LOL patch 11.17 (August 25, 2021) is now available to download on PC. According to the lol 11.17 patch notes, the latest update added various balancing, gameplay optimizations, bug fixes, and more. Apart from this, LOL update 11.17will 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 11.17 will fix a few of these issues.
LOL Update 11.17 Patch Notes – August 25, 2021
Lucian update in 11.17.
- Solo Lane early damage slightly down
- Lucian gains bonus on-hit damage when buffed by allies (including the Move Speed from W)
- R damage shifted to scale better with crit but starts at lower base damage
Lucian’s been quite weak in regular play for most of Season 11 in all his roles (Bot, Mid, and occasionally Top). The game devs have to nerf a champion for being too strong in a place where most players aren’t interested in playing them.
Despite Mid Lane having a lower winrate than Bot Lane in most skill bands, whenever Lucian is viable in solo queue, he quickly starts to dominate Mid Lane picks and bans in Pro play. This means that without a way to buff Lucian onlyin Bot, his Bot power in regular play is bound by his Mid power in coordinated play.
After understanding the core reasons why Lucian is more powerful in coordinated play, we moved on to seeing how we could address some of these points to hit the ultimate goal of the project: give power to Lucian Bot without Lucian Mid and Lucian Top dominating Pro Play. Explorations centered on the most obvious difference between the lanes… bot lane Lucian almost always has a support.
This brings up a critical third goal. Lucian is already incredibly fun, he’s just a bit weak. We’re not aiming to reinvent the wheel and create complex rules and hooks that take away from Lucian’s core appeal. Sometimes, simple is all that’s needed. Keeping this in mind, we landed on granting Lucian bonus damage whenever buffed by an ally. This version creates a new avenue for supports to help Lucian bully enemies early-game, and also doesn’t warp Lucian’s spell-spamming, highly-mobile pattern. With some new power to snowball a lead in Bot Lane, Lucian can remain a more relevant threat before he begins falling off during the endgame.
Lastly, there’s Lucian’s ultimate, an ability that scales heavily with levels, which come faster in solo lanes. That extra XP means solo Lucian gets his ult earlier than bot Lucian too, so it impacts a longer portion of lane phase. Threatening to kill level 6 opponents from pretty high health is also a big part of how solo lane Lucian can completely take over a lane. To solve this, we shifted one of The Culling’s scalings (number of bullets) from experience-based to item-based, which is more consistent between lanes. This way, Bot Lucian doesn’t have to wait till levels 11 and 16 for his next spike in ultimate damage. Also, watching The Culling blast more bullets as you get more items is pretty freaking cool.
After a few more touches on base stats and visual effects, Lucian should have a few more tools to help him feel better about heading to the bot lane while still sticking close to his independent, gunslinger identity.
LEAGUE CLIENT IMPROVEMENTS
RP PRICING UPDATE
CHAMPIONS
AKSHAN
E base damage decreased late; AD ratio increased. Akshan can no longer revive teammates when he’s dead. R cooldown upon cancellation decreased.
Players are still figuring out Akshan, so we’re being cautious with any changes to this charismatic rogue. We’re also cleaning up some pesky bugs and making his E-max a little less overpowered. This’ll make his AD builds more appealing while also making up for the damage loss in Q-max builds. Finally, the change to his W should give opponents a way to stop Akshan from reviving all his allies—in other words, kill him first!
W – GOING ROGUE
E – HEROIC SWING
R – COMEUPPANCE
BUGFIXES
- Passive – Dirty Fighting‘s second attack will more consistently complete on targets when the first attack was executed at max range
- Passive – Dirty FightingNow correctly predicts whether the first attack will kill the target, including through shields and with Akshan’s on-hit effects
- A placeholder icon no longer appears under Akshan after gaining a shield fromPassive – Dirty Fighting
- E – Heroic Swingwill no longer end early on turrets
- E – Heroic Swing‘s cooldown no longer gets reset when it kills a Scarecrow Effigy from Fiddlesticks’Passive – A Harmless Scarecrowor a clone from Shaco’sR – Hallucinate
- E – Heroic Swingno longer gets extra range if he casts spells on enemies or places wards outside of its maximum distance
- R – Comeuppancenow consistently executes minions regardless of armor bonuses (like Hullbreaker or Baron Nashor)
- Fixed a bug where a single bullet from Akshan’sR – Comeuppancedealt unusually lethal damage to Yorick’sR – Eulogy of the Isles‘s Maiden
AMUMU
Q now has 2 charges. W damage increased early; decreased late. R stun duration no longer scales. Health and armor growth decreased.
