Archive

Archive for the ‘LoL News’ Category
Comments off

Two new teasers have been released on Riot’s social media. The first is a short gift featuring the reworked Yorick:

giphy

 

Also, Pantheon’s dream to be a baker will soon come true:


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

Comments off

CLAIRVOYANCE BLOG

It is a truth universally acknowledged that LAG SUCKS. Plenty of players experience ping spikes, lag, and full-blown disconnects all the time. But what if there was a quick fix for all your connection issues? For some players, there might be: switching from WiFi to an Ethernet connection when you play could have drastic results for your in-game experience.


I’m Viscarious, a product manager on Riot’s live services team. About six months ago, I lagged out of a game so hard that I decided I had to do something about it. It was the last game of my placement series, and I was playing as Sona supp. Our jungler was thundering into bot lane for a gank, and my Jinx ADC landed a sick double trap on our opponents (Leona and Ezreal). First blood was guaranteed. I was just about to follow-up with my ult when the lag gods smote me. The next thing I knew, Jinx was dead and the enemy Ezreal was snowballing. All I could do was apologize and resist the urge to kick my router.

I had to wonder: what if my problems were caused by my WiFi connection? What if, to claim my rightful spot as a true PC gaming god at the top of the challenger ladder, all I had to do was switch to Ethernet? To understand the problem as deeply as possible (and because this is a Clairvoyance blog post) I dug into some data to find out.

 

TERMS TO UNDERSTAND


 

PLAYING PING PONG AND LOSING SOME PACKETS

 

WIFI VS. ETHERNET: AVERAGE PING DELTA
IN MILLISECONDS

When you look at League players around the world, the average ping for players on a WiFi connection is between 6.7ms and 11.7ms higher than for those using an Ethernet connection.

However, this usually doesn’t manifest as consistently higher ping. Instead, increased ping is frequently experienced as ping spikes; your ping increases significantly over a short period of time, then goes back down a few moments later(usually after your whole team is already dead and the enemy Yi is dancing around your nexus). The chart above doesn’t show the severity or duration of ping spikes—just the average ping difference over the course of many games.

 

WIFI VS. ETHERNET: AVERAGE PACKET-LOSS DELTA

IN PERCENTAGE POINTS

Similarly, we found that players on WiFi had between 1.9 and 3.7 percentage points higher packet-loss than players on Ethernet. While this may not seem like a lot, there are two things to consider:

1. Every time a packet is lost between your computer and Riot’s servers, a request has to be made for that packet again. You want your packet-loss percentage numbers to be as close to zero as possible because, depending on when the packet-loss happens, you could miss a last-hit, fail to activate your ult, or even whiff the smite on Baron (that’s definitely what it was, right junglers?).

2. Similar to our ping chart, this doesn’t show the magnitude or duration of packet-loss when it happens. Players most commonly feel lag when there are big spikes in packet-loss. The 1.9 to 3.7 percent figure is just the average difference between WiFi and Ethernet players over the course of many games.


 

WHO’S PLAYING ON WIFI?

Out of curiosity, we analyzed who is playing on Ethernet and WiFi and came across some pretty interesting results:

Some regions rely on WiFi way more than others. While over 90 percent of games in KR are played on Ethernet, well over half of games played in NA and OCE are on WiFi.

 

PERCENT OF GAMES PLAYED BY CONNECTION TYPE

BY REGION

Part of this is likely due to the popularity of hard-wired PC bangs in Korea, but it’s also probably because we NA players are complete scrublords.

We saw a slight increase in Ethernet use in Ranked games compared to ARAM and Normal games across all regions.

 

PERCENT OF GAMES PLAYED BY CONNECTION TYPE

BY GAME MODE

But most interesting was the change in Ethernet vs. WiFi use by rank. Across all regions, a higher percentage of high-rank games were played on Ethernet. Although we’re not able to draw a causal relationship between playing on Ethernet and an increase in your rank, it’s clear that players at higher ranks are more likely to play on Ethernet. My best guessplanation for this is that highly ranked players are more likely to do everything possible to play on glorious, photo-worthy, wired battlestations.

