Patch 14.17 overview
Champions you recently played
No change
Other Champions
Base Health decreased.
R Damage decreased.
Attack Speed Ratio increased. W cooldown decreased.
Base AD decreased.
Q Cooldown decreased at higher ranks, and damage increased.
Q damage decreased.
Q damage decreased.
Q Attack Speed increased. E damage increased, and cooldown decreased.
Q Damage decreased. W damage decreased.
Q damage increased. R slow increased at lower ranks.
Base Armor decreased.
Passive damage decreased.
Q damage increased. R cooldown decreased.
Q heal decreased. R shield AP ratio decreased.
W Shield decreased and cooldown increased at higher ranks.
W damage decreased.
Q damage increased.
Q max damage increased. E damage increased.
Items you recently played
No change
Other items

Celestial Opposition
Celestial Opposition has grown to be too dominant in the support item structure, especially for tank supports, so we’re taking it down a peg. We’re tackling its ability to completely lock down enemy champions and making users rely more on their base kit for that effect.

Warmog's Heart
Despite its recent nerf, Warmog’s is still the de-facto support tank purchase. It being occasionally viable as a really good source of durability when you have enough gold is fine for tanks in general, but it’s crowding out all the other support tank items, as it’s simply too strong in too many games. An increased price point and worse roaming should both be especially support-targeted nerfs.
Runes you recently played
No change
Other runes

Absorb Life
Though its win rate is pretty close to comparable options in Precision, we’d like if Absorb Life was a rare pick for when you really need it instead of a default pick that wins your lane through sustain. This patch, we’re making Absorb Life weak on average, meaning it should only come in when you really want to recoup health, especially late game.

Cut Down
We're walking back on our 14.11 buff to Cut Down because it no longer needs the extra push, as it's now both strong and popular.

Fleet Footwork
Similar to Absorb Life, a more defensive pregame option like Fleet Footwork shouldn’t be the default rune choice for so many champions, as an overabundance of early sustain makes the game boil down to just killing minions instead of interacting with your lane opponent. What’s more, this rune makes matchups with a range disparity almost unplayable when piloted by exceptionally skilled players. This patch we’re nerfing Fleet by addressing its ability to keep out of reach of enemies and tapping down its sustain, especially for solo laners who gain a lot of exp.