What better way to ring in Lunar Revel than with a new patch—welcome to 14.3!
In this week’s patch, we’re continuing to make follow-up adjustments for champions and items that were affected by the itemization overhaul. This includes things like lowering overall burst in the game by reducing the amount of proc damage from items, giving some AP carries like Ziggs and Nidalee more durability to compensate them for changes to their core items, and adjusting champions that have found a bit too much success with the new item system (hello Rengar and Karma).
In other news, we also have our Dragonscale skinline coming out this patch, the return of URF, an update on the Vanguard rollout, and a reminder about Windows 7, 8, and 8.1 deprecation, so make sure to check out all the sections down below!
Check out the TFT patch notes here!
Heavenscale Lee Sin, Divine Heavenscale Lee Sin, Heavenscale Master Yi, Heavenscale Janna, Heavenscale Ezreal, Heavenscale Kai'Sa, Heavenscale Diana, and Prestige Heavenscale Ezreal will be available February 7, 2024 at 21:00 CET.
The Ultra Rapid Fire (more commonly known as U.R.F.) game mode will be making a return on patch 14.3! U.R.F. will go live on February 7, 2024 at 18:00 CET for EUW, EUN, RU, and TR and 21:00 CET for all other Riot regions.
It was previously communicated in the 14.2 notes that we will be introducing Vanguard, Riot’s proprietary anti-cheat software that will be required for all League of Legends and Teamfight Tactics games. However, this change has been rescheduled due to some critical bugs with the client pop up we planned to have in 14.2 which caused us to delay one patch cycle. So starting in patch 14.3, we will run a diagnostics check to see if your computer is ready for this update. If not, please review our troubleshooting guide or reach out to Player Support. This change also means that we are pushing back Vanguard’s launch from 14.4 to 14.5 to still give players plenty of time to get ready for this change by installing Vanguard.
If you originally failed the check, it will re-run at a later point or you can manually re-run it by clicking on the settings icon on the top right and “Check for Compatibility” under General > Vanguard System Check.
This will not mean that Vanguard is active or being used for League yet, this is just to give players ample heads up and opportunity to be ready before it’s a requirement. For more information please check out our support article on Vanguard.
Beginning Wednesday February 21st (patch 14.4), we are updating our minimum system requirements and will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our games, we sometimes need to deprecate support for legacy Operating Systems that aren’t widely used by our players. If you’re still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.
Q mana cost decreased, Stardust stacks per champion burst increased. W mana cost decreased, cooldown decreased, bonus damage during Q increased. E Stardust stack generation decreased. Recommended skill order adjusted from QEW to QWE.
Aurelion Sol's itemization is less than stellar now that Liandry's no longer provides him with mana alongside the removal of Crown of the Shattered Queen. On top of his high mana costs, Aurelion Sol has largely been opting for passive and reactive playstyles rather than proactive ones. We believe that a world where the majority of his stacks are coming from proactive player combat and trading instead of stalling and passive farming is both more fun for Aurelion Sol and healthier for the game as a whole, because he has to take risks to scale. So we are adjusting his mana costs to allow him to be more proactive in lane and going forward will balance him around his more Q+W-driven stacking gameplay.
Base health regeneration decreased.
Now that Azir’s soldiers apply on-hit effects, he has fully moved over to Fleet Footwork as his main rune of choice. Now, thanks to his newfound sustain, he’s become nearly impossible to push out of lane. As a result, we’re taking a crack at his overall durability, particularly his early health regeneration which is currently too high thanks to Fleet.
Passive damage to monsters decreased, bugfix to passive. Q damage decreased.
Brand is currently quite strong thanks to a combination of three things: his overly quick jungle clear speed, his natural synergies with Liandry’s, and champions having more health. This patch brings his passive damage in line with where we’d like it to be thanks to a bugfix, but he still needs more power taken out, so we’re nerfing his jungle clear and some early base damage.
Package duration decreased. W cooldown decreased, mana cost decreased, damage increased. Malignance no longer counts towards Eclipse’s passive.
Corki is getting a meaningful nerf this patch, with his core item interaction of Eclipse and Malignance being bugfixed. That said, we're happy that players have found an interesting build that utilizes all of Corki's odd item scaling. Instead of returning to AP Corki as a scaling, low-interaction poke champion, we'd like if those AP purchases asked him to play more aggressively and risk the occasional aggressive Valkyrie cast. Emphasis on occasional.
Q damage decreased. R damage decreased.
In 14.2 we overshot on the buffs to Ezreal, however in this patch we’re buffing quite a few of his core items meaning we need to walk back some of the power he just got. Overall, these changes paired with the item buffs should still be a net buff compared to his power level in 14.1.
Passive tentacle range increased, damage decreased.
