Sejuani Patch Notes

First Riot Post
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DarKVizarD114

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Senior Member

01-18-2012

A piece of word to Riot and especially, Vayne lovers,

First of all, Vayne is supposed to be the chaser, but how the hell is she going to chase if she has 300+30 at the start? Pantheon and Master Yi has the initial of 330...that means Vayne's Passive is about...useless.
I was extremely p*ssed last night, but I calmed down a little over the night. However, I played with a Vayne today and I felt insulted to see a Vayne failed to chase a Warwick. It took her a good 20 seconds WITH ULTIMATE to catch up with Warwick, and by that time, ALL of his teammates revived.
Ok, forget the passive, let's go on with Tumble. Tumble is the skill that DEFINES Vayne. You cannot find a move that is as unique as Tumble. And Riot just nerfed it as thought it's hot....
Now for the Ultimate. What the hell 1 second going to do? 1.5 seconds was bad enough, now it is about useless. Most other assassins who have stealth abilities of at least 3 seconds or up. Now Vayne, from a 1.5, nerfed to 1...really?
All she has now is the true damage from Silver Bolt. So dear Riot, if you hate Vayne so much...why don't you just make it like Magic Damage? Or make every TENTH consecutive attack a Silver Bolt attack? You hate her that much right?
So dear friends and Vayne lovers, I am here to request you for a Vayne protest. The way we do it is that we will not play Vayne AT ALL until she is at least returns to the before nerfed Vayne. From one of the most played champions dropping down to the least, I'm pretty sure that Riot will pay attention to this. I know this might not help much, but if Riot has a heart...they will probably put her back in normal.

WE WANT VAYNE BACK. She is supposed to be the NIGHT HUNTER, not a piece of sh*t. How the hell can she be a HUNTER if she can't even chase WARMICK?


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DONTSTEALME

Member

01-18-2012

Yes at last vlad's buffs yes


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Niftylen

Junior Member

01-18-2012

They also nerfed the Mac client :'(


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ContagiousYellow

Recruiter

01-18-2012

goodbye ap shaco....you were my fav to play. R.I.P


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CharginMahLazers

Senior Member

01-18-2012

RIP Jungling Riven, AP Shaco, and Vayne.

The balancing in this patch needs to be reworked. There was absolutely nothing wrong with any of them. People are going to QQ instead of learning how to counter-pick and effectively approach certain champs. Riven was a great solo top, but she can be shut down so easily by a number of champions. Shaco had a few things going for him, including a blink stealth, a passive slow on Two-Shiv, and a short fear. Jack in the Box was already situational as it was, but it granted Shaco amazing map control. That's basically ALL he has. He can't participate in late game teamfights, his ULT is a joke unless you're in a 1v1 situation. Shaco excelled early game with a presence matched only by the best of junglers. His W is essentially useless now. Maybe I'll use them to ward a bush every MINUTE or so.

I don't play Vayne, but I can tell this just broke her. Her passive is negated by the nerfs and even with ULT turn on, she fails to do what it is that she does, assassinate. Look at it this way, MF not only provides more utility in team fights, but now can outrun Vayne all the way back to base.

Crud, well this sucks.


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LegendaryX1

Junior Member

01-19-2012

guys can u like make a new support champ cuz rlly all that u've been releasing are carries, mages,tanks or junglers. Seriously thou theres like what 6supports out of like 90champs so yeah i think you really need a new one.


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spongeAddict

Senior Member

01-19-2012

Quote:
Tweaked the Ranked Team matchmaking algorithm to be more accurate
I LOLd @ that. Some reason Im not convinced.
Tweaked generally means made some minor adjustments but nothing of importance.


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MekansS

Senior Member

01-19-2012

Yo ban me cuz u're ****ing ****as


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HaruxCore

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Junior Member

01-19-2012

Just a question... Why nerf Vayne? While I may understand the pain of other players getting their champions nerfed (A.K.A. Graves Players), what concerns me the most is the Vayne nerf since she's one of my favorite champions.

Passive & base movement speed nerf? That was definitely uncalled for, since she is supposed to hunt, to chase and kill her victim. Moving around with her was quite a pain, now it's unbearable.

Tumble damage nerf? Ok... That's the idea of her, tumbling and attacking. That's how she works.

Final Hour stealth reduction? 1.5 secs is not great at all and now just 1 second will make it useless to have a stealth at all. Don't people know what an ORACLE is? ****.

With this you destroyed Vayne, who is a pretty expensive character (6300 ip) making her terrible. I'd rather play Sivir than her now. You destroyed her essence. It's like when you nerfed Mordekaiser and made him a ****ty champ for quite a while.

