80 / 130 / 180  from 100 / 180 / 260.
 * Big One damage changed to 120 / 195 / 270  from 150 / 270 / 390.
 * Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
 * Big Ones are no longer available every third missile and are only available on Quick Reloads.
 * Cost changed to 20 Heat from 20 Mana.
 * Damage type changed to physical from magic.
 * Damage changed to 80 / 130 / 180  from 100 / 180 / 260.
 * Big One damage changed to 120 / 195 / 270  from 150 / 270 / 390.


 * Ranger
 * Removed.
 * Ezreal's abilities deal 0.75% bonus damage for every 1% of his critical strike chance. Additionally, his basic attacks will reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
 * AD ratio reduced to 100% from 110%.
 * No longer applies on-hit effects.
 * No longer increases the attack speed of allies hit.
 * Now heals allied champions hit for 42 / 69 / 96 / 123 / 150, modified by Ascendant Legacy. Ezreal can heal himself by blinking into the path of the missile.
 * Ezreal gains stacks of Rising Spell Force for 6 seconds whenever he lands an ability, stacking up to 5 times.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
 * Ezreal gains stacks of Rising Spell Force for 6 seconds whenever he lands an ability, stacking up to 5 times.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.


 * Skirmisher
 * Stats
 * General
 * Ranged form.
 * ,, and
 * Abilities now use standard 5-5-5-3 skill point structure, including his ultimate not being available pre-6.
 * (Innate)
 * After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) on his next 3 attacks within 3.5 seconds. These attacks deal a modified damage. This damage stacks additively with critical strikes. Growth refers to the non-linear level scaling.
 * (W)
 * Passive removed.
 * Jayce's basic attacks for the next 4 seconds create a static discharge that deals 25 / 42.5 / 60 / 77.5 / 95  magic damage to all enemies within 285-units of his target.
 * Now deals physical damage.
 * (Ultimate)
 * Jayce unleashes an orb of electricity that detonates upon hitting an enemy champion, structure or the edge of the map, dealing 150 / 250 / 350 physical damage to all enemies in the area of the explosion. The orb's damage and missile speed will rapidly increase by 40% over the first 1 second of travel, for a maximum of 210 / 350 / 490 . The orb will damage to minions and monsters that it passes through.
 * The radius of the explosion is increased by 41% if the blast strike the edge of the map or.
 * Range: Global
 * Cooldown: 30 seconds
 * Cooldown: 30 seconds


 * Ranger


 * Juggernaut


 * Artillery
 * Damage versus champions reduced to 25 from 35-205 (based on level).
 * Each time Vel'Koz triggers Organic Deconstruction against an enemy champion, he permanently increases the damage dealt by versus that champion. The rate reverts to 2.5 per application upon reaching 300 damage. This debuff cannot be removed.
 * Each time Vel'Koz triggers Organic Deconstruction against an enemy champion, he permanently increases the damage dealt by versus that champion. The rate reverts to 2.5 per application upon reaching 300 damage. This debuff cannot be removed.


 * Demo
 * Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units. Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.
 * Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units. Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.

Mage

 * Automatically selects targets.
 * Ahri will now hurl a Fox-Fire on each of her next 3 basic attacks. The damage dealt by Fox-Fire will apply spell effects.
 * Damage penalty versus previously damaged enemies - i.e. full damage each time.
 * Each cast will now reset Ahri's attack timer.
 * Each cast will now reset Ahri's attack timer.
 * Each cast will now reset Ahri's attack timer.


 * Disruptor
 * If Annie has not dealt or received damage in the last 4 seconds, Pyromania will decay at a rate of once per 4 - 2.2 seconds (based on Disintegrate's cooldown).
 * If Annie has not dealt or received damage in the last 4 seconds, Pyromania will decay at a rate of once per 4 - 2.2 seconds (based on Disintegrate's cooldown).


 * Disruptor
 * Stats
 * Changed to manaless.
 * Now deactivates after 4 seconds of not striking a target.
 * Now deactivates after 4 seconds of not striking a target.


