‘League of Legends’ Patch Notes 8.6: Duskblade Nerfed, Shurelya's Reverie Back
League of Legends is rolling out patch 8.6, which is definitely going to shake up the meta. There are new Runes (Conqueror and Chrysalis), along with slight reworks for champions who depended heavily on Duskblade of Draktharr and One For All. It’s a giant patch, one that makes it easy to skim over an important detail. Make sure you aren’t left behind and read carefully, playing Rengar is a bad idea.
You’ll notice that Kai’Sa has been buffed for two patches in a row alongside a hotfix. She’s going to be an unstoppable, overbuffed force dominating your solo queue. Make sure to ban the Void queen or feel her wrath.
Here are the official Patch Notes for League of Legends patch 8.6 straight from the League website.
Duskblade of Draktharr
Nightstalker damage decreased and equalized between ranged and melee champions. Melee basic attacks instantly kill wards disabled by Duskblade. Blackout won't trigger during Red Sweeper.
Nightstalker is responsible for too much of the damage of its core users, making them overbearing when they can purchase it early, and underwhelming if they delay or don't purchase the item. We're pulling some of the strict nuking power out of the item and putting some of that strength into the item's vision control. Some of the lost damage will also be compensated directly into the kits of its core users.
NIGHTSTALKER DAMAGE (MELEE) 65-320 (at levels 1-18) ⇒ 30-200 (at levels 1-18)
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NIGHTSTALKER DAMAGE (RANGED) 45-300 (at levels 1-18) ⇒ 30-200 (at levels 1-18)
NEWONE Melee basic attacks instantly kill traps/wards that are disabled by Blackout
NEW REDUNDANCY Blackout won't be triggered if the owner is currently using a Sweeping Lens or Oracle's Alteration
Graves
Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.
Base stats
ATTACK DAMAGE GROWTH 2.41 ⇒ 3
MAGIC RESIST GROWTH 0.5 ⇒ 1
W - Smoke Screen
WIND-UP 0.25 seconds ⇒ 0.15 seconds
LIGHTS OUT Vision reduction now applies more quickly
Kayn
W and R damage ratios increased.
W - Blade's Reach
RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage
R - Umbral Trespass
RATIO 1.5 bonus attack damage ⇒ 1.75 bonus attack damage (Rhaast's ratio unchanged)
Kha'Zix
At the moment, the monster damage in W ties Kha'Zix to the jungle. We'd like to give him a chance to spread his wings elsewhere, so we're swapping that power for a bigger Q buff than the Duskblade changes warrant alone.
Q - Taste Their Fear
BASE DAMAGE 65/90/115/140/165 ⇒ 50/75/100/125/150
RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage
ISOLATED BONUS 65 percent additional damage ⇒ 100 percent additional damage
ISOLATED DAMAGE 107.25/148.5/189.75/231/272.25 (+1.98 bonus attack damage) ⇒ 100/150/200/250/300 (+2.6 bonus attack damage)
W - Void Spike
This bit is not related to Duskblade. At the moment, the power in W pushes Kha'Zix to the jungle, and taking away that binding could help him be slightly more viable elsewhere (even if that requires future buffs).
REMOVED VOID MONSTER No longer deals bonus damage to monsters
Miss Fortune
Attack damage growth increased.
Base stats
ATTACK DAMAGE GROWTH 1 ⇒ 2
Nocturne
R base damage increased at later ranks. R damage ratio increased.
R - Paranoia
BASE DAMAGE 150/250/350 ⇒ 150/275/400
RATIO 1.2 bonus attack damage ⇒ 1.5 bonus attack damage
Rengar
Q damage ratio increased. E damage ratio increased. R damage ratio increased. Several Q and E bugfixes.
While Rengar does often build Duskblade, this is also a part of our extended cleanup of Rengar.