The map changes introduced in 14.1 resulted in a drop in power for Illaoi, mainly due to her tentacles being designed around the old terrain spacing. In this patch, we’re looking to make her tentacles more reliable on the new Rift. However, that reliability means more overall damage, hence the tentacle damage reduction. Overall, the two changes should be roughly neutral but feel far better for the Kraken Priestess.
R+Q Soulflare damage decreased.
Karma’s currently a bit too good as a triple flex option, with the ability to succeed in top, mid, and support. With her newfound power from Malignance, her ultimate is now on too short of a cooldown for the damage it provides, so we’ll be taking her R+Q explosion damage down a notch.
Passive damage decreased. Q damage decreased.
Lillia’s preferred items became much nicer in the seasonal update, allowing her access to health on every slot and strong omnivamp that works well with her kit. We like that Lillia is generally tankier than before as it helps her stand out from other AP users, so we’ll be reducing her inevitable late-game damage while leaving her durability intact.
Base mana regeneration decreased. Passive heal decreased. Q cooldown decreased, mana cost decreased. E mana cost decreased, cooldown adjusted. R cooldown increased.
Maokai Support finally has the freedom to rush movement speed tank items without facing off against other champions' mythics. He is extremely happy about this fact. So happy in fact that he’s the strongest-performing support in the game. We’d like to rein in his support power level while still retaining his ability to perform well in top and jungle. In order to do this, we’ll be lessening his affinity to the support item (which grants percent mana regeneration), lowering his access to early saplings, raising his reliance on gold, and giving him the ability to repeatedly press Q more freely, which is more important to his top lane and jungle gameplay.
Magic resistance growth increased. E heal increased, bonus attack speed increased.
Nidalee lost some power with the new season, so we’re here to help! Her damage is currently high, but she’s lacking in durability as she used to gain health from both of her first two items whereas she now gains none. In this patch we’re looking to increase her E heal since it has the room to be more powerful, and her E attack speed to help her clear. These changes are also intended to buff her supportive outputs to give her more options later in the game when she begins to fall off. We’re also including an MR growth buff to bring Nidalee more in line with similar AP characters who go into melee range such as Lillia or Rumble since this stat is quite important for them, especially in teamfights.
Base armor increased. Q damage increased, mana cost decreased. E bonus movement speed increased. E damage decreased.
Pyke was struggling to stay above water in 14.1, but the 14.2 rune changes further impacted him to the point that he needs a lifeline.. In this patch we’ll be giving him a little early durability and some buffs to the abilities that let Pyke players do what they want to do most: kill people and go fast.
Base health decreased. Q bonus damage decreased.
Rengar’s damage is too high when snowballing, so he’s been happier than a kitten in a store full of catnip. Except in this situation the kitten is Rengar and the catnip is some of the new lethality items. Having found synergies with items like Hubris, Profane Hydra, and Opportunity that help Rengar’s damage scale well, he finds himself needing less power in his base kit. We also have a base health nerf which should help address his power in the top lane.
Mana regeneration growth decreased. W mana cost decreased, bonus damage to monsters increased, no longer one-shot by Grubs. E mana cost increased. R QoL changes.
Shaco’s striking fear into the hearts of bot laners everywhere, but, for better or worse, we think that everyone on the map should be equally terrified, so we’re making some adjustments to reduce his support power while helping his jungle power. The Jack in the Box buffs should help him clear the jungle faster and healthier, especially for AP builds which are struggling more, while the mana nerfs should specifically bring down his ability to poke enemies down in lane quite so much while also allowing jungle Shaco to forgo mana items entirely.
Q empowered attack damage increased, bonus attack speed increased. W bonus movement speed increased.
We removed Night Harvester from the game, but AP Shyvana was here before that, and she’ll be here long after thanks to her dedicated player base. Since her AP build is something we know players enjoy, we want to make sure it remains viable.
Q damage increased. E cooldown decreased.
With the loss of access to Ability Haste across the board, Taliyah hasn’t been able to get stable footing in the new season. While we’re addressing the Haste issue with a cooldown reduction to her E, we also want to make her a bit more relevant in the early game, both as a mid laner and jungler, so we’ll be giving her Q some more power which is generally always nice for her to have.
Q QoL change.
Base health decreased. Q damage decreased.
Trundle’s been doing quite well since the buffs he got back in 13.23. We think that the mid-game power spike and enhanced synergies with Trinity Force that came with this buff are beneficial for him to keep, so instead we’ll be reducing his early game power by dropping his base health and flat damage from his Q.
E QoL change.
Q bonus range increased. E cooldown decreased.
Wukong is in a weak spot at the moment, especially in the top lane, so we’re here to put a bit more pep in his step. To give him more space to play with, we’ll be increasing his early Q bonus range so that he can better trade with his opponents. We’re also including a buff to its bonus AD ratio because the armor shred Q gave lost value with the armor shard being removed last patch. Finally, we’re decreasing his E cooldown, as he’s very reliant on this spell and his build lost access to Ability Haste with the new item system.
