GODYR IS BACK
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"Welcome to patch 14.9—the official patch of MSI 2024!
These are big changes, like the kind you’ll want to read about because these are the most important changes in the patch. We’ve got plenty of smaller scope balance changes but if you want the ones with the largest gameplay impact, start with these.
We’re re-tuning a bunch of fighter itemization and re-designing the purpose of Maw of Malmortius. We’re also reshaping Akshan, Bel’Veth, and Nilah while Kennen gets a new animation for his ultimate with some updated functionality. Lastly, Sejuani is getting some big buffs and Skarner is getting some big nerfs because he needs them.
Items
Hexdrinker
We’re making a small change to Hexdrinker because we’re making a bigger change to Maw of Malmortius (read more on that directly below). Our main goal here is to make MR fighter items less oppressive against AP champions while maintaining them as effective item options. For Hexdrinker, we’re simply buffing the build path while nerfing the MR which shouldn’t change too much.
Item Recipe: Long Sword + Null-Magic Mantle + 500 gold ⇒ Long Sword + Long Sword + Null-Magic Mantle + 150 gold
Magic Resistance: 35 ⇒ 30
Maw of Malmortius
We’re reshaping Maw this patch by trying to make it a powerful light fighter item (think Riven or Fiora). Omnivamp is a much more attractive stat than life steal for these fighters and some added Ability Haste should sweeten the offer. On the flip side, we’re bringing down the MR in order to make it a more clearly aggressive purchase. We also want to load its defensive power into more burst resistance and less of shutting down a mage in the 1v1. Ideally, mages can wait out the shield duration and then resume their assault while light fighters can feel like this is a more worthwhile purchase.
Total Price: 2800 ⇒ 3100
newAbility Haste: 0 ⇒ 15
Magic Resistance: 50 ⇒ 40
Attack Damage: 65 ⇒ 70
Lifeline Duration: 2.5 ⇒ 3 seconds
Lifeline Buff: 12% Lifesteal ⇒ 10% Omnivamp
Death’s Dance
We’re buffing Death’s Dance with a similar goal to Maw of Malmortius: make it clearly good for aggressive, high-AD fighters. We’re wary of just how snowbally fighters can get, but being forced into melee range already makes fighter’s lives tough enough. We’ll be keeping an eye out to make sure fighters don’t get too snowbally though.
Item Recipe: Steel Sigil + Caulfield’s Warhammer + 1000 gold ⇒ Steel Sigil + Caulfield’s Warhammer + Pickaxe + 125 gold
Attack Damage: 55 ⇒ 60
Defy Healing: 50% bonus AD ⇒ 75% bonus AD
Sterak’s Gage
Sterak’s Gage has been the best-performing defensive fighter item this season so it’s receiving a nerf alongside the item buffs to Maw and Death’s Dance. The goal here is to have each of these three items serve a core subset of the fighter space: Maw for MR, Death’s Dance for armor, and Sterak’s for health.
Total Price: 3000 ⇒ 3200
Lifeline Cooldown: 60 ⇒ 90 seconds
Sundered Sky
Sundered Sky, along with Sterak’s and Eclipse, is another of the best-performing fighter items. We’re bringing down its teamfight output a little by reducing the healing and how often it can be procced in a fight.
Lightshield Strike per Target Cooldown: 6 ⇒ 8 seconds
Lightshield Strike Healing: 140% base AD (+6% missing health) ⇒ 120% base AD (+6% missing health)
Eclipse
Eclipse is currently the best-performing first slot fighter item, so we’re taking a little bit off the front-end burst in order to open up some alternative itemization options. It’ll still be the earliest power spike you can receive with its low 2800 gold price point but now it won’t be able to let you win the lane quite as hard.
Ever Rising Moon Damage: 8% (melee) / 4% (ranged) of target’s maximum health ⇒ 6% (melee) / 4% (ranged) of target’s maximum health
Ornn upgrade unchanged
Gameplay Collision Radius does have gameplay impact. (It’s in the name!) Auto attack range and collision with missiles are both affected here. These changes are meant to make the game feel consistent (reduce instances of "why didn't I hit that champion?"), not make any particular champions stronger or weaker. These new values are meant to match with how big champions look in game and thus should feel better for players.
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