Passive - Unseen Predator
FEROCITY LOCKOUT FOR Q AND E 0.25 seconds ⇒ 0.1 seconds
THAT ONE Ferocity lockout after using an empowered spell only applies on the slot you just cast
BUGFIX Rengar can no longer leap after hexflashing out of a brush
CHATTY CATTY Added 5 more VO lines for when Rengar gains a bonetooth stack
Q - Savagery
EMPOWERED RATIO 1.3 total attack damage ⇒ 1.4 total attack damage
UPDATED CIVILIZED SAVAGERY Adjusted the Q animation cast frame to make canceling the animation feel better
BUGFIX Fixed a bug where Rengar would get 3 fast attacks if he cast Q while leaping (should only get 2)
BUGFIX Fixed a bug where Rengar would attack again instantly after landing if he cast Q while leaping
BUGFIX Fixed a bug where Savagery would not grant ferocity when it missed because of dodge/blind
BUGFIX Fixed a bug where Nighthunter Rengar and Mecha Rengar weren't playing the proper particles on Q
E - Bola Strike
RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage
EMPOWERED RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage
BUGFIX Fixed a bug where casting Bola when leaping with three ferocity would sometimes consume all ferocity without granting an empowered spell
R - Thrill of the Hunt
LEAP BONUS DAMAGE 0.3 total attack damage ⇒ 0.5 total attack damage
Shaco
Q now grants Shaco's next basic attack bonus physical damage.
Q - Deceive
NEW?SURPRISE STAB Shaco's next basic attack after Deceive now also deals 10/20/30/40/50 (+0.7 bonus attack damage) (+0.3 ability power) bonus physical damage
Talon
Passive damage now continues scaling after level 11, until level 18. R ratio increased.
Passive - Blade's End
BASE DAMAGE 75-175 (at levels 1-11) ⇒ 75-245 (at levels 1-18) (damage between levels 1-11 unchanged)
R - Shadow Assault
DAMAGE RATIO 0.8 bonus attack damage ⇒ 1.0 bonus attack damage
Wukong
Attack damage growth increased. Q ratio increased at later ranks.
Base stats
ATTACK DAMAGE GROWTH 3.2 ⇒ 4.0
Q - Crushing Blow
RATIO 1.1 total attack damage ⇒ 1.1/1.2/1.3/1.4/1.5 total attack damage
Zed
Q damage to targets beyond the first decreased. Landing multiple shurikens on the same target no longer deals reduced damage. R damage amplification increased at later ranks.
Q - Razor Shuriken
PASSTHROUGH DAMAGE 60 percent to targets beyond the first ⇒ 50 percent to targets beyond the first
REMOVED MULTI-HIT PENALTY Landing multiple shurikens on same target no longer causes each beyond the first to deal only 75 percent damage
R - Death Mark
STORED DAMAGE 25/35/45 percent damage dealt during Death Mark ⇒ 25/40/55 percent damage dealt during Death Mark
Champions
Kai'Sa
Attack range increased. Passive and Q ability power ratios increased. Q range increased. W ability power ratio decreased. E cast time decreased. E movement speed increased. R radius increased.
Kai'Sa's a new champion, and that means players are still learning how she works, and in a lot of ways, so are we. One thing that really stands out is that she does pretty well in the games where she gets ahead, but currently she's struggling pretty hard to ever get leads in the first place.
The main culprit is her laning phase, where her low range makes it hard for her to get the good trades she needs, so we're starting by minorly buffing her range. We're also buffing the mobility her E gives, both by increasing the movement speed and decreasing the cast time, which should allow her a bit more positional freedom to choose when and where she fights.
Her ability power ratios are also way too low to fulfill her flexible itemization fantasy, and with the Guinsoo's Rageblade changes below, we have some room to make those ratios a lot stronger.
Base stats
ATTACK RANGE 500 ⇒ 525
Passive - Second Skin
STACK RATIO 0.1/0.15/0.2/0.25/0.3 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack) ⇒ 0.2/0.25/0.3/0.35/0.4 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack)
PLASMA DETONATION RATIO 2.5 percent target's missing health per 100 ability power ⇒ 3.75 percent target's missing health per 100 ability power
Q - Icathian Rain
RANGE 575 ⇒ 600
RATIO PER MISSILE 0.2 ability power ⇒ 0.4 ability power
AP RATIO FOR 6 MISSILES 0.5 ability power ⇒ 1.0 ability power
W - Void Seeker
RATIO 0.65 ability power ⇒ 0.45 ability power
NOT A NERF Void Seeker deals the same amount of damage due to Second Skin's buffs above. Evolved Void Seeker deals more damage than before.
