Patchnote

Developer
Size
18,033 Kb
Views
12,144

How do I make an patchnote?

What is a patchnote? How do you make a patchnote? This script and codes were developed by Huan Nghiem on 07 September 2022, Wednesday.

Patchnote Previews

Patchnote - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>patchnote</title> <link rel='stylesheet prefetch' href='https://news-a.akamaihd.net/public/oembed/0.0.273/css/oembed.css'> <link rel="stylesheet" href="css/style.css">
</head>
<body> <html>
<body>
<div id="oembed-wrapper-bb3934c1efcdfcfb0004109179ef438e" class="riot-news-widget riot-news-widget-latest-patch-notes riot-news-widget-i18n-en" data-ping-meta="uuid=a1766404-9487-4b39-a401-2c25d246e7b2|title=Patch 6.10 notes|author=Scarizard|realm=na|language=en|publish_date=2016-05-17T18:04:37.794Z|category=game_updates:patch|tuuid=a1766404-9487-4b39-a401-2c25d246e7b2|type=article|redirect=|tags=patch_notes|content-opens=client"> <div class="riot-news-widget-toc"> <div class="node-full"> <div class="gs-container"> <div class="default-2-3 hidden"><h1 class="riot-news-widget-toc-title riot-news-widget-i18n-en">Table of Contents</h1></div> <div class="default-1-3"></div> </div> </div> </div> <div class="riot-news-widget-latest-patch-notes-content" id="oembed-a1766404-9487-4b39-a401-2c25d246e7b2"><input type="hidden" class="riot-news-widget-card-title" value="Patch 6.10 notes"/> <h1 class="riot-news-widget-title riot-news-widget-i18n-en">Patch 6.10 notes</h1> <div class="riot-news-widget-body"> <div id="patch-notes-container"><p style="text-align:center;font-size:1.2em;"><em>Got patching problems? <a href="http://boards.na.leagueoflegends.com/en/c/help-support/ysTVIauY-new-having-issues-patching-610-click-here;" target="_blank">Check the Boards</a> for tips and solutions!</em></p><h2 id="patch-top"></h2> <blockquote class="blockquote context">Greetings, summoners.<br/><br/>Welcome to patch 6.10, the one <em>after</em> Midseason. We’re back to business as usual in terms of our layout this time. 6.9’s template is one we break out for special occasions, and ‘changing almost everything in League’ seemed to fit that description.<br/><br/>Just as with <em>any</em> patch after a major update, 6.10’s mostly about reacting to whatever balance outliers remain after the tectonic shift. You can’t make an omelette without breaking a few eggs - or in this case, a few mages. While we’re waiting for the dust to settle and the rest of the game’s landscape to really take shape, it’s clear that a few of our mage updates undershot (or overshot) expectations.<br/><br/>While mages make up the bulk of 6.10’s tuning, reacting to other systemic shifts in the ecosystem (Bloodrazor, Ocean Drake) is still a top priority. Beyond that however, this 6.10 is pretty narrow in scope as we continue to evaluate how players are adapting to Midseason. There’s lots left to discover and play around still flying under the radar, so expect more focus as those builds and pocket picks shake out. Apparently people are succeeding with Skirmisher’s Sabre Bloodrazor bot lane Kog’Maw. If that’s not enough to get you experimenting, nothing will.<br/><br/>We’ve also got some matchmaking fixes coming in later this patch aimed at reining in queue times and making more even matches at the top of the ladder. We’ll hit you up when the changes are good to go, so keep an eye on the front page.<br/><br/>That’s all for us this patch! Check out the rest of the notes to find out exactly who’s changing and how, and we’ll see you on the rift looking for the next big thing. Shout-outs to the 5 Singed mains out there - these Ghost buffs are on the house.<br/><br/>GL, HF. </blockquote> <p><span class="context-designer"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/avatars/ScarizardIcon_thumb.jpg"/> Patrick "Scarizard" Scarborough</span> </p><p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-updates">Patch Updates</h2></header> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link"><img src="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/may/pn610/Taliyah_Square_0.png&resize=64:"/></a> <h3 class="change-title" id="patch-taliyah-balance-changes">Taliyah Balance Changes</h3><p class="summary">Q mana cost and Worked Ground duration reduced.</p> <blockquote class="blockquote context">Taliyah is struggling to find early-game success. We're easing up on Threaded Volley's restrictions, giving Taliyah more opportunities to secure lane victories she can translate into mid-game power.<br/><br/>Quick note: since this is a mid-patch change, Taliyah's tooltips won't be updated until 6.11. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.10.1/img/spell/TaliyahQ.png&resize=32:"/>Q - Threaded Volley</h4> <div class="attribute-change"><span class="attribute">COST</span> <span class="attribute-before">60/65/70/75/80 mana</span> <span class="change-indicator">⇒</span> <span class="attribute-after">50/55/60/65/70 mana</span> </div> <div class="attribute-change"><span class="attribute">WORKED GROUND DURATION</span> <span class="attribute-before">180 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">140 seconds</span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-5/19/2016">5/19/2016</h3> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Sona.png&resize=32:"/>Sona </h4> <div class="attribute-change"><span class="attribute">WHO LET YOU OFF PBE</span> <span class="attribute-after">Reverted a few experimental changes to <strong>E - Song of Celerity</strong> which weren't intended for the patch</span> </div> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Urgot.png&resize=32:"/>Urgot </h4> <div class="attribute-change"><span class="attribute">OVERLY TERRIFIED</span> <span class="attribute-after">Fixed a bug where <strong>R - Hyper-Kinetic Position Reverser</strong>'s terrify duration was sometimes lasting longer than intended</span> </div> </div> </div> </div> <header class="header-primary"><h2 id="patch-champions">Champions</h2></header> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Taliyah_Square_0.png&resize=64:"/></a> <h3 class="change-title" id="patch-taliyah">Taliyah</h3> <blockquote class="blockquote context">Taliyah, the Stone Weaver, will be released in this patch! To learn more, check the following links: </blockquote> <ul> <li><a href="http://na.leagueoflegends.com/en/featured/taliyah-short-story">The Bird and the Branch</a> </li> <li><a href="https://www.youtube.com/watch?v=H1nRIX-qvbo">Homecoming</a> </li> <li><a href="http://na.leagueoflegends.com/en/page/champion-reveal-taliyah-stoneweaver">Champion Reveal</a> </li> <li><a href="http://na.leagueoflegends.com/en/news/champions-skins/champion-preview/champion-insights-taliyah-stoneweaver">Champion Insights</a> </li> <li><a href="http://na.leagueoflegends.com/en/news/community/community-spotlight/inside-taliyah-dev-designers">Inside Taliyah dev with the designers</a> </li> <li><a href="http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Q5Rti3k0">Taliyah Q&A</a> </li> <li><a href="https://www.youtube.com/watch?v=3-XQ0Jb2MRs">Champion Spotlight</a> </li> </ul> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/alistar/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Alistar.png&resize=64:"/></a> <h3 class="change-title" id="patch-alistar"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/alistar/">Alistar</a> </h3><p class="summary">R damage reduction down.