eSportsJuegos onlineLeague of LegendsNewsOrdenador PCRiot Games

League of Legends (LOL): 10.11 patch notes; changes and news

League of Legends (LOL): 10.11 patch notes; changes and news

The new update will give shooters a little more power, as they were considered by Riot Games to be too fragile.

The time has come for a new League of Legends update! With a day of delay, Riot Games has announced patch 10.11 of the video game (if you are looking for TeamFight Tactics, enter this link). This time around, they focus mostly on the shooters, too fragile to date. Therefore, they are going to be given back some power by a two-phase plan, which will consist of raising their life stats and increasing their mobility towards the end of the game. The latter will be achieved by improving some objects.

The developers did not want the shooters to depend so much on their supports (Lucian, Vayne, Tristana and Kalista), but always keeping in mind that this did not affect the streets alone. Here are the patch notes for you.

League of Legends

Champions

Volibear (updated)

Freljord's battle spirit arrives with his fierce claws and more lightning in version 10.11

Fiddlesticks

Increase pose time as a passive figure. Abilities cast while posing as a figure now terrify enemies. W damage against minions increased.

We added a mechanic to the Fiddlesticks' Q passive that naturally reinforces their creepy scarecrow identity, while also bringing some horror to start. We also wire those who play Fiddle on the upper and center lane improving their surge cleanliness, as it is difficult to perform on the lanes with their current set of tools.

Passive – A simple scarecrow

  • TIME BEFORE POSING AS A FIGURE 1 s ⇒ 2 s.

Q – Terror

  • Fiddlesticks' abilities now terrify enemies if cast while posing as a figure.

W – Plentiful harvest

  • MIND DAMAGE REDUCTION 60% ⇒ 40%

Gangplank

Basic attack speed ratio increased.

Gangplank's attack speed has been increased so that he can make better use of combos with barrels and possibly opt for a Fervor item instead of DA's, meaning more critics, more explosions, and more melee fights! It should be noted that this will also enhance your power peak with Trinity Force.

Basic statistics

  • ATTACK SPEED RATIO 0.658 ⇒ 0.69.

E – Powder keg

  • BUGFIX Gangplank's barrels no longer stack bonus Shine damage when chained.

Serious

Damage ratio of Q's first shot reduced.

Graves has pulverized his enemies in high-level games, so we are going to lower his smoke a little. To do this, we reduce the power of lethality by cutting your DA ratio, which also boosts your ability to accumulate gold quickly. This shouldn't affect your other item sets as much as they are less dependent on additional damage. We hope this encourages players to give them a try.

Q – End of trip

  • FIRST SHOT DAMAGE RATIO 1 bonus attack damage ⇒ 0.8 bonus attack damage

Hecarim

Q base damage increased. Minion damage reduction increased.

Despite the fact that it is more threatening since version 10.6, Hecarim continues to be disappointing in almost all levels of the game. We gave him a little more jungle-clearing ability and prolonged combat, but we made sure we didn't overstep the mark with his killing effectiveness.

Q – Rampage

  • BASE DAMAGE 55/95/135/175/215 ⇒ 60/102/144/186/228.
  • MIND DAMAGE REDUCTION 33.3% ⇒ 40%

Janna

W base damage reduced in later levels.

Despite the fact that we consider that playing offensively with Janna is the best way to face the street phase, her ability to harass the party too much water to her enemies. Let's cut back on this fierce wear storm.

W – Zephyr

  • BASE DAMAGE 55/90/125/160/195 ⇒ 55/85/115/145/175.

Kai'Sa

Increases the additional DA ratio of Q. Increases R range in later levels.

Since she is a shooter who does not use Fervor items and is already relatively weaker than other shooters, we have thought that Kai'Sa required a bit of special attention in this release, beyond the mentioned changes to shooters.

Q – Icathia Rain

  • DAMAGE RATIO 0.35 bonus attack damage ⇒ 0.4 bonus attack damage

R – Killer Instinct

  • RANGE 1500/2000/2500 ⇒ 1500/2250/3000.

Lux

E2 slow duration increased.

Our ray of sunshine is having a hard time on its two streets in various game levels (at all levels as support and high level in the central street). We believe that a longer lasting slowdown will provide a more reliable sense of power when launching your combo and allow you to bring more to your team.

E – Brilliant Singularity

  • DETONATION SLOW Additional 0.25 sec after E2 detonation ⇒ 1 sec after E2 detonation

Syndra

E cooldown increased.

Syndra is one of the strongest central street champions right now and overall, it is one of the relatively safer choices. We're going to reduce access to his stun so that enemies can take advantage of the vulnerability margin when it's not available.

E – Scatter the weak

  • COOLDOWN 16/15/14/13/12 s ⇒ 18/17/16/15/14 s

Heel

Q cost increased. Assassination healing reduced in early levels.

