Archive

Author Archive

 

PBE 26 02 Banner

 

PBE 25/02

 

[ 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.

 

All PBE updates from Patch 5.5 cycle:

 

 

New Splash Arts

Headhunter Akali’s splash art is here! You can find a full preview of the skin HERE.

 

Akali_Splash_7

Akali_7


 

Victory Defeat Screens Animated

The long-ago promised victory/defeat screens are now here in full glory! Videos by FrostyNinja:

 

 


New animations for default Wards

Default wards (no skins) now have their pillar placed on the ground, followed by the gem falling on top of it. No particles or effects.

 


Texture Rebalances

Second batch of texture updates! You can check the first one, which includes retextures for Janna and Taric HERE.

Kassadin’s base model has received a slight recolor. You can find previews of all his updated skins HERE.

 

Old

Kassadin VU 2

 

New

Base Kassadin Updated 1

 

Hextech Janna

 

Victorious Janna

 

Gentleman Cho’Gath

 

Loch Ness Cho’Gath

 

Jurassic Cho’Gath

 

Bloodstone Taric

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Champion Skin Sale March 2 Banner

The following champions and skins will be 50% off until March 2nd:


Ezreal Final Portrait

Fiddlesticks Final Portrait

Nami Final Portrait


Grungy Nunu – 375 RP

image (3)


Ice Drake Shyvana – 487 RP

image (2) (1)


Spectral Fiddlesticks – 260 RP

image (1) (1)


 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

PBE 25 02 Banner

 

PBE 25/02

 

[ 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.

 

All PBE updates from Patch 5.5 cycle:

 

 

Bard the Wandering Caretaker

Bard_Splash_0

Bard_0 (1) Bard_Square_0 (1)

 

 

Bard Final Portrait

Base Stats

  • Level 1 Health: 535
  • Level 1 Mana: 350
  • Level 1 Movespeed: 330
  • Attack Range: 550
  • Level 1 Attack Damage: 46
  • Level 1 Armor: 21
  • Level 1 Magic Resist: 30
  • Health-per-level: 85
  • Mana-per-level: 50
  • Base Health-per-second: 1.08
  • Base Mana-per-second: 1.2
  • HP-per-second per level: 0.11
  • Mana-per-second per level: 0.09
  • Attack Damage-per-level: 3
  • Armor-per-level: 4

 

Basic Attack

 

Traveler’s Call Final IconTraveler’s Call [ Passive ]

Ancient Chimes: Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana. Chimes remain on the ground for 10 minutes.

Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 (+0.3 AP) extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.

 

When Bard collects a chime, his running animation turns into a swirly flight.

 

The locations of chines are marked on your minimap and the number of chimes collected and how many meeps follow you can be seen atop the UI bar.

 

Cosmic Binding [ Q ]

Cooldown: 10 seconds at all ranks  || Mana Cost: 60 at all ranks

Bard fires an energy bolt, dealing 85/115/145/175/205 (+ 0.5 AP) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s). If the bolt hits another enemy or a wall, any enemies hit are stunned instead (same duration).

 

 

Caretaker’s Shrine [ W ]

Cooldown: 12 seconds at all ranks || Mana Cost: 100/105/110/115/120

Bard raises a health shrine that immediately offers 30/60/90/120/150 (+0.2 AP) health, but restores up to 70/110/150/190/230 (+0.45 AP) health as it gathers power for 10 seconds. The shrine’s effect also grants 50% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy.

 

 

Magical Journey [ E ]

Cooldown: 26/24/22/20/18 seconds || Mana Cost: 30 at all ranks

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 10/20/30/40/50% faster than enemies. The corridor disappears after 10 seconds.

 

 

Tempered Fate [ R ]

Cooldown: 130/115/90 seconds || Mana Cost: 100 at all ranks

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds. Epic monsters are also put into stasis, despite normally being immune to disables.

 

 

 

Elderwood Bard

Elderwood Bard will be sold for 975 RP after Bard is released. He’ll also be available in a bundle together with the champion.

 

For his recall, Elderwood Bard bows to his meep friends who bounce around him.

 

Basic Attack

 

Traveler’s Call [ Passive ]

 

Cosmic Binding [ Q ]

 

Caretaker’s Shrine [ W ]

 

Magical Journey [ E ]

 

Tempered Fate [ R ]

 

 

Headhunter Akali

Headhunter Akali will be available in store for 1350 RP after Patch 5.5 hits live.

 

 

For her recall, Headhunter Akali fuses her kamas together, spins them and her suit is then covered with a pink grid.

 

Mark of the Assassin [ Q ]

 

Twilight Shroud [ W ]

 

Crescent Slash [ E ]

 

Shadow Dance [ R ] 

 

Secret Agent Xin Zhao

Secret Agent Xin Zhao will be sold for 975 RP.

 

For his recall, Secret Agent Xin’s spear retracts into a briefcase.

 

Crescent Sweep [ R ]

 

 

  • Inner turrets now have 1300 Health, increased from 1000
  • Shields on inner top/bot turrets decreased from 200 to 30

[ Note ] Inner Mid turrets no longer grant a shield or have shields of their own. You can view the PBE changes to turrets HERE.

 

 

Texture Rebalances

 

Classic Janna


 

Tempest Janna

 

Frost Queen Janna

 

Classic Taric

 

Armor of the Fifth Age Taric

  • Bloodstone Taric

 

Classic Warwick

 

Big Bad Warwick

 

Tundra Hunter Warwick

 

Firefang Warwick

 

Hyena Warwick

[ Note ] Grey Warwick, Urf Warwick and Feral Warwick have received texture updates as well, but I don’t have access to them.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

DJ Sona has been enabled in the store! You can pick her up for 2450 RP until March 1st (Sunday), after which she’ll go back to her original price of 3250 RP.

 

Below you can find a full preview of DJ Sona and all the extra content you get when you purchase her, as well as an F.A.Q.

 

 

Models

Concussive Stance

 

Kinetic Stance

 

Ethereal Stance

 

Here are a few examples of how transforming DJ Sona looks like. You can switch between stances at any time using either the /toggle chat command or by pressing CTRL + 5.

 

Recall Animations

For her recall, Sona hovers above her musical board and flies upward.