E - Supercharge
CAST TIME 1.5-0.75 seconds (at 0-100 percent bonus attack speed from items and levels) ⇒ 1.2-0.6 seconds (at 0-100 percent bonus attack speed from items and levels)
MINIMUM BONUS MOVEMENT SPEED 40/45/50/55/60 percent ⇒ 55/60/65/70/75 percent
MAXIMUM BONUS MOVEMENT SPEED 80/90/100/110/120 percent ⇒ 110/120/130/140/150 percent
R - Killer Instinct
RADIUS AROUND ENEMY CHAMPIONS 500 ⇒ 525
NEW THINKING AHEAD Killer Instinct's shield is now granted on-cast. Still lingers for three seconds after dash ends.
Lee Sin
Passive energy return increased at later levels. Q range increased. R base damage increased.
Losing Tracker's Knife has taken away some of the consistency of Lee Sin's playmaking potential. We're looking to put some of that back into his kit.
Passive - Flurry
FIRST ATTACK ENERGY RETURN 20 ⇒ 20/25/30 (at levels 1/7/13)
SECOND ATTACK ENERGY RETURN 10 ⇒ 10/12.5/15 (at levels 1/7/13)
Q - Resonating Strike
RANGE 1100 ⇒ 1200
R - Dragon's Rage
BASE DAMAGE 150/300/450 ⇒ 150/375/600
Lucian
W base damage increased. R damage ratio increased.
The buffs to Press the Attack certainly helped Lucian, but he could still use some more damage.
W - Ardent Blaze
BASE DAMAGE 60/100/140/180/220 ⇒ 85/125/165/205/245
R - The Culling
RATIO PER SHOT 0.20 total attack damage >> 0.25 total attack damage
MAX RATIO 4.0/5.0/6.0 total attack damage ⇒ 5.0/6.25/7.5 total attack damage
Quinn
Base attack damage decreased. Attack damage growth increased. Many bugfixes and quality of life changes.
Quinn has a lot of bugs and feel-bad moments. We're smoothing out many of those frustrations, which should lead to Quinn feeling better to play (and being stronger).
Base stats
BASE ATTACK DAMAGE 62 ⇒ 59
ATTACK DAMAGE GROWTH 2.4 ⇒ 3
Passive - Harrier
SEE VULNERABILITY Attacks now trigger Vulnerable marks that appear on their target while they are in flight
NEW HEAR VULNERABILITY New audio cues have been added for hitting a target with a Vulnerable mark
R - Behind Enemy Lines
NEWSTRIKE FROM THE SKIES! Skystrike now applies Vulnerable mark to all enemy champions hit
REMOVED DON'T CHANGE THE CHANNEL Taking damage while channeling no longer breaks channel
HOLD ON TIGHT Taking damage from non-minions while flying immediately ends Behind Enemy Lines ⇒ removes Behind Enemy Lines' bonus movement speed for three seconds
HOLD ON TIGHT Taking damage from minions while flying no longer slows Valor
NEW THE ENEMY FOUNTAIN IS DOWN Automatically casts Behind Enemy Lines when returning to the Summoning Platform
REMOVED LOCKOUT No longer goes on three-second cooldown when in combat
BUGFIX Skystrike no longer fails to cast if cast within the last 10 seconds
BUGFIX Skystrike no longer deals double damage when cast by reactivating R
BUGFIX Behind Enemy Lines no longer ends immediately when used near a turret that Quinn had been attacking
BUGFIX Canceling Behind Enemy Lines while Presence of Mind is active no longer refunds mana that was never consumed
BUGFIX Behind Enemy Lines no longer removes existing movement orders or ignores new movement orders given during its cast and channel
Rakan
Q and R damage ratios increased.
Rakan is currently struggling when paired with most marksmen. The obvious exception is Xayah—the two lovebirds are doing pretty well together. We're looking to make Rakan more impactful on his own without further increasing his strength alongside his partner.
Q - Gleaming Quill
RATIO 0.5 ability power ⇒ 0.6 ability power
W - Grand Entrance
RATIO 0.5 ability power ⇒ 0.7 ability power
E - Battle Dance
RANGE 600 ⇒ 700
BONUS RANGE TOWARD XAYAH 400 ⇒ 300 (total range unchanged)
Xayah
Xayah and Rakan's basic attacks no longer trigger feathers from each other's Deadly Plumage.
As above, bringing Xayah and Rakan's strength together down.