 

PERCENT OF GAMES PLAYED BY CONNECTION TYPE

BY TIER


 

HOW DOES WIFI AFFECT GAME PERFORMANCE?

We now know two things: 1) WiFi has an adverse affect on connection quality, and 2) it’s unlikely that Faker has ever played on a WiFi connection. So the next question is whether your WiFi or Ethernet connection affects your in-game performance in a measurable way.

For this analysis we decided to look at a range of gameplay metrics including: Minions Killed (CS), Gold Earned, K/D/A, Mastery Grade, and Win/Loss ratio. We decided to isolate our analysis to ranked games and players who played the same champion on both Ethernet and WiFi within the timeframe analyzed. Basically, we didn’t want to compare the same player’s Mastery Grade with Fizz on Ethernet to their Mastery Grade with Fiddlesticks on WiFi (since ping affects some champs more than others).

We didn’t find conclusive evidence that playing on WiFi negatively impacts certain specific performance metrics such as CS, K/D/A, or Mastery Grade.

Our analysis included only NA region players, but the results should apply globally.After all that gloom and doom we found about ping spikes, the results surprised us. No matter how we cut the data, we didn’t find conclusive evidence that playing on WiFi negatively impacts certain specific performance metrics such as CS, K/D/A, or Mastery Grade.

We have a few hypotheses regarding this:

1. While lag experienced from WiFi can negatively impact gameplay, it usually only has noticeable effects intermittently, so it’s difficult to isolate the effects within the course of a game (i.e. it’s hard to find the signal among the noise)

2. Players on WiFi may be able to adapt to added ping and packet-loss (playing around it, effectively).

3. Since there are four other players on the team, the impact of one WiFi player may not significantly influence the outcome of a game, especially if there are other players on WiFi on the other team.

When we removed the constraint that players had to play the same champion, we found that the win-rate on Ethernet was 1.1% to 1.7% higher than on WiFI.

Surprisingly, when we removed the constraint that players had to play the same champion across WiFi and Ethernet, we found that the win-rate on Ethernet was 1.1 to 1.7 percentage points higher than on WiFi. This is pretty consistent across regions. We’re really not sure why removing the champion constraint had this result. One hypothesis is that by controlling for champion across connection types, we’re also focusing more on players’ main champs. If you main a champ, you probably get used to dealing with the ping spikes that come with WiFi, but those same spikes hit you harder when you’re just learning a champ.

 

ETHERNET VS. WIFI: DELTA IN WIN-RATE

IN PERCENTAGE POINTS


 

MY PERSONAL EXPERIENCE

The same night I lost that disastrous promo game, I popped open a browser tab and bought a 50 ft. Ethernet cable. After untangling my cat from the wire, I ran diagnostics on my network and found some pretty drastic differences in the quality of my connection on Ethernet vs. WiFi.

 

CONNECTION QUALITY OF WIFI GAME SAMPLE


Ping



Packet-loss



Both


 

CONNECTION QUALITY OF ETHERNET GAME SAMPLE


Ping


Packet-loss



Both


 

CONNECTION METRIC WIFI
SAMPLE
ETHERNET
SAMPLE
AVERAGE PING 62.4ms 38.2ms
AVERAGE PACKET-LOSS 3.9% 0.0%
JITTER 33.7ms 0.21ms
PING ‘SPIKES’ (>2X LOWEST PING) 19 0
PACKET-LOSS ‘SPIKES’ (>15% PACKET-LOSS) 9 0

Sure enough, I was experiencing higher ping, more packet-loss, and more connection issues when on WiFi. Especially interesting was theway I was experiencing lag. While there were periods of stability over the course of the game, there were also short periods with large spikes in either ping or packet-loss. These were the times that I felt lag most acutely.

 

 

My experience was pretty extreme, but let’s throw this to the commenters: what’s your own experience using either connection type? What lengths have you gone to improve your connection (longer than 50ft?) and how many of you intend to switch to Ethernet after reading this post?

