Hello everyone! I've decided to start posting my opinions and views on the impacts of the patches as they come out, so here goes!

League of Legends v1.0.0.129
Fizz, the Tidal Trickster

Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus additional magic damage.
Seastone Trident
Passive: Fizz's attacks rend his target, applying a damage over time effect that strengthens if the opponent is low on life.
Active: Fizz's attacks are empowered, dealing additional magic damage and causing grievous wounds to his opponents.
Playful / Trickster
Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location
Chum the Waters (Ultimate)
Fizz flings a fish that can bind itself onto enemy champions - After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions.
Nimble Fighter (Passive)
Fizz's dexterity allows him to ignore unit collision and take less damage from basic attacks.
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Akali

Twin Disciplines
Initial spell vamp gained upon obtaining 10 bonus attack damage reduced to 8% from 10%
Additional spell vamp reduced to 1% per 6 attack damage from 1% per 5 attack damage
Initial magic damage bonus upon obtaining 20 ability power reduced to 8% from 10%
Additional magic damage bonus reduced to 1% per 6 ability power from 1% per 5 ability power
Mark of the Assassin
Projectile base damage and proc base damage reduced to 45/70/95/120/145 from 50/75/100/125/150

This nerf hits Akali quite heavily. Not only does it dethrone her scalings into late game a good bit, but it also brings her poke down slightly, and her lane sustain down greatly. I don't think it'll make her entirely worthless, but It will definitely bring her standings down, and force Akali players to trade in lane a lot more carefully.

Caitlyn

Base movement speed reduced to 300 from 305

An almost insignificant nerf. Cait will still be able to out-poke pretty much everyone in lane. She might have to do so a bit more carefully though, as her walk-away times are impacted slightly, but it's not significant.

Corki

Phosphorus Bomb
Base damage increased to 80/130/180/230/280 from 70/120/170/220/270
Now reveals champions for 6 seconds in addition to revealing the area for 6 seconds (does not reveal stealth)

The damage boost on this buff is helpful for Corki players, but the most significant part of this buff is the reveal tweak. If I'm reading this correctly, it'll act similarly to the reveal from say... Nidalee traps, which could potentially give a bot-lane Corki quite a bit of brush control. A decently significant buff. Have fun, Corki players!

Ezreal

Essence Flux is now correctly flagged as an area effect spell

A technicality. No significant change.

Graves

General
Attack range reduced to 525 from 550
Base mana lowered to 295 from 342
Buckshot damage per additional missile reduced to 25% from 30%
Fixed a few small tooltip errors

A huge nerf to graves, especially in lane. His range is now among the lowest of the ranged AD champions, he has less mana to work with, and his Buckshot is even less effective. I think this nerf is a bit overkill, to be honest. The previous patch hit him quite hard, and I really felt he was pretty balanced after that, but now, I feel his lane will be weak to the point where he may even be pressured out of lanes -- frequently.

Kassadin

Null Sphere cast range reduced to 650 from 700
Force Pulse damage increased at earlier ranks to 80/130/180/230/280 from 60/115/170/225/280

Over all, this is a nerf to Kassadin -- if only a slight one. His laning poke isn't quite as great due to this, though he makes up for it slightly with early burst capabilities. It's far from champion breaking, however, and won't greatly change his laning potential, save against some of the longer range champions.

Katarina

Shunpo
Now moves Katarina in front of the target
When Killer Instincts is active, Katarina moves behind the target

This is definitely a buff for Kat, though it's usefulness isn't all that astronomical, outside single target engagements. All it really does is make it a slight bit more difficult for single enemies to escape from her ult. In the grand scheme of things, this buff doesn't change much. Kat is still a very easily countered one trick pony.

Kog'Maw


Bio-Arcane Barrage attack range bonus reduced to 130/150/170/190/210 from 130/160/190/220/250

More Kog'Maw nerfs! Huzzah! -.- This one is a little rough in that it targets his poke... again... but his range is still excellent, and his damage output, downright scary. He'll still out-range most champions and as such, this nerf is less significant than it might seem.