Our sad little mummy’s been left out of high level play for ages. While there’s an easy joke here about Amumu having no friends, we wanted to address this long-standing problem and ensure he can find his way in the world of modern League. In particular, we wanted to up his engage threat in the early game where high MMR players prioritize securing small leads that can snowball into victory. One subtle benefit of 2-charge Q, beyond the obvious stuff: It reduces the pressure to spam Q on cooldown, since you aren’t “wasting” uptime by holding onto your first charge as long as the second is recharging. This creates a new avenue for skill expression: When should Amumu use both charges, and when should he hold one?
All this said, Amumu’s late game has never really been his problem. We tossed in a few nerfs to his later scaling to even out his newly-increased potential to get ahead early. From a raw stats perspective, he’ll be innately weaker at higher levels, but now he’ll get there faster and have more items when he does.
BASE STATS
Q – BANDAGE TOSS
W – DESPAIR
As a reminder, W ticks twice per second, so each tick deals half the listed damage below!
R – CURSE OF THE SAD MUMMY
EVELYNN
R cooldown decreased.
Eve’s been left in the dark by recent nerfs to her early core items like Lich Bane and Dark Seal. We’re lowering the cooldown on her ultimate early so our lovely demon lady can still findvictimsopportunities to create leads.
R – LAST CARESS
GANGPLANK
Q now counts as a ranged basic attack. E scales better with crit. Barrel recharge time increased but max charges now increase with rank.
Gangplank’s interaction with Grasp of the Undying made his poke pattern of clicking Q every 4 seconds a nightmare for counterplay, which made his lane power pretty explosive. As a result, we’ve had to limit his scaling in a way that’s been unsatisfying for Gangplank players, given that late game power has traditionally been core to his identity. We’re walking back on that plank by lowering his early advantages and bringing them back ashore in late game with extra crit-skewed spice. More barrels!
PASSIVE – TRIAL BY FIRE
Q – PARRRLEY
E – POWDER KEG
GRAVES
Q mana cost increased.
Graves has been cropping up as a dominant mid pick, so we’re nerfing his ability to control lane priority with his wave-clearing Q in a way that still retains his jungle power.
Q – END OF THE LINE
SKIN SPLASH UPDATE
IRELIA
Q healing decreased.
Irelia’s blades are still a bittoodeadly. We’re tapping down her innate sustain so that she’s a bit more punishable when she makes mistakes. This’ll also nerf the Ionian blade dancer’s ability to spin around seemingly-doomed teamfights at super low health.
Q – BLADESURGE
KAYN
Assassin Kayn passive damage decreased.
Blue Kayn’s been overshadowing games too regularly, especially with his Goredrinker build. We’re reducing assassin Kayn’s damage to encourage him to build more offensively in order to reap his enemies.
PASSIVE – THE DARKIN SCYTHE
LEONA
W bonus resistances decreased.
Leona’s been shining a bit too bright with her ability to soak up any damage that comes her way when she’s locking down opponents. We’re making her a little easier to kill so that opponents still have the opportunity to fight back. SPF still recommended.
W – ECLIPSE
LISSANDRA
Base attack damage increased. Q mana cost decreased.
Lissandra’s been frozen at pretty mediocre numbers across the board, even into her favorable matchups. We’re giving her some slight buffs to make the ice witch a more attractive pick.
BASE STATS
Q – ICE SHARD
LUCIAN
Base attack damage decreased. Lucian now gains on-hit damage when buffed by allies. R bullets now scale with crit chance rather than R rank.
Lucian’s been struggling quite literally everywhere except in Pro mid lane. We’re purifying his odds by empowering his duo lane synergy without compromising his solo capabilities. For example, his ult’s been super powerful in solo lanes due to its heavy level scaling, so we’re smoothing it out to scale better with gold. AP Lucian is also getting some compensation buffs since we know it’s a fun (although weak) build that gets affected by these AD-encouraging changes. Don’t worry, we haven’t forgotten about you, fans of the off-meta lulz.