 

For her joke, DJ Sona’s musical board shuts down. She tries to turn it on, then shakes it and finally throws it on the ground. It then reactivates.

 

For her taunt, DJ Sona does a backflip, lands on her board and points in front of her.

 

For her dance, she does the Caramelldansen.

 

Her laugh is a standard laugh, though she does it more cutely.

 

All of Sona’s Auras

 

All versions of Power Chord [ Passive ] charged

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ]

 

Kinetic Stance

All of Sona’s Auras

 

All versions of Power Chord [ Passive ] charged

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ] 

 

Ethereal Stance

All of Sona’s Auras

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ]

 

Death Animations

 

Dynamic musical styles 

Throughout the game, DJ Sona can spin one of three evolving songs – Kinetic, Concussive and Ethereal. Each one has its own distinct style and transforms Sona entirely, from her outfit and turntable to the look and feel of her abilities. She kicks off every gig in Kinetic but typing /toggle in the in-game chat cues up the next tune. The tracks will always go in order of Kinetic → Concussive → Ethereal → Kinetic, no remixes allowed.

Warning: Switching tracks mid-teamfight threatens to ruin your team’s rhythm.

 

Music sharing 

Music’s also made to be shared. If you’re on a team with DJ Sona, you can tune in to her beats by bringing up the in-game scoreboard. On the left side of the screen, next to her portrait, you’ll see a button. Click it and Sona takes over your in-game music, pumping her own songs through your speakers. Though you can’t pick what piece she performs, you can pull the plug on her show at any time by clicking the button again.

 

Experience_ScreenShot_kinetic

 

Fulllength music

Download all of DJ Sona’s music for free now, after she goes live, her songs will also be available on a variety of platforms.

[ Download DJ Sona’s Music ]

 

Profile Border Summoner Icons

Broadcast your musical style with unique icons and banners. Equip one of the DJ Sona summoner icons to add that custom border to your profile page.

 

Sona-Page-Images_profilebanner_inclient

Sona-Page-Images_profilebanner_ethereal

Sona-Page-Images_profilebanner_concussive

Sona-Page-Images_profilebanner_kinetic

 

 

FAQ

 

WHAT KIND OF SKIN IS DJ SONA?

DJ Sona is an ultimate skin, just like Pulsefire Ezreal and Spirit Guard Udyr so it’ll be sold in the store for 3250 RP. While ultimate skins come with a higher price tag, these skins are offer up an intensely reimagined version of the champion that adds something completely brand new to the game. Learn more about ultimate skins and other skin tiers here!

 

HOW LONG WILL DJ SONA BE AVAILABLE FOR PURCHASE?

DJ Sona will be available to purchase in the store for the foreseeable future. :)

 

WHAT DOES DJ SONA COME WITH?

Like other ultimate skins, she comes with 3 icons that provide unique summoner profile banners when equipped. Here is an example of one of the profile banners:

 

WHAT IS SO SPECIAL ABOUT DJ SONA?

DJ Sona will have three forms that you can toggle through by typing “/toggle” or pressing ctrl + 5. Each form creates a unique musical experience that only she and her teammates can hear. This experience evolves dynamically as the game progresses.

 

WHAT ARE THE THREE DIFFERENT FORMS?

KINETIC – high-energy beats

Ugdcrua

CONCUSSIVE – hard-hitting rhythms

s7T2BIf

ETHEREAL – atmospheric vibes

77V0BMF

Each form has a unique set of visual and sound effects.

 

HOW CAN HER TEAMMATES HEAR THE SKIN?

Her teammates (not enemies) can opt in to hearing by pressing a button located next to Sona’s champion portrait on the left side of the screen when you pull up the tab menu.

 

HOW DO I TURN OFF THE ELECTRONIC MUSIC WHEN PLAYING WITH THE SKIN?

You can opt out by pressing a button located next to Sona’s champion portrait in the tab menu. If you’d like to reenable the music later on, simply click on the button again.

 

WHERE CAN I GET DJ SONA’S MUSIC?

There are 3 radio edit versions of DJ Sona’s music that are designed to be representations of the three forms. They can be downloaded for free here. Her music will also be released on select other platforms after she goes live. Keep your ear to the ground!

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

Patch 5.4 Notes

February 24th, 2015

 

Patch 5 4 Notes Banner

DJ Sona is here to honor the olafing of Kassadin:

 

Patch 5.4 Content


Patch 5.4 will hit live early tomorrow! Here’s a schedule for all regions:

Patch-5-4-Maintenance

 

Pwyff Final Portrait Hello Summoners,

Welcome to patch 5.4 – the one where we follow up on patch 5.2 with some mage love. Up front: the new +120 AP item is currently slated for a future patch (soon(tm)), but this hasn’t stopped us from working on the few mages that needed help in a post-DFG world. Actually, like we mentioned in the patch 5.2 foreword, the impact of DFG’s removal hasn’t been all that noticeable in champion performance, but there were two we knew would have identity crisis (that’s the plural) in the aftermath: Mordekaiser and Veigar.

When we went into deep examination of what made Morde and Veigar who they are, we realized that a lot of their identity came down to “blow this fool up (and get a ghost!).” Unfortunately, amping up a play pattern like that makes for some sad times in the world of counterplay, so we had to take a longer look to see what could be done. Ultimately we’ll explain more in their individual context paragraphs, but the rundown of the issue is this: when a champion is tuned around a fine line between “functional” and “oppressive,” balance isn’t a question of number tuning; rather, it’s all about finding a healthy direction where that champ can prosper without getting paranoid about fame. Can you imagine a world where Veigar is the best – and most popular – champion in the game? That’s a tough vision to sell for his opponents, and we want to make sure his success is warranted. Check out those contexts for more information, but this is an important philosophy to keep in mind as you read through these notes!

And that’s it for this patch foreword – best of luck on those fields of justice. As a random tip for success in your solo (or duo!) queue adventures, remember that sometimes it’s better for everyone to do the wrong thing in perfect harmony than for one guy to do the right thing in angry isolation. But that’s only applicable for a team game of League of Legends and is probably incorrect for anything else. Sorry.

[ Link to Post ]

 

 

DJ Sona WIP PBE

DJ Sona will be ~25% off (2450 RP) for the first four days following her release before returning to her normal price of 3250 RP.