Malphite

Base armor increased to 21.75 from 16.75
Brutal Strikes cooldown reduced to 14 seconds from 16 seconds
Ground Slam cooldown reduced to 7 seconds from 8 seconds

I could conceivable see these changes further legitimizing jungle Malphite, however I feel like it will take more than cooldown reduction and a slight armor buff to really boost the viability of a lane Malphite, especially a solo lane Malphite. Still, I'm glad to see this buff, as it is a step in the right direction, especially with the base armor buff.

Master Yi

Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120
Highlander mana cost reduced to 100 from 120

Lane Yi has always struggled with his mana costs. With the mana cost reductions on Alpha Strike especially, It's very possible that lane Yi could make a viable solo lane now, or potentially part of a duo pushing lane composition.

Miss Fortune

Bullet Time attack damage ratio increased to .45 from .4

This buff will make a few Miss Fortune players smile, but that aside, I don't see it drastically changing anything. Her ultimate will still be situationally worthless, and equally situationally devastating.

Nocturne

Unspeakable Horror
Cast range reduced to 425 from 500
Tether range reduced to 465 from 525

Even more nerfs to Nocturne's fear range! However, this time, I feel it was necessary, as a response to the flash nerf. Also, due to the nerf in flash range, I don't think this nerf is nearly as heavy as the numbers might suggest. Nocturne is still a devastating jungler and a quite decent laner, regardless.

Olaf

Olaf is now immune to blinds and silences while Ragnarok is active

To be honest, I wasn't even aware that Ragnarok didn't negate blinds and silences. Either way, all this really means is teemo dies to Olaf more quickly now.

Orianna


General
Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds.
Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds
Command: Attack cast range increased to 825 from 800

Two of Oriana's weakest points pre patch, were her much decreased range, and her mana hunger. I could conceivably see her making a bit of a comeback now. Oriana. Real terror.

Rumble

The Equalizer now works with smart cast (Hold down the smart cast hotkey to mark the beginning of the line, and release the hotkey to cast)

Usability buffs are always nice.

Sion


Cryptic Gaze ability power ratio reduced to .9 from 1
Death's Caress ability power ratio reduced to .9 from 1

GOOD! I really dislike laning against Sion. I still don't think this will be enough to completely fix how ridiculously a good Sion can shut down any and every lane, but it is a step in the right direction.

Sona

Aria of Perseverance
Mana cost adjusted to 60/65/70/75/80 from 65 at all ranks
Passive aura reduced to 7/9/11/13/15 armor and magic resist from 8/11/14/17/20

I think these Sona nerfs are a good move on Riot's part. She had basically evolved to become the one support that more or less, out-classed every other support in almost every way. These nerfs don't bring her functionality down any, but they do hurt her sustain a good bit, giving her a 'unique' disadvantage as a support, while still keeping her advantages.

Teemo


Noxious Trap now has an ammo stack and reload time indicator on the buff bar

Interface reworks are rather nice.

Tristana

Base attack damage increased to 46.5 from 44.5
Tristana will now automatically attack the target she casts Explosive Shot on
Buster Shot
Knockback radius increased to 200 from 175
Now has an indicator around the target to show knockback radius (similar to Brand's Conflagration)

Between some of the other more prominent ranged AD carries falling out a bit, and this small combination of usibility, utility, and early game buffs, I can definitely see Tristana coming back as one of the more highly used AD carries.

Vladimir

Fixed a bug where the display range for Tides of Blood was much shorter than the actual range

Bug fixes are good.

Items

Wriggles Lantern Life Steal reduced to 15% from 18%
Odyn's Veil no longer triggers spellcast effects like Sheen, Tear of the Goddess, or Ryze's passive
Warmog's Armor and Priscilla's Blessing are no longer purchasable in the Dominion game mode

With the mastery changes, I don't actually see the Lantern nerf as being all that significant. The life steal lost, can now be made up with masteries, and on it's own, Wriggles is still one of the most cost effective items in the game.
The Odyn's Veil nerf is more like a bug fix than an actual nerf. It doesn't actually really change the item at all. It's still a good item, with a useful niche.
I'm quite glad that Riot removed Warmog's from dominion. For one, the stacking didn't really mesh with the game mode, and secondly, it created an odd dynamic where people would health tank towers, burst champions, and so forth, and in general, it disrupted the action of play a good bit. Priscilla's threw off the gameplay in dominion. A team could literally build mobility boots, a Priscilla's Blessing, and back door capture points whenever they desired, with some great success. It didn't make for good gameplay.