Kled Champion Spotlight

August 8th, 2016
Comments off

Tiny Rengar’s spotlight is now out! Kled will be released shortly after the patch hits live:

Comments off

[Reminder] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

New Splash Arts

 

Arcade Ahri, Corki & Ezreal are coming to the PBE soon. Here are their splash arts (minus Ezreal’s):

 

Arcade Ahri

Arcade Ahri 1 Arcade Ahri 2

 

Arcade Corki

Arcade Corki 1 Arcade Corki 2

 

New Chroma packs are also on the way! Here are their in-store cards:

 

Arcade Miss Fortune

Green MF Blue Green Pink MF Blue MF

Pink MF Red MF

 

Cottontail Teemo

Blue Teemo Purple Teemo Green Teemo

Brown Teemo Pink Teemo

 

High Noon Yasuo

Teal Yasuo White Yasuo Yellow Yasuo

Blue Yasuo Brown Yasuo

Shockblade Zed

Yellow Zed Blue Zed Green Zed

Pink Zed Purple Zed Red Zed

 

Warring Kingdoms Xin Zhao

Yellow Xin Purple Xin Blue Xin 2

Blue Xin Green Xin Red Xin

 

 

An Update on Chromas

Hey everyone,

SuperCakes here. I’m the product manager on Personalization (aka Skins Team).

It’s been a little over a year since we launched chroma packs. And while we’ve always been excited about chromas as a product, after hearing from you, we realized we could make them better. Now we’re hyped to share some news with you about our changes to chromas which are coming out soon and are tracking to hit PBE next week.

Our first move was to go back to basics and revisit things from this perspective: Why would I, as a player, want chromas?

Here’s the thing. I love skins and have a lot of them. But there are certain skins I always go back to. Arcade Miss Fortune is one of my favorite skins, and looking at what you guys are playing, it’s one of your favorites, too. And if I can play her in a rainbow of options, that sounds pretty cool to me. Chromas are meant to deepen your experience with a piece of content you already own, love, and play the shit out of. It’s that simple.

Next step, How do we address your feedback? The things that were ringing loudest were around bundling, aesthetics, and the pricing of chromas, and that’s where we put the majority of our focus.

Bundling:

We’ve unpacked chromas so you can buy them individually. You can still buy them in bundles, though, for a discount.

Aesthetics:

Chromas are designed by the same folks that make skins, and we take our responsibility pretty seriously. We only want to introduce things into the game that improve the overall experience of playing League of Legends. We took a look at what we were making and found opportunities to improve with revamped color schemes, patterns, and textures.

Pricing:

Chromas will be priced at 290 RP each, and will also be available in discounted bundles for the collectors out there. For those of you who love a chance to spend IP, we’re alsointroducing recurring IP sales which will take place twice a year. The first IP sale goes from August 25, 2016 to September 8, 2016 and includes all chromas launched before August 2016.

Some of you also suggested that chromas could be a reward for mastery. We’re committed to improving mastery rewards, and with the release of Hextech Crafting this year, we’re thrilled to have a way to reward you for mastery across several of our content offerings, including a chance to get free skins. We won’t be launching chromas in Hextech Crafting at this time, but it’s something we’re thinking about for future iterations.

We’ll get into more detail when the first wave of new chromas launches in a few weeks. For now, here’s a sneak peek of some of the aesthetic changes mentioned:

What do you think of the changes? What would you like to see? Let us know!

Play Safe!
SuperCakes

[ Link to Post ]

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

Dev Blog Kled the Noxian Meme Banner

Riot’s latest dev blog explores the creative process behind Kled and some early concept art of his:

 

Champion Insights Kled the Noxian Meme

BY CACTOPUS

If Noxian soldiers made memes, what would they look like?

imageA weird question, maybe, but you can find the answer by cracking open a history book and flipping back to the 1940s, when American GIs were tramping around Europe during World War II. Around that time, a pre-internet meme started to appear as graffiti across the continent—an image of a little bald man with an enormous nose peeking over a wall. His name was Kilroy.