 

 

Models

Concussive Stance

 

Kinetic Stance

 

Ethereal Stance

 

Here are a few examples of how transforming DJ Sona looks like. You can switch between stances at any time using either the /toggle chat command or by pressing CTRL + 5.

 

Recall Animations

For her recall, Sona hovers above her musical board and flies upward.

 

For her joke, DJ Sona’s musical board shuts down. She tries to turn it on, then shakes it and finally throws it on the ground. It then reactivates.

 

For her taunt, DJ Sona does a backflip, lands on her board and points in front of her.

 

For her dance, she does the Caramelldansen.

 

Her laugh is a standard laugh, though she does it more cutely.

 

All of Sona’s Auras

 

All versions of Power Chord [ Passive ] charged

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ]

 

Kinetic Stance

All of Sona’s Auras

 

All versions of Power Chord [ Passive ] charged

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ] 

 

Ethereal Stance

All of Sona’s Auras

 

Basic Attack and Hymn of Valor [ Q ] enchanted attack

 

All variations of Power  Chord [ Passive ] being fired

 

Hymn of Valor [ Q ]

 

Aria of Perseverance [ W ]

 

Song of Celerity [ E ]

 

Crescendo [ R ]

 

Death Animations

 

 

Updates to Splash Arts and In Game Portraits

Katarina’s splash art and in-game portrait have been both updated.


katarina_Splash_0

Katarina_Square_0

 

Kayle’s splash art has also received a few tweaks. Most notably, her armor is shinier.

Kayle_Splash_0

 

Tristana’s splash art has been updated to reflect her reworked looks.

Tristana_Splash_0 (1)

Tristana_0 Tristana_Square_0 (1)

 

 

 

Updated Zilean Spell Icons

Zilean has new icons for all his spells! From left to right: Passive, Q, W, E and R.


Zilean_Passive Zilean_Q Zilean_W Zilean_E  Zilean_R

 

 

Champion Changes

 

 

Janna Final Portrait

 

Tailwind Final IconTailwind [ Passive ]

  • Movement speed buff to nearby allies increased from 5% to 8%
  • Janna no longer gains the movement speed buff from Tailwind
  • Range increased from 1000 to 1250

 

Zephyr Final IconZepyhr [ W ]

  • Passive movement speed buff increased from 4/6/8/10/12% to 9/11/13/15/17%

 

 

 

Jarvan IV Final Portrait

  • Base armor increased from 24 to 27

 

Demacian Standard Final IconDemacian Standard [ E ]

  • No longer grants Armor

 

 

 

Kassadin Final Portrait

 

Riftwalk Final IconRiftwalk [ R ]

  • Initial mana cost decreased from 75 at all ranks to 60 (stacking mana cost decreased from 75/150/300/600 to 60/120/240/480)
  • Range decreased from 700 to 450

 

 

 

Katarina Final Portrait

 

Voracity Final IconVoracity [ Passive ]

  • Now reduces Katarina’s cooldowns only if a champion she has damaged in the last 3 seconds dies

 

 

Mordekaiser Final Portrait

 

Mace of Spades Final IconMace of Spades [ Q ]

  • Health cost decreased from 25/32/39/46/53 to 20/25/30/35/40

 

Creeping Death Final IconCreeping Death [ W ]

  • When cast on ally, grants the effects of Creeping Death to Mordekaiser. Additionally, when Mordekaiser and that ally move toward each other, they gain 60 MS while Creeping Death is active
  • Health cost decreased from 26/32/38/44/50 to 20/25/30/35/40

 

 

Rengar Final Portrait

 

Bonetooth Necklace Final IconBonetooth Necklace

  • BTN is now a part of Rengar’s buffs and is separate from Trinkets


 

 

Sona Final Portrait

  • Base damage decreased from 52 to 50
  • Base health decreased from 497 to 482
  • Movement speed decreased from 330 to 325
  • Mana-per-5 increased from 8 to 9

 

 

Veigar Final Portrait

 

Baleful Strike Final IconBaleful Strike [ Q ]

  • Changed to a skill shot that stops on the second unit hit
  • Grants 1 AP for each unit killed
  • Range increased from 650 to 850
  • Cooldown changed from 8/7/6/5/4 seconds to 7/6.5/6/5.5/5

 

Veigar Q 1

Veigar Q 2

Here’s the width of the skillshot and how far it travels.

 

Veigar Q 3

Veigar Q 4

And here’s the “bounce” mechanic in action. Seems to work identically to Lux’s Light Binding.

 

Dark Matter Final IconDark Matter [ W ]

  • Mana Cost reduced from 70/80/90/100/110 to 70/75/80/85/90
  • Cooldown reduced from 10 seconds at all ranks to 10/9.5/9/8.5/8

 

Event Horizon Final IconEvent Horizon [ E ]

  • Has a 0.75 second delay with a warning particle before the walls appear
  • Mana Cost decreased from 80/90/100/110/120 to 80/85/90/95/100
  • Cooldown reduced from 20/19/18/17/16 seconds to 18/17/16/15/14
  • Range increased from 650 to 700

 

Veigar E 1
Veigar E 2

There is now a swirling mist that indicates the delay on Event Horizon.

 

Leprechaun Veigar, Final Boss Veigar and Bad Santa Veigar have received new animations for the swirly mist.

 

Leprechaun Veigar E

Leprechaun Veigar’s E particles

 

Final Boss Veigar’s E particles

 

Bad Santa Veigar E

Bad Santa Veigar’s E particles 

 

Primordial Burst Final IconPrimordial Burst [ R ]

  • AP Ratio decreased from 1.2 to 1.0  (Ratio on enemy’s AP unchanged)
  • Mana Cost decreased from 125/175/225  to 125 at all ranks
  • Cooldown reduced from 130/110/90 seconds to 120/100/80

 

 

Xerath Final Portrait

 

Shocking Orb Final IconShocking Orb

  • Maximum stun duration decreased from 2.25 seconds to 1.75

 

 

 

Zilean Final Portrait

  • Auto Attack range decreased from 600 to 550
  • Base armor increased from 17 to 19

 

Time Bomb Final IconTime Bomb [ Q ] – New

Cost: 60/70/80/90/100 Mana || Cooldown: 12/11/10/9/8 || Range: 900

  • Zilean tosses a time-delayed bomb to a location. The bomb sticks to the first unit which comes within a small area around it (prioritizes champions). After 3 seconds it detonates, dealing 75/115/165/230/300 (+0.8 AP) magic damage to all surrounding enemies. Placing two bombs on a unit detonates the first bomb early, stunning all enemies in the blast for 1.1/1.2/1.3/1.4/1.5 seconds.

