Annnnddd we’re back! Did ya miss us during the long patch? Well we missed you, which is why we shipped two three different mid-week updates during patch 12.5! Refresh your memory on those here. As for this patch, we’ve made changes to Augments, just about every AD unit, and, well, just keep reading for that third, fourth, fifth thing and beyond! Rodger «MinionsRpeople2» Caudill Patch Highlights Combat Recap Interface Changes New hotkeys added for combat recap control on PC.
Below are the defaults, but you can customize the hotkeys to whatever you want in the settings menu if the default isn’t good enough for you… Tab: Toggle combat recap A: Toggle left opponent panel S: Cycle between damage dealt, damage taken, and healing Large Changes Large, like the mid-week update we shipped in patch 12.5 that you can catch up on here. Augments In addition to general balancing, we’ve got rule changes to Augments for more diverse playstyle options, as well as stage scaling to prevent combat Augments from being too powerful in early game, and too weak late game.
The time to choose Augments has been slightly reduced to allow Augments like Recombobulator time to process before the next combat. Innovator 7 is a super powerful chase trait that's fun and satisfying to hit, but it's balanced around playing some lower-cost units to hit the trait breakpoint, and hitting a 5-cost to turn it on.
Innovator Soul breaks that balance by allowing players to both play multiple strong end-game units with the Dragon, and by allowing access to the Dragon early, making it by far the strongest Augment in the game. Instead of reducing its power, and therefore the fun and satisfaction of the Innovator trait, we decided to cut the Augment that's causing the
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