Matchmaking
Back in Patch 3.13, we made some changes to let us more dynamically turn on "Loss Prevented" mode for servers with hardware/connection issues. Unfortunately, there was a bug where "prevented" games showed up as losses. Turning on Loss Prevented mode is a manual process that we're improving on (including the potential to automate) in the future. Sorry for the inconvenience!
- Fixed a bug where Loss Prevented was showing up as Defeat in the post-game lobby and in Match History. Games in your Match History that were listed as Defeat but actually Loss Prevented, will be changed to Loss Prevented.
As a new player, it's no fun going through unbalanced games while the system tries to figure out your appropriate skill level. We've done some work here to speed up our ability to identify new players while quickly improving their matchmaking experience.
- New players will now have their appropriate skill level identified faster in the matchmaking system
"Explanation here: if you've been waiting in the queue for a while, the matchmaker will become less picky about making a perfectly balanced match. That said, there was a rare bug where players who were in the queue for long periods of time would become matchmaking vacuums, where they would instantly suck in all of the more "picky" players who had just queued in the nearby matchmaking vicinity. To the vacuumed player, if a match gets found quickly, that means in our system that the match is guaranteed to be high quality. Occasionally, however, this wasn't the case (due to wider ranges in matchmaking confidence), and can lead to a bad experience – we've since fixed that bug."
- Fixed a rare bug where the matchmaker would create imbalanced matches when a player had been in the queue for very long periods of time
General
Long story short, champions with attack speed buffs will now feel the effects quicker.
Temporary attack speed buffs now update champion's attack speed immediately, rather than after the first attack
Damage amplification abilities no longer work on true damage
Abilities affected:
- Poppy (Diplomatic Immunity)
- Swain (Torment)
- Talon (Cutthroat)
Champions
Ahri's very early laning experience can be unforgiving if she falls behind. These changes are to give her more breathing room before her first shopping trip or blue buff.
General
- Base mana increased to 250 (from 230)
- Base mana regeneration increased to 7 per 5 seconds (from 6.25 per 5 seconds)
Summary: We've reduced the duration of Terrify at later ranks and lowered the mana cost of both Terrify and Crowstorm.
Terrify is rather… terrifying at later levels, especially with the current pace of the game. That said, we didn't want to straight nerf Fiddle's power without any compensation. Cutting down his mana costs means that Fiddle can stay out in the field a little longer (especially after team fights), while the slight buff to Terrify's rank 1 duration helps his unstable early game.
Q - Terrify
R - Crowstorm
- Mana cost reduced to 100 at all ranks (from 150/200/250)
Given our recent support changes, Janna could use a mana cost decrease like the other ult cost reductions we've made. We're still keeping an eye on this weather lady, so stay tuned for more change.
R - Monsoon
- Mana cost reduced to 100 at all ranks (from 100/150/200)
Summary: Safeguard no longer shields minions or makes wards invulnerable when Lee Sin dashes to them.
"We like that Lee Sin could make cool plays without relying on teammates to Safeguard to, but felt we could trim some of his extraneous power without removing the real ‘fun' of it."
W - Safeguard
- Now only shields the target if the ally is a champion
Summary: We've lowered the base damage of Piercing Light and shortened its cast range.
We're culling some of Lucian's lane dominance – especially when he gets early AD purchases (given Piercing Light's high AD ratios). Rather than relentlessly pursuing a reduction on Lucian's damage, we also shaved some range off Piercing Light, as Lucian was able to poke from just outside of auto-attack range before going in for a strong trade with his passive. I'm sure there's another ability pun to be had in here, but I got nothing.
Q - Piercing Light
Summary: Pix, Faerie Companion had its base damage increased, Help, Pix!'s base shield strength was increased and Wild Growth's mana cost was lowered.
Lulu's defensive capabilities were a little low for a traditional support, so we sent her to the gym to get buff. Like most supports, we're keeping an eye on Lulu as the preseason progresses.
Passive - Pix, Faerie Companion
- Base damage increased to 9/21/33/45/57/69/81/93/105 (from 9/18/27/36/45/54/63/72/81)
E - Help, Pix!
- Base shield strength increased to 80/120/160/200/240 (from 60/105/150/195/240)
R - Wild Growth
- Mana Cost reduced to 100 at all ranks (from 150 at all ranks)
Summary: We've reduced the duration of Puncturing Taunt at later levels and reduced the mana cost of both Puncturing Taunt and Tremors.
Similar to Fiddlesticks' Terrify, Puncturing Taunt scales to a frustratingly long duration (according to some, it went on forever, so some subjectivity is expected), especially when Rammus has a strong early game. We didn't want to just lower Taunt's durations, so we've made some mana cost reductions to help Rammus recover in games when he has a rough start.
W – Defensive Ball Curl
- Can no longer be deactivated. Instead goes on cooldown when used (total cooldown of Defensive Ball Curl remains unchanged, as deactivating the ability previously did not reduce its cooldown)
E - Puncturing Taunt
R - Tremors
- Mana Cost reduced to 100 at all ranks (from 120 at all ranks)
Summary: Fleet of Foot's movement speed bonus now scales up to 50 and Spell Shield has had its duration cut in half. On The Hunt also had its duration reduced and its cooldown increased while the enhanced movement speed boost scales up to 4 seconds with each rank.
We like the general direction of Sivir and are now in the process of tuning her power. Currently Sivir has access to a lot of raw mobility (especially in the early game), so we're hitting that to reduce some of her early game snowball potential. We also wanted to give Sivir's opponents more windows of opportunity against her."
Passive - Fleet of Foot
- Movement speed bonus reduced, now scales to 30/35/40/45/50 (at levels 1/6/11/16/18) (from 50 at all ranks)
E - Spell Shield
- Duration reduced to 1.5 seconds (from 3 seconds)
R - On The Hunt
Total duration reduced to 8 seconds (from 10 seconds)
Enhanced movement speed duration now scales to 2/3/4 seconds (from 4 seconds at all ranks)
Cooldown increased to 120/100/80 seconds (from 120/90/60 seconds)
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