 

Changelog for Time Bomb:

  • Mana cost decreased from 70/85/100/115/135 to 60/70/80/90/100
  • Detonation time decreased from 4 seconds to 3
  • Cooldown changed from 10 seconds at all ranks to 12/11/10/9/8
  • Damage decreased from 90/145/200/260/320 (+ 0.9 AP) to 75/115/165/230/300 (+0.8 AP)
  • Second bomb now stuns!

 

Time Bomb 1

Time Bomb 2

Visual effects and skillshot indicator for Zilean’s new Time Bomb [ Q ]

 

Time Bomb Stun 1

Time Bomb Stun 2

New stun effect of Time Bomb [ Q ]

 

Rewind Final IconRewind [ W ]

  • No longer reduces the cooldown of Zilean’s ultimate.

 

Zilean New W

New visuals for Rewind [ W ].

 

Time Warp Final IconTime Warp [ E ]

  • Slow/MS buff increased from 55% at all ranks to 40/55/70/85/99%
  • Duration of buff/debuff decreased from 2.5/3.25/4/4.75/5.5 seconds to 2.5 seconds at all ranks
  • Mana cost decreased from 80 at all ranks to 50/55/60/65/70
  • Cooldown decreased from 20 seconds at all ranks to 15
  • Cast range decreased from 700 to 550

 

Zilean E SLow

Zilean E Haste

New slow and haste effects for Zilean’s Time Warp [ E ].

 

Chronoshift Final IconChronoshift [ R ]

  • Duration of revive buff decreased from 7 seconds at all ranks to 5
  • Cooldown decreased from 180 seconds at all ranks to 120/90/60 seconds

 

 

Item Changes

 

Warrior Enchantment Final IconEnchantment: Warrior

  • Attack Damage decreased from 45 to 40

 

Sweeping Lens Final IconSweeping Lens [ Free Trinket ]

  • At level 9, the cooldown is decreased from 120 seconds to 75 seconds, up from 120-60 seconds.

 

 

Nerf to Smites Range

[ Note ] Smite’s range targeting has been changed from center-to-center to edge-to-edge. This means its range has been decreased against champions, but against most monsters its relatively the same, since their hitboxes are way bigger.

 

Smite Final IconSmite

  • Range decreased from 760 to 500 (not so noticeable, check [ Note ] for details)

 

Chilling Smite Final IconChilling Smite

  • Range decreased by ~150 units

 

 

Relative Team Colors UI

The relative team colors interface has now been properly implemented. When active, allies will always be colored blue and enemies – red, regardless of which side of the map you’re on.


Relative Colors Button

Relative Team Colors Screen



Semi Locked Camera Option

This option lets you off-set your camera a bit while playing with camera lock. Below you can see the maximum off-set.


Semilocked Camera

Semilocked Camera Screen



Bugfixes

  • Fixed a bug that made unskinned wards… large
  • Fixed a bug where Panda Teemo’s R – Noxious Trap explosion wasn’t properly playing particle or sound effects
  • Fixed a bug where Xin Zhao’s Q – Three Talon Strike’s third strike would occasionally not knock opponents up
  • Restored Thresh’s max distance indicator for W – Dark Passage
  • Super Teemo has remembered how to fly while using W – Move Quick
  • Pulsefire Ezreal’s (well, PEARL’s) custom VO when first leveling his basic skills now plays 100% of the time

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

PBE 24 02 Banner

 

PBE 24/02

Headhunter Akali is in this patch, but only by name, not files. =P

 

[ 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.

 

 

Bard Unavailable

Some of Bard’s files are in this patch, but unfortunately he’s not available for testing yet. You can check out his full preview HERE.

 

Bard_Splash_0

Bard_0 (1) Bard_Square_0 (1)

 

 

Debonair Galio

Debonair Galio will be available in store for 750 RP.

 

Debonair Galio 1

Debonair Galio 2    

 

PBE Bugs Feedback Thread Debonair Galio

KateyKhaos Final PortraitFlying into the Debonair line is Debonair Galio! He’ll be perching himself on the Rift, ready to take on any opponent in style!

Debonair Galio will be 750 RP and includes:

New model and texture!

Debonair Galio is now available to play on PBE! We always find bug reports and feedback super helpful, so feel free to comment in the thread below! Likewise, if you’ve got any questions, post ‘em here, and we’ll do our best to answer them!

[ Link to Post ]

 

 

Secret Agent Xin Zhao

Special Agent Xin Zhao will stalk you until you pay up – 975 RP. Currently unavailable for testing!

 

 

PBE Bugs Feedback Thread Special Agent Xin Xhao

Galetta Final PortraitTime to investigate…

Special Agent Xin Xhao has taken on a special assignment.

Location: The PBE.
Assignment Details: Listed Below.

  • New model and texture!
  • New Recall animation!
  • New briefcase particles on his (R) Shield.

This skin will be 975rp.

Your feedback and bug reports are extremely helpful to us, so please check out Special Agent Xin Zhao and let us know what you think! Feel free to drop any bugs you find in this thread as well!

See you on the Rift!

[ Link to Post ]

 

 

Kassadin Visual Update

Kassadin and all his skins have been visually updated!

 

Classic Kassadin

Kassadin VU 1

Kassadin VU 2

 

Festival Kassadin

Festival Kassadin VU

 

Deep One Kassadin

Deep One Kassadin VU

 

Pre-Void Kassadin

Prevoid Kassadin VU

 

Harbinger Kassadin

Harbinger Kassadin VU

 

Kassadin Voidwalks in

Ququroon Final PortraitCheck your (force) pulse, because the Kassadin update is on PBE! [when it’s up]

The man who simply walked into the void is receiving an update to his visuals! Kassadin is a rather old champion, so it’s without question that he’d be needing some polish. Though dated, Kassadin’s personality and theme had some strong notes that we looked to maintain with this release, rather than recreate. As such, our goal with this update was to strengthen what was currently in game.

