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Patch 8.23 Summary

Creator: PsiGuard November 19, 2018 9:28pm
PsiGuard
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Hello and welcome to the MOBAFire Patch Summary - 8.23!

Welcome to Preseason 9! This patch is pretty light on champion changes (though it does include a brand new passive for Lissandra: Iceborn Subjugation) but heavy on systemic changes affecting runes, items and just about every part of summoner's rift! Check out the summary below for a quick rundown of Riot's changes to minions, monsters, turrets, kill bounties and more!

Check out the full patch notes for details on any changes that interest you, and be sure to check out Riot's video summary below!


Balance Changes
Buffed

Targon's Brace
Adjusted / New

Nerfed / Removed



Summoner Spell Changes

Channel Time: 4.5 seconds ⇒ 4 seconds
New: Teleport can't be canceled by its caster once cast.


Item Changes

Unique Passive: After taking damage from an enemy champ, regenerate 20 health over 10 seconds ⇒ regenerate up to 30 health over 10 seconds based on missing health (cap at 25% missing health).

Cost: 3300 ⇒ 3100
On-hit Damage: 5 (+0.1 bonus attack damage) physical damage + 5 (+0.1 ability power) magic damage ⇒ 15 magic damage
New: Now grants 6.5-15% (lv 1-18) total armor and magic penetration
Removed: No longer grants +2.5% bonus attack damage and ability power per stack (stacks still grant attack speed)

Removed - Monster Hunter: Owning Hunter's Machete, Hunter's Talisman, or an un-upgraded Stalker's Blade or Skirmisher's Sabre no longer reduces gold granted by lane minions if you have the highest minion kill score on your team.

Targon's Brace Minion Execute: 10-180 (lv 1-18) ⇒ 15-270 (lv 1-18)

Minion Execute: 20-360 (lv 1-18) ⇒ 30-540 (lv 1-18)
Also applies to Eye of the Aspect.

Max Number in Inventory: 3 ⇒ 2

Trinket Scaling: All trinkets scale with the level of their owner ⇒ average level of all champs
Warding Totem Ward Duration: 90-180 seconds (owner lv 1-18) ⇒ 90-120 seconds (game avg lv 1-18)


Rune Changes

Rune path bonuses have been replaced with stat shards. Select one stat from each of the three rows to take into game. Rune stats are editable in champion select.

ROW 1: 10 adaptive force (6 AD or 10 AP), 9% attack speed, or 1-10% cooldown reduction (lv 1-18)
ROW 2: 10 adaptive force (6 AD or 10 AP), 5 armor, or 6 magic resist
ROW 3: 15-90 health (lv 1-18), 5 armor, or 6 magic resist

Heal AP Ratio: 0.5 ability power ⇒ 0.3 ability power

Updated: Now increases movement speed bonuses on your champion by 8%.

Updated: Damaging a low-health champion deals bonus damage and harvests their soul, permanently increasing the damage of future procs.

Base Healing: 2.5% ⇒ 1.5% (bonus per stack still 2.5%)

Charge-up Time: 4 seconds ⇒ 3 seconds
Damage: 175 (+30% max health) ⇒ 100 (+30% max health)

New: Gain bonus resistances while shielded. Your next basic attack after gaining a shield deals bonus damage.
Position: Row 1 Resolve

Buff Duration: 3 seconds ⇒ 1.5 seconds
Block Amount: 15-40 (lv 1-18) ⇒ 25-50 (lv 1-18)
Position: Moved from row 1 to row 2 Resolve.

Removed: Removed

Health Gain: +0.2% max health per 8 nearby minion or monster deaths ⇒ +3 health per 8 nearby minion or monster deaths
New: At 120 minion and monster deaths, also gain an additional +2.5% max health

New: Now triggers on your next two basic attacks against an enemy champion after using a spell.
Drops: Wards no longer drop after 20 minutes


Other Changes

  • Gameplay Changes

    • Outer turrets have extra resistances early but grant gold for each 1000 health they lose.

    • Outer turret health increased; resistances removed. All turret AD scaling increased. First turret bonus reduced.

    • Minion health, AD, and movement speed scaling increased. Cannon minions spawn faster earlier in the game.

    • Epic monsters respawn faster.

    • First Dragon spawn is later; respawn is faster. Gold and experience increased. Buff strength increased early.

    • Jungle camp monster experience unchanged early, reduced later (values scale from monster levels 1-7).

    • Rune path bonuses removed. Select one stat from each of three rows before each game.

    • Kill bounties increased at 4+ kills. Minion & monster gold advantages now factor into bounties. Bounties on the losing team reduced. Bounty payout per kill now capped.

    • Minimum gold granted for killing an enemy with 6+ deaths increased.

  • Client Updates

    • We've changed the colors and slightly adjusted several Icons in the character stats panel ("C" menu) for easier readability. This change is in preparation for broader tooltip readability improvements coming this season!

    • A new way to show off your current rank now appears on your profile, hovercard, and in game lobbies

    • Switch between Ranked and level armor by clicking on your summoner icon on the profile page

    • Toggle between your past rank’s banner or a plain one by clicking your summoner icon on the profile page

    • The small profile trim displaying your past season’s rank has been removed

    • We've reworked the lobby to include the new past rank banners to get ready for Ranked armor in 8.24. There’s no new functionality, we just wanted to give you a heads-up that buttons will be in slightly different places.