It’s unclear exactly where Kilroy came from or who first drew him. Some say Kilroy was named after a man who worked as an American shipyard inspector in the ’40s, but a very similar drawing is said to have appeared among Australian soldiers as early as the first World War. Whatever the case, American GIs couldn’t resist doodling Kilroy all over territory they’d conquered, even if it got them thrown into the stocks for a night. To the soldiers, Kilroy was an icon representing their victories, their values, their identities. Kilroy was the spirit of those soldiers.

Just like Kled is the spirit of enlisted Noxians.

image (1)

 

THE FUZZY BLOODTHIRSTY SPIRIT OF NOXUS

image (2)Life isn’t easy for the men serving among the lowest ranks of the Noxian soldier class. To survive in that job you have to learn to love war, hate cowardice, and seize whatever bloodsoaked glory you can get.

With this in mind, we began to imagine a character who would take those Noxian warrior values to the extreme—an ornery creature that relished riding into battle and chopping off heads. Someone who’d never back away from a fight, who’d always want to go HAM. Who better to represent the ideals of these troops than a murderous, mounted, yordle soldier?

 

We set to work developing a champ that would encourage hyper-aggressive gameplay. We didn’t yet have any real idea of what the character would look like, so our designers slapped together a prototype using existing assets. The first model was literally Gentleman Gnar riding around on a tiny Hecarim.

“When you got dismounted, the little Hecarim would run away and the Gnar would be left by himself,” says champion designer Iain “Harrow” Hendry. “Sometimes,” he says with a smile, “you need an expressive prototype to sell an idea.”

When it comes to nimble AD champs designed mostly for the top lane (we call them “skirmishers”), your options include folks like Yasuo, Riven, and Tryndamere. Each of these champs is designed for the kinds of players who like going in deep, usually a bit further than they should. All of these characters, says Harrow, are sort of tryhard champs. “These are super-serious people with super-serious swords,” he says. “The goal was to make Kled a little more playful than his skirmisher peers.”

When designing Kled’s abilities, we went out of our way to avoid giving him anything that felt defensive or “safe.” Everything Kled does is about incentivizing and rewarding aggressive, risky actions. He has to charge straight into battle to get the shield from his ult. Even when he uses his unmounted “disengage” move, Pocket Pistol, he’s firing a gun blast to knock himself back.

We’ve always thought about Kled as “light cavalry,” as opposed to Sejuani’s “heavy cavalry” role, but there are other ways we wanted to differentiate Kled from the boar-riding jungler. One thematic problem for Sejuani is that her mechanics don’t emphasize interaction with Bristle, her boar. If we removed Bristle altogether and Sejuani was just a big ol’ lady, it wouldn’t necessarily make a difference to her gameplay.

So, we wondered, how could we fix this for Kled? What sort of relationship might he have with his mount?
mazonaws.com/newsoflegends-content/wp-content/uploads/2016/08/03115446/image-3.jpg”>image (3)


A YORDLE AND HIS GUTLESS LIZARDBIRDTHING

image (4)Kled may be a yordle, but that doesn’t mean he has to be cute. “Cuteness isn’t valued by the Noxians,” says art lead Edmundo “odnumde” Sanchez. “He’s sort of a weird little goblin, and that was the vibe we were going for. He’s supposed to look very wicked.”

Skaarl, meanwhile, needed to appear a bit more goofy to fit its “cowardly mount” theme. We went through a bunch of animals during early explorations of Skaarl’s design, including a rhino, a frog, and a buzzard. While all of these sound like Donkey Kong Country mounts, the design direction is sort of appropriate given the role Skaarl plays—it’s cartoonish, like a critter that could pop out of a barrel. “I don’t think the Donkey Kong vibes were intentional,” says odnumde, “but we were aiming for whimsical, so it worked out that way.”