</p> <blockquote class="blockquote context">Alistar's the definition of a professional staple, bringing consistent peel, initiation, and diving potential. We're not looking to change that, but when Alistar becomes <em>too</em> reliable he suffocates the rest of the support landscape. We've always been happy with Alistar breaking up the attrition of an all-ranged lane through the threat of tower-dives, but at present he's got too much of a good thing. We're toning back Ali's early-game ability to tank turret shots (and everything else) so opponents have a chance to play around his window of strength rather than just flee for its duration. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/FerociousHowl.png&resize=32:"/>R - Unbreakable Will</h4> <div class="attribute-change"><span class="attribute">DAMAGE REDUCTION</span> <span class="attribute-before">70% at all ranks</span> <span class="change-indicator">⇒</span> <span class="attribute-after">50/60/70%</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/anivia/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Anivia.png&resize=64:"/></a> <h3 class="change-title" id="patch-anivia"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/anivia/">Anivia</a> </h3><p class="summary">R radius and cast range increased. Mana cost down.</p> <blockquote class="blockquote context">The first of many follow-ups to our Midseason mage updates, we begin with Anivia. While we’re confident in the controlling shift we made with the Cryophoenix in 6.9, Anivia as a whole ended up less reliable in the process. With a heavier focus placed on Glacial Storm’s uptime, we’re making it easier for her to maintain her signature zoning tool. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/GlacialStorm.png&resize=32:"/>R - Glacial Storm</h4> <div class="attribute-change"><span class="attribute">COST PER SECOND</span> <span class="attribute-before">40/50/60 mana</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30/40/50 mana</span> </div> <div class="attribute-change"><span class="attribute">CAST RANGE</span> <span class="attribute-before">685</span> <span class="change-indicator">⇒</span> <span class="attribute-after">750</span> </div> <div class="attribute-change"><span class="attribute">INITIAL RADIUS</span> <span class="attribute-before">150</span> <span class="change-indicator">⇒</span> <span class="attribute-after">200</span> </div> <div class="attribute-change"><span class="attribute">SWAGSTORM</span> <span class="attribute-after">Using Zhonya’s Hourglass no longer interrupts Glacial Storm</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/aurelionsol/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/AurelionSol.png&resize=64:"/></a> <h3 class="change-title" id="patch-aurelionsol"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/aurelionsol/">Aurelion Sol</a></h3><p class="summary">W cooldown up. R damage down.</p> <blockquote class="blockquote context">While our last changes pulled him down from the heavens, Aurelion Sol’s still kicking as our biggest over-performer. Alas, when you’re a strong laner with amazing roaming and teamfighting - something’s gotta give. For this update, we’re focusing on hitting Sol’s in-fight reliability. As-is, Aurelion holds all the cards in any given engagement due to his Celestial Expansion’s amazing flexibility, forcing opponents to march to his beat. Putting some of the counterplay back into whether or not Aurelion can safely avoid being knocked out of his empowered state, as well as draining some his raw damage output, should see the Starforger less powerful (but no less magnificent). </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/AurelionSolW.png&resize=32:"/>W - Celestial Expansion</h4> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">6/5/4/3/2 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">6/5.5/5/4.5/4 seconds</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/AurelionSolR.png&resize=32:"/>R - Voice of Light</h4> <div class="attribute-change"><span class="attribute">DAMAGE</span> <span class="attribute-before">200/300/400</span> <span class="change-indicator">⇒</span> <span class="attribute-after">150/250/350</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/cassiopeia/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Cassiopeia.png&resize=64:"/></a> <h3 class="change-title" id="patch-cassiopeia"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/cassiopeia/">Cassiopeia</a> </h3><p class="summary">Q and W ranges up. W cooldown decreased.</p> <blockquote class="blockquote context">One of the larger Midseason mage updates, Cassiopeia’s strengths as an immobilizing controller have been muted by a rather weak release state. Low ranges across her poisons appear to be the culprit, as Cassi quite literally lives or dies on her ability to access Noxious Blast’s burst of speed (or Miasma’s grounding). Add in some bonus usability to her poisons and Cassiopeia will see herself actually able to play her keep-away kite game without being overrun. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/CassiopeiaQ.png&resize=32:"/>Q - Noxious Blast</h4> <div class="attribute-change"><span class="attribute">RANGE</span> <span class="attribute-before">750</span> <span class="change-indicator">⇒</span> <span class="attribute-after">850</span> </div> <div class="attribute-change"><span class="attribute">SAVOR THE MOMENT</span> <span class="attribute-after">Noxious Blast’s movement speed bonus takes longer to decay</span> </div> <div class="attribute-change"><span class="attribute">POISONOUS CLARITY</span> <span class="attribute-after">“Poisoned” particle’s size has been increased</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/CassiopeiaW.png&resize=32:"/>W - Miasma</h4> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">22/20/18/16/14 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">18/17/16/15/14 seconds</span> </div> <div class="attribute-change"><span class="attribute">MINIMUM RANGE</span> <span class="attribute-before">550</span> <span class="change-indicator">⇒</span> <span class="attribute-after">500</span> </div> <div class="attribute-change"><span class="attribute">MAXIMUM RANGE</span> <span class="attribute-before">800</span> <span class="change-indicator">⇒</span> <span class="attribute-after">900</span> </div> <div class="attribute-change"><span class="attribute">BRINGING IT BACK</span> <span class="attribute-after">No longer stops upon hitting terrain</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/fiddlesticks/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/FiddleSticks.png&resize=64:"/></a> <h3 class="change-title" id="patch-fiddlesticks"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/fiddlesticks/">Fiddlesticks</a> </h3><p class="summary">E bounces down. More scarecrow.