General

Added small amounts of experience to various jungle monsters in order to maintain current jungling paths without the necessity of the Awareness mastery (which increases experience gained)
Self explanatory. A necessary change, though it also gives junglers more options, in my opinion.
Dr. Mundo's Burning Agony, Irelia's Ionian Duelist, Trundle's Contaminate, and Singed's Insanity Potion now additionally reduce silences and blinds, but no longer allow them to walk through persistent slowing fields such as Kog'Maw's Void Ooze when stacked with other disable duration reductions (ie: Tenacity)
Same response I had regarding Olaf. I quite like the AoE slow change, however. Many AoE slow skills rarely seemed to net the desired result before this patch. I'm hoping this change will help fix this.
Death Recap
Improved Death Recap to show more accurate damage over a longer period of time
Fixed numerous bugs with the display of ability damage
Bug fixes are good.
Masteries have been remade
And they are awesome! Go check them out!
Improved Summoner Spells are now condensed into 3 masteries, each at the first tier of their respective trees
Summoner's Wrath improves Offense tree Summoner Spells
Summoner's Resolve improves Defense tree Summoner Spells
Summoner's Insight improves Utility tree Summoner Spells
All summoner spell icons have been updated
"Welcome to the Crystal Scar" announcement will now play at the start of a Dominion game
Fixed a bug where Allied Player Portraits would not update unless they were on your screen
Fixed a bug where Champion outlines would appear as boxes while in grass
Fixed a bug that caused an error to appear in chat on Dominion

Summoner Spells

Clairvoyance
Cooldown increased to 70 seconds from 55
Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
I feel CV is still very usable and useful. Timing will matter a lot more for it now, but It's still a great tool for locating the missing enemy team -- and vision wins games.
Cleanse
Now cleanses summoner spell debuffs such as Exhaust's movement speed and damage reduction and Ignite's damage over time
Cooldown increased to 210 seconds from 150 seconds
Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
Cleanse is one of the more powerful spells now, in my opinion. The cooldown on it is rather long now, but it effectively makes you CC proof for a short time, and can most certainly save your life.
Exhaust
Duration reduced to 2.5 seconds from 3 seconds
Improved Exhaust no longer increases the duration
Exhaust is still good. It won't quite shut down AD carries like it used to, but it's still a better option for that particular job than any of the other spells.
Flash
Cooldown increased to 265 seconds from 255 seconds
Range reduced to 400 from 450
Flash is still usable... and still good... but there may be better options now. The range nerf is fairly significant, and won't always get you out of a fight, so much as get you out of the immediate fight.
Fortify
Removed
Good. It was annoying and worthless.
Garrison
Now usable at Summoner Level 1, down from Summoner Level 4
More like a bug fix than anything else.
Ghost
Now improved in the Offense Mastery tree instead of Utility
Ghost is as it was, and it's good. The old new flash.
Heal
Heal amount per level increased to 25 from 20
Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
The healing buffs are fairly significant. It now scales quite well into late game, and if used in a team fight, is effectively a Soraka ultimate. I can definitely see this being used in the upcoming season.
Promote
Added to Summoner's Rift
Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
Improved in the Utility tree - Improved Promote increases the defensive bonus stats of promoted minions by 15%
Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner's Rift), up from Summoner Level 1
Promote was both balanced and buffed. It's no longer a troll spell, in my opinion. It might even serve as a very powerful mastery on champions with a lot of poke, but not a lot of pushing power such as Ryze.
Rally
Removed
*Shrug
Revive
Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
I still don't think revive is a strong enough option to take on most champions. The cooldown on it is simply too long. Also, the movement speed bonus was reduced. No more 2.6k move speed Rammus.
Smite
Now improved in the Defense tree instead of Offense
Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
Cooldown reduced to 70 seconds from 75 seconds
All in all, smite isn't much different. It's still the junglers tool, and nothing more.
Surge *New*
Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
Usable at summoner level 1
I can definitely see Surge having it's place. Especially on attack speed based champions. 12 seconds of +40% damage output is incredibly terrifying. I don't see it being all that useful on AP champions, however. A 10% damage bonus is good, but probably not worth losing other spells over.
Teleport
Summoner's Insight no longer reduces cooldown
Teleport still does what it always did, more or less.