LoL PL;DR (Perfectly Long; Definitely Read) Patch 5.7
Welcome to the first edition of League of Legends PL;DR (Perfectly Long; Definitely Read) Patch 5.7! This article will sum up, analyze and possibly make fun of the latest changes, nerfs, buffs, future buffs (but we don’t know it yet) and present nerfs that we think are buffs that will come with the patch.
I’m Kyle, aspiring champion designer who avoids laning mid because I can’t have central map awareness (it’s a genetic thing, so my doctor says). I’ll be your guide for the rest of the patch notes and I’ll try my best to not to crash us into something while we’re at it.
With the end of the much asked for URF mode, people have been a bit blind (this will be funny for reasons later) to the recent nerfs that came in patch 5.6. To those that think this is a bad thing, it looks like the trend will continue for 5.7.
The introduction of the Cinderhulk enchantment and Luden’s Echo a few patches ago made mid lane mages incredibly aggressive and tanky junglers almost uncounterable without prolonged struggle in the early stages of the game. While these buffs were almost universally appreciated, the idea of junglers counter-hitting ADCs before level 6 like they owed them money and AP mids eating up their lane opponents more than a hungry Gragas were some things that did not sit well with Riot. So nerfs, adjustments and fine-tunings were given in response (more specifically, the ones found in 5.6). As a result, this patch is little more than cleanup after it, but a waxed car always looks better than just a washed car.
Champions
Bard
Since his release two patches ago, League’s newest support still has the lowest win rate in the game. Riot’s made some changes to his gameplay to allow for more freedom of choice. Translation: more buffs.

Tempered Fate is more suited to late game scenarios rather than the aggressive laning phases. A direct buff like Lulu’s Overgrowth or direct damage like Annie’s Tibbers is more effective at that stage of the game before enemy champions have had a chance to stack health or damage. In contrast, Tempered Fate shines the most around the time when champions have been able to scale their stats, and the timing, placement and objective control are the major factors that determine game-deciding skirmishes.
With this in mind, the buffs to Bard should open him up for more aggressive early laning, as well as provide additional incentive for him to roam around the map. Currently, Bards are having difficulty leaving the ADC in bot lane by themselves because they’ll be worried about their bae. The possibility of them giving up a kill or a turret for some late game power just isn’t worth it.
Favoring immediate results over scaling ones, the Meep modifier (that name just sounds too cute) has been changed to make Bards feel like their auto attacks are actually contributing in lane, as well as allow earlier access to the utility they provide with enough chimes. Hopefully this change will see more Bards roam and support other lanes perhaps allowing them to “chime” in on some of that other lane action.
For a detailed design analysis of Bard, click [here].
Blitzcrank

This will rust the steam golem a bit, but he should still be in a safe place and will probably give all ADCs some breathing room in the early game.
Darius

Evelynn

Fizz
Fizz hasn’t seen a lot of action in PH since everyone locked Zed mid because Faker-senpai said so, but during the times that he does, he’s a complete terror for every AP mage who thinks they’re safe under their tower. NOT.

Garen

Hecarim

Kassadin

Maokai

Morgana
Man, they love hitting all these supports for some reason…
Nidalee

And if there was any confusion, I was making references to Cougar Town. Have you seen that show? It’s awesome.
Quinn

Rek’Sai
Undoubtedly one of League’s premier junglers, almost reaching Jarvan-like levels in terms of her utility, damage and skillset, Rek’Sai’s been the target of almost constant nerfing and tuning since her release. Lately, with the meta slowly encouraging more aggressive bot lanes, Rek’Sai’s core pattern as a counter jungler/assassin/top laner has given her too much situational power in response.

Shen

Singed

Teemo

Tristana

Items
Cinderhulk

Tanky junglers such as Nautilus, Warwick and Flubber (Zac) became almost a new threat overnight with Cinderhulk’s introduction as the item already complemented their build path of stacking health, in addition to their shield mechanics, AOE damage and sustain.
That being said, Cinderhulk’s being nerfed in order to open up more build paths for junglers. The problem here is not Cinderhulk itself, but the itemization that follows it. Like damage items, if you stack health, you most likely stack armor to go with it. And if you have armor, then of course you stack even more health. See what I’m getting at here?
It’s a logical build path for tanky junglers to take, but the existence of an item such as this gives more reason for junglers to go full tank instead of actually building towards their core strengths. While a full tank jungler may sound like a good idea, the existence of scaling largely diminishes their roles late-game and may just unnecessarily turn the battle into one of attrition. This change would hopefully have more junglers be more flexible with their build paths as the game progresses rather than to lock into one for the entire game.
Tiamat
Just kidding, that’s not all. Anyone who has excessively used Tiamat and Ravenous Hydra would have encountered the somewhat weird bug on occasion that after an enemy flashes away as you proc the cleave would’ve taken the damage they had BEFORE flashing or moving away. That was because the damage calculation for Cleave is calculated within boundary zones from the point of cast, which made for said weird bugs. While this was something said players who used these items enjoyed, those on the receiving end hated it. Now, Cleave damage will scale linearly — and this actually makes a lot of sense, wonder why they didn’t put it in sooner — instead of using boundary zones on hit, allowing for a more accurate calculation of damage. Hail Hydra.
Miscellaneous
Gift of The Toadstool

The common practice of stacking health also made it ridiculously effective against ADCs in the late game. Although I think this is just Riot’s way of encouraging junglers to take blue buff or Krugs first, this nerf should make ganks a little more fair instead of being completely one-sided. Previously hitting the jungler would’ve been a bad idea in a gank, even though without the buff they could be taken down easily. Now, there’s a little more reason to stand your ground instead of immediately fleeing to your tower or burning Flash.
Wrapping Up
So we’ve reached the end of this patch note analysis. That was a lot to cover for a cleanup patch. Other changes include some bugfixes to ward hop crashes, minion spawn animations and loading screen/end of game banners. Of course, new skins will be up so that means my wallet’s going to lose weight, but worth.
So what is this going to mean for the next couple of weeks? PH’s meta is currently aimed at top laners and aggressive AP mids, so it’s likely these changes won’t be felt until long-term when the meta shifts and on the champions in the free week rotation. A push for a more aggressive bottom lane could potentially shift the balance and lynchpin of the game from top to bottom. Given the nerfs to Cinderhulk and Gromp buff, ADCs could potentially carry the game again like before, and then Riot will nerf in response and then we will cry. But for the moment, the jungle seems a little safer for all and a bit more difficult to stay in.
We might also reasonably expect a couple more changes in the future to encourage early game skirmishes. Since most of the changes last season were meant to tone down aggressive mid game play and scaling, now would be a good time to brush up on your laning and last hitting skills. In particular, the changes to Bard and Blitzcrank indicate that Riot’s trying to make supports work for that salary by making more risky but ultimately more rewarding plays. Given how reckless our supports are in PH (for better or for worse), I think we can oblige them.
And that wraps up this rundown. This has been PL;DR patch notes 5.7. Now if you’ll excuse me, I’m going to go autolock Rek’Sai for the next ten games. See you next patch!
Here’s a little video for those who are wondering where the glorious game mode we know as Ultra Rapid Fire came from:
For the full patch notes, click [here].
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