</p> <blockquote class="blockquote context">After a season in the shadows, Fiddlesticks is back with a vengeance following his spooky update. This patch is nothing complicated - we’re going to keep our eye as Fiddle continues to harbinge doom all over the place, but the clearing and dueling potential from Dark Wind was simply too high. </blockquote> <hr class="divider"/> <h4 class="change-detail-title">General</h4> <div class="attribute-change"><span class="attribute"><span class="new">new</span>SPOOKY</span> <span class="attribute-after">After 5 seconds of not moving, Fiddlesticks will become a scarecrow</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/FiddlesticksDarkWind.png&resize=32:"/>E - Dark Wind</h4> <div class="attribute-change"><span class="attribute">NUMBER OF BOUNCES</span> <span class="attribute-before">7</span> <span class="change-indicator">⇒</span> <span class="attribute-after">6</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/fizz/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Fizz.png&resize=64:"/></a> <h3 class="change-title" id="patch-fizz"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/fizz/">Fizz</a> </h3><p class="summary">R’s fish can’t be cleansed.</p> <blockquote class="blockquote context">Due to the changes to Quicksilver Sash only removing crowd control, a nasty bug surfaced where <strong>any</strong> ability that cleansed slows (like Garen’s <strong>Q - Decisive Strike</strong>) would completely detach Fizz’s shark from the target. Rather than just reverting it to its previous behaviour, we’re instead making it consistent with QSS’s debuff interaction. Cleansing the slow will allow you to move at full speed, but won’t detach the shark. Like with QSS’s interactions with other high-profile abilities (ex. Zed’s <strong>R - Death Mark</strong> and Fiora’s <strong>R - Grand Challenge</strong>), we’ll be closely monitoring how these changes affect Fizz’s performance. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/FizzMarinerDoom.png&resize=32:"/>R - Chum the Waters</h4> <div class="attribute-change"><span class="attribute"><span class="removed">removed</span>SHARKBAIT</span> <span class="attribute-removed">Cleansing Chum the Waters’ slow no longer detaches the shark from the target.</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/illaoi/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Illaoi.png&resize=64:"/></a> <h3 class="change-title" id="patch-illaoi"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/illaoi/">Illaoi</a> </h3><p class="summary">W cooldown down.</p> <blockquote class="blockquote context">Following changes to her Test of Spirit, Illaoi’s found her performance a little lopsided this patch. Traditionally relying on a powerful laning phase to transition into strong teamfighting, Illaoi’s new vessel mechanics have reversed this dynamic. Now, Illaoi’s late-game vessel shenanigans are making a big splash, but it’s her early-game strength that’s been reduced significantly. We’re happy with the direction of the new Test of Spirit (i.e. providing a tangible benefit to Illaoi but not debuffing opponents for a million years), so we’re giving the Kraken Priestess a booster-shot to her early lane-bully potential to even things out. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/IllaoiW.png&resize=32:"/>W - Harsh Lesson</h4> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">6/5.5/5/4.5/4 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">4 seconds</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/jinx/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Jinx.png&resize=64:"/></a> <h3 class="change-title" id="patch-jinx"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/jinx/">Jinx</a> </h3><p class="summary">Rocket attacks faster at level 1, but scales worse with attack speed.</p> <blockquote class="blockquote context">Our last round of changes to Switcheroo were targeted at differentiating Jinx’s weapons to make it clear when each should be useful. Pow-Pow’s minigun is for hyper-carry damage output at short range, while Fishbones’ rocket launcher is for poking and area damage at the cost of a significant amount of DPS uptime. We’re happy with how that’s played out, save one unintended goal: the usability of Jinxs’ level 1 rockets suffered immensely. Seeing how our previous change was about making rockets scale worse with items, we’re improving the feel and flow of Jinx’s trusty Fishbones for all of her destructive lane-bullying needs. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/JinxQ.png&resize=32:"/>Q - Switcheroo!</h4> <div class="attribute-change"><span class="attribute">FISHBONES BASE ATTACK SPEED</span> <span class="attribute-before">0.531</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.625</span> </div> <div class="attribute-change"><span class="attribute">FISHBONES ATTACK SPEED PENALTY</span> <span class="attribute-before">15% reduced bonus attack speed</span> <span class="change-indicator">⇒</span> <span class="attribute-after">25% reduced bonus attack speed</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/malzahar/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Malzahar.png&resize=64:"/></a> <h3 class="change-title" id="patch-malzahar"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/malzahar/">Malzahar</a> </h3><p class="summary">Passive cooldown up.</p> <blockquote class="blockquote context">While our balance hotfix looks to have solved much of Malzahar’s over-the-top performance (like soloing dragons at level 3), Malzahar’s still ahead of the pack when it comes to mage dominance on 6.9. Void Shift is an important tool to facilitate Malzahar wading through the midlines to lockdown a priority target, but the cooldown is so flexible during laning that it makes most aggression feel meaningless. We’re dramatically increasing the windows opponents have to pull Malzahar out of the void and back to his fountain (especially early game). </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/passive/Malzahar_Passive.png&resize=32:"/>Passive - Void Shift</h4> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">23-6 seconds (at levels 1-18)</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30/18/10/6 seconds (at levels 1/6/11/16)</span> </div> <div class="attribute-change"><span class="attribute">VOID CLARITY</span> <span class="attribute-after">Cooldown indicator is now also shown on buff bar</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/masteryi/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/MasterYi.png&resize=64:"/></a> <h3 class="change-title" id="patch-masteryi"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/masteryi/">Master Yi</a></h3><p class="summary">W ratio up. E damage up.