BASE STATS
PASSIVE – LIGHTSLINGER
W – ARDENT BLAZE
R – THE CULLING
NAMI
Base health increased. W mana cost decreased late.
We haven’t gotten to sea Nami much lately, so we’re shifting the current by giving the tidecaller some blessings to improve her survivability in trades and allow her to use her costliest skill more.
BASE STATS
W – EBB AND FLOW
SENNA
Critical Strike Damage penalty reduced. Soul drop rate increased.
Senna’s DPS focused builds havemistthe mark recently. We’re buffing up her crit to better synergize with damage items and giving her more souls on minion kills to help out players who run her as farming carry.
PASSIVE – ABSOLUTION
TEEMO
E on-hit damage increased.
Teemo could use a power-up in lane where we expect him to be able to whittle down his opponents, especially in favorable matchups when he can execute a series of Toxic Shots. Hut, two, three, four… :^)
E – TOXIC SHOT
VIEGO
Attack range reduced. Base healing on possession reduced; scaling increased. Q damage multiplier from crit chance increased. E camo radius increased. R slow duration decreased.
Viego’s been breaking too many hearts in the pro scene, so we’re bringing down the sovereign’s domination a notch. His tanky builds are offering too much pop-off potential, so we’re significantly cutting back the power of his resets if he’s not building damage. We’re also increasing his camouflage detection range and reducing his basic attack range which, combined, will make it much harder for Viego to hide in the Black Mist as a source of safety. Lastly, we’re reducing the CC on his ult since that wasn’t really its main intent.
BASE STATS
PASSIVE – SOVEREIGN’S DOMINATION
Q – BLADE OF THE RUINED KING
E – HARROWED PATH
R – HEARTBREAKER
BUGFIXES
- Fixed a bug where, when Viego possesses Zoe usingPassive – Sovereign Domination, recastingQ – Paddle Starwould launch a second star that disappears
- Fixed a bug where Viego’s basic ability cooldowns would get permanently reduced after gainingAccelerandostacks while possessing Sona withPassive – Sovereign’s Domination
- Fixed a bug where, when Viego has Kled’sW – Violent Tendenciesbuff active as his possession ends, Viego’sW – Spectral Mawwill be on cooldown
- Fixed a bug where, when Viego casts Kindred’sW – Wolf’s Frenzyjust as his possession ends, he would no longer be able to castW – Spectral Maw
XAYAH
Q cast time now decreases with attack speed. R damage increased.
We’re back with a third round of Xayah buffs! We’ve been steadily bringing up her winrate while trying not to increase her pick rate in Pro too much. The rebel hasn’t taken off in Pro play yet, so we can still give her a bit more room to fly. Xayah’s Q tends to interrupt her basic attack flow at higher attack speeds, so this should let her feathers glide more smoothly throughout the game.(For Q’s scaling, remember Xayah gains 70% bonus AS from levels and 55% from W!)
Q – DOUBLE DAGGERS
R – FEATHERSTORM
ZED
Q ratio increased. E ratio decreased. R cooldown increased late.
Once Zed gets some items under his belt, his kill pattern becomes too reliable, especially for a champion with such flexible mobility tools to slip in and out of the shadows. We’re asking the master of shadows to master more shurikens to secure his kills. His ult cooldown is also getting nerfed late to match its power level more appropriately.
Q – RAZOR SHURIKEN
E – SHADOW SLASH
R – DEATH MARK
ITEMS
DIVINE SUNDERER
Divine Sunderer has been the go-to choice for fighters all across the spectrum, and even some marksmen. We’re looking to nerf its generic power to let its more aggressive item competitors outshine it when they’re supposed to.
HULLBREAKER
While Hullbreaker is a strong early rush on a few champions, its opportunity cost is too large to be a great choice compared to other Legendary fighter items that have more generic value. We’re giving it a bit of beef so that players feel a bit more inclined to go on a raiding party.