In this update, we wanted to bring his model, texture, animations and icons into the modern era. He had received updated particles not too long ago, but they did receive a slight update as well. His skins have also received like love, including the long requested flip on Harbinger’s blade.

Some questions to keep in mind as you take a look at Kassadin!

  • Does this still read as Kassadin to you?
  • Do you feel that anything you find core to Kassadin is missing?
  • How do you feel about Kassadin’s skins?

We’d really appreciate it if you’d take a look at Kassadin, and let us know of any bugs and/or feedback that come your way. Your feedback helps to guide changes we can make, as well as helps us grow as a team.

Interested in a little more context on this update? Check out this ChampUp post!

[ Link to Post ]

 

 

New Katarina Spell Icons

From left to right: Passive, Q, W, E and R.

    

 

 

New Kassadin Spell Icons

From left to right: Passive, Q, W, E and R.

    

 

 

  • Inhibitor turrets now grant 50 Gold, decreased from 175, and don’t grant any experience (down from 100)
  • Nexus turrets now grant 50 Gold, decreased from 150, and don’t grant any experience (down from 120)


The inner mid turrets no longer grant shields or have shields of their own.


Inner bot/top turrets still grant shields and have shields.



Champion Changes

 

Sion Final Portrait

 

Decimating Smash New IconDecimating Smash [ Q ]

  • Mana cost decreased from 45/50/55/60/65 to 40/45/50/55/60

 

Soul Furnace New IconSoul Furnace [ W ]

  • Mana cost decreased from 65/70/75/80/85 to 60/65/70/75/80

 

Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Mana cost increased from 35 at all ranks to 35/40/45/50/55

 

 

Item Changes

The new 120 AP Item and Mandrake Ward are back for testing!

 

Ohmwrecker Final IconOhmwrecker

  • Now grants movement speed passively when near destroyed turrets too (on live the passive only works for active turrets)

 

Raptor Cloak Final IconRaptor Cloak

  • Armor granted increased from 30 to 40
  • Passive now works on destroyed turrets (same as Ohmwrecker)

 

Righteous Glory Final Icon Righteous Glory

Health granted increased from 500 to 650

 

Zzrot Portal Final IconZz’Rot Portal

  • Armor and Magic Resist granted both increased from 50 to 60
    • Passive now works on destroyed turrets (same as Ohmwrecker)

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Here’s the official preview for League’s newest champion, Bard!

 

The celestial vagabond known only as Bard dwells beyond the physical universe in realms unknown to man. Manifesting when others threaten the cosmic equilibrium, the ancient caretaker acts with speed and intent, only returning to his endless watch once he has steered Runeterra from catastrophe.

 

Traveler’s Call Final IconTraveler’s Call [ Passive ]

Ancient Chimes: Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana.

Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.

 

 

Cosmic Binding [ Q ]

Bard fires out a burst of spirit energy in a line, damaging and slowing the first enemy struck. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets.

 

 

Caretaker’s Shrine [ W ]

Bard conjures a health pack that gains power for a few seconds. Allied champions who walk over the pack gain health and a brief burst of movement speed, while enemies can stand on the pack for a moment to destroy it.

 

 

Magical Journey [ E ]

Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.

 

 

R: Tempered Fate

After a brief delay, Bard places all units in a targeted area – friend or foe, including champions, minions, monsters and turrets – in stasis. Frozen units are immune to all damage until the effect wears off.

 

 

 

Bard is League’s first support to gain advantages solely from moving around Summoner’s Rift. By constantly collecting his unique chimes, he covers plenty of ground at all stages of a game, and offers his team both solid sustain with his health packs and unrivalled team mobility with his long range portals.

 

Even if he is a wandering spirit, Bard first has to identify the best windows of opportunity to roam before he runs off – he can’t just abandon his marksman whenever he pleases. By making runs when his lane’s pushed or when his marksman has recalled, Bard can successfully roam without placing his teammate in imminent danger, then return to lane by the time he’s needed.

And while Bard roams around collecting his chimes, he has plenty of tools to support his allies. Laying down a Caretaker’s Shrine or two near friendly turrets gives Bard’s teammates the sustain to recover lanes that are losing, or overwhelm ones that are winning, and all without the Wandering Caretaker staying in lane. Bard’s Magical Journeys cover long distances in specific locations, too, gifting friendly fighters and tanks quick access to the enemy team’s jungle, and mages easy access to their own blue buff. The portals needn’t propel just Bard and his pals through the jungle, though – coordinating them with allied movement means Bard can quickly move his damage-dealing allies into lane ganks and toward objective control. That said, Magical Journey is best used when his enemies are both seen and distant – they serve little use when enemy assassins simply follow Bard through the portal before claiming lives.

Bard offers more than pure sustain and mobility, though, and fires out solid poke whenever he’s in lane thanks to Cosmic Binding. Though it deals meaningful damage on its own, the slow (and if procced, stun) give Bard surprising ganking potential, particularly when used in conjunction with Magical Journey. Enemies will have to think twice about escaping through the bottom and top lane brush when Bard can pin them to the nearby wall with a well-placed Q.

Once Bard hits six, he gains countless opportunities to secure and protect objectives across Summoner’s Rift thanks to the incredible versatility of Tempered Fate. If the enemy team’s tower diving a stranded ally, casting the ability over them grants them a few precious seconds of invulnerability while Bard’s team comes to the rescue. The ability has offensive uses, too, like freezing a lone enemy while Bard’s team closes in for the kill, or freezing an enemy turret while Bard and his allies get to work on diving their suddenly unprotected targets.

 

The Wandering Caretaker has plenty of ways to control areas of the map come mid game. Even if his team arrives late to a dragon attempt, Bard can cast Tempered Fate over the dragon before creating a Magical Journey into the beast’s pit. Suddenly what seemed like a simple dragon kill turns into a contested dragon buff and a full-scale teamfight. Here, Bard’s role changes to backline utility support. By planting a few Shrines around his team’s objective, he gives his team an automatic sustain advantage – allowing his frontline tanks to temporarily pull back to top their health back up, or squishier allies to recover if they get chunked down. Cosmic Binding becomes increasingly useful in tight areas, too – without large spaces to escape to, it’s much more likely to tether against a nearby wall or second enemy, stunning both units while Bard’s team secure valuable kills. Provided he’s collected enough of the chimes through the course of the game, even Bard’s meeps offer solid utility, slowing and damaging fleeing enemies once the fight is over.