DO THINGS RIGHT INSTEAD OF LISTENING TO QQ PLAYERS WHO CANT THINK FOR THEMSELVES AND SAY "hey, vayne hits hard, let's play SMART instead of rushing into her". "Oh vayne stealths in teamfights, ok.. Sona, buy an oracle please."

And sorry if I have some flaws in my english, since It's not my native language.


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EpicMadness

Senior Member

01-19-2012

Quote:
Originally Posted by Udyr View Post
Ahri
  • Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
  • Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60
ok... fair enough
Quote:
Originally Posted by Udyr View Post
Dr. Mundo
  • General
    • Base attack speed increased to .625 from 0.595
    • Attack speed per level increased to 2.8 from 2.5
    • Magic resist per level increased to 1.25 from .75
  • Burning Agony health cost reduced to 10/15/20/25/30 from 20/25/30/35/40
  • Sadism ultimate cooldown reduced to 65 from 75
wat?
Quote:
Originally Posted by Udyr View Post
Fizz
  • Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like Vladimir in Sanguine Pool
no comment.
Quote:
Originally Posted by Udyr View Post
Graves
  • Buckshot Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
  • Collateral Damage
    • Initial damage reduced to 250/350/450 from 250/375/500
    • Explosion damage reduced to 140/250/360 from 140/275/400
    • Cooldown increased to 100/90/80 from 80/70/60
oh shi... so hes a "right-click" champ now? go on, keep gimping ad mages... for gods sakes sheesh...
Quote:
Originally Posted by Udyr View Post
Jarvan IV
  • Mana per level increased to 40 from 30
  • Golden Aegis mana cost reduced to 65 from 75
  • Demacian Standard mana cost reduced to 55 from 60
not bad
Quote:
Originally Posted by Udyr View Post
Jax (remake)
  • General
    • Base health increased to 551 from 506
    • Health per level increased to 88 from 83
    • Armor per level increased to 3.5 from 3.2
    • Added an animation to Jax's Joke
  • Relentless Assault - Passive (Remade)
    • Every time Jax attacks an enemy he gains 4-14% increased attack speed (stacks up to 6 times)
  • Leap Strike
    • Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5
    • Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage)(0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage)(0.7 ability power)
  • Empower
    • Cooldown reduced to 7/6/5/4/3 seconds from 9/8/7/6/5
    • Damage changed to 40/85/130/175/220 from 60/95/130/165/200
    • Ability power ratio increased to 0.6 from 0.4
    • Mana cost increased to 30 from 20
  • Counter Strike (Remade)
    • Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
  • Grandmaster's Might (Remade)
    • Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
    • Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+ 20% of his bonus attack damage) for 6 seconds.
ok here comes the rage!
note: new vs old

stats:
2135hp vs 2000hp
63armor vs 59.4armor

skills:

passive
new - 4-14% increased attack speed (6stacks)
old - 3HP per 1AD and 2HP per 1AP

Q
new - Cooldown 10/9/8/7/6
Damage 70/110/150/190/230 (+1.0 bonus attack damage) (0.6 ability power)
old - Cooldown 13/11/9/7/5
damage 20/45/70/95/120 (+1.0 total attack damage) (0.7 ability power)

W
new - Cooldown reduced to 7/6/5/4/3
Damage 40/85/130/175/220
Ability power ratio 0.6
Mana cost 30
old - Cooldown 9/8/7/6/5
Damage 60/95/130/165/200
Ability power ratio 0.4
Mana cost 20

E
new - 100% dodge chance for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged. has a cooldown of 22 / 20 / 18 / 16 / 14 seconds.
old - when ever jax dodges the skill becomes active, activating the skill stuns the target for
1second and damages equal to 80/110/140/170/200 (+0.6 AP), passively grants Dodge 10/12/14/16/18%. has a Cooldown of 4.5 seconds.


R
new - Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+20% of his bonus attack damage) for 6 seconds.
old -
Passive: on each attack increases jax's attackspeed by 6/10/14% for 2seconds (10stacks), Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
active: Grants 20/35/50 + Jax's dodge percent in bonus magic resistance for 5/6.5/8 seconds upon activation.