SERPENT’S FANG
Rather than being a situational item against shield-heavy enemies, Serpent’s Fang has become a staple in the second item slot for physical assassins. We want to preserve its low gold cost so that it’s still an accessible situational pickup, but with stats that are more proportional.
WIT’S END
Wit’s End has become a powerful early rush item for a variety of attack speed champions. While it’s good to offer early attack speed options, Wit’s End often becomes the best choice regardless of how much magic damage the enemy team has. We’re reshaping its damage scaling so that it’s just as powerful late but isn’t only being picked up for its early damage value.
YOUMUU’S GHOSTBLADE
Youmuu’s went from being a beloved aggressive pick to an underutilized niche item. We nerfed its generic power last season to give room for other situational items, but we’re seeing now that we went a little too far. AD assassins have been yearning for a good general item rather than defaulting to counter pick-ups like Serpent’s Fang. So, *drumroll please*… we’re reverting the patch 10.23 changes and welcoming back 2020’s Youmuu’s Ghostblade!
RUNES
FLEET FOOTWORK
Fleet Footwork just hasn’t been a very good pick for marksmen. Rather than a straight buff to make it more viable, we’re increasing healing against champions for everyone and reducing healing against minions depending on attack type to avoid too much power in lane sustain. Healing against minions for melee is getting reduced more than ranged because melee champions have already been using it very effectively for that very reason, making this an overall buff for ranged and closer to neutral for melee.
VOID CLASH
UPDATED SYSTEM REQUIREMENTS
BUGFIXES
- LEAGUE CLIENT:Fixed a bug that caused excessive slowness during the end of the game
- Fixed a bug where Tahm Kench’s ultimate availability HUD indicator was not graying out after his ult was used
- Fixed a bug where Sylas’sR – Hijackcooldown would sometimes not revert correctly if he died while casting a hijacked ultimate
- Fixed several visual bugs that occured when Sylas hijacked Gun Goddess Miss Fortune’sR – Bullet Time
- Shaco’s clone now correctly gains 10 gold from killing a ward, not 20
- Fixed a bug where Kassadin would sometimes be unable to cast hisE – Force Pulse
- When Mordekaiser usesR – Realm of Deathon Graves, Graves’W – Smoke Screenwill now properly remain in the realm that it was cast in
- Fixed a bug where charms would briefly lose functionality when hitting enemy champs who were spamming move commands with certain abilities that allow movement while casting
- Fixed a bug where Kalista was still able to basic attack and lunge withPassive – Martial Poiseif she was charmed at the beginning of a basic attack wind-up
- Fixed a bug where, when an enemy immobilized Dr. Mundo while standing on top of him, hisPassive – Goes Where He Pleasecanister would get destroyed before it hit the ground
- Fixed a bug where Wukong was able to entirely cancel the animation forQ – Crushing Blowby entering a stop command
- Fixed a bug where Lillia’sW – Watch out! Eep!‘s extended tooltip was missing the information that it deals 50% damage to minions
- Fixed a bug where Caitlyn’sR – Ace in the Hole‘s extended tooltip and level-up tooltip did not contain its damage ratio
- Fixed a bug where the Cloth Armor and Refillable Potion starting bundle would display “+1 More” text even though it does not grant a third item
- Fixed a bug where Nunu would get yeeted off the screen when hit by Rek’Sai’sW – Un-burrowwhile channelingW – Biggest Snowball Ever!
- Fixed a bug where Nunu’sE – Snowball Barragewas missing its tooltip when hovering during mid-cast
- Fixed another bug where Nunu’sE – Snowball Barragetooltip was incorrectly displaying damage as “total damage” when it is actually “per snowball”
- Fixed a bug where Ravenous Hunter was healing against wards. Its tooltip now also correctly displays the total amount of healing done
- Fixed a bug where Eternal Winter (Everfrost’s Ornn upgrade) was not displaying the actual number of champions rooted and slowed by the item’s active in the inventory tooltip
- Fixed a few bugs where Neeko’s voice lines in-game weren’t always playing correctly or even at all, especially when entering a disguise withPassive – Inherent Glamour. Neeko’s voice will also accurately play from Neeko’s location instead of the center of the screen
More details for LOL update 11.17 is coming.