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Post by YourTasteInWomen May 15th 2013, 11:17 pm

These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.
Twilight Shroud
Now grants vision in the area of effect
Shadow Dance
Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15

So the ult got nerfed to stop her getting so many ults of early on, and then they buffed it so she has more finesse, dafuq, the shroud offering vision is fair enough, but the ult buff is a bit much tbf

Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.
Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.
Base Attack Speed reduced to 0.625 from 0.668
Attack Speed per level increased to 4% from 3%
No longer gains stacks when attacking structures

Predictable as it gets, the highest pick rate gets nerfed, and probably for a good reason. The attack speed nerfs should stop her hitting you as hard before you close range seems as she'll attack less obviously. The headshot nerf should also be effective as it stops her just pushing you right under your tower, hitting the tower til she gets headshot, then shooting you, running back before she takes tower shot and then repeating

Twin Fang
Now counts as a single target spell for the sake of items like Rylai's Crystal Scepter

I honestly didn't realise this was a problem to start off with , ubt it could be a pretty decent buff with the increased slow

As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto-attacking with her shield up in lane.
The shield change will help Diana in mid- to late-game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana's shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements.
Moonsilver Blade
Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 Ability Power) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 Ability Power)
Range of the cleave behind Diana reduced
Pale Cascade
Total damage changed to 66/102/138/174/210 from 60/105/150/195/240
Shield reduced to 40/55/70/85/100 (+0.3 Ability Power) from 55/80/105/130/155 (+0.45 Ability Power)
The second application of the shield now stacks with the first shield instead of replacing it

So Diana has always been strong, some people even saying OP, and she's getting some nerfs, the first of which is the passive nerf to hopefully tone down then nashor's tooth dominance on her (inb4 jordo comment). The shield is also nerfed to stop her sustaining so well, as she could get a negatron for abysal and then get armguard and just press w to negate SO much damage, but melee's are gonna see this shield buffed, and also it'll be stronger in the jungle due to the stack effect, which interetsingly was originally meant for lux, but that was removed....

Reducing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.
Skittering Frenzy
Ability Power ratio increased to 0.04 from 0.02
Spider Form
No longer grants bonus Armor and Magic Resist

This looks like it is making people think more about whether they build the damage on elise or whther they build tanky, the AP ratio decrease gives her less poke unless you go heavy into a pen build and the removal of the armour buffs on transformation (like pretty much every transformation now) makes it so you may have to opt to build more tanky than currently if you want to be as tanky as you should be. I don't know that this needed to be removed, but maybe just lowered, but we shall see

Jarvan IV
Demacian Standard
Vision radius of the Standard reduced to 700 from 850

I honestly can't see how this will make too much difference, I imagine this has been done for some specific spots so you can now see some jungle creeps or a certain part of a lane that you previously couldn't and should have been able to

Inner Flame
Mantra Bonus - Soulflare
Slow area now spawns directly under the primary target

This is very minor and is to stop where you hit a minions affecting whether you slow things a little further away based on where you were stood

Miss Fortune
Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.
Impure Shots
Max stacks increased to 5 from 4
Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14

So the diea fo this is that MF can't just w,aa,q,aa you and do ridiculous damage, but if she all ins you she still gets good benefit from her w, it should be helpful, although a w r is gonna hit a bit harder now, but should be faily minor I think

Recommend items updated


These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.
Basic Attack Missile Speed increased to 1500 from 1350
Surging Tides
Bonus Movement Speed increased to 40 from 30
Aqua Prison
Stun duration increased to 1.5 seconds from 1.25

The missle speed is whatever tbh, imo. however the passive increase could be pretty strong especially with lane partners such as ashe where kiting is very important and then later in teamfights when you hit a backline to back line ult, you get even more of that 'crescendo+shurelyia' effect that the tidal wave gives. Plus you have a 0.25 second increase on the stun duration, presumably to help out when your adc thinks there is no way in hell you land it and then you do, and they need extra time to act, j/k, but it should put her that little but higher in picks.