--- TL : DR ---
jax is now officially less tanky (lost his hp passive, lost his MR buff from ult, etc.)
jax's burst is now better (better W and E burst and a free AP+AD steroid)
jax has less overall attackspeed ([lvl18] 14% 6stacks vs 14% 10stacks, you decide)
jax now stuns less (stuns for 1.5seconds every 14seconds(without cdr) vs stuns for 1.0seconds every 4.5seconds when its up(usually is permanently up with a crowded clash)
jax now only dodges everything for 1.5seconds every 14seconds(without cdr) (overall its not even equally worth the trade for old passive in terms of survivability)

Quote:
Originally Posted by Udyr View Post
Nunu
  • Base attack speed increased to .625 from .613
  • Attack speed per level increased to 2.25 from 1.08
OH! i see a new META
Quote:
Originally Posted by Udyr View Post
Rammus
  • Powerball duration reduced to 7 seconds from 8
  • Powerball initial speed increased to 30% from 25%
  • Defensive Ball Curl damage return reduced to 15/25/35/45/55 from 20/30/40/50/60
wtf? you guys hate movement speed that much?
Quote:
Originally Posted by Udyr View Post
Riven
  • Base movement speed reduced to 320 from 325
  • Base health regen reduced to 10.4 per 5 seconds from 12
  • Health regen per level reduced to 0.9 per 5 seconds from 1
  • Broken Wings base damage increased to 30/55/80/105/130 from 30/50/70/90/110
  • Ki Burst base damage reduced to 50/80/110/140/170 from 50/90/130/170/210
thank god it wasn't over the top
Quote:
Originally Posted by Udyr View Post
Shaco
  • Jack in the Box duration lowered to 60 seconds from 90
  • Jack in the Boxes now show their remaining duration (in seconds) in their mana bar
lol and they didn't even notice that fast farming isn't all about boxes lasting for 90seconds but placing them faster <,< (i.e. stacking CDR, etc.) because you only need 4-5boxes to take out buffs without you being around.
Quote:
Originally Posted by Udyr View Post
Skarner
  • Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
  • Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%
  • Impale cooldown increased to 130/120/110 from 110/100/90
oh my god now jungling is nearly impossible without blue -,-
Quote:
Originally Posted by Udyr View Post
Tryndamere
  • Base attack damage lowered to 56 from 59.2
  • Base health regen per 5 seconds reduced to 7.9 from 10.9
  • Mocking Shout attack damage reduction lowered to 20/35/50/65/80 from 20/40/60/80/100
  • Fury decay now begins after 5 seconds, as opposed to 8 second previously
wtf is up with the fury nerf?
Quote:
Originally Posted by Udyr View Post
Vayne
  • Base movement speed reduced to 300 from 305
  • Night Hunter movement speed reduced to 30 from 40
  • Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
  • Final Hour Tumble stealth duration reduced to 1 second from 1.5
the burst nerf wasn't needed, seriously gimps vayne's already slow early game.
Quote:
Originally Posted by Udyr View Post
Veigar
  • Fixed a bug where killing a unit with Baleful Strike would not create the particle effect
no comment.
Quote:
Originally Posted by Udyr View Post
Vladimir
  • Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
  • Crimson Pact ability power to health conversion reduced to 1.4 from 1.8
  • Hemoplague no longer costs 15% of your current health and is now no cost to cast
  • Tides of blood health cost ramp up reduced to 25% from 50%
after months of denying you guys finally made him worth a try.
Quote:
Originally Posted by Udyr View Post
Volibear
  • Base armor increased to 20 from 17.5
  • Rolling Thunder
    • Damage increased to 30/60/90/120/150 from 25/50/75/100/125
    • Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
    • Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
  • Frenzy bonus health to damage ratio reduced to 15% from 18%
  • Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
  • Chosen of the Storm (Passive) cooldown no longer resets on death
so-so fix.
Quote:
Originally Posted by Udyr View Post
Warwick
  • Hunter's Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18
thats all? geez man.
Quote:
Originally Posted by Udyr View Post
Xerath
  • Fixed a bug where Mage Chains could sometimes stun the target for 2 seconds instead of 1.5
no comment.
Quote:
Originally Posted by Udyr View Post
Items
  • Ionic Spark is now purchasable on Summoner's Rift and Twisted Treeline
  • Nashor's Tooth
    • Total cost reduced to 2735 from 2885
    • Ability Power increased to 65 from 55
  • Ninja Tabi
    • Dodge has been removed
    • New UNIQUE Passive: Reduces the damage taken from non-turret basic attacks by 10%
  • Stinger total cost reduced to 1090 from 1140
  • Sword of the Divine has been removed
hell yea nicely done.
Quote:
Originally Posted by Udyr View Post
Summoner Spells
  • Surge cooldown reduced to 180 seconds from 220
better than nothing i guess.


TL : DR - too many sad decisions to justify as a "good patch"...