
Improved audio of the rune recommender and champion select. If no rune page has been selected, a recommended page will be randomly selected 6 seconds before the end of champion select. Rune page selection defaults to the temporary slot if a recommended page was used in the prior game instead of your first permanent rune page. The rune recommender will now remember which role you selected until you switch champions. Rune recommendations have been added to the standard rune page editor. Charge Generation Time: 10 seconds ⇒ 12 seconds. Our goal with these changes is to even out the power of the two classes (alongside the champion specific buffs from 13.3) by more closely syncing the time supports get their ward upgrades and improving the balance of health regeneration and spell spamming in lane. Since the Durability Update, ranged supports have reigned supreme and melee supports have had to rely much more on finding early lane kills. Cooldown: 19/17/15/13/11 seconds ⇒ 19/16.5/14/11.5/9 seconds (Note: Landing a Death Sentence still reduces its cooldown by 3 seconds.). These AP ratio buffs are essentially scaling damage buffs because he gets 1 AP per soul and these are here to give him some more choice in considering light AP itemization and runes. Thresh is at his best when he's throwing out hooks, navigating short range combat, and overall controlling the battlefield (as opposed to primarily throwing out enhanced shields to his allies).
It's currently optimal to max W early and Q late. Q>E>W is Thresh's most popular yet least powerful skill build order. W cooldown adjusted, shield strength decreased. Q damage increased, cooldown decreased late. The Sapling cooldown nerfs will hit tank Maokai and he seems balanced at the moment, so we're compensation buffing Bramble Smash. While AP tree is a compelling build, there's no risk to crafting a glass cannon when no one ever comes near to it. Maokai is way too strong right now and incredibly frustrating with his sapling bombs which are meant to be zoning/vision tools, NOT damage ones. E cooldown increased, base damage decreased, AP ratio decreased, slow HP ratio increased, slow AP ratio decreased. new ALL THE DAMAGE: Dodging attacks now increases the entire damage of the spell, no longer just the base damage.We’re also adjusting his E so it's more rewarding with the more attacks you dodge. We're hitting his early game with a small nerf while leaving his powerful late game intact.
SILENT HUNTER 4 PATCH 1.6 UPDATE
Jax is intended to be a late game monster, but his recent update made him a bit too strong during his laning phase, especially once he gets a point into his new ultimate. R passive on-hit damage decreased, bonus armor and magic resist decreased early. E AP ratio adjusted, damage calculation adjusted. Base health increased, health growth increased.