W - Deadly Plumage
DAMAGE While Deadly Plumage is active on both Xayah and Rakan, when one of them basic attacks an enemy, both of their Deadly Plumages strike that enemy ⇒ only their own Deadly Plumage strikes that enemy.
Items
NEW Shurelya's Reverie
When you a support but you and your squad wanna go in.
With the removal of Talisman of Ascension, the support item landscape was missing the "everybody in" item. Since we were remaking it anyway, we took a look at who we wanted picking up this item. Ultimately, we wanted to make sure that it wasn't super attractive to tanks (they already have Righteous Glory), but felt good on most other supports.
COST 2100 gold
BUILD PATH Aether Wisp + Kindlegem + 450 gold
ABILITY POWER 40
HEALTH 200
COOLDOWN REDUCTION 10 percent
MOVEMENT SPEED 8 percent
UNIQUE ACTIVE Grants user and nearby allies + 40 percent movement speed for 3 seconds (60 second cooldown)
Abyssal Mask
Aura radius decreased; potency increased.
When we moved ability power off of Abyssal Mask and onto Banshee's Veil, we hoped to cement Abyssal as less of a core mage item and more of a tank pickup to boost allied mages. However, the high range on its aura has made it a compelling damage option on mages that also provides defensive value intended for tanks. As a result, we're seeing a lot of mages pick it up as a "get me through mid lane with no interaction possible" item, without paying much of a hit to their late game damage. Shrinking the aura will sharpen the intended user base to champions who want to get up close and personal.
AURA RADIUS 700 (edge to edge) ⇒ 325 (center to center)
MAGIC DAMAGE AMPLIFIER 10 percent ⇒ 15 percent
HI, ORNN- These changes also apply to Ornn's masterwork upgrade, Infernal Mask
BUGFIX Abyssal Mask no longer counts as a spell for the purposes of Electrocute or Phase Rush's "3 unique spell" requirement
Seraph's Embrace
Shield mana ratio decreased. Shield duration decreased.
Seraph's Embrace's shield is providing too much safety for its purchasers.
SHIELD RATIO 20 percent current mana ⇒ 15 percent current mana
SHIELD DURATION 3 seconds ⇒ 2 seconds
Dead Man's Plate
Slow is now magic damage instead of physical. Momentum generation tweaked.
Dead Man's Plate is underperforming at the moment, and we're taking a pass at giving it some love. While we do so, we'd like to sharpen its identity as the item for fighters, who really shine when they get the opportunity to maneuver around a fight laying down damage.
As such, we're going under the hood and tweaking the way DMP generates Momentum. If you're able to lock a target in place (hello Maokai/Nautilus) and prevent them from kiting you that much, you won't get as much damage and you're unlikely to get a lot of slows. On the other hand, if you're darting around a fight (Irelia, Renekton) you'll feel the full impact of the passive.
Hopefully, when fighters see this item, they'll think to themselves "yes." When tanks see this item, they'll think to themselves "no."
PROC DAMAGE TYPE Physical ⇒ Magic
REMOVED SLOWMENTUM Users no longer lose stacks while Slowed
UPDATED SOMENTUM Now consumes all momentum on basic attacks even if at less than max stacks, dealing 1 damage per momentum consumed
NEEDS MO'MENTUM The slow only triggers at max stacks (unchanged; still melee-only)
NEW LOCKING OUT MY GENERATION Basic attacking now locks out momentum generation until your attack timer resets
Guinsoo's Rageblade
Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.
Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.
TOTAL COST 3600 gold ⇒ 3000 gold
BUILD PATH Blasting Wand + Recurve Bow + Pickaxe + 875 gold ⇒ Amplifying Tome + Recurve Bow + Pickaxe + 990 gold
ATTACK DAMAGE 35 ⇒ 25
ABILITY POWER 50 ⇒ 25
MAGIC DAMAGE ON HIT 15 ⇒ 5 (+0.1 ability power)
NEW PHYSICAL DAMAGE ON HIT 5 + (0.1 bonus attack damage)
ABILITY POWER PER STACK 4 flat ability power ⇒ 4 percent ability power
ATTACK SPEED PER STACK 8 percent bonus attack speed ⇒ 8 percent total attack speed
ATTACK DAMAGE PER STACK 3 flat attack damage >> 4 percent bonus attack damage
NEW RAPID RAGE At half stacks, melee champions' next basic attack fully stacks Rageblade
Hextech GLP-800
Cost decreased.