 * (Innate)
 * Renamed Burning Vengeance.
 * When defeated, Brand possess the enemy champion that defeated him: revealing them and causing them to take 20% increased magic damage for next 6 seconds. If the target is defeated while possessed, Brand is revived with health equal to . This cannot happen again for 180 seconds.
 * Pyroclasm will deal 400% damage to minions.
 * Pyroclasm will deal 400% damage to minions.


 * Enchanter


 * Cooldown reduced to 180 / 150 / 120 from 200 / 180 / 160.
 * Damage reduced to 150 / 300 / 450 from 250 / 400 / 550.
 * Damage is now increased to 250 / 500 / 750 versus target's below 35% of their maximum health.
 * One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:
 * "Cease to be!"
 * "Die!"
 * "Surrender!"
 * "Perish!"
 * "Perish!"


 * Artillery
 * Duration reduced to 3 seconds from 5 seconds.
 * Radius reduced to 200 from 350.
 * The radius now expands to 400 over the duration.
 * The radius now expands to 400 over the duration.


 * Radius changed to 100 from 112.5.
 * Radius changed to 100 from 112.5.


 * and get more similar to each other every time either of them gets balance changes... and attempts to make them distinct are crude and half-baked, and feel as such in-game. "More lasers" was an interesting goal to set, but take it further... and keep it true to its name, at least.


 * Viktor shields himself for  for  seconds,  any damage he takes. For the next  seconds, Viktor's basic attacks are  that deal any    every  seconds.
 * Viktor shields himself for  for  seconds,  any damage he takes. For the next  seconds, Viktor's basic attacks are  that deal any    every  seconds.

Ranger

 * Disruptor
 * Removed.
 * Ashe's attack speed cannot be improved except by growth. Ashe can extend the wind-up of her basic attacks by keeping the mouse button held whenever she issues an attack command, increasing the damage dealt by up to 100% over 1.6 seconds (reduced by ). Ashe's attacks will go off automatically and miss if she loses sight of her target or the target moves more than 750 units away while she's winding up her attack.
 * Ashe's basic attacks do not have a chance to critically strike. Instead, each attack will deal bonus damage for every 1% of her critical strike chance.
 * Ashe's attack speed cannot be improved except by growth. Ashe can extend the wind-up of her basic attacks by keeping the mouse button held whenever she issues an attack command, increasing the damage dealt by up to 100% over 1.6 seconds (reduced by ). Ashe's attacks will go off automatically and miss if she loses sight of her target or the target moves more than 750 units away while she's winding up her attack.
 * Ashe's basic attacks do not have a chance to critically strike. Instead, each attack will deal bonus damage for every 1% of her critical strike chance.


 * Defense
 * Sun Discs now deal magical damage instead of physical damage, and will benefit from Azir's magic penetration.
 * While no soldiers are on the field, the icons of these abilities will be tinted red if Azir lacks the mana to cast both Arise! and the respective ability.
 * Passive bonus attack speed now benefits Sun Discs.
 * While no soldiers are on the field, the icons of these abilities will be tinted red if Azir lacks the mana to cast both Arise! and the respective ability.
 * Passive bonus attack speed now benefits Sun Discs.
 * Passive bonus attack speed now benefits Sun Discs.


 * Saboteur


 * Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.
 * Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.


 * Demo


 * Enchanter


 * Poacher


 * Enchanter


 * Lucian's ability to critically strike.
 * Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
 * The second shot deals 1% bonus damage for every 1% of Lucian's Critical Strike Damage.
 * Leading the target AI.
 * Lucian can now strafe while winding up the shot, altering the trajectory relative to his target.
 * Leading the target AI.
 * Lucian can now strafe while winding up the shot, altering the trajectory relative to his target.


 * Rogue


 * Enchanter


 * Demo


 * Rogue
 * Damage changed to at all levels from 2 / 3 / 4 / 5 / 6 based on level.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.

Rogue

 * Fizz throws a fish toward the target location that lures in Chompers for the next 4 seconds, marking a 375-radius area and enemies within. If the fish collides with an enemy champion or an enemy champion walks directly over it after it has come to rest, they will pick it up, carrying Chum the Water's effects with them.
 * After 4 seconds, Chompers will erupt from the earth, dealing magic damage and slowing all enemies within the area for 1.5 seconds. If the fish's holder falls below, Chompers will emerge early, executing them instantly.
 * Radius increased to 375 from 250.
 * Damage amplifier. I'm undecided...
 * Slow reduced to 20% from 50 / 60 / 70 %.
 * Bind duration increased to 4 seconds from 1.5 seconds.
 * Chompers will emerge from the ground early if his target falls below, executing them.
 * Chompers will emerge from the ground early if his target falls below, executing them.


