LOL 11.17 Patch Notes (New LOL Patch 1.17 Details)
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.
Lucian update in 11.17.
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 only in 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.
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!
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.
As a reminder, W ticks twice per second, so each tick deals half the listed damage below!
Passive damage against monsters increased.
Ekko is played more in the jungle than in mid lane, yet jungle Ekko is languishing in terms of power. We’re juicing up his jungle clear speed to help him shatter more camps in less… time.
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 find victims opportunities to create leads.
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!
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 healing decreased.
Irelia’s blades are still a bit too deadly. 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.
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.
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.
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 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 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.
Critical Strike Damage penalty reduced. Soul drop rate increased.
Senna’s DPS focused builds have mist the 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.
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… :^)
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.
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 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.
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.
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.
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 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 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!
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.
More details for LOL update 11.17 is coming.
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