There’s one exception to Kled’s “aggressive or nothing” design: the ability to re-mount Skaarl just by returning to base. This was a sort of compromise around player expectations. For every other champ in League, successfully recalling to base offers a complete reset; we felt it was important to preserve that with Kled.

Before working on Kled, Narrative writer Odin “WAAARGHbobo” Shafer had just finished writing VO lines for Jhin. After spending months writing gems like “Life has no meaning, but your death shall,” he was ready to move onto something a little more lighthearted. Yordles are lighthearted, right?

“We wanted them to be a comedy duo,” Shafer says. “The idea is that Skaarl doesn’t want to go into combat, but Kled REALLY wants to go into combat. So Skaarl will run off at some point, causing Kled to freak out. Their dysfunctional relationship is built directly into the mechanics.”

The process works both ways, with the mechanics informing the character as the character informs the mechanics. Once we were certain that Kled would spend time fighting both on his mount and off it, Shafer gave Kled two stages in his voice-over lines.

Kled always wants to go HAM, but once he gets knocked off of Skaarl he actually starts going more insane and more aggressive. Kled may have lengthy conversations with Skaarl, but Skaarl has the intelligence of a dog—mostly Kled is projecting onto his reptilian pal when he talks to it. He loses a part of himself whenever Skaarl runs off, resulting in some way crazier lines of dialogue.

image (5)

 

The cantankerous cavalier is more than just a crazy old yordle. All the aspects of Kled’s character—the violence, insanity, and his refusal to back down from any fight—are things that would make him an icon for the soldiers of Noxus. Not just an icon, but a meme. The dankest Noxian meme ever.

image (6)

 

Share your worst, most hastily slapped-together Kled doodles in the comments section below.

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

Comments off

 

Dev Blog Crafting the Client Banner

[ Link to blog post ]

 

Crafting the Client Draft and Ranked

Time for an update on what we’re shipping next! Today we’re talking about draft pick normals and the storeso you can ban wisely and shop smart. We’ve also got some early info on ranked, which is coming within the next few patches.

 

DRAFT PICK

 

Little bits of extra visual flair have been added throughout the process to not only better highlight whose turn it is, but to make each stage of the champ select process (pick intent, banning, champ selection) feel meaningful and distinct.

Now, whenever you ban a champ, a beam of arcane banmagic rips through the OP champ’s portrait, splitting it in half and cracking the glass above the image. The banbeam then ricochets to the top corner of the screen, stuffing the shattered spirit of the banned champ into a cute little box, where it’s displayed for all to see.

As each player locks in their picks and bans, the hextech wheel in the center of the screen spins and morphs to highlight which player is currently banning or picking, and you’ll hear audible champion quotes depending on who gets banned.

These changes are purely aesthetic—not game design changes. If you were hoping for extra bans, the ability to buy skins in champ select, or any other much-requested champ select features, this might feel like a let-down, but hang with us. Remember, our big goal right now for the client update alpha is to rebuild and tune all the current client’s features. Once the alpha client is ready to actually replace the legacy client, our teams will be freed up to pursue new features and actual game design changes.

 

COMING LATER SHOP HARDER PREPARE FOR RANKED

Before we talk about ranked, let’s cover all the other little changes coming during the next couple of patches. As teased in our previous devblog, we’re pushing out a mostly-functional version of the store.Mostly functional and not wholly functional because it’s still missing loot and the ability to purchase RP. You might be thinking “why won’t you take my money,” and the answer is that we totally will take your money in an upcoming patch. For now we wanna make sure everything is working the way it should, though.

Draft pick is coming now, but we’re waiting a bit to add in ranked; We’ve gotta make sure our draft pick champ select is stable before we start putting LP gainz and losses on the table. When ranked does ship, though, it’ll come with a slew of associated client features you’d expect, including ranked leaderboards, ranked stats on your profile, and ranked emblems.

With this patch, we’ll be opening up the alpha to hundreds of thousands of new testers, so if you haven’t yet signed up for the alpha, we need your help!

