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PBE September 2 Banner

 

PBE 2/09 Contents:

 

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.

 

Previous updates from Patch 4.16 Cycle:

 

PBE-Update-August-26-Banner (1)

PBE-Update-August-27-Banner (1)

PBE-30-August-Banner (1)

 

 

New Orianna Splash Art


 

We got a peek of Orianna’s new splash art in a recent PBE update and now here’s the full piece!

 

Orianna_Splash_0 (1)

 Orianna_0 Orianna_Square_0 (1)

 

 

Shurima Ward Skins


 

Following the release of the new Shurima-based game mode – Ascension – and the extra Shurima lore a lot of Champions got, here are some thematic wards.

 

Sun Disk Ward Skin

 

Sun Disk Ward

 

Armordillo Ward Skin

 

Armordillo Ward Skin

 

Sad Mummy Ward Skin


[ Note ] Amumu’s ward skin makes a sighing noise when you place a ward.


Sad Mummy Ward SKin

 

 

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

 

 

September Sales List Banner

 

Here’s the sales list for this month, courtesy of Redditor user hzj!

[ Link to Reddit thread ]

 

Recent News

Project-Yasuo-in-Store-Banner1

PBE-30-August-Banner

LCS-Season-2015-Banner

 

Here are all the sales for September. I’ve linked skins to their video previews on SkinSpotlights:

 

9/2 -> 9/5
Item Original Price Sale Price
Talon 880 440
Akali 790 395
Vel’Koz 975 487
Pool Party Lee Sin 975 487
iBlitzcrank 1350 675
Prom Queen Annie 520 260

 

9/5 -> 9/8
Item Original Price Sale Price
Twisted Fate 585 292
Sejuani 975 487
Frosted Ezreal 520 260
Rocket Girl Tristana 975 487
Tundra Fizz 750 375

 

Note: One champion is missing from the list for the sale on September 5th.

 

9/9 -> 9/12
Item Original Price Sale Price
Leona 880 440
Singed 585 292
Lulu 975 487
Jurassic Kog’Maw 975 487
Tango Twisted Fate 520 260
Frostblade Irelia 975 487

 

9/12 -> 9/15
Item Original Price Sale Price
Wukong 880 440
Lucian 975 487
Tryndamere 585 292
Fiddle Me Timbers 750 375
Shockblade Zed 975 487
Thunder Lord Volibear 520 260

 

9/16 -> 9/19
Item Original Price Sale Price
Vladimir 880 440
Karma 790 395
Varus 975 487
Nemesis Jax 975 487
Pool Party Graves 1350 675
Battlecast Xerath 520 260

 

9/19 -> 9/22
Item Original Price Sale Price
Maokai 880 440
Karthus 790 395
Syndra 975 487
Pool Party Renekton 975 487
Pentakill Karthus 750 375
Royal Guard Fiora 520 260

 

9/23 -> 9/26
Item Original Price Sale Price
Brand 880 440
Shaco 790 395
Diana 975 487
Deep Terror Thresh 975 487
Executioner Mundo 520 260
Hired Gun Lucian 975 487

 

9/26 -> 9/29
Item Original Price Sale Price
Cassiopeia 880 440
Janna 585 292
Zac 975 487
Sewn Chaos Orianna 520 260
Mad Scientist Singed 750 375
Dark Crystal Ryze 975 487

 

9/30 -> 10/3
Item Original Price Sale Price
Swain 880 440
Morgana 585 292
Yasuo 975 487
Pool Party Leona 975 487
Resistance Caitlyn 520 260
Dragon Trainer Lulu 1350 675

 

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

 

Project Yasuo in Store Banner


Four intruders detected. PROJECT: Yasuo activated.

 

Yasuo awakens from stasis, sentry data downloaded to his memory banks. He draws his modified katana as the incursion approaches his position, intent on their objective.

Initiate Last Breath protocol.

Yasuo dashes at the intruders, eviscerating the point man before charging towards the rest. Plunging into them, he whirls his sword, hacking at all three before diving away. His foes reply with a barrage of fire, but Yasuo’s ready — with a flick of his sword, he generates a nano-barrier to block their onslaught. He turns to them as the wall fades. Yasuo slashes his katana, releasing an energy surge that hurls the intruders into the air. Leaping into their midst, he carves through all three as they reach their apex.

He lands lightly on his feet, the intruders raining down around him. His visor pulls back to reveal an emotionless guise. The mask of a man with nothing inside.

Intruders eliminated.

 

Annihilate your enemies with PROJECT: Yasuo, available now in the League of Legends store for 1350 RP (on sale for 975 RP through September 9).

