5 Changes We Don't Want to See in League of Legends Patch 10.7
By Blake Toman
With players already logging dozens of games on League of Legends Patch 10.6, here are the five changes we don't want to see in League of Legends Patch 10.7 that's set to hit live servers on April 1.
5 Changes We Don't Want to See in League of Legends Patch 10.7
1. Poorly Designed Nasus Buffs
Nasus certainly needs some changes in Patch 10.7 to help him stay relevant in the current meta, as he boasts a win rate just under 50 percent. Before the Rise of the Elements changes in Season 10, Nasus could continue scaling well after four dragons and an enemy Baron, but that's no longer an option with Dragon Soul and giving permanent advantages to the team that secures it and Elder Dragon giving an execute to the enemy team for a few minutes after it's captured.
Nasus should perhaps see his Siphoning Strike (Q) reworked to scale better into the mid game, when he's needed to secure crucial dragons and Baron Nashor. But any changes to the scaling on the range of his abilities, like Wither (W), will only push Nasus into the premier tier of top laners. With an 11 second cooldown and 95 percent maximum slow at max rank, his Wither cast already outranges most AD carries, with the exception of Ashe, Caitlyn, and Aphelios. Extending that range to 800 would make him largely unkitable and a nightmare for the enemy to play against if he gets ahead early.
2. An Unbalanced Fiddlesticks Rework Release
There's a lot of excitement surrounding the Fiddlesticks rework, and for a good reason. The champion desperately needed one to make it the terror to Runeterra that it was meant to be in the lore. But Riot Games should also be careful not to make it a terror to play against by giving it overtuned numbers when it makes its way to live servers on Patch 10.7.
3. Making the Ingenious Hunter Rune Less Effective on Trinkets
Ingenious Hunter has always been a great rune for supports and junglers due to its effectiveness on warding totems and trinkets over the course of the game. The fact that it gets taken at all in the Domination Tree, compared to its other runes in the same line is impressive.
Making it less effective on trinkets will only move the rune to champions who carry multiple active items. Specifically, Veigar, Neeko, and other champions who can effectively take glacial augment will benefit the most, with very few other champions continuing to opt into the rune given its effective replacements in the same tree.
4. A Nerf to the Conditioning Rune
Taking Conditioning in the current Resolve Tree is already a trade-off when considering the other runes available in the same triplet, Bone Plating and Second Wind, both of which are effective in the early game but fall off as the game goes on.
Pushing the time it takes to get the buff from Conditioning into the later stages of the game makes taking the rune an even greater risk, considering that it may not be active when it's needed most in a game. Conditioning is in a fine state for the time being and really doesn't need a change on Patch 10.7.
5. More Forced Junglers
Every patch has seen new junglers added to the pool and each of those junglers fail miserably in the jungle.
Riot Games has to address that there's a fundamental issue with jungle experience and scaling that makes only a very limited pool of champions viable at the highest level of play. Lee Sin, Elise, Rek'Sai, and Olaf are all strong due to their ability execute strong ganks at level 3 and aren't reliant on hitting level 6 to be effective. Champions reliant on level 6 take too long to hit that mark, and wind up two to three levels below the laners they are attempting to gank at that point in the game.