Finally, Magical Journey offers Bard the chance to bring copious amounts of mischief to Summoner’s Rift. Baiting the enemy team into following him through a portal before stunning them with Cosmic Binding can bring about a quick and brutal ace, or drag them out of position, letting Bard sacrifice himself as his team emerges elsewhere from the fog of war to tear the enemy’s defenses apart.

 

 

Works well with:

Caitlyn – the Sheriff of Piltover

While other Marksmen might suffer on their own, Caitlyn has all tools she needs to survive while Bard roams Summoner’s Rift. Her Piltover Peacemaker rounds clear waves quickly and safely, her Yordle Snap Trap can keep her relatively safe from enemy junglers, and if all else fails, 90 Caliber Net often gives her enough mobility to escape from otherwise deadly spots. When Bard’s in lane, well-aimed Cosmic Binding casts help the Sheriff land her Piltover Peacemakers, too.


 

Udyr – the Spirit Walker

Udyr’s a beast once he gets to his target’s face, but traditionally has troublegetting there in the first place. That’s where Bard comes in – Caretaker’s Shrine gives the Spirit Walker the speed he needs to accelerate him into the heart of most enemy teams. And even if the enemy still gets away, Bard can help with accurate Cosmic Binding casts, and, if needed, Tempered Fate.


 

Amumu - the Sad Mummy

The Sad Mummy has one of League’s strongest team fight initiation combos, but Bandage Toss into Curse of the Sad Mummy is only effective when Amumu actually lands his Q. Bard can speed Amumu into position with a smart Magical Journey before slowing his mark with Cosmic Binding. Even if he misses, Bard can simply fire Tempered Fate at his team’s target while Amumu walks into position to unleash his ultimate.

Struggles against:

 

Rek’Sai – the Void Burrower

The quickest way to kill a wandering support is with an aggressive jungler, and none see further than Rek’Sai. By using Tremor Sense to track the roaming Bard, Rek’Sai can tunnel in, knock up and kill the Wandering Caretaker before escaping to safety. If Bard’s jungle is well warded, Rek’Sai can reposition with Void Rush to claim her kill, too.


 

Draven – the Glorious Executioner

Bard can only comfortably roam when his Marksman faces up against opponents who favor sustained damage over burst. Draven, with his brutal early game power, is anything but that, and will comfortably shred much more of his target’s health than Bard’s Shrines could hope to restore.


 

Leona – the Radiant Dawn

Similar to Draven, Leona exacerbates Bard’s weaknesses by being a classic lane bully. In a favorable two vs one lane, Leona’s all the more likely to activate Eclipse before using Zenith Blade and Shield of Daybreak to close in and stun Bard’s lone marksman, even under tower.

 

 

Bard, game design by Rabid Llama

We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. But we still liked the idea, and so started thinking of ways that we could bring a new champion into League that had all the hallmarks of a roaming utility support.

At the same time, one of the champion concept artists had drawn up a really compelling character. He was strange and otherworldly looking, so we started figuring out how we could join these two pieces – roaming support and this character – together. After trying out a few different mechanical hooks (he was, at one stage, a pretty bardy Bard, with a musical theme and an instrument that was more central to his abilities), we ended up with a cosmic character, a caretaker who existed to protect relics and places scattered around the world.

So how’s he different in game? Well, Bard’s roams to empower both himself and his allies. Each chime he collects soups up his Meeps passive, and as he travels, he’s incentivized to help out his other lanes and jungler with Caretaker’s Shrine. Crucially, they don’t require him to hang around, so Bard can pop into mid, drop off a shrine, then carry on towards top on the hunt for more chimes. Each chime gives him a short movement boost (so he can jet around at a decent pace), experience (so he doesn’t miss out on too much minion xp), and mana. All this means he’s rewarded for roaming, and can (hopefully) leave his marksman during laning without handing them a big fat death sentence.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

DJ Sona Login Theme

February 24th, 2015

DJ Sona’s login theme has been uploaded on the patching server! You can find a preview of DJ Sona HERE.

Kinetic Stance 0:00 ] [ Concussive Stance – 3:54 ] [ Ethereal Stance – 8:03 ]

 

 

 

 

Patch 5 4 Maintenance

Patch 5.4 will be here in the early hours of February 25th. Here’s the schedule for all regions:

 

Don’t know what will be in the next patch? Here are all the contents:

sog7hh3

 

 

Patch 5 4 Maintenance for all Regions

Riot Noc New Portrait

On 02/25/15, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.4. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

Ranked queues will be disabled at 12:30 AM PST in preparation for a network maintenance beginning at 2:00 AM PST.

[ Link to Post ]

 

And here is the schedule for the other regions:

 

  • EUW ] 03:30 GMT – 05:00 GMT
  • EUNE ] 00:30 GMT – 02:00 GMT
  • OCE ] 03:30 AM AEDT – 05:00 AM AEDT
  • LAS ] 05:00 (AR/UY/CL), 03:00 (BO)
  • LAN ] 04:00 (MX/CO/PE), 05:30 (VE)
  • BR ] 04:30 BRT – 06:00 BRT
  • TR ] 03:30 – 05:00
  • RU ] 01:30  – 03:00

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

News 23 02 Banner

 

Summary

On the board forums,Ghostcrawler and Sotere discussed in length the current balance issues with League – mobility creep, an overtuned jungle and a lack of champion diversity. Over on Reddit, Lyte commented on the new Tribunal and what features will carry on from the old one. Lastly, we have a confirmation that Team Builder will be available for Ranked Games, a minor buff to Urgot coming soon, a discussion on champions with ‘bad identity’ and an awesome community spotlight showing Katarina’s daggers forged in real life.

 

Recent News

Solcrushed-AMA-Banner

Wonder-Above-Banner

 

 

Meta Talk Banner

 

 

How do you want or expect this season to play out

Ghostcrawler New PortraitWe want more champ diversity. A lot of the preseason changes were made with the goal of having games play out differently. Overall we are happy with the changes made to towers, objectives and the jungle, but it hasn’t yet created the space for more champs. (I should add at least within one region – if you look world-wide, diversity is preety good, but that’s largely because different champs are getting played in different parts of the world.) We knew the changes would be disruptive, meaning it might take players a few patches to explore the best strategies to use in the new environment, but things are starting to settle in now and diversity isn’t where we want it to be.

