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[Patch 25.10] LoL 25.S2.2 Patch Notes

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1. When does League Patch 25.S2.1 go live?

May 14, 2025.

2. Patch Notes

3. Comment from Lead Design

Patch 25.10 Full Preview!

AP Items

  • A few of the more notable AP item changes:
  • Cryptbloom is being positioned as the Haste counterpart to Void; it's got a better build path, but lower total burst value from lower Pen. May need to tune it a bit, but should be pretty close
  • Rocketbelt is positioned to be better for squishy champions (like assassins) who don't need all of that health (350 >>> 300 HP)
  • Stormsurge has found it difficult to gain an identity relative to Shadowflame
  • We're positioning it as a notably cheaper alternative that has more snowballing power (with movespeed) but less damage throughput if you want the strongest burst build
  • This should make it a good pick if you feel like on 2nd item (for mages in particular), you need to end fast
  • Overall, we're going to monitor how the HP AP meta is modified by these changes, there's enough changes to the rest of the ecosystem that it will be being nerfed relatively + the direct nerf to Liandries

Vi

  • After the changes to her knockup durations we made a while ago, Vi has creeped to be the top of the totem pole on the jungle ladder
  • We like where her targeted CC is at and keeps some of the mobility creep in check
  • Her damage as a result of that lockdown is a little too strong given that strength though, so we're taking it down a peg

Fiddle

  • Fiddle support has picked up in viability recently
  • We like him showing up in support occasionally though, so trying to compensate W damage somewhat, which is more utilized in jungle

Senna

  • Hopefully we can stick the balance better this time; 5th time's (or whatever number it is) the charm
  • Jokes aside, Bot Senna is a bit weak; so we're back with the minion drop soul mod 😅
  • Though it's her more popular build, AD is a bit weaker relative to the Enchanter builds for most players

Naafiri

  • Naafiri is still a bit too strong in jungle, but her mid is in a decent spot
  • We're taking jungle down a tad as a result

Cho'Gath

  • He's still pretty decently strong in mid, so our changes are mostly focused on Top lane where his E max and Attack Speed are better utilized

Player Behavior

  • Very happy to report that we launched the new system with a very conservative target for false positives and we've come in significantly better than even that very stringent bar
  • Our focus is to slowly release highly accurate detections and our rollouts will be oriented around ensuring as close to 0 false positives as possible. It's a marathon, not a sprint
  • Given this, we're thinking about how to amp up significantly in the coming patches and the most effective ways to do so

Overall

  • Overall, Patch 25.09 has landed really well
  • Objective changes, bounty changes, Atakhan simplification, death screen, role swapping, have all landed pretty well, etc.
  • We're not seeing anything odd about bounties currently, but would love to see anything that y'all have and we can followup
  • We had a few bugs that were resolved very quickly by the team
  • Recalling being sellable resulted in a few fun videos 😁(conditional shop sellability and persistence through reconnects, etc. is more complicated than it seems)

AP Items

  • This patch brings a lot of changes to the AP System

  • Our goals are to make each of the archetype builds more balanced against each other and more satisfying (eg. haste builds, burst builds, burn builds, etc.)

  • We're also trying to make items more viable on users and balance more holistically with this in mind (eg. Rocketbelt on assassins)

  • While Liandrys being strong was the catalyst for all of this, just nerfing it would leave AP items in a generally underpowered and unsatisfying state (Liandrys was the main thing propping the class up)

  • Nerfing Liandrys and buffing competitors will also make some of the meta driving items weaker by association as they're frequently built together (eg. ROA)

  • We're also trying to give different AP classes clear power curves and times to be powerful relative to each other

  • For example, on 1 item, Assassin and fighter oriented items are geared to be cheaper spikes that have worse multiplicative scaling properties (less AP, worse slot efficiency for example)

  • Control/Artillery Mage items by contrast are a bit more expensive, but as a result, the 2 item spike is quite strong due to the multiplicative nature and high AP values

  • ADC's are strong at 3 items as a result, etc. this will give the game more texture with role agency being distributed in a more sustainable manner and clearly understandable hierarchies for when champs are strong/weak

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PhoenixKola
PhoenixKola
Actualizada hace 1 d

[Patch 25.10] LoL 25.S2.2 Patch Notes

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