Wild Rift Patch Notes 3.4a
It’s time for the Power Spike Party! While we’re ready to celebrate with some goodies, we’re also making some adjustments to the support quest items, Gwen and some other champions across the map. Welcome to 3.4a!
Ahri has been outperforming other mages in the mid lane since the release of her rework. To scale back on some of the sustain she has access to during teamfights, we’re reducing the healing she gains from scoring takedowns with her Essence Theft passive.
- Base heal on takedown: 80 - 200 + 40% Ability Power → 70 - 190 + 30% Ability Power
Our previous nerfs to Camille have left her blades dull and she’s been underperforming at most levels of play. We’re giving her some more damage in the early game to help with her laning, and slightly increasing her survivability in the later stages of the game.
- Health per level: 115 → 120
- Base damage: 70/110/150/190 → 90/125/160/195
Ekko and his time-altering gizmos have been an oppressive force in the jungle, especially when in the hands of a skilled time traveler. To bring him down a notch, we’re reducing how efficiently he can clear jungle camps.
- Bonus damage to monsters: 120% → 110%
- Bonus damage to monsters: 130% → 120%
It’s never a good eve-ning when you run into a late game Eve. That damage in the later stages of the game, paired with her jungle clears, has been a bit too strong for higher ranked players.
- Ability Power ratio: 45% → 40%
Gwen’s laning performance hasn’t seamed too good and is under where we’d like it to be, so we’re giving her early game buffs to help smooth out her lane. However, her jungle performance has been better than other roles, so we’re bringing down her damage to monsters to even out her power between roles.
- Health: 610 → 660
A THOUSAND CUTS
- Maximum Monster damage: 5 + 5% Ability Power → 4 + 4% Ability Power
- Initial Snip base damage: 10/14/18/22 → 12/16/20/24
- Final Snip base damage: 50/70/90/110 → 60/80/100/120
Despite several nerfs, Karma still remains one of the top performing supports for players who have taken the time to master her. We’re looking to bring down some of her powerful utility this time, so we’re increasing the cooldown on her tether to limit her from casting it twice per fight and reducing the movement speed from non-Mantra Inspire to reduce the amount of power Karma gets when investing Mantra into her other spells.
- Cooldown: 13s → 15s
- Non-Mantra Movement Speed: 45% → 30%
This Void Walker has been extremely powerful in higher levels of play, so we’re reducing both the frequency at which he can restore mana with Nether Blade and adjusting his ultimate, so he can’t Riftwalk all over his foes to victory.
- Cooldown: 8s → 10s
- Damage: 80/100/120 + 30% Ability Power + 2% mana → 80/100/120 + 30% Ability Power + 1.5% mana
Nautilus hasn’t made the impact that we’d like to see in higher levels of play, so we’re increasing the duration of the stun provided by his passive and reducing the cooldown of Dredge Line so you can hook, line and sink your foes a few more times over the course of your games.
- Root Duration: 0.75s - 1.5s (based on level) → 1s - 1.75s (based on level)
- Cooldown: Reduced from 12/11/10/9s → 11/10/9/8s
Pyke’s performance as a support has been somewhat lackluster even as players have invested many games to master him. We’re giving him a few adjustments to help him scrap enemies in lane while limiting his ability to clear waves to ensure he doesn’t exclusively use his newly buffed power to shove and roam.
- Mana cost: 50/55/60/65 → 35/40/45/50
- Damage to non-champions: 50% → 25%
- Cooldown: 14/13/12/11s → 12.5/12/11.5/11s
In patch 3.4, we adjusted the cooldown reduction formula associated with Yasuo’s Steel Tempest ability, leading to a decrease in his overall damage output. To compensate for this loss in power, we’re increasing his base Attack Damage and the base damage of his ultimate.
- Base Attack Damage: 58 Attack Damage → 62 Attack Damage
- Base damage: 200/350/500 → 250/350/550