Nunu naturally fits in the jungle with his strong objective control and high map mobility – these changes should add more depth within that role. Above all, we want Consume to be a cool spell –Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.
Damage increased to 600/700/800/900/1000 from 500/600/700/800/900
Healing reduced to 90/130/170/210/250 from 125/180/235/290/345
Healing ratio reduced to 0.75 from 1.0
Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:
Golem-type monsters grant 10% increased size and maximum Health
Lizard-type monsters grant Nunu's attacks and spells additional magic damage equal to 1% of Nunu's maximum Health
Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit

Been looking forward to this since I first heard about it, so to start off with, his laning has been completely nerfed, blame the s0AZ Wikd game for that one, however his jungle is stupid now, as his level 1 q takes 3 level ups to have smite overtake it plus he gets these cool bonuses. So for golems (small golems and blue buff) he gets 10% more max hp and size, the size being a bit of a gimmick imo but easier to get hit with things I guess, but the HP is pretty nice to help his start clear and things like that. For lizards (anything at red) you gain damage based on YOUR MAX hp per basic attack, which will help clear and fight at all stages of the game, which is good. Then small camps give you move speed after kills to help you get around your jungle faster. These all seem nice, and I like them, although there is no news as to whether these stack that I can see anywhere

Fixed a bug where Vault failed to interrupt targets that were immune to slows

Puncturing Taunt
Can no longer target minions

I think this was mainly to stop people fucking it up lol

We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.
Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)
Danger Zone damage bonus increased to 50% from 25%
Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)

So his q got toned down on standard damage and increase to 50% in danger zone like his e was last time he was changed, the e seemed to go alright but needed enrfing as has been seen, he's still gonna be good, just a little harder to sue just like last time

Scatter the Weak
Improved detection of Dark Spheres at longer ranges

Twisted Fate
With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate's overall power without hitting the core components that make him fun. We're changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny's high impact, we've brought it more in line with other global ability cooldowns
Pick a Card
Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
Stacked Deck
No longer grants Cooldown Reduction
Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
Cooldown increased to 180/150/120 seconds from 150/135/120
Tooltips updated

A lot of things have happened here. Blue card has lost it's AD ratio, meaing AD tf has less sustain, which probably isn't a big deal, it also gains more flat mana. I haven't done the calculations on tf's base AD to know what difference this makes, but I'm guessing he gets less total mana. He also has recued cdr to stop him just spamming all his stuff to clear waves so hard and this compounds onto his ult later. He gets a higer AS buff to hepl ad tf from the previous nerf because he was certainly not op and then lastly his ult cd is increased which is good, as it stops him being in EVERY big fight.

Tiger Stance
Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance

Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.
Base Movement Speed reduced to 330 from 335
Piercing Arrow
Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143
Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215
Improved hit detection at the end of the missile
Hail of Arrows
Damage reduced to 65/100/135/170/205 from 65/105/145/185/225
Chain of Corruption
Improved hit detection at the end of the missile

So firstly even after all that shit about how it's only his e that's an issue, he has his move speed recuded, which is huge on anyone, by any amount, and then he just got his damage cnaged over from e to q, which is good, it means that although he has a longer range high damage burst proc, it's harder to hit, plus a bug fix, yay

These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.
Infinite Duress
Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)
Infinite Duress now always places Warwick in front of the target rather than a random spot around the target

So as mentioned, it now might not be so great to ult a running enemy as you'll be on the other side of them, but meh, the main change is that he now actually suppresses for longer than he charges, meaning the ult is just more effective in every way even though the actual suppress time hasn't changed

For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power – reducing the burst power of his ultimate and his already unusually high sustain from bloblets.
Base Health Regen reduced to 7.0 from 12.5
Let's Bounce!
Damage reduced to 140/210/280 from 160/240/320
Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
Tenacity reduced to 50% from 75%

Firstly his health regen nerf is a big nerf in terms of numbers, although his spammable abilities will make it hurt him a lot less, still a step in the right direction though imo, then his ult got nerfed pretty hard, reducing it's damage and more importantly lowing the cc reduction, this should mean he's not quite the unstaoppable force in a temafight that just does what he wants bouncing all over the place. Note however there has been no change in the e range as was predicted

As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type.
Razor Shuriken
Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)
Living Shadow
Vision radius of the Shadow reduced to 700 from 1300
Shadow Slash
Cooldown increased to 4 seconds from 3

So Zed is still ridiculous and these nerfs are gonna put him a bit more in line than the last ones, the first poitn I think referes to the damage you take from the 2nd time you get hit by his q, although I could be wrong, if it does mean that though that should mean his poke is reduced a lot which is good. The e cooldown change may be to stop players reliably getting 2 e's off from 1 w. The vision is odd, I'm not sure why that has happened, possibly for the same reason as J4, or maybe so that if you w into an area to escape you know less about what you're going into.

Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power
Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura

This seems more like a change to the item than to zyra, although I don't think I'll be getting it mid, it may be beneficial for support

Mana Manipulator
Recipe changed: Faerie Charm + 120 gold = 300 total gold
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6

I never really payed attention to this item on it's own, but it sounds like it's cheaper, but then it does less, so I don't feel this has made a difference....