 * and get more similar to each other every time either of them gets balance changes... and attempts to make them distinct are crude and half-baked, and feel as such in-game. Kassadin's visual upgrade made his shield feel lesser random, but take it further...


 * 15% magic damage reduction.
 * Kassadin shields himself equal to the he expends for  seconds, stacking with no upper limit.
 * Shield.
 * Shield.
 * Shield.


 * Skirmisher
 * Accommodation
 * is now applied by, and , such that they can only see who they're focused on.
 * Stats
 * Attack range increased to 175 from 125.
 * Damage type changed to true from magical.
 * Kha'Zix now heals for 20% of the damage dealt.
 * Can now be triggered against large monsters. Monsters are considered to have sight of Kha'Zix while they are leashed to him.
 * Radius of isolation increased to sight radius (~1300) from 500 for champion-to-champion (remains 500 for minion-to-minion and minion-to-champion).
 * Effects that reduce a champion's sight radius will benefit Kha'Zix.
 * Isolation now uses line-of-sight instead of a "snuggle bubble". Line of sight will be obstructed by terrain and effects that remove shared vision. This means that enemy champions within 1000 units of one another will be considered isolated if they are separated by terrain.
 * Nearby enemy champions will now have an indicator present on them at all times and it will change color depending on whether or not they are isolated: Green for Isolated; Orange for they look isolated, but Kha'Zix's vision is obscured and he cannot be certain (his enemy is near brush, or his own sight is reduced); and Red for they are not isolated. Minions and monsters will only show the indicator while isolated. This will be unobtrusive, similar to Worked Ground.
 * No longer increases Kha'Zix's attack or cast range.
 * Heal at point-blank range.
 * Slow changed to a 50% slow that decays over 2 second from a 20% slow for 2 seconds.
 * Increased slow.
 * Two additional spikes.
 * The explosion radius is now moderately increased.
 * The enemy the spike collides is now for 4 seconds.
 * Range increased to 900 from 600.
 * No longer increases Leap's range.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * The enemy the spike collides is now for 4 seconds.
 * Range increased to 900 from 600.
 * No longer increases Leap's range.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.


 * Bombardier
 * AP ratio increased to 50% from 40%.
 * No longer deals modified damage based on distance travelled.
 * Now deals between as bonus damage based on distance travelled.
 * Maximum damage changed to 50 / 75 / 100 / 125 / 150  from 150 / 225 / 300 / 375 / 450 . Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000 health.
 * No longer deals 33% increased damage versus Hunted targets.
 * Increased damage versus low health enemies now only applies if the target is Hunted, otherwise the damage is no longer modified.
 * Damage removed.
 * Reduced cooldown mechanic improved to 1.5 / 1 / 0.5 / 0 from 1.5 at all ranks.
 * Cooldown reduction mechanic is now static (unaffected by CDR).
 * Heal removed.
 * Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 health. Health restored is halved versus minions and cowardly monsters.
 * Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
 * Nidalee will now always gain the effect regardless of who she targets, as with.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.
 * Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 health. Health restored is halved versus minions and cowardly monsters.
 * Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
 * Nidalee will now always gain the effect regardless of who she targets, as with.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.


 * Skirmisher


 * Saboteur


 * Skirmisher
 * Zed's basic attacks will execute targets below 50 health. At level 11, the base execution threshold increases to 200 for lesser minions and monsters. Scoring a unit kill or champion assist by any means will restore 35 energy.
 * Shurikens beyond the first dealing only 50% damage.
 * Shadow shurikens now also deal only 50% damage.
 * Restoring energy for landing both copies of an ability against the same target.
 * Reactivation now costs 35 energy.
 * Storing magic damage.
 * Reactivation now costs 35 energy.
 * Reactivation now costs 35 energy.
 * Storing magic damage.
 * Reactivation now costs 35 energy.
 * Reactivation now costs 35 energy.