The official 6.10 patch notes have been updated to reflect a few Taliyah Q buffs that were pushed to live onin a Mid-patch update:



Taliyah post-release follow up Taliyah out for almost a week now, ZenonTheStoic hasTaliyah, her initial performance, and more!

"Hello friends and fans of underwater stone basket weaving! Taliyah is out in the world and weaving stones / breaking bones (albeit sometimes mostly her own). I want to open the floor to questions from all of you fine folk here, but first, let me say a few words about where Taliyah is now and what our plan is. Taliyah released weak It makes sense that when you play a champion for the first time you don’t know what you’re doing and you’re going to have less of a chance to win your game. It also makes sense that if you’ve never seen anyone play the champion before, you don’t even know where to start. So champions releasing at a low winrate is a good thing (if they released at 50%, they’d be game-breakingly OP within a week), but 37% was too much of a good thing for Taliyah. Taliyah mostly struggles in lane due to the duration of exhausted ground and her inability to counter-push against someone with great wave clear (which is many mid lane champions). We’ve addressed some of that in a hotfix already, but we’re planning to help her out some more in 6.11. Taliyah mostly does what we want her to Taliyah is mostly played midlane and has the highest winrate midlane. She punishes sidelanes with her roams, but also dies due to, shall we say, ambitious ults. That’s all good! She also rewards players who constantly look for fresh ground for her Q. That said, there are some shaky bits, but instead of going over them all myself, I will now open this thread for questions. I’m absolutely certain that some of you will have questions (and I may have one or two answers ready). So let me know: how have you been enjoying Taliyah? What are your questions and suggestions?" Here's several lengthy posts from ZenonTheStoic in response to specific topics:

On Taliyah's Q and worked ground.

On Tayliah's W - Why no Vector Casting & Design Mantras

On Taliyah's W - Delay, Comparison to Cho'Gath Q

On Taliyah's W - Vector casting, learning rates, and more

[ NOTE : At the time of posting Daniel is still answering questions! Will update with more!]



Without for almost a week now,has jumped on the boards to discuss, her initial performance, and more!Here's several lengthy posts fromin response to specific topics:: At the time of posting Daniel is still answering questions! Will update with more!]

Meddler Grab Bag - Yi, Corki, Elder Dragon

Next up we have several posts from Meddler on topics varying from Master Yi and Corki to Elder Dragon fights and the cooldown reduction stat!





Meddler explained: When asked about cooldown reduction as a stat and what classes or types of champions it should be easily available to,

"We believe CDR's something all classes should have good access to. In a lot of cases scaling with CDR, rather than raw offensive stats, can lead to healthier gameplay for other players (less bursty damage patterns). We do still want some degree of trade off for CDR to be made, particularly regarding when in your build you get it though, or exactly how much you get (what's more important, bigger crits from IE or max CDR early from ER? Rylai's slow early or getting to 30% so blue buff will cap you out?). The mid-season patch changes were intended to give better access to CDR to mages, particularly those willing to give up some early offensive stats for more CDR/defensive builds. Athene's was changed because of how heavily overlapped with Morello's it was, the two items had always occupied very similar spaces to the extent only one was ever popular. It's not intended to be appealing to most mages at this point, only those with shields/heals who already play somewhat like supports, hence its use of mana regen." As for AP & CDR itemization post 6.9 mage update, he continued "Yeah, there are a couple of missing holes in AP/CDR itemization we still need to fill, another AP+20% CDR item in particular."

Master Yi and if any addition buffs will be in 6.11, Meddler noted: When asked about the team's current thoughts onand if any addition buffs will be in 6.11,

"Not in 6.11. The 6.10 buffs, plus Bloodrazor buffs, have put him much closer to a good spot. We'll be assessing Bloodrazor and a couple of other items again, then making a call on whether to buff some champs like Yi who are still underperforming post mid-season changes. I think it's likely we'll buff him further sometime post 6.11, that's a prediction not a plan though at this point."

Meddler , commenting on Shyvana's status with the new jungle item: continued , commenting onstatus with the new jungle item:

"Quote:

Any commentary on Shyvana? Her win rate has actually dropped a bit since last patch despite there being both a personal buff to her and a Bloodrazor buff. Same as Yi, suspect she needs some more help. Not sure which data you're looking at, guessing it might be something with too small a sample size to be accurate, or only a single region, though. We saw a slight increase in her win rate overall."

Corki changes with Trinity Force's build path and stat changes currently on the 6.11 PBE, Meddler commented: When asked about potentialchanges with Trinity Force's build path and stat changes currently on the 6.11 PBE,

"Yeah, we'll likely do something for Corki. Of the three champs clearly hit by the TF changes (Corki, GP, Yasuo) he's the one who's struggling the most even when played by people who've played him a lot. He's been on our radar for possible buffs for a bit already, this probably pushes him into the 'needs to be looked at now' category. Not sure what changes yet though sorry."

NOTE : A small R AD ratio buff for Corki added in the : A small R AD ratio buff foradded in the 5/24 PBE update!

Meddler , commenting on Yasuo and GP: continued , commenting onand

"Quote:

You gonna keep a close eye on yasuo and gp after the trinity force changes? Any thoughts on how it would effect them? I'm an avid gp main so just wondering your personal thoughts. Yasuo's got other good options, so we're not concerned about the TF changes impacting him much. Not sure about GP, don't think the Live Gameplay team's got concerns about this hitting him too hard but haven't checked explicitly with them."

Meddler also also commented on the Elder dragon fight and the choice to make it extra durable:

"When working on the new dragons we decided the best fit for Elder Dragon was a longer fight than the previous dragons, but a similar level of damage output.

The high HP's there because we didn't want it to be something that just got solo'd while the rest of the team kept their opponents busy or for teams to be able to burn it down so quickly they couldn't be responded to. It's a powerful, often game ending ,buff that should be able to be contested.

It's also a buff that's fairly dependent on acquiring previous buffs though (investment strat), so taking it shouldn't be as risky a prospect as trying to take baron where all the cost's concentrated around the actual baron fight. Similarly there's already a risky, dangerous to take but maybe we can pull it off and get back in the game encounter in baron and we didn't want to double down on that experience. Elder Dragon's instead intended to create 'we can start this safely, and then fight you if you come' situations."

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