</p> <blockquote class="blockquote context">Master Yi’s been on a bit of a wild ride when it comes to the patch notes, but now we find the Wuju Bladesman pretty far behind the curve. Specifically, changes to Guinsoo’s Rageblade and the removal of Sated Devourer’s got Yi feeling pretty confused about how he should be building in a post-midseason world. With Sated’s magic proc gone (and Bloodrazor’s damage being entirely physical), armor’s better protection against Master Yi than it’s ever been. Coupled with some changes to the new enchantment, tossing some power back in Yeezy’s true damage will help him melt through sturdier targets when he can’t reach the back line. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/Meditate.png&resize=32:"/>W - Meditate</h4> <div class="attribute-change"><span class="attribute">RATIO</span> <span class="attribute-before">0.15 ability power per second</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.25 ability power per second</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/WujuStyle.png&resize=32:"/>E - Wuju Style</h4> <div class="attribute-change"><span class="attribute">TRUE DAMAGE ON-HIT</span> <span class="attribute-before">12/19/26/33/40</span> <span class="change-indicator">⇒</span> <span class="attribute-after">14/23/32/41/50</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/nocturne/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Nocturne.png&resize=64:"/></a> <h3 class="change-title" id="patch-nocturne"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/nocturne/">Nocturne</a> </h3><p class="summary">Passive has an AP ratio.</p> <blockquote class="blockquote context">We know what you’re thinking, but let’s explain. There are an abundance of things in the game that give ability power incidentally (Guinsoo’s Rageblade, Baron Buff etc), making a number of champions sad when they can’t utilize it. Giving Nocturne an <em>ever so slight</em> ratio should make him feel better when these cases arise. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/passive/Nocturne_UmbraBlades.png&resize=32:"/>Passive - Umbra Blades</h4> <div class="attribute-change"><span class="attribute"><span class="new">new</span>RATIO</span> <span class="attribute-after">Now additionally scales with 0.15 ability power per hit</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/shyvana/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Shyvana.png&resize=64:"/></a> <h3 class="change-title" id="patch-shyvana"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/shyvana/">Shyvana</a> </h3><p class="summary">W has an AP ratio.</p> <blockquote class="blockquote context">Pretty much the same thing as Nocturne’s context. Re-read that but pretend we said ‘Shyvana’ instead. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/ShyvanaImmolationAura.png&resize=32:"/>W - Burnout</h4> <div class="attribute-change"><span class="attribute"><span class="new">new</span>RATIO</span> <span class="attribute-after">Now additionally scales with 0.1 ability power per second</span> </div> <div class="attribute-change"><span class="attribute"><span class="new">new</span>RATIO ON-HIT</span> <span class="attribute-after">Now additionally scales with 0.025 ability power on-hit</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/swain/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Swain.png&resize=64:"/></a> <h3 class="change-title" id="patch-swain"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/swain/">Swain</a> </h3><p class="summary">Health per level up. R heals more.</p> <blockquote class="blockquote context">Before we talk about Swain proper, consider this a public service announcement: Torment’s damage amplification is a flat 20% as of 6.9, which means you shouldn’t level it first.<br/><br/>With that out of the way, let’s talk Swain. Simply put, Swain’s not being rewarded enough for his early-game successes, often being ignored or phased out as the game goes on. We’re looking to tackle this by reinforcing what he’s good at - taking hits on the front lines and being a sticky drain-tank, especially against teams with multiple tanks. At present, Swain’s healing is based on the damage dealt - meaning the more magic resist an opponent has, the less health. This means the burly tanks of the world that Swain’s meant to prey on in lane quickly turn predator, reducing both Swain’s damage <em>and</em> sustain through items. We’re flipping the script and letting Swain heal up on tanks with plenty to spare (as well as upping his own natural durability) to keep his fantasy of being contextually unkillable alive and well. </blockquote> <hr class="divider"/> <h4 class="change-detail-title">General</h4> <div class="attribute-change"><span class="attribute">HEALTH GROWTH STAT</span> <span class="attribute-before">78</span> <span class="change-indicator">⇒</span> <span class="attribute-after">90</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/SwainDecrepify.png&resize=32:"/>Q - Decrepify</h4> <div class="attribute-change"><span class="attribute">HUNGRY FOR WORMS</span> <span class="attribute-after">Now executes minions below 10 health</span> </div> <div class="attribute-change"><span class="attribute">NOW THEY WORK</span> <span class="attribute-after">Fixed a bug where spell effects like Rylai’s Crystal Scepter and Liandry’s Torment weren’t applying properly</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/SwainMetamorphism.png&resize=32:"/>R - Ravenous Flock</h4> <div class="attribute-change"><span class="attribute">HEALING VS CHAMPIONS</span> <span class="attribute-before">75% of the damage dealt</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30/45/60 (+0.1 ability power)</span> </div> <div class="attribute-change"><span class="attribute">HEALING VS MINIONS AND MONSTERS</span> <span class="attribute-before">15% of the damage dealt</span> <span class="change-indicator">⇒</span> <span class="attribute-after">8/11/13 (+0.03 ability power)</span> </div> <div class="attribute-change"><span class="attribute">FLOCK TOGETHER</span> <span class="attribute-after">Now prioritizes targets closest to Swain instead of picking them at random (still prioritizes champions over non-champions)</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/taric/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Taric.png&resize=64:"/></a> <h3 class="change-title" id="patch-taric"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/taric/">Taric</a> </h3><p class="summary">R is more shiny.