Talon remains one of the strongest central street champions in high-level games, often prioritizing maximizing Q. We're going to cut back his stamina a bit so that his presence on the street early in the game isn't a walk up to the peak of object power.

Q – Noxian Diplomacy

  • COST 30 mana ⇒ 40 mana
  • HEALING BY MURDER 20-71 (levels 1-18) ⇒ 10-70 (levels 1-18).

Handles

Shooters suffer great endurance problems, especially at the beginning of the fairway phase, in which it seems that their power is too linked to their support. This causes problems in the satisfaction of the games, since the strength of the shooters depends on the amount of time they spend alive. We believe that by increasing their mobility (via items) and basic life, ADCs will not suffer such severe punishment for failing, and will continue to have the opportunity to trace and unleash their power in combat.

However, we have heard your concern regarding the lower street shooters who may also appear on the streets alone, such as Lucian and Vayne. We are going to dedicate a separate set of changes to them. You can find the details below.

Also, we have omitted Corki, Kindred, Quinn, Senna and Graves as they appear more frequently on other streets. But we are aware that Senna could be a candidate for similar changes in the next versions.

General changes

All of the champions below get similar improvements to their health and life growth.

Aphelios

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Ashe

  • BASIC LIFE 539 ⇒ 570.
  • BASIC LIFE GROWTH 85 ⇒ 87

Caitlyn

  • BASE LIFE 481 ⇒ 510.
  • BASIC LIFE GROWTH 91 ⇒ 93

Draven

  • BASE HEALTH 574 ⇒ 605.
  • BASIC LIFE GROWTH 88 ⇒ 90

Ezreal

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Jhin

  • BASE LIFE 556 ⇒ 585.
  • BASIC LIFE GROWTH 91 ⇒ 93

Jinx

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Kai'Sa

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Kog'Maw

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Miss fortune

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Sivir

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Twitch

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Varus

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Xayah

  • BASE HEALTH 500 ⇒ 530.
  • BASIC LIFE GROWTH 86 ⇒ 88

Changes to solo street shooters

The following champions get more specific buffs due to their skill and appearance percentage on solo streets. We believe they suffer from the same general power and satisfaction issues as other shooters, but we feel they need more precise changes to fix those issues and not just durability improvements.

Lucian

  • PASSIVE SECOND SHOT CRITICAL IMPACT – BULLETS OF LIGHT 75% ⇒ 100%
  • PASSIVE ERROR CORRECTION – BULLETS OF LIGHT Fixed a bug that caused basic Bullets of Light attacks to not occur if the target was out of range.

Kalista

  • ADDITIONAL MAGIC DAMAGE AGAINST W-SIGNIFIED WATCH – 10/12/14/16/18% of target's maximum health ⇒ 14/15/16/17/18% of target's maximum health
  • W COST – WATCHMAN 20 mana ⇒ No cost.

Vayne

  • BONUS DAMAGE OF Q – BASE ATTACKS 50/55/60/65/70% of total attack damage ⇒ 60/65/70/75/80% of total attack damage.

Tristana

  • BASE ATTACK SPEED RATIO 0.656 ⇒ 0.679.

Objects

Fervor

  • MOVEMENT SPEED 5% ⇒ 7%.

Spectral dancer

  • MOVEMENT SPEED 5% ⇒ 7%.

Rapid Fire Cannon

  • MOVEMENT SPEED 5% ⇒ 7%.

Statikk Dagger

  • MOVEMENT SPEED 5% ⇒ 7%.

Runaan Hurricane

  • MOVEMENT SPEED 7% ⇒ 9%.

Champion Visual Effects Updates

Cassiopeia

We're going to try some small tweaks on champions whose visuals for skills are generally good, but which would do better to have clearer impact frames. In Cassiopeia's case, it was difficult, both for those who played it and for their enemies, to see the smoke particles of their Q and to know with certainty the exact size of their final. Both abilities have been updated to be more accurate.

Also, it was sometimes difficult for Cassiopeia players to know which targets were poisoned (and consequently take bonus damage with their E). So Cassiopeia will now see a clearer indicator above the head of the poisoned targets.

  • Q – HARMFUL EXPLOSION Smoke particles from their base skin have been updated to more accurately stay within the actual range of the skill.
  • E – DOUBLE FANG A fang icon will appear above the head of poisoned enemy champions to indicate that the ability deals additional damage to them.
  • R – PETRIFYING LOOK It has been updated in all aspects with a badge on the edge of its impact box that more clearly reflects the affected area.

ARAM balance changes

  • Improvements of version 10.11
  • Jarvan IV Fixed an issue that caused his -5% damage taken to not apply.
  • Riven +5% damage dealt and -5% damage taken ⇒ +5% damage dealt and -10% damage taken.
  • Yorick -5% damage dealt and +5% damage taken ⇒ -5% damage dealt.
  • Weaknesses of version 10.11
  • Gallium +5% damage taken ⇒ -5% damage dealt and +5% damage taken
  • Lissandra Normal ⇒ -5% damage dealt
  • Teemo -10% damage dealt and +7% damage taken ⇒ -10% damage dealt and +10% damage taken.
  • Varus Normal ⇒ -5% damage dealt
  • Ziggs -15% damage dealt and +10% damage taken ⇒ -15% damage dealt and +15% damage taken.