Our UI team really had some fun here designing effects that celebrate key moments in champ select. If you’ve been playing in the blind pick queue, you’ve already seen the flashy stuff that happens when you highlight and lock in a champ, but the ban phase is new to the alpha.

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

New Teaser Kled Banner


A brief trailer during the EU LCS has revealed League’s upcoming addition to the roster:


 

Here are some screenshots from the reveal:

Tiny Rengar 1 Tiny Rengar 2

Tiny Rengar 3 Tiny Rengar 4

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

BY KANTAYAMS


PROJECT returns this year with new skins and a new process for joining the First Strike to unlock unique borders for loading screen cards.

As you may have noticed on PBE, we’ve modified the Hextech Crafting system to prepare for First Strike with two new limited-time crafting materials. Introducing PROJECT Cores and blueprints:


EXHIBIT A // PROJECT CORE

 

EXHIBIT B // BLUEPRINTS

 

PROJECT Cores fuse with blueprints to unlock various types of loot. Certain blueprints allow you to craft First Strike icons for PROJECT: Ashe, PROJECT: Ekko, and PROJECT: Katarina, which you will need to secure First Strike borders for their loading screen cards.

These new and existing crafting materials reside in a variety of caches that you can purchase for IP or RP. Caches are similar to Hextech chests but do not require a key to open.

 

EXHIBITS C-G // CACHES

 

In our efforts to make gemstones directly purchasable, we’re also guaranteeing one per day in special bundles for the first six days of this operation.

We’ll dive deeper into this process with an FAQ in the near future. Stay tuned!

 

 

PBE 15/07

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

PROJECT: Ekko, Ashe & Katarina have received their limited loading screen borders; no news on how to obtain them yet, but if the promo is identical to last year’s, you’ll get them for purchasing the PROJECT skins during the first week of sales.

AsheLoadScreen_8_LE EkkoLoadscreen_3_LE KatarinaLoadscreen_9_LE

 

PROJECT: Yasuo has also received a limited-edition border; no news on how to get it yet (speculation: the skin will go on sale and everyone who buys it or has bought it before the sale ends will get the border).

YasuoLoadScreen_2_LE

 

The existing PROJECT skins received updated to their limited-edition borders; the stylized inner border now wraps tighter around the picture.

Left side: OLD, right side: NEW

ZedLoadScreen_3_LE_old ZedLoadScreen_3_LE

MasterYiLoadScreen_9_LE_old MasterYiLoadScreen_9_LE

LucianLoadScreen_6_LE_old LucianLoadScreen_6_LE

LeonaLoadScreen_8_LE_old LeonaLoadScreen_8_LE

FioraLoadScreen_4_LE_old FioraLoadScreen_4_LE

 

 

Champion Changes

 

Nidalee Final Champion Portrait

 

Prowl [ Passive ]  Change BoxProwl

  • Bushwhack [ W ] no longer triggers the Hunt debuff;
  • The duration of the Movement Speed buff when Hunting while in Cougar form has been increased from 2 seconds to 4.

 

Buff BoxJavelin_TossJavelin Toss [ Q ]

  • Minimum base damage increased from 60/77.5/95/112.5/130 to 70/85/100/115/130 (maximum base damage has likewise been adjusted from 180/232.5/285/337.5/390 to 210/255/300/345/390).

 

Buff BoxBushwhack (1)Bushwhack [ W ]

  • Hitbox width of trap increased from 150 to 200.

 


Buff BoxTakedownTakedown [ Q ]

  • Minimum damage changed from 4/20/50/90 [+0.36 AP] to 20/40/60/80 [+0.4 AP] (maximum base damage has also been changed from 8/45/125/248 [+0.36 AP] to 40/90/150/220 [+0.4 AP];
  • Bonus damage against targets with the Hunt debuff increased from 33% to 40%.

 

Quality of Life Box FinalAspect_of_the_CougarAspect of the Cougar [ R ]

  • Tooltip now correctly states that [ R ] doesn’t reset Nidalee’s auto-attack timer and the cooldown of [ R ] isn’t reset when Hunt is applied.