</p> <blockquote class="blockquote context">Even for someone that shines as bright as Taric, Cosmic Radiance can be a little hard to see in teamfights. Given how pivotal it is to know whether or not people are going to take damage (who’d have thought?), we’ve put some extra shine on Taric’s biggest moment. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/TaricR.png&resize=32:"/>R - Cosmic Radiance</h4> <div class="attribute-change"><span class="attribute">WITH CLARITY</span> <span class="attribute-after">Added a brighter particle that plays when units affected by Cosmic Radiance become invulnerable</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/tryndamere/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Tryndamere.png&resize=64:"/></a> <h3 class="change-title" id="patch-tryndamere"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/tryndamere/">Tryndamere</a> </h3><p class="summary">R holds you at a higher threshold. No longer restores 3% health if below.</p> <blockquote class="blockquote context">Tryndamere had an undocumented mechanic that would ensure you wouldn’t end at 1hp after his ult expired if you didn’t heal (which most people didn’t notice, because they’d usually heal after it ended). We’re just cleaning it up and putting it in the tooltip, since 3% of Tryndamere’s health almost always ended up at 30-70 health anyways. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/UndyingRage.png&resize=32:"/>R - Undying Rage</h4> <div class="attribute-change"><span class="attribute">MINIMUM HEALTH</span> <span class="attribute-before">1</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30/50/70</span> </div> <div class="attribute-change"><span class="attribute"><span class="removed">removed</span>AS I LAY DYING</span> <span class="attribute-removed">No longer heals Tryndamere to 3% of his maximum health (if he was below that) when Undying Rage ends</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/velkoz/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Velkoz.png&resize=64:"/></a> <h3 class="change-title" id="patch-velkoz"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/velkoz/">Vel'Koz</a> </h3><p class="summary">Passive and R ratios up.</p> <blockquote class="blockquote context">Vel’Koz’s update was meant to help solve his ‘spikes early but falls off’ power-curve by giving him meaningful scaling with ability power (and extra spicy lasers against researched targets). After a patch of careful research, it’s clear we didn’t go far enough to avoid VK’s drop-off, so we’re cranking up his scaling. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/passive/Velkoz_Passive.png&resize=32:"/>Passive - Organic Deconstruction</h4> <div class="attribute-change"><span class="attribute">RATIO</span> <span class="attribute-before">0.4 ability power</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.5 ability power</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/VelkozR.png&resize=32:"/>R - Life Form Disintegration Ray</h4> <div class="attribute-change"><span class="attribute">RATIO</span> <span class="attribute-before">1.0 ability power</span> <span class="change-indicator">⇒</span> <span class="attribute-after">1.25 ability power</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/vladimir/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Vladimir.png&resize=64:"/></a> <h3 class="change-title" id="patch-vladimir"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/vladimir/">Vladimir</a> </h3><p class="summary">R’s healing on champions increased. Q baits you less.</p> <blockquote class="blockquote context">Our resident blood-mage, Vladimir’s only partially living up to the expectations set in 6.9. Which is to say Vlad’s <em>losing</em> quite a lot of health, but not exactly gaining all of it back. Hemoplague promises a rewarding second wind for a well-placed ultimate, but falls short of being the lifeline necessary to enable Vlad’s health as a resource. We’re tuning back his risk/reward paradigm as well as some usability improvements to help Vladimir pull off the daring low-health plays he’s known for. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/VladimirQ.png&resize=32:"/>Q - Transfusion</h4> <div class="attribute-change"><span class="attribute">RIPE FOR THE PICKING</span> <span class="attribute-after">Crimson Rush’s particle now delays until just before Transfusion becomes available</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/VladimirE.png&resize=32:"/>E - Tides of Blood</h4> <div class="attribute-change"><span class="attribute">ROLL TIDE</span> <span class="attribute-after">Releasing Tides of Blood no longer prematurely cancels Sanguine Pool</span> </div> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/VladimirHemoplague.png&resize=32:"/>R - Hemoplague</h4> <div class="attribute-change"><span class="attribute">HEALING VS CHAMPIONS</span> <span class="attribute-before">50% of the damage dealt</span> <span class="change-indicator">⇒</span> <span class="attribute-after">150/250/350 + 0.7 ability power, increased by 50% for each additional champion hit beyond the first</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/zyra/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/champion/Zyra.png&resize=64:"/></a> <h3 class="change-title" id="patch-zyra"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/zyra/">Zyra</a> </h3><p class="summary">Passive-spawned seeds can be stepped on faster.</p> <blockquote class="blockquote context">Zyra’s Midseason is off to a good start, comfortably blooming into a botanical powerhouse. We’re not looking to do anything dramatic - just adjusting Garden of Thorns to be less punishing for those on the wrong side of the grass. </blockquote> <hr class="divider"/> <h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/passive/ZyraP.png&resize=32:"/>Passive - Garden of Thorns</h4> <div class="attribute-change"><span class="attribute">SEED GRACE PERIOD</span> <span>Can be stepped on</span> <span class="attribute-before">1.5 seconds after spawning</span> <span class="change-indicator">⇒</span> <span class="attribute-after">1 second after spawning <em>(<strong>W - Rampant Growth</strong> seeds remain at 1.5 seconds of immunity)</em></span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-splash-updates">Splash Updates</h3><p class="summary">Tristana’s skin splashes have been updated:</p> <div class="gallery-gradient"></div> <div class="my-carousel"> <div> <div class="content-border"><a class="skins cboxElement" title="Buccaneer Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_5.