[ Link to Post ]

 


What do you mean by wanting strategic diversity

Ghostcrawler New PortraitStrategic diversity refers both to champs and to the game itself. If every game is won with a similar comp (even if the champs are different) or every games be becomes a 5 dragon stack, then the risk still exists that the third game you play feels exactly like the previous two. On the topic of champ diversity specifically, it’s not a reasonable expectation or a goal to have every champ played equally. Champs have different play styles and themes and that all factors in. But we can do better than we do today.

[ Link to Post ]



How exactly do you plan on dealing with mobility creep

Ghostcrawler New PortraitMobility is fun and useful or we wouldnt’t keep adding it to kits. The problem is that too often it comes for free just to give a champ a little extra pizzazz. Roles that need a lot of mobility, like assassins, aren’t a huge problem, but roles that already bring a lot to the table, especially mages and ADCs, can be. Even with these it doesn’t need to be an ironclad rule that they can’t dash, but they do need to pay for it elsewhere in their power budget. For these champs, we are less likely to nerf their movement mechanic and more likely to reduce their damage, survivability or control to pay for the mechanic.

[ Link to Post ]

 


Would you agree the jungle is currently overtuned

Sotere New PortraitWe are constantly following up on the state of the jungle. Turret shields also have changes on the docket for 5.05. Giving players time to figure out changes could be construed a number of ways. Should we not change the jungle, and leave Turret Shields exactly the way they are such that players innovate around those changes?

I frequently think about and ask others in the office: what would happen to the game if we (Riot) took our hands off the wheel for a year? Would it be a better or worse game? Undoubtedly, players would innovate and we’d see some very creative meta manifestations. Overall, though, I’m confident that we do more good than harm with our updates.

[ Link to Post ]

 

Sotere New PortraitIt is fair criticism that we overly focus on the jungle and not on the champions. I would say (as someone who works more on the jungle/systems side) we believe that the jungle can be a place that caters more favorably to tanks and that is something we have not yet delivered on.

[ Link to Post ]



How do you feel about people saying that towers are too weak

Sotere New PortraitI can understand why people feel this way: we have a lot of tools available in the game to destroy turrets quickly. Full tanks, which are pretty common, can also sit and tank a lot of turret shots. However, I’m fairly confident that turrets are just all around stronger than they were before the season swap. So much so that it might have deleterious effects on the game as a whole. This is actually the most troubling mismatch of perception to power for me in the game at the moment.

[ Link to Post ]

 


How do you feel champion diversity relates to the LCS

Sotere New PortraitThe LCS (and pro play across the world) impacts player perception and thus play rate pretty dramatically. It is hard to imagine a world where pro play has little diversity but common play does. This makes it tricky, because pros have a lot of legitimate reasons to not add a ton of variety into their play. They often use picks to steal away high priority champions from the enemy team. Teams, imo, also get advantages by practicing with similar squads in repetition, so ‘surprise’ picks are less valuable.

[ Link to Post ]

 

 

Are you OK with the same champions being played most of the time

Sotere New PortraitI definitely want to see more diversity. I think even if we get champion diversity to a state where it’s “okay” in our view, we’ll still see some repetition in picks. I think balance issues are the primary culprit, though there have been some cases where professional play stubbornly would not adopt certain champions and held onto others too long.

[ Link to Post ]



Do you think mobility like that of Kalista and Yasuo is good for the game

Sotere New PortraitJust wanted to touch on one point here: while they are ‘free’ in the sense that they don’t cost a resource most of the time, they are much more conditional than Kassadin. He has freedom to move any direction he wants. Yasuo can only dash into enemy targets, Kalista needs something to hit to access most of her extra mobility. To that end, they’re probably more healthy.

[ Link to Post ]

 

 

If Kalistas mobility becomes a problem would you nerf her free jump from Q

ISotere New Portrait probably wouldn’t be the one to give insight to CertainlyT for her future balancing. I don’t have particularly great insights into her play. That said, Pierce is one of the things I would be least excited to see changed.

When he was in ideation he got me into a conversation about her. He asked, (paraphrasing of course) “shadow isles evil-ish marksman, what weapon do they use?” I said spear. He said he’d already settled on that but was just making sure it made sense. Then he was like, “when you think of a spear thrower, what excites you about what they do?” My response was that I really liked in movies when the character launches the spear after throwing their whole body (jumping) into it. The extra momentum really sells the use of the weapon for me. I think Pierce sells that fantasy the most for me.

In her development she also would do more damage when moving forward with her passive, which I thought made a lot of thematic sense.

[ Link to Post ]



New Tribunal Banner 2



I miss doing Tribunal work

Lyte Final PortraitEvery once in awhile, I see a thread like this and it’s a :( day.

Tribunal’s been down for 9 months, and we know that’s a long time. However, player behavior in League has been at record bests due to a few different systems that were implemented while Tribunal is being re-worked.

1) The new LeaverBuster has been out for 2 months now, and has pushed leavers/AFKs to a record low in the history of League. I’m hoping to share more data around this when we wrap up analyses.

2) The machine learning system has been extremely aggressive at combating racism, homophobia, sexism and death threats. Right now, these types of behaviors show up in approximately 2% of games globally. An interesting “test” is to think about your last few games, and think about the last time you actually saw someone use the “n” word, or c*nt, or similar obscene phrases.

3) There is a new intentional feeder detection system that has been banning out intentional feeders outright. We have a record low in number of players who are actually intentionally feeding (the old days of 0-20 and 5 Zeals are gone).

But, this is not an excuse for the Tribunal’s delay. It just turns out that re-working the Tribunal required re-working several foundational pieces of League, such as the Report System’s backend, how chat logs are generated on the platform, and how websites/front-ends are created across every server. When players think of “just” re-working the Tribunal, they don’t think about all these other pieces which are each complex systems.

In addition to the above, the new Tribunal will have the ability for players to review positive behaviors and reward players with in-game bonuses, and some algorithmic upgrades to improve efficiency of the system, accuracy in detecting troll voters, and improves overall system accuracy.

I’m happy to answer some questions for a bit tonight, but apologize for the delay in the system coming back.

