![]() We expect fighter Kha’Zix to remain powerful, but these changes should make all of his builds more competitive. (Note: a lower isolation range requirement means the enemy is substantially more likely to be isolated and is a buff). His isolation mechanic is too skewed toward enemy counterplay so he has very little leeway on it proccing, so we want to make it a bit less punishing for Kha. We want to make sure that Kha’Zix, with any of his builds, is actually able to jump on isolated enemies and kill them. ![]() Kha’Zix hasn’t had the sting he once had, often relying on his W spam poke-and-catch fighter builds to find success. W slow decreased, slow vs isolated targets decreased. new Recommended Skill Order: The game will now recommend maxing W first.If this list overshoots that goal, there are likely to be some nerfs coming his way. The goal of these changes is to add more power to his W max build. This should make Azir a great high-DPS soldier commander while retaining the gains made from taking away his poke identity. The attack speed growth allows him to match his prior levels of attacks per second from W's passive stats, while still enjoying the higher damage per hit from 13.5. Third, there are some direct buffs: A modicum of armor should help him in a very AD-heavy solo queue environment… provided he doesn’t take over top lane, which we’ll be keeping an eye on. His passive Sun Disc summoning range is being increased to match his would-be attack range against a living turret and the duration of that Sun Disc is going up to keep it from falling over quite so quickly while he's still standing beside it.Īlso, please max W now. This is still a direct nerf, of course, but a pretty small one as the ability currently has around 1200 units of reach, which is going down about 4%. Second, there are a few edges to sand off: Currently Azir Q can hit an enemy while still being out of auto-attack range, meaning right clicking after Q can make him walk forward. If he's not forced to be balanced around pro play with unending poke in lane, then he has room for a lot more power in the hands of a lot more players. Seriously, W max is currently the overall stronger build for Azir and makes for a much easier to balance champion long term. There are three goals with these changes: First, strongly signal to players that W max is the way to go. ![]() W damage increased, mana cost now decreases with rank. Q mana cost increased, stab range decreased. Passive duration and cast range increased. Have you had a chance to check out the new TFT mid-set yet? If not, you can take this portal to get up to speed on the latest TFT patch notes here!īase armor increased, attack speed growth increased. And last but certainly not least, the Season 2023 Split 1 End is coming in 104 days, so I hope your climb is going well. The next Clash Cup is also around the corner this weekend, and as a final reminder, all 32-bit clients will no longer be supported as of April 4 when patch 13.7 rolls out, read more details further below. You can also expect some more pro-oriented buffs coming in the next few patches.īut it’s not all about MSI! We also have some other changes this patch like making Rammus a bit softer, bugfixing Kha’Zix, and a new batch of April Fools skins. We’re starting balance work now to get the meta in good shape for the 2023 Mid-Season Invitational, which means knocking top tier picks down a few pegs. This patch is addressing quite a few popular junglers in professional play like Vi, Sejuani, and everyone’s favorite monk, Lee Sin. We hope you enjoyed the shenanigans while they lasted! Without further ado, let’s get to patch 13.7. Hear ye, hear ye! We’ve successfully managed to reduce the influx of poros (and hats) that tried to take over the Rift this past weekend.
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