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_5.jpg&resize=588:"/></a> </div> <h4>Buccaneer Tristana</h4> </div> <div> <div class="content-border"><a class="skins cboxElement" title="Earnest Elf Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_2.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_2.jpg&resize=588:"/></a> </div> <h4>Earnest Elf Tristana</h4> </div> <div> <div class="content-border"><a class="skins cboxElement" title="Firefighter Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_3.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_3.jpg&resize=588:"/></a> </div> <h4>Firefighter Tristana</h4> </div> <div> <div class="content-border"><a class="skins cboxElement" title="Guerilla Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_4.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_4.jpg&resize=588:"/></a> </div> <h4>Guerilla Tristana</h4> </div> <div> <div class="content-border"><a class="skins cboxElement" title="Riot Girl Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_1.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_1.jpg&resize=588:"/></a> </div> <h4>Riot Girl Tristana</h4> </div> <div> <div class="content-border"><a class="skins cboxElement" title="Rocket Girl Tristana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_6.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Tristana_6.jpg&resize=588:"/></a> </div> <h4>Rocket Girl Tristana</h4> </div> </div> <br/></div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-summoner’s-rift">Summoner’s Rift</h2> </header> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-jungle-respawn-timers">Jungle Respawn Timers</h3><p class="summary">Red and Blue minimap respawn icons are smaller.</p> <blockquote class="blockquote context">The size of the buff icons were cluttering the minimap and giving the feeling that buff contests were as important as epic monsters. Bringing the size in line with the importance of buffs is a good way to clear up the minimap landscape to see other things like wards or traps. </blockquote> <div class="attribute-change"><span class="attribute">MINIMAP CLARITY</span> <span class="attribute-after">Reduced the size of Red & Blue minimap respawn icons</span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-first-minion-wave">First Minion Wave</h3> <blockquote class="blockquote context">Consistency at the start of the game is what allows players to make laning decisions. We’ve been honing in on that consistency with small minion tweaks over many patches, but losing a ranged minion to random chance could occasionally change the dynamic of laning. Eliminating that outlier should give players clearer expectations about the laning phase. </blockquote> <div class="attribute-change"><span class="attribute">FOCUS ON THE FRONT</span> <span class="attribute-after">Minions in the first wave should no longer grab an enemy ranged minion as a target randomly.</span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-mountain-drake">Mountain Drake</h3><p class="summary">Doesn’t amplify true damage.</p> <blockquote class="blockquote context">True damage offers pretty clear feedback: the damage you see is the damage you get, no decreases or increases. Mountain Drake was violating that expectation (especially around smite fights), so we’re bringing it in line with the rest of the game. </blockquote> <hr class="divider"/> <h4 class="change-detail-title">Mark of the Mountain Drake</h4> <div class="attribute-change"><span class="attribute">TRULY OUTRAGEOUS</span> <span class="attribute-after">No longer amplifies true damage (including Smite)</span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-ocean-drake">Ocean Drake</h3><p class="summary">Now restores health and mana only when out of combat with champions and towers.</p> <blockquote class="blockquote context">Regeneration effects often go unnoticed by their owners, but the Ocean Drake buff is large and spiky enough that players feel the individual ticks. The occasional lucky tick right before a killing blow, however, was adding more frustration than gameplay and often leaving players wondering if their damage hadn’t gone through. Tying the regen to stay out-of-combat allows more counterplay to opponents, allowing them to feel less like they’re fighting a rising tide. Of regeneration. </blockquote> <hr class="divider"/> <h4 class="change-detail-title"><span class="updated">updated</span>Mark of the Ocean Drake</h4> <div class="attribute-change"><span class="attribute">SEA GOD’S CLAIM</span> <span class="attribute-after">Restores 4/8/12% of your missing health and mana every 8 seconds if not damaged by a champion or tower in the last 5 seconds</span> </div> </div> </div> </div> <div class="content-border"> <div class="white-stone accent-before"> <div><h3 class="change-title" id="patch-turrets">Turrets</h3> <p class="summary">Turrets now take less true damage when the backdoor bonus is in effect.</p> <blockquote class="blockquote context">Turrets have always had a pretty massive defensive boost to discourage raw backdoor attempts, but with the increased prevalence of True Damage in the game (Mountain Drake, Red Buff) we’re adjusting to keep it in line. </blockquote> <div class="attribute-change"><span class="attribute">REALLY REINFORCED ARMOR</span> <span class="attribute-after">Now additionally absorbs 66% of true damage when the backdoor bonus is in effect</span> </div> </div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-items">Items</h2></header> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/item/1419.png&resize=64:"/></a> <h3 class="change-title" id="patch-Enchantment:-Bloodrazor"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/">Enchantment: Bloodrazor</a></h3><p class="summary">Attack speed and on-hit damage up.</p> <blockquote class="blockquote context">The new Bloodrazor allows junglers like Shyvana and Master Yi to feel more comfortable interacting with other players early on, rather than obligated to farm the jungle for twenty minions. That said, thanks to the relatively weak combat strength of Bloodrazor, they’re not enjoying the results of those interactions. Without being pinned to farming, attack speed junglers have reasons to duel enemy junglers, gank, or otherwise scrap for early-mid game advantages - they just need reasons to believe they can win those duels. Upping combat strength is the solution here. </blockquote> <div class="attribute-change"><span class="attribute">ATTACK SPEED</span> <span class="attribute-before">40%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">50%</span> </div> <div class="attribute-change"><span class="attribute">ON-HIT DAMAGE</span> <span class="attribute-before">3% of the target’s maximum health</span> <span class="change-indicator">⇒</span> <span class="attribute-after">4% of the target’s maximum health</span> </div> </div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-summoner-spells">Summoner Spells</h2> </header> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/summoners/spells/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/SummonerBarrier.png&resize=64:"/></a> <h3 class="change-title" id="patch-Barrier"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/summoners/spells/">Barrier</a> </h3><p class="summary">Cooldown decreased.