This item is still a bit too weak.
TOTAL COST 3000 gold ⇒ 2800 gold
COMBINE COST 850 gold ⇒ 650 gold
Statikk Shiv
Energized proc damage decreased at higher levels. Lightning no longer deals bonus damage to minions.
The combination of proc damage and wave clear is allowing any marksman to be their team's wave clear all on their own, making Statikk Shiv too dominant a pick over the other zeal items.
PROC DAMAGE 60-160 ⇒ 60-140
REMOVED WAVE CLEAR No longer deals bonus damage to minions
Rapid Firecannon
Energized proc damage increased.
We're taking this opportunity to match the damage of Rapid Firecannon to that of Statikk Shiv, to make it a more clear choice between extra range and extra wave clear.
PROC DAMAGE 50-120 ⇒ 60-140
Summoner Spells
Ignite
Damage increased.
For a while now, Heal and Teleport have been outclassing Ignite mid lane, especially in pro play. To increase diversity in Summoner spells, we're pushing a bit more power into Ignite.
DAMAGE 70-410 (at levels 1-18) ⇒ 80-505 (at levels 1-18)
Heal
Cooldown increased.
In general, defensive spells should have lower cooldowns than offensive spells. That is, if two opposing player uses Heal and Ignite in the same fight, there should be a window where the Ignite player has a summoner spell edge and can try and make another play. Currently, Heal's cooldown is probably a bit too low for players to take advantage of that disparity, so we're upping it.
COOLDOWN 240 seconds ⇒ 270 seconds
Runes
NEW Conqueror
New Precision keystone.
We wanted to introduce a keystone for champions who excel in long, drawn-out fights, especially melee champions.
CONQUEROR After four seconds in combat, your first attack against an enemy champion grants you 10-35 attack damage, based on level, for three seconds, and converts 20 percent of your damage to champions to true damage
MELEE ONLY Damaging enemy champions refreshes this buff
Bone Plating
Bone Plating duration decreased.
Bone Plating was intended as an anti-burst rune, but thanks to its long duration it's being used as a generic anti-damage rune. Shortening the duration should make it less generically good while preserving its anti-burst power.
DURATION five seconds ⇒ three seconds
NEW Chrysalis
New Resolve rune in the Resistance row.
Many champions, especially carry-style champions, might want defensive stats to get through the laning phase, but ultimately want carry stats for the late game. This is the rune for them.
CHRYSALIS Start the game with an additional 60 health. When you get 4 takedowns, consume that health to gain an adaptive bonus of 9 attack damage or 15 ability power.
Removed Runes
Iron Skin and Mirror Shell in the Resistance row of the Resolve tree have been removed.
Iron Skin and Mirror Shell weren't adding much to the runes landscape; they were largely just flat stats that didn't feel compelling to a lot of characters. Now that we've added Chrysalis (and Bone Plating) two patches ago, we can remove them.
REMOVED IRON SKIN Iron Skin has been removed
REMOVED MIRROR SHELL Mirror Shell has been removed
BACKUP WIND Pages that previously took Iron Skin or Mirror Shell have auto-swapped to Second Wind
Rune Selection Upgrades
HEY LISTEN New or reworked runes will now have an indicator and the drawer they're in will auto-pop open
LOOK AT THIS STUFF Last patch we added a feature where we auto-swapped removed runes and put an indicator on the affected pages. This patch, we're adding an indicator to the specific rune so it's easier to see what has been auto-swapped.
WHICH RUNE Fixed some buggy behavior in substyle selection (in particular, the ring which shows you which rune will be replaced was often wrong)
Twisted Treeline
Bandit passive removed. Movement speed added to Ancient Coin line of items. Many other changes.
These are just the same changes these items have gone through on Summoner's Rift over the last two patches.