Passive summon leash range decreased, summons now gain bonus movement speed when returning to Yorick. Q heal adjusted, mana cost decreased. E cast time decreased. R bonus damage when attacking Maiden’s target adjusted.
With a bunch of new items to play with we thought that now would be a good time to revitalize Yorick’s classic bruiser builds which should ultimately give him more durability to act as a front liner for his team. While we were at it, we also wanted to take the opportunity to smooth out his playing experience with minor adjustments to his summons.
Base AD increased. R cooldown decreased. Recommended items updated.
Zeri was shocked by the item system overhaul as players are now opting to build Experimental Hexplate on her for access to the ultimate Ability Haste. Since she could use the help at all skill levels, we’ll be giving her some generic buffs to her base AD and ultimate cooldown which should be appreciable for all players, but also help Zeri get away from depending on Hexplate. We also updated her recommended items which we expect to improve her overall power levels as well.
Base armor increased, armor growth increased. W cooldown decreased.
Ziggs lost quite a bit of durability this season, mainly due to the fact that two of his core items, Seraph’s and Shadowflame, lost 200 health each. While we won’t be giving him all that health back directly, we are giving him some more durability from his natural armor sources in addition to W cooldown reduction which is a more skill expressive way of keeping Ziggs safe.
Base mana regeneration decreased, growth increased. Q mana cost decreased. W seed charge on minion/monster takedown increased.
Zyra Support doesn’t need much mana due to how much regeneration she gets from her support item, so when Liandry’s Torment lost Ability Haste (which doesn’t affect her passive) and mana (which she doesn’t need as a support), she was more than happy to simply get more damage and health in return. Mid Zyra, on the other hand, liked both of those things. This patch, we’d like to close the gap on Support versus Mid and Jungle power levels. We’re happy with her primarily being a support, but we’d like to let Zyra enthusiasts feel viable in more than just one role. By shifting her mana pool around to promote casting more Qs and partially making up for the lost Ability Haste as a laner, she should be able to use her primary spells more often and keep up with other mid laners.
With the new item system, Lethality became a much better stat for bot laners in particular. Combined with the overall game pacing differences compared to season 13, on-hit and crit marksmen have been left a bit weaker than they were before. These changes aim to bring up the power level of crit and on-hit users systemically so that they no longer feel as though Lethality is their only viable itemization option
Like the Essence Reaver and The Collector changes this patch, this change is intended to increase the power levels of on-hit and crit marksmen as a preferable alternative to Lethality builds.
We have a bugfix to Hullbreaker this patch which should restore a key part of the item's power that was previously missing.
Kaenic Rookern has become the premier magic resistance item, overshadowing other options like Spirit Visage and Force of Nature. Intended to be a generic source of magic resistance, this item does need to be somewhat powerful, but we need to take it down just a notch.
With many AP champions moving onto bursty items such as Stormsurge and Shadowflame, we want to ensure that more durable options are still effective and just as appealing. There should be a slew of non-assassin AP champs willing to buy stats other than raw burst and so we want to make sure those options are enticing.
Like the Guinsoo’s Rageblade and Essence Reaver changes this patch, this change is intended to increase the power levels of on-hit and crit marksmen as a preferable alternative to Lethality builds.
With more ranged champions opting to pick up Lethality in the new season, we need to dial back the amount of power they’re getting from these items. Ranged champions are using the movement speed this item is offering to keep up heavy teamfight uptime while also increasing their survivability which is a bit too much to offer on a single item for a class where movement speed is so valuable.
In this patch, one of our goals is to lower the amount of damage coming from item effects across the board, especially late game, as a way of lowering overall burst in the game. We’d like to preserve overall item power as they appear to be in a good spot, so we’ll be buffing some of these items as compensation for nerfing their actives. In general, we believe champions should be bursty when their kits support it, not because their items are doing the heavy lifting for them (one of the core issues we had with Mythics) so these changes should help move the item system in that direction. One last note is that many of these items will still need to scale softly in order to keep up with enemy champions' innate Magic Resist growth, which is why we maintained the scaling ratios instead of removing them entirely.
While we were looking at proc damage, we also noticed that mana-hungry champions were generally itemizing effectively, but falling a bit on the weaker side. As such, we’re lowering the gold cost of mana items across the board so these champions should be able to access their power spikes a bit more quickly.
The new Rift Herald has proven to be a bit too hard to control, especially as players are learning how to steer correctly, so we’re making the ability to turn a bit easier and giving Herald a few small quality of life buffs. (Note: If you let the Herald direction indicator end without clicking it will not accept the direction as an input. This bug is something we’re working on correcting on our end, so for now please click the indicator.)