[ Link to Post ]



Being personally involved in cases feels rewarding

Lyte Final PortraitWe completely agree, there’s huge value in the ability for players to directly contribute to the community standards, whether it’s rewards or punishments.

Part of the re-work is actually re-working the Justice Review (the place players can visit to see their contributions to the community overall). What are some stats that players would like to see on the Justice Review?

[ Link to Post ]

 

 

The Justice Rating made me feel bettering the community was worth it

Lyte Final PortraitThanks for the feedback. You’ll be happy to hear that we agree with a lot of it, and # of cases judged correctly, total number of cases, and toxic days prevented are staying.

In addition, we’re adding number of positive players you influenced (after all, it’s pretty awesome to know you made someone’s day!). We’re currently back and forth about what to do with the Justice Rating and Longest Streaks and whether we just need to change the definition of those things to motivate players to always make the best decision instead of what they think will increase these numbers.

The Tribunal’s tuning was always on the conservative side; toxic players might not agree and once in awhile you used to see these players complain on Reddit, but the system was always tuned such that we’d rather err on the cautious side and make sure no innocent players received a penalty instead of trying to target all known negative behaviors. Perhaps in the future we can allow top Tribunal voters (in terms of accuracy + engagement) be able to flag cases for our Player Support if the verdicts were wrong. We’ll see.

[ Link to Post ]



Leaverbuster doesnt work leavers should be handled by the Tribunal

Lyte Final PortraitWe agree, there will always be some amount of emergency AFKs/Leavers.

However, before LeaverBuster, there were a lot of intentional leavers as well; surprisingly, a lot of players came from FPS/MMOs/etc where leaving really had no penalty, so they just Alt-F4’d or left in League thinking there were no penalties for MOBAs either.

We had to tackle that problem first, then it becomes a question of what should we do when there is the rare 4v5 match. We have some solutions in mind already, but want to see how LeaverBuster shakes out, and what the remaining issues are with leavers/AFKs.

[ Link to Post ]

 


Single Posts February 23 Banner

 

 

Upcoming minor buff to Urgot

Meddler Final PortraitWe’re going to try a small mana ratio on his shield in testing soon. That was something that showed some promise when tried briefly last time we were testing possible changes for Urgot. Didn’t proceed with it at the time due to a desire to focus on other things first and see what impact those had. The last set of changes certainly didn’t overbuff him though, so we’re going to look at it again.

[ Link to Post ]

 

 

Do you think a champion can have a bad identity that can only be reworked

Meddler Final PortraitI’d argue it’s definitely possible to have a champion with a core identity that isn’t worth keeping. This will be a bit hyperbolic, but imagine a champion that was built around the core idea of ‘complete randomness’, expressed through things like a passive that reads ‘When attacking champions you have a 50% change to kill yourself per auto attack and a 50% chance to kill your target’. There’s a really distinct identity there, but it’s not one that’s going to result in good gameplay.

That’s a pretty extreme example though of course, and one that assumes something went really, really wrong during a champ’s development. Being more realistic, what we tend to see are problems with how an identity is executed on, more than problems with core identity. Old Soraka was a strong example of this. Soraka’s identity has always been as the healerest healer in LoL (even if she hasn’t necessarily always putting out the most actual healing). Her old, old kit however, that allowed her to spend mana to heal an ally and then top up her own mana for free, resulted in some lanes where nothing really happened. In some match ups Soraka’s lane couldn’t kill you, but damage dealt to her or her ADC didn’t stick, resulting in low action farm fests. Our conclusion there, eventually, was that ‘dedicated healer’ was a solid identity it was appropriate to include, but that it needed to be done in a way that didn’t nullify past action as strongly. As a result Soraka’s recent rework allowed her to put out significantly more healing per second, but at the expense of her own health, avoiding stagnant lanes. Same foundational concept, pretty different execution on it basically.

[ Link to Post ]



 Why are Veigars changes locked for Patch 5 4

Meddler Final PortraitIn case it’s unclear the changes aren’t necessarily ‘permanent’ but they are what’s going into patch 5.4. Locked in this context means we’ve reached the patch deadline and can no longer make changes to content going out in it. We’re confident enough in this direction for Veigar that we think it’s appropriate to put the changes out, assess how he performs and then adjust as appropriate in following patches.

[ Link to Post ]

 

 

Team Builder coming to Ranked Games

Lyte Final PortraitWe’re working on a Team Builder version of Ranked that is just selecting positions. That system in particular should help address problems like the one you noted.

[ Link to Post ]

 

 

Follow Up

Can you explain how the system will work for Ranked

Lyte Final PortraitWe are locking down the final designs of Ranked Team Builder, so it’s still too early to talk about it!

[ Link to Post ]

 

 


DJ Sona QA on February 24

DJ Sona’s tech crew steps out from behind the curtain for a question and answer session at 12:00 PSTon February 24. If you’re looking to go backstage with DJ Sona and the rest of the skins team, swing by with your questions!

If you missed DJ Sona’s opening set, get all the details on League’s premier disc jockey here.

[ Link to Post ]

 

 

How to make Katarinas Daggers

Here’s some amazing blacksmith skills brought to the world of League:

 

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

Catchable fatal error: Argument 1 passed to quick_cache\share::cache_unlock() must be an array, boolean given, called in /d1/newsoflegends/wp-content/advanced-cache.php on line 959 and defined in /d1/newsoflegends/wp-content/plugins/quick-cache/includes/share.php on line 1924 Call Stack: 0.5676 8233200 1. shutdown_action_hook() /d1/newsoflegends/wp-includes/load.php:0 0.5676 8233344 2. do_action() /d1/newsoflegends/wp-includes/load.php:613 0.5677 8235496 3. call_user_func_array() /d1/newsoflegends/wp-includes/plugin.php:496 0.5677 8235552 4. wp_ob_end_flush_all() /d1/newsoflegends/wp-includes/plugin.php:0 0.5677 8235792 5. ob_end_flush() /d1/newsoflegends/wp-includes/functions.php:3269 0.5677 8457344 6. quick_cache\advanced_cache->output_buffer_callback_handler() /d1/newsoflegends/wp-content/advanced-cache.php:0 0.5786 8691752 7. quick_cache\share->cache_unlock() /d1/newsoflegends/wp-content/advanced-cache.php:959