Wild Rift revealed their planned gameplay changes rather early this time around. Due to leaks from the Chinese server regarding these specific balance updates, the Wild Rift team decided that they might as well reveal the notes themselves. Though this was an unfortunate circumstance that resulted from data leaks that honestly shouldn’t have happened, it does give more time to analyze the changes. But keep in mind, these Wild Rift Patch 3.2a notes and analysis may change in the future.
In other words, these changes may not be the full list of notes, and are not final.
[Related: Wild Rift OP Picks]
Here’s a “First Look” at the balance changes for patch 3.2a coming next week.
Please note that this may not be the full list of notes and is not final. Context and the more complex changes will come with the full patch notes. pic.twitter.com/TXOMbHzTiC
— League of Legends: Wild Rift (@wildrift) May 21, 2022
Wild Rift Patch 3.2a Preemptive Analysis
- (P) Triumphant Roar Self heal: 20-125 -> 27-160
- (P) Triumphant Roar heals for allies: 40-250 -> 54-320
- (P) Triumphant Roar Cooldown: 8s -> 10s
- (2) Headbutt cooldown: 14/12.5/11/9.5s -> 13.5/12/10.5/9s
Honestly, this champion definitely appreciates this small buff. And it’s great that developers realized this. The champion no longer sees much play in solo queue. And though the pick isn’t necessarily bad, extra healing stats should provide more utility for the cow. The headbutt cooldown reduction is rather miniscule, and just seems like an extra little change more so than a drastic update. The pick won’t be overpowered or anything, but these seem like quality of life changes to help Alistar keep up with other currently meta supports.
Adjustments to base health, armor, and mana
- (1) Time Winder: [NEW] Now deals 130% bonus damage to monsters
- (2) Parallel Convergence: Passive base missing health damage: (2+1.5%AP)% -> (3+2%AP)%
- (3) Phase Dive AP ratio: 30% -> 40%
Okay, Ekko isn’t weak. The champion is quite strong. This seems like one of those cases where Riot just wants their newer champions to be dominate in the meta. League of Legends uses this strategy as well, and to be frank, it’s mostly for marketing purposes. Having an exciting, powerful new champion helps promote the game. These specific buffs drastically increase his effectiveness in the jungle, while also granting more burst damage on his initial engage.
- Base Health: 570 -> 610
- (1) Lung Damage: 75/85/95/105 -> 85/95/105/115
Ever since they changed Fiora’s lung range, the pick has been feeling rather weak. In addition, the developers nerfed the pick multiple times throughout the course of the year. And now, the pick just kinda sucks. They’re giving her more power in her lungs, while increasing her base health. This helps the champion, but shouldn’t place her in the broken tier that she chilled for so long in the past.
- (1) Consume cooldown: 12/11/10/9s -> 11/10/9/8s
Just a small cooldown reduction on consume, which admittedly is his most important ability. Should help young a bit, while increasing his general sustainability. A good ability choice to buff, but won’t be enough to break him.
- Base Health Recovery: 7.5 -> 9
- (4) Dominus Damage: 40/80/120 -> 50/100/150
Just some basic stat increases on health regeneration, and a bit of a damage buff. Nothing ground breaking.
- (1) Baleful Strike Cooldown: 6.5/6/5.5/5s -> 5.5/5/4.5/4s
- (3) Event Horizon CC Duration: 1.5/1.75/2/2.25 -> 1.75/2/2.25/2.5
hmm… this is actually pretty big. Decreasing Veigar’s cooldown on his first ability is a dangerous move, since that’s his easiest way of stacking up AP. A one second cooldown reduction doesn’t sound like much, but players need to consider the max level cooldown was 5 seconds. That means every 4 seconds, Veigar will gain his first ability. And when comboed with ability haste, expect Veigar to spam damage quite often, and get incredibility big faster into the game. Developers also increased his stun duration, which is a massive buff for his team fighting capabilities.
- (1) Precision Protocol true damage ratio: 100% -> 40/60/80/100%
- (1) Precision Protocol movement speed: 25%/30%/35%/40% -> 15%/20%/25%/30%
- (4) Hextech Ultimatum duration: 2/3/4s -> 2/2.5/3s
This champion definitely needed a nerf. And with the early game true damage ratio going down, Camille’s laning phase priority drops significantly. Her ultimate received a duration nerf as well, which was one of her strongest assets for a 1v1. Therefore, the pick definitely hurts from these nerfs. Hard to tell how mcuh it’ll hurt her until Wild Rift Patch 3.1a comes live, but these are pretty big.
- (4) Explosive Cask travel speed: 6 frames -> 8 frames
Just fixed his Ultimate frames to make him counterable, rather than a guaranteed massive play.
- (1) End of line damage to monsters: 150% -> 120%
Slowing Graves’ clear speed doesn’t seem like a big change, but that’s actually huge. Clear speed is super important to snowballing the jungle in Wild Rift. And since the game is so fast paced, dealing less damage to monsters drastically decreases his early game Snowball priority.
- (P) Ionian Fervor damage to monsters: 100% -> 50%
Likely targeting jungle Irelia, which honestly shouldn’t be a thing. It’s weird and kind of stupid that it’s a thing in Wild Rift.
- (1) Undertow damage: 80/140/200/260 -> 70/130/190/250
- (1) Undertow slow: 25/30/35/40% -> 20/25/30/35%
Yet another Olaf nerf, which is honestly well warranted. The champion has been incredibly strong, despite receiving nerfs multiple times. Nerfing his slow and damage on his first ability definitely hurts the pick, since that’s his staple damaging ability. He shouldn’t be able to just mow down anyone he wants in the early game as easily anymore.
- (3) Explosive Minefield cooldown: 16s -> 18s
- (3) Explosive Minefield mine duration: 7s -> 5s
Honestly, Explosive Minefield lasted way too long. And since Wild Rift is fast paced, the moves’ zoning capabilities were honestly super annoying to deal with.
- Mana: 450 -> 250
- Health 0 -> 250
- (P) Spellblade bonus damage: 100% attack damage -> 100% attack damage + 25% bonus armor
- Kindlegem added to built path
Increased cost and making it scale with armor severely hurts the item’s versatility. This means unique carries, like Senna, can no longer opt for the item. Ezreal as well will find far less use for it, especially since they increased the price of the item substantially.
- Ability Haste: 20 -> 25
- Combine cost: 2700g -> 3100g
Increased ability haste, and decreased cost. Good for the item, especially since nobody really built it.
- Movement speed: 5% – 25% -> 5% – 35%
Movement speed increase helps a bit.
- Full stack bonus damage: 10%/7% -> 8%/6%
It’s a pretty decent nerf. The rune has been overpowered for quite a while, dominating so many random champion’s builds. So the nerf is appreciated.
Keep in mind, these are preemptive. In other words, these Wild Rift Patch 3.2A Notes may not come out as is, especially if Riot decides to just change them on a whim. They were only revealed early since they were leaked, so Riot figured they may as well reveal it themselves. It’s an unfortunate case of leaks coming from the Chinese Server. It’s likely there may be some more changes on top of the ones shown. The writer speculates that many, if not all, of these changes will be added as is.
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