Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

's Forum Avatar

Patch 6.4 Summary

Creator: PsiGuard February 25, 2016 7:07pm
PsiGuard
<Retired Admin>
PsiGuard's Forum Avatar
Show more awards
Posts:
10290
Joined:
Jun 26th, 2011
Permalink | Quote | PM | +Rep February 25, 2016 7:07pm | Report




Hello and welcome to the MOBAFire Patch Summary - 6.4!

This patch contains a lot of nerfs to some of the most dominant champions and items in the past few patches. In addition to champion and item changes, we have the return of an old mastery, Expose Weakness, in the Ferocity tree and a major rework of Warlord's Bloodlust from a crit-synergy mastery to a reliable source of sustain.

As always, you can view the full patch notes and read up on anything we didn't get to discuss below by clicking here. Now let's get started!


Champion Updates

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

-
+
~
-
Ahri
Ashe
Caitlyn
Ezreal
-
-
*
+
Fiora
Gangplank
Illaoi
Jhin
+
-
-
-
Katarina
Kog'Maw
Lucian
Malphite
~
+
+
+
Rumble
Ryze
Shen
Sivir
~
-
-
-
Tahm Kench
Udyr
Viktor
Xin Zhao

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

The biggest feature of patch 6.4 is the Gangplank nerfs. Chipping away some of his reliability in his scaling and team fights, Riot lowered the bonus gold gain from Q - Parrrley and cut the maximum number of stored Powder Kegs down to 3 at all levels. The ammo charge time was lowered slightly at higher ranks to compensate for the pirate's shallower pockets (where does he keep all those barrels anyway?), but overall you won't be seeing multiple barrel chain explosions over the course of a short fight and you'll be rewarded more highly by destroying a keg before it detonates.

Other nerfs include the removal of Ahri's ability to Charm her enemies out of dashes and cooldown nerfs to Ezreal's Trueshot Barrage and Fiora's Riposte. More nerfs to League's strongest Marksmen include a shorter range on The Culling for Lucian and Kog'Maw's base attack speed lowering from 0.665 to 0.625, making him more reliant on his W - Bio-Arcane Barrage to keep spitting out high damage. Malphite received some small nerfs to his base health regen and Ground Slam damage, designed to weaken his early laning without affecting his team fight impact. Udyr and Xin Zhao took hits as well, with Udyr losing some base values on Iron Mantle and Wingborne Storm while Xin's Battle Cry lost some attack speed and has a lower AP ratio for healing. Xin's nerf is especially targeted towards Guinsoo's Rageblade builds that give him a ton of sustain in longer duels.

Jhin received a suite of buffs, allowing him to mini-crit towers with the fourth shot from his passive as well as increasing the reliability of Deadly Flourish and Captive Audience, allowing Jhin to more consistently mark and snare enemy champions. Deadly Flourish and Curtain Call are also now considered as single-target spells against champions, increasing the effects of Deathfire Touch when using these abilities. In addition to these changes, Jhin also received stat buffs to his base movement speed and health regen.

Other notable buffs this patch include increased base damage on Ryze's Overload after his nerfs in 6.3. With smaller windows of power to work with, Ryze's all-in combo will be raised by 40 damage per Q once he has the ability maxed. Jungle Shen also received a useful buff allowing him to Shadow Dash through jungle monsters, giving him a little extra damage on his clear (and maybe he can save a teammate from that last Gromp attack, you never know).


Item Changes


Boots of Swiftness received another nerf this patch, losing 5 movement speed, while Mercury's Treads were made a little more attractive with increased tenacity from 20% to 30%. Manamune and Muramana received some adjustments, with a small buff to Manamune's mana gain, inheriting the over-time increase in mana pool from Tear of the Goddess. Muramana had its toggle effect removed and now only activates against champions when the user has over 20% of their mana pool available.

Enchantment: Runic Echoes and Sterak's Gage were both nerfed. Echoes lost 3% of its movespeed, bringing AP junglers more in line with their peers when it comes to map and in-fight mobility. Sterak's gives the user 100 less HP, at the same time weakening the shield effect on squishy champions who don't buy other HP items to amplify the shield. This change is meant to impact Marksman survivability with this item rather than hurt the fighters and juggernauts it was designed for.

Iceborn Gauntlet also received a nerf to its slow effect, allowing champions to instantly return to normal speed after exiting the slow field. This change in particular is targeted towards ranged users of this item, such as Ezreal, as Iceborn also received a small compensatory buff towards the size of the slow field based on your champions armor. You should be able to get away from Ezreal a little easier, but if an armored Malphite AoE slaps your team, the field is going to be even bigger than before.

Finally, Titanic Hydra and Ravenous Hydra are no longer interchangeable. If you want the benefits to one over the other, you'll have to commit to the build path for the item you choose, and you won't be able to exchange it later without outright selling the item.



Mastery Changes

Warlord's Bloodlust was entirely reworked this patch. Rather than healing the user when they crit and giving them a boost of attack speed (with a 2 second cooldown), this mastery is now a consistent source of lifesteal. Based on how much health you're missing, you'll gain up to 20% lifesteal, though the effect is halved against minions.
Expose Weakness is a returning mastery from season 5, making enemy champions you damage take 3% more damage from your allies. This mastery is geared towards aggressive supports who dip into the Ferocity tree, but might not be inclined to take Feast or Double-Edged Sword . Of course, you can always experiment and put this on champions in other roles that might be able to help their team deal some extra damage in team fights.


Upcoming Skins


The following skins were released with patch 6.4!



Share Your Thoughts!

That's it on our end, time to hear from you guys! What are your thoughts on the Gangplank nerfs? How do you plan to use the new masteries in the Ferocity tree? Will these Jhin buffs allow him to creep into the meta? Will you be picking up either of the new Blood Moon skins?

Let us know in the comments below!
Thanks to Minho for the sig!
Vengenator
<Fabulous>
Vengenator's Forum Avatar
Show more awards
Posts:
319
Joined:
Dec 4th, 2012
Permalink | Quote | PM | +Rep February 28, 2016 5:48pm | Report
Is it just me or has Gangplank's nerfs been slightly excessive this time around? His winrate was already low before this, and now it's another direct nerf.
Spare a few Rep+ for the poor ( つ◕◡◕)つ

Check out my Brand guide linked in my signature
Also check out my Malzahar Guide,Consumed by the Void
Ekki
<Veteran>
Ekki's Forum Avatar
Show more awards
Posts:
1091
Joined:
Nov 28th, 2013
Permalink | Quote | PM | +Rep February 28, 2016 6:02pm | Report
Vengenator wrote:
Is it just me or has Gangplank's nerfs been slightly excessive this time around? His winrate was already low before this, and now it's another direct nerf.
His winrate is low because of the high skillcap of properly using his barrels, not because he's underpowered. To people that already mastered Powder Kegs, using them leaves little counterplay to certain enemies.

And that gold passive nerf was just what Riot said. He was getting in good shape to the late game too often. Now he'll take a bit longer to get there if he was denied early (if he was head to head early the nerf won't hit him so much, he's still better than his opponent when both are even in farm/kills).

Plus he already got compensation buffs (-ish). The Powder Keg CD reduction at late levels probably tries to compensate the loss in consistency he got from the smaller pool of barrels and the early max of 3 barrels tries to compensate the initial inflexibility of the barrels.

You need to log in before commenting.

League of Legends Champions:

Teamfight Tactics Guide