    • The missions log will only hang on to missions for a maximum of 45 days

  • Bugfixes

    • Made a number of fixes to missing and hard-to-read VFX across LeBlanc and a few of her skins:

    • Restored volume on Rengar's Unseen Predator leap roar

    • Thresh's basic attack once again plays audio at max range

    • Dying to the summoned Rift Herald with Blue and/or Red buff now properly transfers the buff to the enemy who summoned Rift Herald


Upcoming Skins & Chromas

The following skins will be released this patch.



Solar Eclipse Leona (1820 RP)


Lunar Eclipse Leona (1820 RP)


Coven Camille (1350 RP)


Coven Lissandra (1350 RP)



Pajama Guardian Soraka (1350)
Pajama Guardian Miss Fortune (1350)
Pajama Guardian Ezreal (1350)
Pajama Guardian Lulu (1350)
Pajama Guardian Lux (1350)


The following chromas will be released this patch.


Coven Camille


Coven Lissandra


Share Your Thoughts!

That's it on our end, time to hear from you guys! What are your predictions for this year's preseason? Will the change to Teleport cause it to fall out of favor? How will the systemic changes affect the ranked meta? Which of the new skins and chromas are you dying to pick up?

Let us know in the comments below!
Thanks to The_Nameless_Bard for the sig!
PhoenixianSlayer
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Permalink | Quote | PM | +Rep November 19, 2018 11:06pm | Report
Pajama Star Guardian skins? Seriously?

The double Leona skins look awesome though.
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Monster hunter FINALLY removed from the game YES YES YES. Destroying any build where you didn't upgrade your basic jungle item was so lame.

Choosing your stats from runes instead of having them forced is a great idea but in practice it's very poorly balanced. Always the same problem : Riot doesn't understand that magic resist is twice as valuable as armor, especially early game. 6 magic resist or 5 armor? Terrible balancing, it's just a nerf to all mages for no reason. Having a potential 12 MR at the beginning of the game from runes alone? Broken. It's the same problem as Garen or Singed having WAY too much MR, but now on every champion. You shouldn't be allowed to take it twice, everyone is going to get the 12 MR. They really should have stuck with the same stats as before (AD, AP, attack speed and HP). Adding CDR is fine but adding resistances is not.

Aatrox ult nerfed, great. This thing finally has some level of counterplay, put him low and wait it out.

Ezreal huge buffs for no reason whatsoever. New Trueshot Barrage is disgusting in teamfights, frankly it's just a better Karthus ult now. I don't know what they've been smoking for not reducing the base damage to compensate. W buffed for no reason, why should it deal more damage than his old W. And Dark Harvest is the perfect keystone on him and is finally viable on botlaners. I got oneshot from full HP by an Ezreal with 2 items. Just an E/W/Q combo. OP.

Lissandra just lost her niche of being the best "shove and roam" midlaner. She actually has pretty big mana problems now. It's a big buff to her late game teamfighting, but a nerf to her early.

Taliyah jungle nerfs, good. Early clear about the same but mid/late clear significantly slower.

Less wards in the game. Good.

First tower gold being reduced is amazing. Less coinflip gaming is always good, it's really silly to see teams racing to get it.

Tower plating rewards slow pushers like Caitlyn but prevents taking the tower immediately after a gank. 5 plates worth 160 gold each? 800 gold total on top of tower gold? Maybe a bit overtuned, and would make laners that don't slow-push turret plates very weak. Always the problem with massively rewarding a certain playstyle, it destroys all others, just like the scuttle meta.

New Celerity is terrible. No longer doss anything outside of niche builds that stack MS, and even there it's weak. It doesn't even work on boots...

Dark Harvest...why. Just why. They realize it's now a poke rune for champions like Xerath or Ezreal, right? It's literally designed to reward poke...maybe not the best idea. Why the hell does this work on long ranged abilities??? This thing sounds horribly abusable. Dark harvest Brand? Proc it several times on one ulti, since it resets on each kill.

Gold changes and bounties : More comeback mechanics, good.

Main issue with this patch is that it didn't fix any of the OP champions and added Ezreal to the list.
Nani Op
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Since they have changed Rageblade to have penetration instead of percentage damage, How will this affect Wits End? Will the two items have great magic resist and magic pen shred together or will Wits End magic resist shred make the magic penetration unnecessary? I thought the two would be great but a guy on reddit made me unsure so i thought i would ask here. I am a Kog'Maw main so i love the idea of these two items synergising and getting some crazy magic damage output on his w and Botrk.
PsiGuard
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Nani Op wrote:
Since they have changed Rageblade to have penetration instead of percentage damage, How will this affect Wits End? Will the two items have great magic resist and magic pen shred together or will Wits End magic resist shred make the magic penetration unnecessary?

Wit's End is magic resist reduction (or "shred") so it applies first. The target's MR is reduced by a flat amount, then the % magic penetration from Guinsoo's Rageblade will apply. This means that Rageblade will be penetrating less MR if you've already reduced the target's MR with Wit's End.

There's a bit of anti-synergy there, but the two items still pair well together. Guinsoo's Rageblade still has the double-proc effect for on-hits, which includes the on-hit damage from Wit's End. Both items benefit from further attack speed and doubling up on penetration/shred is usually still pretty effective even if they don't synergize perfectly. Wit's + Rageblade sounds fine on Kog.
Thanks to Fatelblade for the sig!

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