Hey, Yohosie from the Balance team. I want to give context to competitors of things to be aware of if you’re going to be competing on this patch.
On October 7th, we’ll be including a small balance pass alongside the release of Teemo. We’re going to be including a larger balance patch very soon after. All of the details on what is coming will be in the patch notes, releasing October 6th.
The changes below are only for the October 7th balance patch. There will be additional changes to address things we’ve seen on live around balance and consistency. This will be included in the larger balance patch coming soon after.
What you’ll read here is only what impacts “your hands”, i.e. combos, neutral, and fuse decision making. We’re letting you know of these now so you can get your hands warm. This is not a full list of all changes and not all champs are included in this post.
Fuse Changes
- Double Down and 2x Assist are too strong at the moment, so we’re bringing them down in power by reducing damage when using Double Down super and adding assist cooldowns when either fuse is “activated”, similar to Freestyle.
Retreating Guard Input Change
- We’re removing an OS where it was possible to hold down-back and mash the dash button to get a frame 1 Retreating Guard. You’ll now have to hold directly back. We’re letting you know early so your hands can adjust to the new changes.
Break Changes
- We’re lowering the advantage of Break and fixing the bug where you can’t take actions after Break.
Ahri
- We’re removing the ability to spirit rush twice in the air on whiff (still works in combos and you can still IAD/j.S1 after).
- We have a lot of quality of life and combo consistency improvements in the larger balance patch. We hear you.
Blitzcrank
- We've done some work around air blockstun and air throw protection to remove unblockables.
Jinx
- Jinx Fireworks damage is too high, so we’re toning down its damage.
- We’ve also fixed a bug that was causing Double Down scaling to not apply to Fireworks (FYI: we apply a damage nerf to the second super when using Double Down). Jinx fireworks should explode you less often now.
Yasuo
- Yasuo combo length was too long, so we’re making adjustments.
- We’re adjusting j.d.H to not always combo into j.[S1] or j.S2 at extremely high HSDs. You can expect your core Bread ‘n Butter to work, but you’ll need to change your routes very late into combos after really long assist combos.
- We’re also adjusting j.S2 to increase combo consistency (we made some changes to collision pills and hurtboxes to help stop weird things from happening, more notes on that later, so we had to change this). You’ll need to adjust your j.S2 routes slightly.
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I realize just these changes in a silo seem a little strange compared to player pain. These changes are only what may impact how you input moves, as well as major gameplan-altering changes. Please wait till Oct 6th to see our full vision that directly addresses balance and game health. When the patch notes drop with the full changes we’re working on, I hope everyone will be excited about what we’ve been cooking.
Bandle scout Teemo reporting for duty! 🫡
Teemo will be playable at 2NICE KO 👀
Get ready to scout ahead… things just got wild. 🔥
#EVOFrance #2XKO