LOL update 11.16 will soon roll out on PC. According to the League of Legends patch notes, the latest update added some changes to Sona and various other gameplay optimizations. Apart from this, LOL patch 11.16 will also include stability fixes.
Previously, a big update was released with various quality of life improvements and changes.
Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 11.16 will fix a few of these issues.
According to game developers, Sona was briefly meta as a top laner who took the support item and just harassed and roamed, without really trying to even last hit.
Last year update made some changes to Sona which added a mana refund that tied her to sharing auras with allies, and increased her mana costs. Functional, but not very fun: Sona loves to cast lots of spells, and her auras are actually a small amount of the mindshare of each one. Preventing her from casting spells (by running her out of mana) unless she played around an effect she often didn’t think about made for a less fun version of Sona.
The upcoming Sona update will replace this mana refund mechanic with something that Sona players will be more excited about. In place of high mana costs and a mana refund, the new patch will replac the Sona’s Ultimate cooldown passive with a stacking mechanic that rewards her for using Q and W in a way that matches the mindshare of those spells. A positive incentive rather than a negative one that doesn’t punish her by preventing her from casting future spells will make for a generally more enjoyable experience.
Now, when Sona damages enemy champions with Q – Hymn of Valor or uses W – Aria of Perseverance to heal an injured ally or protect them from damage with the shield (the full base value; a tiny bit of ambient damage won’t count), she will permanently gain a stack of Accelerando, granting ability haste for her basic abilities (up to a cap). Striking two different champions with Q will grant two stacks, and W can grant up to 5 stacks if it heals an ally and blocks damage on all four allies. This new passive rewards Sona for using Q and W well in a duo lane, rather than penalizing her like the mana refund did.
After Sona reaches the cap for Accelerando, subsequent stacks will instead refund a bit of R – Crescendo‘s cooldown. The game devs chose ultimate cooldown refund as a reward here to encourage very exciting, aggressive Crescendo plays.
Passive damage to non-epic monsters decreased.
Since our 11.8 changes, Diana’s become a popular jungle pick, and a powerful one at that, especially in competitive play. Although we’re happy that Diana’s found a second home, she’s a little too strong. To nudge down her jungle strength, we’re nerfing her jungle clear.
Passive damage increased. R bonus damage ratio increased.
The Exemplar of Demacia hasn’t been excelling in any level of play. We’re amping up Cataclysm to help him make a bigger impact while also buffing his dueling and clearing potential.
W damage increased. R minimum damage ratio increased.
Jhin has been feeling rather lackluster, and he hasn’t been making the cut into most games. With a deadlier flourish and an even deadlier finale, he’ll have a better shot at picking off enemies when playing off of allies and in key fights.
Passive on-hit cooldown reduction removed; cooldown reduction from abilities now flat. Q base damage decreased early; cooldown increased early and decreased later; cost decreased. Q2 initial damage increased. E base shield increased later; bonus movement speed now flat; Defiance now only grants allies bonus movement speed.
Karma’s been much stronger in coordinated Pro play than in solo queue for a while. Rather than continuing to make minor changes, we’re attempting to make bigger ones to help Karma succeed in the hands of all players.
To do so, we’re targeting her consistent early game pressure and waveclear, along with her R-E shield-and-speed buff for her full team. In return, we’re rewarding her with more Mantras when she lands abilities on champions, which will also be helped by her Q’s lower cooldown and cost. We’re also strengthening her R-Q so that she’s still able to obliterate her foes when she’s on her own.
W omnivamp decreased.
Lee Sin came out of our 11.13 nerfs kicking, making his way from dominating lanes straight into dominating the jungle. This time, we’re laying down a straightforward nerf that should curb his early- to mid-game dueling power.
W cooldown increased. R cooldown increased early.