Mikael's Crucible
Mikael's Crucible is a very strong item for supports who want to stay on the back line out of harm's way. Most supports, however, opt for Philosopher's Stone in early game, which makes them adverse to buying another high-sustain item like Mikael's Crucible. These changes also open up more diversity for supports when upgrading their Philosopher's Stone - Shurelya's offers more offensive and defensive disengage, but Mikael's Crucible offers more in-fight potential.
Recipe changed: Philosopher's Stone + Chalice of Harmony + 920 gold = 2500 total cost
Grants 7 Health Regen per 5 seconds from 0
Grants 18 Mana Regen per 5 seconds from 9
No longer grants Mana
Active Heal changed to "Heals for 150 + 10% of the target's Maximum Health" from "Heals for 150 + 15% of the target's Missing Health", Cleanse effect unchanged
Active travel time changed to 0.2 seconds from variable with distance
Fixed an issue with the hit effect particle

So this looks like it's a lot, but really they just changed the item to be made from philo instead of a mana crystal, normalised the price and then gave it appropriate stats with a small change to the heal, which at most HP's that it is used at, will make very little difference. I bought it often anyway, but this may make it seen more on people that don't want a shurelyia, plus it makes it good for players who want a shurelyia, but don't want to lose the GP10

Shard of True Ice
Total cost reduced to 1600 gold from 1700
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6

Thi is just a follow up of mana manipulator

Summoner's Rift
While this change doesn't seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don't draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.
Caster Minions
Base Attack Damage reduced to 23 from 25

THANK. FUCKING. GOD. Not even sarcasm creeps do so much damage

Howling Abyss
High Winds duration and intervals tweaked to match the pace of the music
Statue destruction algorithms tweaked to become more consistent throughout the match

I don't even.... was this really a big deal...

Game Interface
Loss of Control UI
Loss of control indicators now appear underneath a player's nameplate when the player's champion is afflicted by a crowd control effect
A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect
When multiple, unique crowd control effects are active:
An additional icon is displayed for each unique effect type
The progress bar represents whichever effect has the longest remaining duration
Icons are removed as their associated effect type becomes inactive
Indicators are visible to the afflicted player, that player's team and the player who inflicted the crowd control effect

This, surprisingly is huge, because it allows you to chain cc rather than stacking it, for example if you had a varus, a sona and an amumu, and the amumu ulted, most of the time varus and sona just ult on top, and they are stunned by 3 things for the same second and it wears off, wheras now you know how long you have to wait before you put another stun on, which just adds a little more skill and a little less guesswork, but it removes an aspect of luck I guess, which is always big

Co-op vs. AI
Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes

League System
Fixed a number of cases where icons on the league view were not showing up correctly

Custom Item Sets
Custom item sets can now be created and edited in the summoner profile.
Saved item sets appear as an option in the Recommended tab of the in-game item shop
Item sets can be associated with a specific champion, multiple champions or all champions
Item sets can be associated with a specific map, multiple maps or all maps


Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
Karthus' Requiem should no longer have a major FPS performance hit across all maps.
Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
The 'Random Champion' option is no longer available in ranked game champion select.
Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.

Lol I remember one time I saw a nidalee with over 20000 armour and MR because of DC, was pretty funny

Fixed a bug with certain AMD Radeon video cards when playing Dominion.
Players may now disable moving their champion via right-clicking on the minimap in the options menu.
Logitech G-Key, LED, and LCD technologies are now supported.
Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.

FUCKING YES ON THE ADOBE AIR FIX, hopefully less crashes now
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Post by Killa May 16th 2013, 12:24 am

Really don't understand why they'd make akali any stronger!

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Post by American May 16th 2013, 1:12 am

Akali wasn't buffed they nerfed her ult by uping last patch thy just brang it back to normal and time to try her new w out Smile

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Post by SaintJusticar May 16th 2013, 1:54 pm

The Varus power from E to Q is a nice change. (Well for me). As I usually max Q first.to poke. O think the majority will.still level E because of the slow and heal.reductiin.

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Post by YourTasteInWomen May 17th 2013, 3:12 am


The buffs do stack, as I have just seen on a stream, so goodie for him Very Happy
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Post by SaintJusticar May 20th 2013, 1:51 pm

From recent win pecentages the nerf to elise hit her hard (44%). Unlike nidalee she hasnt got the same level of mobility, which ofcourse will affect her lane, teamfight and her jungle. Hopefully they will put her armour and magic resist back into her spider form so she cant get squashed like a bug.

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