 

Here’s a better look at Yasuo’s skin:

 

Yasuo_Splash_2

 

PROJECT: Yasuo Skin Preview

 

 

Yasuo Model

 

Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.

 

Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]

 

Cyber Ops Yasuo Q

 

Yasuo Q

Steel Tempest [ Q ]

 

Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]

 

Yasuo Wall

Wind Wall [ W ]

 

Yasuo E

Sweeping Blade [ E ]

 

Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).

 

 

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

 

 

Free Champion Rotation Week 33 Season 4 Banner

 

The following Champions will be free-to-play until September 9th:


  • Diana - 6300 IP or 975 RP 
  • Fizz - 4800 IP or 880 RP
  • Galio – 4800 IP or 880 RP
  • Gnar – 6300 IP or 975 RP
  • Jayce - 6300 IP or 975 RP
  • Lulu - 6300 IP or 975 RP
  • Maokai - 4800 IP or 880 RP
  • Sivir - 450 IP or 260 RP
  • Urgot - 3150 IP or 790 RP
  • Vel’Koz - 6300 IP or 975 RP

 


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


 

Champion Skin Sale September 5 Banner

The following Champions and Skins will be 50% off until September 5th:

 

Champions


  • Akali – 395 RP
  • Talon – 440 RP
  • Vel’Koz – 487 RP

 

iBlitzcrank – 675 RP

 

Blitzcrank_6

 

 

Pool Party Lee Sin – 487 RP

 

LeeSin_5

 

 

Prom Queen Annie – 260 RP

 

Annie_4

 

 


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



PBE 30 August Banner

 

PBE 30/08 Contents:


Stuff I couldn’t cover on time: Galactic Azur Skin, Guardian of the Sands Kha’Zix Skin and Ascension Game Mode. I’ll try to add coverage of those in time for the PBE wrap-up.


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.

 



Champion Changes


 


 Cassiopeia New Portrait


Miasma New IconMiasma [ W ]

  • Cooldown decreased from 15 seconds at all ranks to 14/13/12/11/10


[ Reminder ] Cassiopeia has been reworked on the PBE. You can find the changelist here.


 

Nocturne New Portrait


Paranoia New IconParanoia [ R ]

  •  If Nocturne doesn’t choose to dash to a target for the duration of Paranoia, the cooldown is reduced to 108/84/60 seconds (standard cooldown is 180/140/100 seconds)

 


Upcoming Ward Skins

 

Below are the store icons of Shurima-themed wards you can expect soon.


wardskin_27 wardskin_26 wardskin_25

 


New Orianna Portrait

 

Orianna got a new portrait on the PBE, but her new splash art is missing.


Orianna_Square_0


 

Extra Shurima Lore


Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.


Amumu New Portrait


Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.

 

Ezreal New Portrait


The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.


Nasus New Portrait


To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.


Rammus New Portrait


The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.


Renekton New Portrait


Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.


Sivir New Portrait


Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.


Skarner New Portrait


Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.


Xerath New Portrait


Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.



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


 

News Update August 29 Banner

 

Summary

 

Recent News

Bans-for-Feeding-Banner

PBE-Update-August-27-Banner

 

 

Soraka Rework Banner


 

 

Vesh New PortraitSoooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.

 

Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you.
“Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ;
This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks.

W:

This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.

Passive:

This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.

Q:

Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly

E:

Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.

R:

This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose.
So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive.

We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

[ Link to Post ]

 

 

Viktor Rework 2 Banner

 

 

The Truer Evolution - Viktor Rework

Solcrushed New PortraitHi everyone, a couple of weeks earlier I shared some preliminary peeks into what the Viktor gameplay update will bring. Today I am here to talk in more detail regarding the kit changes as we near completion.

OBLIGATORY THIS IS NOT FINAL THINGY

 


Evolving Technology PassiveEvolving Technology [ Passive ]

We’ve already talked about the passive, and not much has changed from what I spoiled back then. Viktor is able to upgrade his Hex Core 3 times, and each upgrade will allow him to augment a basic ability & grant AP and mana. The completed item will be certainly slot efficient and grant a load of AP in the late game.

 


Power Transfer New IconPower Transfer [ Q ]

We talked about the Q somewhat in intentionally vague terms. The Q is gaining a significant increase in range in exchange for significant reduction in damage. The lost damage will be made up as Viktor will gain a strong damage modifier on his next basic attack, akin to Lich Bane.

This is intended to divorce the utility portion of the Q from the damage portion while keeping it a targeted spell. Viktor should be able to gain access to his shield and speed boost (with augment) from a safer distance, and decide whether he can risk coming in closer to deal the bulk of his damage.

but Viktor’s autoattack sucks!