While Lulu’s power in Average play is balanced, she’s strong in Skilled and even stronger in Elite. Back in patch 11.9, we purposefully buffed Lulu, targeting these skill brackets by reducing the cooldown on her W and increasing its bonus attack speed. The increased uptime on reliable peel made her a highly frustrating champion to play against, which has been reflected in her high ban rates. To get her back in action, we’re reverting the buff on her Skilled-skewed mechanic of instant CC and increasing her R cooldown.
Passive heal increased. E detonation damage decreased.
Top Maokai has been struggling to stay in lane even with his tank builds, so we’re increasing his sustain. On the other hand, Support Mao and his saplings have been causing a commotion in the bot lane, where AP builds offer powerful scaling. Maokai will still have strong poke, but we’re toning it down.
One more thing: Maokai’s original passive values were bugged. He was healing for less of his maximum health (5-13% instead of 6-13%) and it wasn’t scaling properly (it was scaling linearly at every level instead of its intended breakpoints of level 1/6/9…). so the previous values of his passive’s heal reflect the bugged, in-game values. Now, the scaling has been corrected, and the heal from his maximum health has an even bigger bump than his tooltip would have you believe.
Base movement speed increased. E damage ratio per snowball increased.
Nunu & Willump have hit a slump, it’s time to give them a good ol’ bump! To get the snowball rolling, we’re reverting part of their nerf from patch 11.2 while throwing them more damage when they’re building more aggressively.
Q orange smoke VFX removed. R bugfixes.
Okay, so last patch (11.15), we fixed a longstanding bug where Shaco’s smoke poof wasn’t showing up through the Fog of War. And by longstanding, we mean like, 2 years. This change also sparked a conversation around proper counterplay in League. Constantly panning around to look for orange smoke isn’t the type of gameplay we want to enforce, so we’re reverting the poof and fixing some of his goofs.
New passive! Mana costs reduced and aura mana refunds removed. R now also hits minions and monsters.
In patch 10.4, our baby girl was given a mana refund mechanic to prevent oppressive playstyles. This wasn’t a particularly fun mechanic, and sometimes it put Sona in situations where she was punished for using her spells correctly, like rotating around the map with E by herself. To fix this, we’re replacing the mechanic with a new one that should feel much more like a reward than a punishment.
Now Sona has a stacking mechanic that rewards her for using some of her abilities, eventually giving her more access to her ult, and giving you all those Crescendo plays that you definitely never miss.
Passive base damage decreased early. Q base heal decreased.
Tahm Kench’s early game power has been especially strong in top lane, where he’s able to issue beatdowns and heal through brawls. We’re dialing both back to give his enemies more time to lick their wounds.
Passive AP to bonus health conversion increased; bonus health to AP conversion increased.
Top Vlad has been dragging behind his mid lane counterpart. To help him hold his own in top lane, we’re increasing his passive bonuses, which should also let him reap the benefits of building tankier items.
Base attack damage decreased.
Even after our last set of nerfs in patch 11.14, Xin Zhao is still one of the top dogs in the jungle at all levels of play. With longer ranges on his new W and E, Xin doesn’t need to be one of the best-in-class early game bullies, since he has better access to his targets than ever before. We’re trimming his base damage so that he’s still strong early, but isn’t as easily able to overwhelm other junglers.
Base mana increased. E base damage per mine decreased early and increased later; slow decreased early.
Our 11.14 nerf to bot lane Ziggs seemed to fizzle out, so we’re giving back his mana and dialing back his second-max ability instead. This should curb his power more in bot lane, which shouldbe more easily recouped in mid.
While Dark Seal is meant to be a high-risk, high-reward item, it’s become a consistently high-value option for most AP users, even for champions that appreciate the mana on Doran’s Ring. We’re pulling back on the stacking pace of the item so that there’s more risk involved when opting into Dark Seal.
Redemption is being overshadowed by the other Enchanter items and has struggled to find its niche this season. We’re increasing the power and availability of its exciting moments so that it can be more effective in more team fights.
The second weekend of the Bandle City-themed Clash will be August 21 and 22. Team formation for the second weekend will be open starting on August 16.
Sona is currently planned for lol patch 11.16, which ships next month!