URF balance changes

Improvements of version 10.11

  • Fiddlesticks +5% damage dealt, -5% damage taken, and +10% healing power ⇒ +10% damage dealt, -10% damage taken, and +10% healing power.
  • Fiora -10% damage dealt and -5% healing power ⇒ -5% damage dealt and -5% healing power.
  • Heimerdinger -10% damage dealt ⇒ -5% damage dealt
  • Janna Q's cooldown is increased by 100% ⇒ Normal.
  • Pantheon +5% damage dealt and -10% damage taken ⇒ +10% damage dealt and -10% damage taken.
  • Quinn +5% damage dealt and -5% damage taken ⇒ +5% damage dealt and -10% damage taken.
  • Rumble -10% damage dealt and -10% shield power ⇒ -10% damage dealt
  • Sona -5% healing power and -5% shield power ⇒ Normal
  • Tahm Kench +25% damage dealt, -25% damage taken, +10% healing power, and +10% shield power ⇒ +30% damage dealt, -30% damage taken, +10% damage healing power and +10% shield power.
  • Thresh +10% damage dealt and -15% damage taken. ⇒ +15% damage dealt and -15% damage taken.
  • Vayne Normal ⇒ -5% damage taken.
  • Xayah -10% damage dealt ⇒ -5% damage dealt

Weaknesses of version 10.11

  • Akali +15% damage dealt and -10% damage taken. ⇒ +10% damage dealt and -10% damage taken.
  • Camille +5% damage dealt and -5% damage taken. ⇒ -5% damage taken.
  • Ivern -5% damage taken ⇒ Normal
  • Kassadin +5% damage dealt and -5% damage taken. ⇒ -5% damage taken.
  • Lucian +5% damage dealt and -5% damage taken. ⇒ -5% damage taken.
  • Maokai -5% damage dealt, +5% damage taken and -10% healing power ⇒ -10% damage dealt, +5% damage taken and -10% healing power.
  • Ornn +15% damage dealt and -15% damage taken ⇒ +10% damage dealt and -15% damage taken.
  • Qiyana +5% damage dealt and -10% damage taken ⇒ +5% damage dealt and -5% damage taken.
  • Sett +10% damage dealt and -10% damage taken ⇒ +5% damage dealt and -10% damage taken.
  • Shaco -12% damage dealt and +10% damage taken ⇒ -15% damage dealt and +10% damage taken.
  • Taliyah +15% damage dealt and -5% damage taken ⇒ +10% damage dealt and -5% damage taken.
  • Udyr +10% damage dealt and -10% damage taken ⇒ +5% damage dealt and -10% damage taken.
  • Volibear (upgrade) -5% damage dealt and +5% damage taken ⇒ Normal
  • Yuumi -20% damage dealt, -30% healing power and +25% E cooldown ⇒ -20% damage dealt, -30% healing power and +100% E cooldown
  • Zac -5% damage taken ⇒ Normal.

Rainbow pores

For those of you who have acquired a rainbow pore icon this year, we remind you that they will continue to fill the Crack and the Abyss with color until June 30. Equip any of the seven icons to change your profile background and have a colorful trail of Safe in the game.

Error correction

  • Passive – Whisper of Jhin's fourth shot against minions and monsters can no longer be canceled.
  • Jhin no longer automatically selects enemies and monsters with his fourth shot when idle.
  • Players who descend from Master now always advance to Diamond I with 75 PL.
  • Fixed a bug that caused frames for newly acquired Clash banners to not display in game or on the Profile tab.
  • Sylas now appropriately gains additional attack speed from his Passive – Petricite Start when he gains R – Power from Jax's master through his R – Appropriation.
  • Fixed a bug that caused Sylas not to deal damage to all enemies with R-Requiem stolen from Karthus.
  • Singed can no longer use his E-Throw while suppressed by Warwick's R-Endless Pressure.
  • Malzahar's E – Malefic Visions debuff now properly extends to the closest target even after killing Zion Sion during the skill effect.
  • Aatrox is now properly healed with his Passive – Aspect of Death or his E – Shadow Glide when attacking an enemy Malphite with the Passive – Granite Shield.
  • Gragas can no longer stun enemies that are far enough from each other with his E-Paunch through a wall against one target and using Flash against the other.
  • Lissandra's frozen slaves no longer count as allies and no longer receive a portion of the gold from turret plates if they are nearby.
  • When a neutral source of damage executes a player (minions, monsters, turrets, etc.), he no longer gains the Safe for Dying bonus early in the game.
About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

Leave a Reply

Your email address will not be published. Required fields are marked *