Not THIS one

The augment on the Q remains the speed boost. The divorce of the utility and damage opens up offensive use cases of the augment (to get closer to land your other spells with higher accuracy), and should be a strong contender for 1st augment.

One last thing, the shield, speedboost and on next hit are all granted upon cast. You can finally shield an enemy’s spells on reaction.

 


Gravity Field New IconGravity Field [ W ]

This is all in all a fine spell with very strong potential. However its lack of range makes it very difficult to utilize in non-defensive ways. The spell has also had its range increased significantly (but not as much as live Augment W) to clarify Viktor’s engagement range to be around his R range. In exchange, the enemies will be warned earlier that the trap is opening beneath them. This should both increase usability of the spell for Viktor but keep it feeling fair for the enemy.

The W augment no longer increases range but sucks in enemies that are stunned by it to its center. This will allow Viktor to both function as a very strong follow up AOE burst (someone else probably needs to initiate for him) and enhance his kiting gameplay against the front line of the enemy who he ends up fighting against due to lack of jumps. This is probably the 3rd augment to take in most situations but if you need to kite a lot or foresee a mid level teamfight it could be taken earlier.

 


Death Ray New Icon Death Ray [ E ]

The Lazer of Death is an iconic spell on viktor and we have fought very hard to keep its numbers intact on the base spell. Nothing much has changed, it is still the thing we all love and hate.

The E augment on the other hand, has undergone significant changes. It will no longer apply a DOT on hit, but instead an explosion will follow the initial laser’s wake. If Viktor hits both the laser and the explosion, Viktor will deal more damage than the Augmented E on live. This will be a net nerf as the reliability hit is significant, and the spell will be weaker as poke, but stronger for waveclear or in combination with other spells .

 


Chaos Storm New Icon Chaos Storm [ R ]

I said back then that the R is also undergoing a big change, unfortunately the change we planned did not pan out and the R will stay very similar to what it is on live. Not much more to talk about here.

 


So there it is, the updated Viktor should become a strong followup mage that excels as a secondary AOE wombo, and deals strong sustained damage against the front line with his Q and R. Hopefully we will meet again soon when phase 2 of the Glorious Evolution commences as I will leave you with one last tease.

wSRKprx

[ Link to Post ]

 

 

LCS Season 2015 Banner


 

Next season, we’re excited to officially announce that we will be expanding the NA LCS and EU LCS to 10 teams. We’re looking forward to this team expansion to bring more diversity of talent and new gameplay into the professional scene in North America and Europe.

 

EXPANSION TOURNAMENT

 

In order to fill these new team spots, we’re introducing a onetime event called the Expansion Tournament. The tournament will take place after Worlds and will pull teams from the ladder. Teams that lose in the Promotion Tournament will still have another chance to qualify for the LCS as they will automatically be entered into the Expansion Tournament. We’ll confirm official dates, tournament structure, and format soon, but we wanted to let everyone know it was happening before we all get swept up into the excitement of Worlds.

 

POSSIBLE CIRCUIT POINTS

 

We also wanted to share that we’re seriously considering introducing some form of circuit points to the LCS tournament structure. Points would bring more weight to the Spring Split and help make every playoff match more significant due to the awarding of these valuable points. We do have some concerns about the intuitiveness of this point system, specifically as it pertains to new viewers.

We want to ensure the point system enforces that teams should always play their best as well as gives all teams from both splits a fighting chance at advancing on to the NA Regionals and Worlds. We’re currently running simulations to find the ideal solution, but we’d like to open it up to the community for point distribution suggestions and feedback. Tell us what you want to see around potential LCS circuit points.

 

CONCLUSION

 

Based on more teams entering the LCS, we will be updating the format and some policies for next season, and we’ll share the final details after Worlds. We’ll continue to provide insights into some of our thinking and considerations for 2015 along the way to Worlds.

Don’t forget to share your ideas for potential circuit point systems in the comments below. We’ll also be watching the forums and other community channels.

[ Link to Post ]

 

 

Have you considered Blind Pick in the final game of a Bo5 like in OGN

Magus New PortraitYeah I highly doubt we’ll be implementing blind pick in a bo5 series. Teams earn side choice advantage during the regular season and we want that to be an incentive to finish higher in the standings.

Also the team has certain issues with the validity of the format in that it’s a much different type of strategic planning that rarely is used during the season – doesn’t seem like a great way to end an epic best-of series.

