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Patch 6.1 Summary

Creator: Wayne3100 January 13, 2016 5:35pm
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Wayne3100
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Hello and welcome to the MOBAFire Patch Summary - 6.1!

With patch 6.1 being less than 24 hours away from hitting the live servers, our first patch summary of the new year is one you won't want to miss. Not only will the final buffs and nerfs to champions, items & masteries before the start of the 2016 competitive season be included in tonight's patch, but there's also an entirely new champion select system to discuss as well as - of course - the addition of a new skin.

In this post, we will go by them one by one before giving you a chance to chime in and let us know what you think. Let's get to it!


New Champion Select

Rather uncharacteristically, we'll start off not by looking at the changes made to champions in this patch, but instead shift our focus to the newly designed champion select which will be tested on the NA and TR servers on January 14 (and slowly make its way across other servers from there). Although we'd like to summarize the changes for you, we'd much rather make sure that you fully understand the system before heading into your next Normal or Ranked Draft game, so we won't.

The new, five step process is outlined below (click on any of the images to see them in full size):


1. Position Select

Teammates each select two positions they'd like to play (top, jungle, mid, bottom, support, fill) in the lobby.


2. Position Assignment

Once a match is found, new champ select assigns each teammate a position.



3. Pick Intent

Teammates have an opportunity to highlight the champion they want to play before picks and bans.


4. Bans

Teammates assigned to third, fourth and fifth pick will each ban one champion.



5. Lock It In

Bans and picks must be locked in. Hovering doesn't count! Failing to lock in a ban or pick will result in a dodge with a time penalty.


Champion Updates

WTF DID THEY DO TO MY CHAMPION?!
quick access for concerned players

+
*
*
+
Bard
Brand
Caitlyn
Fiddlesticks
-
*
~
+
Gangplank
Jinx
Kalista
Kha'Zix
+
-
~
+
Leblanc
Miss Fortune
Mordekaiser
Riven
+
+
-
*
Rumble
Teemo
Trundle
Elise
+
*
*
*
Poppy
Thresh
Yasuo
Urgot
*



Heimerdinger




! = Rework / Gameplay Update* = Mostly bugfix(es) and/or display changes+ = Buff- = Nerf~ = Mixed

As the "WTF DID THEY DO TO MY CHAMPION?!" table shows, the tl;dr of this section is as follows: if you're a Bard, Fiddlesticks, Kha'Zix, LeBlanc, Riven, Rumble, Satan or Poppy main, you are one of the lucky people who will see their champion receive a buff this patch (with some of those obviously being more noticeable than others). On the other hand, Gangplank, Miss Fortune and Trundle players might want to look away now.

Now, let's talk about some of the details. Kha'Zix' increased explosion radius on Void Spike (225 ⇒ 275) and increased range on Leap (600 ⇒ 700) should boost his ability to bug his opponents and punish them whenever they become isolated, while the reduction of Rumble's collision radius (50 ⇒ 35) and increase of his Flamespitter range (550 ⇒ 600) and tick rate (0.5 seconds ⇒ 0.25 seconds) should make him feel less clunky while also making it easier for him to reliably last hit minions.

As for the nerfs, Miss Fortune will be receiving a ratio reduction on Love Tap and damage reduction on her Make it Rain (of 10 / 30 / 50 / 70 / 90 depending on rank) since she was simply dealing too much damage with too many of her abilities, while Trundle's abilities to hurt turrets and enemy front liners will be negatively influenced by nerfs to Chomp (no longer affects turrets) and Subjugate (cooldown increased by 30 / 20 / 10 seconds, mana cost up by 25).

For more details on any of the other champions, make sure to click their names in the table above.


Item & Mastery Changes

In addition to the changes to champions, there are also a number of changes to items and masteries in this patch.




For items, highlights include a - rather unsurprising - nerf to Frost Queen's Claim, improved stats for Death's Dance and a new jungle enchantment called Runic Echoes. Now, FQC will provide 50% less base mana regeneration than before and its active will slow for 2-5 seconds depending on the distance travelled by the icy ghosts (was 4), while the changes to Death's Dance are a simple result of the item's gold inefficiency; it simply wasn't delivering enough bang for the buck.

Finally, the new Runic Echoes enchantment will replace Runeglaive as the go-to option for AP champions, and allows your champion to build up charges upon moving or casting abilities which will then be consumed to deal magic damage to up to 4 targets once the cap is reached. This effect restores a large percentage of missing Mana and deals bonus damage when hitting large monsters. Note that - at the time of writing this - this enchantment has not yet been added to the MOBAFire database; this will be done as soon as possible.

As far as masteries go, the changes introduced in this patch are aimed mainly at giving Thunderlord's Decree some more competition, as all of Ferocity's Keystone masteries + Stormraider's Surge will be receiving buffs (mouse over the mastery icons below for the updated descriptions). Previous buffs to the Precision mastery will also be reverted, with both the base armor penetration and the armor penetration per level going down.



Upcoming Skin

To celebrate the start of the 2016 competitive season, patch 6.1 will also include a new Challenger skin (following up on Challenger Ahri last year) which will be available for 975 RP for a limited time only after release.





Share Your Thoughts!

Unfortunately, the first patch summary of the new season has come to an end. As always, you can catch up on all changes we didn't get to discuss by reading the full patch notes (link in the introduction!).

With that said, it's time to gather some of your opinions. What are your thoughts on the new champion select? Does it provide all changes that the draft system needed, or are there issues left unsolved? What are your thoughts on the buffs and nerfs in this patch, and which champions do you think we'll see played more or less often as a result of them? Finally, will you be picking up Challenger Nidalee ?

Let us know in the comments below!

Thanks to Hoppermh for the signature!
IPodPulse
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That wind wall fix makes me cry more than TSM fans, god bless
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Back to the drawing board for mastery setups once again. Fervor looks pretty nice now.
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I really, really don't think the buffs to the other keystones are enough. DFT was only increased by .25% overall which doesn't seem like much. Fervor did get a nice little buff and may see more play on some adcs, but I think caster adcs running TLD will still prevail. I don't think any of the others are truly worth considering.
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FQC was super annoying, glad it's been dealt with.
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I think this is actually a pretty good patch overall. Only disagree with a few things, disappointed with a few champs that didn't need buffs/need nerfs and didn't appear here, still think Thunderlord's Decree 's lane power is hard to ignore, but overall things moved in a good direction.
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Yay, it's officially season 6!
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FalseoGod wrote:
I think this is actually a pretty good patch overall. Only disagree with a few things, disappointed with a few champs that didn't need buffs/need nerfs and didn't appear here, still think Thunderlord's Decree 's lane power is hard to ignore, but overall things moved in a good direction.


Precision was just as big of a problem as Thunderlords was, I think we'll see it balancing out a lot more now.
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Vynertje wrote:


Precision was just as big of a problem as Thunderlords was, I think we'll see it balancing out a lot more now.


But nerfing Precision's AD pen is really only making AD-based champs look elsewhere, not most AP ones. And the problem is that they don't have much else where to look either way. Warlord's has little to no early game impact, same for Fervor (and both only benefit certain types of AD champs).

I did see they're changing warlord's for 6.2, possibly.
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jhoijhoi wrote:
FQC was super annoying, glad it's been dealt with.


Not really on this patch. Just a small adjustment if you use it against a nearby enemy. The change they have on the PBE, though, is huge. (Slows only if the enemy is running away from you).
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