All Support Items
REMOVED BANDIT No longer grants gold when nearby enemy minions are killed by allies or when attacking enemy champions
Spellthief's Edge, Frostfang, and Eye of the Watchers
UPDATED LOCKOUT The penalty for killing a minion or non-epic monster now pauses gold per 10 generation in addition to Tribute stack generation
UPDATED QUEST COMPLETION Lockout clears upon quest completion, rather than upon upgrading to
Remnant of the Watchers
SPELLTHIEF'S EDGE TRIBUTE GOLD 10 gold (unchanged)
FROSTFANG & EYE OF THE WATCHERS TRIBUTE GOLD 15 gold ⇒ 20 gold
Ancient Coin
MOVEMENT SPEED 5
Nomad's Medallion & Timeworn Talisman of Ascension
MOVEMENT SPEED 10
GOLD COIN REWARD 40 gold ⇒ 45 gold
Relic Shield
HEALTH 75 ⇒ 50
Targon's Brace
HEALTH 175 ⇒ 125
PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds
Timeworn Face of the Mountain
TOTAL COST 2200 gold ⇒ 2100 gold
COMBINE COST 550 gold ⇒ 450 gold
HEALTH 450 ⇒ 300
PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds
One for All
It's back!
Get silly this season by playing the same champ as your teammates in this wacky and accelerated twist on Summoner's Rift. One For All springs back into action from 3/30/18 at 8 a.m. PDT - 4/16/17 at 11:59 p.m. PDT.
TL;DR
5v5 battle on Summoner's Rift
You play the same champion as your teammates
Everyone votes for their choice during champ select. Champions with at least four votes get locked in.
Updates
Each player can now ban a champion
New or updated champs available since last run:
Camille
Rakan
Xayah
Kayn
Ornn
Zoe
Kaisa
Many reworked champions (Swain, Urgot, Galio, etc)
Fast and Furious
Start at level 3
Experience and Gold gain sped up by 30 percent
Dragon and Baron spawn sooner and more often
Bonus out-of-combat move speed
STACKS ON STACKS:
Shields now stack!
Most buffs and debuffs stack! Some examples...
Oriannas can now have up to 4 of The Ball floating around her using E - Command: Protect
Each Nunu in a game can give up to 120 percent bonus ability power to a single Nunu using W - Blood Boil, for a grand total of 500 percent potential bonus ability power
Each Nami can buff an ally with E - Tidecaller's Blessing at the same time, resulting in three SUPER CHARGED Nami basic attacks!
Sivir has claimed the title of The Fast, at a recorded top speed of ~2000 while all Sivirs are R - On the Hunt
Slows don't stack! The slows will still be put on the target, but only the strongest slow applies.
That's it! Go forth and slam your opponents with Leap of Faith x 5, or maybe a Penta Umbral Trespass.
Honor
After popping the hood on Honor, we're seeing that the path back from dishonor is a bit too harsh. So now it's less steep. There are no other changes to Honor.
HONOR RECLIMBS The requirements to move up from Dishonorable to Honor level 2 have been lowered
Parties Level Up
Voice Chat
Later this patch, your party won't ignore your cries for help because they'll hear you in voice chat.
Voice works for any party of two or more players. As soon as you join a friend's party you'll connect to voice chat automatically and remain connected for as many games as you play together.
QUEUE TOGETHER SPEAK TOGETHER Voice chat only works for parties that queue together
TALK ME THROUGH IT Your party connects to voice chat automatically right from the lobby. It's that easy.
I CAN'T HEAR YOU Every player can adjust their team's volume in-game by clicking the mic icon at the bottom of their screen
Bugfixes
Press the Attack now correctly plays its lock-in sound when selected
Pinging a gold income item now displays the correct amount of gold needed to finish its quest
Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage
Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them
Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels
Kaisa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page
Fnatic Corki's The Package VFX are no longer misplaced when picked up
Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored
Game audio volume slider behavior has been restored to normal
Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level
Fixed a bug where Vi's empowered attack from E - Excessive Force was being blocked by spell shields
Press the Attack now correctly plays its lock-in sound when selected
Pinging a gold income item now displays the correct amount of gold needed to finish its quest
Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage
Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them
Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels
Kaisa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page
Syndra's W - Force of Will now correctly makes Malzahar's W - Voidlings untargetable while they are held
Xin Zhao no longer stops attacking after casting W - Wind Becomes Lightning
Dark Star Jarvan IV's VO processing has been restored
Tyrant Swain no longer plays base Swain's VO lines after killing an objective
PROJECT: Jhin's music once again plays at the beginning of the game upon first move
Q - Blinding Dart VFX have been fully restored for Astronaut, Cottontail and Super Teemo
Fnatic Corki's The Package VFX are no longer misplaced when picked up
Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored
Game audio volume slider behavior has been restored to normal
Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level.