[ Link to Post ]

 

 

Rework Updates Banner

 

 

What happened to Urgot’s W scaling off mana

Meddler New PortraitDecided to go for a set of high confidence changes and then assess how they’ve affected Urgot before looking at more experimental changes such as the W mana scaling. Urgot still has some core issues unaddressed, lack of sufficient counterplay at times in particular, so we need to be cautious about just giving him raw power.

[ Link to Post ]

 

 

Follow Up

Regardless of the changes to Urgot in 4

Meddler New PortraitWe’ll do a rework and it’ll almost certainly include some substantial changes. That’s still quite a long way off though, hence these smaller changes in the meantime to try and get Urgot into a better spot until then.

[ Link to Post ]

 

 

What happened to the Gangplank and WW reworks

Ghostcrawler New PortraitThere are a lot of champions that we need to update. Many factors to into determining what the order of attack is, including art resources, coordination with visual updates, waiting for engineering support, or sometimes just the passion of the designer or having a clear idea for how to update someone.

[ Link to Post ]

 

 

Why not skip the VU for Warwick and just rework his abilities

Meddler New PortraitCombining reworks and VUs together is both more efficient and gives us a lot of more options in terms of how we can improve a champion’s kit. A VU means we’ve got the freedom to create new spells, get different animations, get new sounds etc. Without that we’re working within a much narrower space. Sometimes that’s fine – some champions just need numbers adjustments (even if substantial). For a champion like Warwick though that’s not the case, there are some solid changes we’d like to make but they require a combination of both art and game design changes.

[ Link to Post ]

 

 

Will you make Gangplank’s ultimate more consistent

Meddler New PortraitYeah, we’re going to test out a more consistent version of the ult, hopefully for a patch soon (needs some visual adjustments since the timing’s changing a bit, so can’t commit to an exact timeline). It’s a change that’s part of his rework and has tested well that’s probably a good fit for being pulled forwards by itself.

[ Link to Post ]

 

Follow Up

When will this change to GP occur and what will it include

Meddler New PortraitMight be within a couple of patches, that’s very much a guess though.

Removal of RNG (which here generally provides a chance for failure without giving GP a way to play around it).

[ Link to Post]

 

 

Single Posts banner


 

 

What do you think of abilities that require 0 decision making

Ghostcrawler New PortraitVlad’s Q is often the example we also use of an ability with no decision making. Shameless plug: I think we mention it in the design PAX panel this Saturday. It’s the kind of thing we are likely to eventually update.

Not every decision needs to be a huge decision and not every interesting decision needs to have huge consequences for using it wrong. As an example, many Qs are on a pretty short cooldown, because while it is rewarding to use an ability at the right time and feel smart for doing so, it also feels unrewarding to not be able to hit hotkeys very often.

[ Link to Post]

 

 

Schedule for Double IP Weekend for All Regions

RiotWingfield: Hey Everyone!

Just wanted to clear up what’s going on here. All regions are getting 3 days of double IP. NA is 8/30 – 9/1 while all other regions are 8/29 – 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.

[ Link to Post]

 

 

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

 

 

PBE Update August 27 Banner
 

PBE 27/08 Contents:

 

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.

 

Previous updates from Patch 4.16 Cycle:

 

PBE-Update-August-26-Banner (1)

 

 

Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)

  • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
  • At 150 stacks, Cassioepeia gains 30% CDR
  • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

 

Noxious Blast New IconNoxious Blast [ Q ]

Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage overtime.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

Now a notably more powerful slow tool but has a higher cooldown and deals less damage overtime.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.

 

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

 

 

STASHU New PortraitHey guys! Coupled with all these other upcoming Shurima releases, we’ve got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

 

  • Emphasize Cassiopeia’s carry potential

Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we’ve taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal– take a look at her new passive for more information here.

  • Increase reliability

The reset mechanic on Twin Fang often feels like it doesn’t work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable– and from what we’ve seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  • Tone down her lane bullying

Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We’re looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  • Channel her damage potential into her single target spell, Twin Fang

We plan on giving Cassiopeia a lot of late game power– way too much to comfortably fit into her spammable aoe spells. Don’t worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we’ll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

 

And that’s it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I’d like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated
    • This has huge implications on her DPS potential. More E’s with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you’ll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible
    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia’s damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game
    • This’ll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress– which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we’d love to hear your feedback in case there’s anything not already on our radar.

Alright, that’s all for now, but I’ll be around! I hope you enjoy Cassiopeia on the PBE!

 

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

 

Guardian of the Sands Kha'Zix Skin


khazix02mv

 [ 975 RP Cost ]


GalettaA guardian rises!