</p> <blockquote class="blockquote context">Right now, Barrier doesn’t really have anything to differentiate it from Heal, leaving it outclassed by the less temporary nature of Heal. A lower cooldown should offer Barrier a unique identity as the go-to summoner spell against repeated assassin all-ins. </blockquote> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">210 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">180 seconds</span> </div> </div> </div> </div> <div class="content-border"> <div class="patch-change-block white-stone accent-before"> <div><a class="reference-link" href="http://gameinfo.na.leagueoflegends.com/en/game-info/summoners/spells/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/6.9.1/img/spell/SummonerHaste.png&resize=64:"/></a> <h3 class="change-title" id="patch-Ghost"><a href="http://gameinfo.na.leagueoflegends.com/en/game-info/summoners/spells/">Ghost</a> </h3><p class="summary">Cooldown decreased. Movement speed scales with level.</p> <blockquote class="blockquote context">With the removal of Distortion Boots, Ghost lost out on the scaling power it had come to rely on. Given Ghost’s consistent underselection relative to Flash, buffing the summoner spell won’t make it a must take, while still keeping the late game feel it previously had. </blockquote> <div class="attribute-change"><span class="attribute">COOLDOWN</span> <span class="attribute-before">210</span> <span class="change-indicator">⇒</span> <span class="attribute-after">180</span> </div> <div class="attribute-change"><span class="attribute">MOVEMENT SPEED BONUS</span> <span class="attribute-before">27% at all levels</span> <span class="change-indicator">⇒</span> <span class="attribute-after">28-45% (at levels 1-18)</span> </div> </div> </div> </div> <header class="header-primary"><h2 id="patch-dynamic-queue">Dynamic Queue</h2> </header> <div class="content-border"> <div class="white-stone accent-before"> <div><p class="summary">Rolling out later this patch: several adjustments and improvements targeting high MMR matchmaking in dynamic queue. </p> <blockquote class="blockquote context">Our goals are lowering queue times and improving match quality above Diamond tier with a set of solutions addressing those two issues. We’ll share more during this patch. </blockquote> </div> </div> </div> <header class="header-primary"><h2 id="patch-champion-mastery">Champion Mastery</h2> </header> <div class="content-border"> <div class="white-stone accent-before"> <div><p class="summary">Champion Mastery Levels 6 and 7 are coming this patch.</p> <blockquote class="blockquote context">Mastery Levels 6 and 7 better emphasize skill by requiring S grades from matchmade games. We’re emphasizing a performance requirement alongside a dedication component (the time needed to unlock free chests or earn IP for champ shards or permanent loot) to build on the original system’s blend of skill and participation. Keep an eye out for a larger announcement soon! </blockquote> <div class="attribute-change"><span class="attribute">MORE MASTERFUL MASTERY</span> <span class="attribute-after">Earn new mastery badge emotes, loading screen border flags, and announcement banner upgrades for each level</span> </div> <div class="attribute-change"><span class="attribute">DING</span> <span class="attribute-after">Earn <strong>Mastery 6</strong> tokens for <strong>S-, S,</strong> and <strong>S+</strong> games with champs that are Mastery Level 5</span> </div> <div class="attribute-change"><span class="attribute">DING DING</span> <span class="attribute-after">Earn <strong>Mastery 7</strong> tokens for <strong>S</strong> and <strong>S+</strong> games with champs that are Mastery Level 6</span> </div> <div class="attribute-change"><span class="attribute">HEXTECH MASTERY</span> <span class="attribute-after">Combine Mastery tokens for a specific champ with that champ’s crafting shard, permanent loot, or blue essence to unlock their next mastery level</span> </div> <div class="attribute-change"><span class="attribute">ZOINKS!</span> <span class="attribute-after">We’re adding a new mystery champ item to the store for RP or IP in a future patch that’ll help offset the RNG of finding champ shards and permanents in chests</span> </div> </div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-bugfixes">Bugfixes</h2></header> <div class="content-border"> <div class="white-stone accent-before"> <div> <ul> <li>Fixed a false error message that occurred when entering a game lobby</li> <li>Final Boss Veigar's <strong>Q - Baleful Strike</strong> no longer turns units invisible when killing them </li> <li>Fixed a number of interactions with Cassiopeia's <strong>W - Miasma</strong> Grounded debuff </li> <li>Varus's <strong>Q - Piercing Arrow</strong> no longer occasionally deals damage against spell shielded targets </li> <li>Annie’s <strong>R - Summon: Tibbers</strong> cooldown no longer resets to full if Tibbers lives past the end of the ability’s cooldown </li> <li>Frozen Heart’s aura no longer pops Malzahar’s <strong>Passive - Void Shift</strong> </li> <li>Fixed a bug where Ahri’s <strong>W - Fox-Fire</strong> could spawn less than three flames if cast at the same time as Ahri used Flash </li> <li>Zigg’s <strong>Passive - Short Fuse</strong> cooldown is now properly reduced when casting spells while <strong>W - Satchel Charge</strong> is active </li> <li>Fixed a bug where Zyra’s <strong>Q - Deadly Spines</strong> could cause the wrong seeds to spawn Thornspitters </li> <li>Fixed a bug where flat armor reduction effects (ex. Nasus’s <strong>E - Spirit Fire</strong>) reduced jungle monster armor by more than the intended amount as monster stats scaled over time </li> <li>The Lifeline cooldown of Sterak's Gage no longer resets to full after the Sterak's Fury buff expires </li> <li>Fixed a bug where Zz'Rot Portal's Voidspawn were ignoring minions</li> <li>Restored Curling Veigar’s vintage border for players who owned him as a limited skin </li> </ul> </div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p> <header class="header-primary"><h2 id="patch-upcoming-skins">Upcoming Skins</h2> </header> <div class="content-border"> <div class="white-stone accent-before"> <div><p class="summary">The following skins will be released during patch 6.10:</p> <div class="gs-container default-2-col"> <div class="skin-box"><span class="content-border"><a class="skins cboxElement" title="Freljord Taliyah" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Taliyah_1.