 

 

Renekton Final Portrait

 


Dominus [ R ]
Buff BoxDominus

  • Fury-per-second decreased from 6 to 5 (revert on the change in this PBE update);
  • Now immediately grants Renekton 20 Fury when cast.

 

 

Item Changes

 

Nerf BoxArdent_Censer_itemArdent Censer

  • The passive granting a 15% bonus to heals and shields is now UNIQUE (meaning it can’t stack).

 

Nerf BoxMikael's_Crucible_itemMikael’s Crucible

  • The passive granting a 15% bonus to heals and shields is now UNIQUE (meaning it can’t stack).

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

PBE Update 13 07 Banner

 

PBE 13/07

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

New Splash Arts

 

PROJECT: Ashe

Ashe_Splash_8 (1) AsheLoadScreen_8 (1)

 

PROJECT: Ekko

Ekko_Splash_3 EkkoLoadscreen_3 (1)

 

PROJECT: Katarina

Katarina_Splash_9 KatarinaLoadscreen_9 (1)

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage decreased from 70/115/160/205/250 to 60/105/150/195/240.

 

 

 

Corki Final Portrait

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • No longer reduces Armor/MR per hit, to a cap of 4/8/12/16/20 l instead, Gatling Gun now decreases Armor/MR by 10/15/20/25/30 after it hits an enemy 8 times;
  • Counter for Gatling Gun stacks now resets 4 seconds after the enemy stops getting hit by it, increased from 2.

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Attack Speed buff increased from 10/13/16/19/22% to 15/17.5/20/22.5/25%.

 

 

 

Karma Final Portrait

 

Nerf BoxInspire Final IconInspire [ E ]

  • Base shield strength decreased from 80/110/140/170/200 to 70/100/130/160/190.

 

 

 

Kassadin Final Portrait

 

Buff BoxNull_SphereNull Sphere [ Q ]

  • Base damage increased from 70/95/120/145/170 to 70/100/130/160/190.

 

 

Buff BoxForce_PulseForce Pulse [ E ]

  • Mana cost decreased from 80 at all ranks to 60/65/70/75/80.

 

 

 

Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ]

  • Pouncing on a target afflicted by Hunt will no longer put Pounce on a 3-second-cooldown; instead, it will slow the target by 50% for 0.5 seconds.

 

 

Renekton Final Portrait

 

Buff BoxDominusDominus [ R ]

  • Base magic damage-per-second increased from 30/60/120 to 40/80/120;
  • Fury-per-second increased from 5 to 6.

 

 

Shen Final Portrait

General

  • Base Health-per-second decreased from 2 to 1.7.

 

 

Shyvana Final Portrait

General

  • Base Health increased from 595 to 600;
  • Base Armor increased from 27.6 to 28.

 

Change BoxDragon's_DescentDragon’s Descent [ R ]

  • Fury generation changed from 1/2/3 per 1.5 seconds to 1/1.5/2 per second.

 

 

 

Taliyah Final Portrait

 

Change BoxThreaded_Volley (1)Threaded Volley [ Q ]

  • Base damage changed from 70/80/100/120/140 to 50/75/100/125/150;
  • Secondary hits now deal 55% of the original damage, increased from 50%;
  • Mana refund from casting [ Q ] while standing on Worked Ground decreased from 50% to 25%;

 

 

Zyra Final Portrait

 

Buff BoxDeadly_SpinesDeadly Spines [ Q ]

  • Damage increased from 60/90/120/150/180 [+0.55 AP] to 60/95/130/165/200 [+0.6 AP].

 

 

 

New Summoner Icons

No idea how you can get these yet; stay tuned!

 

profileIcon1225 profileIcon1226 profileIcon1227 profileIcon1228 profileIcon1229

profileIcon1230 profileIcon1231 profileIcon1232 profileIcon1233 profileIcon1234 profileIcon1235

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]