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Taliyah_1.jpg&resize=256:"/></a></span> <h4 class="skin-title"><a href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Taliyah_1.jpg">Freljord Taliyah</a></h4> </div> <div class="skin-box"><span class="content-border"><a class="skins cboxElement" title="Super Galaxy Fizz" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Fizz_9.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Fizz_9.jpg&resize=256:"/></a></span> <h4 class="skin-title"><a href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Fizz_9.jpg">Super Galaxy Fizz</a></h4> </div> <div class="skin-box"><span class="content-border"><a class="skins cboxElement" title="Super Galaxy Kindred" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Kindred_2.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Kindred_2.jpg&resize=256:"/></a></span> <h4 class="skin-title"><a href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Kindred_2.jpg">Super Galaxy Kindred</a></h4> </div> <div class="skin-box"><span class="content-border"><a class="skins cboxElement" title="Super Galaxy Shyvana" href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Shyvana_6.jpg"><img src="https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Shyvana_6.jpg&resize=256:"/></a></span> <h4 class="skin-title"><a href="http://news.cdn.leagueoflegends.com/public/images/articles/2016/may/pn610/Shyvana_6.jpg">Super Galaxy Shyvana</a></h4> </div> </div> </div> </div> </div> </div> <p><a href="#patch-top" class="btt">Back to top</a></p></div> </div> <div class="riot-news-widget-shadow"></div>
</div>
<script type="text/javascript">(function () {/* If require is not defined add it using JSThis will prevent adding it to a context were already exists */ if (typeof require === 'undefined') { var rs = document.createElement('script'); rs.type = 'text/javascript'; rs.src = 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/vendors/require.js'; document.getElementsByTagName('head')[0].appendChild(rs); } var Conditional = {postponeConditional: postponeConditional, executeConditional: executeConditional}; function postponeConditional(funcCondition, funcBehavior) { setTimeout(function () { Conditional.executeConditional(funcCondition, funcBehavior), 100 }); }; function executeConditional(funcCondition, funcBehavior) { if (!funcCondition()) { return Conditional.postponeConditional(funcCondition, funcBehavior); } funcBehavior(); }; Conditional.executeConditional(function () { return typeof require !== 'undefined'; }, function () { var requireDefine; if (typeof window.oembedRequireJs === 'undefined') { requireDefine = require.config({ paths: { ping: 'https://lolstatic-a.akamaihd.net/ping/ping-0.1.240.min', jquery: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/vendors/jquery', youtubeIframeAPI: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/vendors/youtubeiframeapi', oembedsFullModeMsg: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/oembeds-full-mode-messages', fullWindowUtils: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/full-window-utils', backToTop: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/back-to-top', q: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/vendors/q', riotToc: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/riot-toc', videoUtils: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/video-utils', riotKitCycle: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/riot-kit-cycle', imageUtils: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/image-utils', templatesInitialization: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/templates-initialization', pingGlobalConfig: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/ping-global-config', sharedStates: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/shared-states', linkUtils: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/link-utils', pingTracking: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/ping-onload-tracking', styleFix: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/stylefix', landingpage: 'https://news-a.akamaihd.net/public/oembed/0.0.273/js/requiremodules/landingpage', timeago: 'https://lolstatic-a.akamaihd.net/lib/jquery-timeago/1.4.1/jquery.timeago', timeagoTranslation: 'https://lolstatic-a.akamaihd.net/lib/jquery-timeago/1.4.1/locales/jquery.timeago.' }, shim: { youtubeIframeAPI: {exports: 'YT'}, q: {exports: 'Q'}, ping: {exports: 'ping'}, riotToc: {deps: ['jquery']}, riotKitCycle: {deps: ['jquery']}, timeagoTranslation: {deps: ['timeago']} }, waitSeconds: 60 }); window.oembedRequireJs = requireDefine; } else { requireDefine = window.oembedRequireJs; } requireDefine(['pingGlobalConfig', 'sharedStates'], function (pcfg, sharedStates) { sharedStates.pingGlobalConfigRegisterEventListener(); sharedStates.getPingGlobalConfig().then(function (cfg) { if (cfg) { pcfg(cfg); } else { pcfg({"appname": "news_oembed", "env": "prod", "meta": {}}); } requireDefine(['pingTracking'], function (pingTracking) { pingTracking.trackInId('oembed-9817259940318763'); }); }); requireDefine(['templatesInitialization'], function (initializer) { initializer.initPatchNotesScripts('oembed-wrapper-bb3934c1efcdfcfb0004109179ef438e'); }); }); });
})();</script>
<link rel="stylesheet" type="text/css" href="https://news-a.akamaihd.net/public/oembed/0.0.273/css/oembed.css">
</body>
</html>
</body>
</html>

Patchnote - Script Codes CSS Codes

.riot-news-widget-toc { margin-left: 190px;
}
.riot-news-widget-latest-patch-notes-content { margin-left: 500px !important;
}
Patchnote - Script Codes
Patchnote - Script Codes
Home Page Home
Developer Huan Nghiem
Username nightshade
Uploaded September 07, 2022
Rating 3
Size 18,033 Kb
Views 12,144
Do you need developer help for Patchnote?

Find the perfect freelance services for your business! Fiverr's mission is to change how the world works together. Fiverr connects businesses with freelancers offering digital services in 500+ categories. Find Developer!

Huan Nghiem (nightshade) Script Codes
Name
Fixed gear
A Pen by Huan Nghiem
Learn Flexbox
Create amazing blog posts with AI!

Jasper is the AI Content Generator that helps you and your team break through creative blocks to create amazing, original content 10X faster. Discover all the ways the Jasper AI Content Platform can help streamline your creative workflows. Start For Free!