After a long slumber, Guardian of the Sands Kha’zix arrives on the rift! His golden carapace shimmers in the sunlight as he leaps upon his prey! This skin includes:

  • All new golden scarab themed model!
  • All new sand and jade themed particles!
  • New recall animation!

Your feedback and bug reports are extremely helpful to us, so please check out Guardian of the Sands Kha’Zix and let us know what you think! Feel free to drop any bugs (heh) you find in this thread as well, and definitely give him a go on the Summoner’s Rift Update!

See you on the Rift!

Note: Sorry guys, this is not the ultimate skin. :D

NOTE 2: Due to a bug (heh) Guardian of the Sands Kha’zix will not be playable today 8/27/2014, we are working to resolve this issue as quickly as possible. Thanks for being patient. :<

 

 

New Akali Splash Art

 

Akali_Splash_0 (1)

Akali_0 Akali_Square_0

 

 

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

 

 

Champion Skin Sale September 1 Banner

The following Champions and Skins will be 50% off until September 1st:

 

Champions

 

  • Darius – 487 RP
  • Rumble – 440 RP
  • Xin Zhao – 292 RP

 

Commando Jarvan IV – 260 RP

 

League-of-Legends-Jarvan-Commando-Wallpaper

 

 

Iron Solari Leona – 487 RP

 

IronSolariLeona

 

 

Little Knight Amumu – 375 RP

 

LittleKnightAmumu2

 

 

 

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

 

 

News Update August 27 Banner

 

Summary

Meddler continues the Q&A on the newly released on the PBE Champion, Azir, going over how his kit interacts with turrets, the mechanics of his ult and lots more. Lyte announced a new feature of the Tribunal: restrictions and bans for intentional feeding and elaborated with Neurocat on how the system will differentiate between players who have bad games and players who play to ruin other people’s games. Over on the community beta forums, we have a confirmation that bought accounts will be permabanned when they’re found out and another announcement of a system that will be coming to the PBE – Ranked restrictions.

 

Recent News

Ascension-Banner

PBE-Update-August-26-Banner

Patch-4-15-Notes-Banner

 

 

QA on Azir Part 2 Banner

 

Part 1 of Azir Q&A:

 

QA-on-Azirs-Kit

 

 

What happens if Malphite or Nocturne try to ult past Azir’s wall

Meddler New PortraitChampions who are in an unstoppable dash/leap will go through the wall (Malphite, Noc, Hecarim, Vi, J4 etc).

[ Link to Post ]

 

 

 

Can you W+E to an enemy and then push them backwards with the ult

Meddler New PortraitIt’s possible, the timing’s going to take some practice to pull off given the ranges involved though.

[ Link to Post ]

 

 

 

Does the Sun Disc passive scale with any stat

Meddler New PortraitLike other towers its stats go up with game time. Intent is to also have its damage scale slightly with Azir’s AP, though I can’t recall if we’ve got that in for the build that’ll hit PBE soon or not.

[ Link to Post ]

 

 

Is the passive cooldown applied to a ruin, or is it internal

Meddler New PortraitThe CD’s on Azir himself (think of it like Anivia’s passive for example).

[ Link to Post ]

 

 

 

 

Can an enemy use Ohmwrecker's active on his passive turret

Meddler New PortraitThey’ll be able to by the time he gets released, we haven’t hooked that functionality up to Ohmwrecker yet though.

[ Link to Post ]

 

 

 

Does his passive have any use if Azir’s team is winning

Meddler New PortraitYou can also use it on enemy tower ruins (take their outer tower, place your own, siege their inner etc).

[ Link to Post ]

 

 

 

How long do the passive turrets last

Meddler New PortraitCurrently one minute if not taking damage from any other source (their health gradually decays over time).

[ Link to Post ]

 

 

 

Will his tower give true sight like regular towers

Meddler New PortraitIt will! It also gets the other tower effects too (more Armor/MR when no enemy minions around etc).

[ Link to Post ]

 

 

 

Azir seems too focused on split-pushing

Meddler New PortraitWe’re still playing around with exactly how Azir interacts with enemy towers and will be trying out a couple more things before his release, some of which you may see on the PBE. Having him be able to threaten towers is something we’d like, being a strong split pusher without sufficient counterplay or role elsewhere on the other hand isn’t.

 

One version of what that might look like we’ve been talking about is a kit where his soldiers can’t attack towers directly for example but can instead be sacrificed to deal a burst of damage to a tower, giving him some anti power potential but in exchange for temporarily reduced capability to push, team fight, maneuver.

[ Link to Post ]

 

 

Can the passive be active on more that one ruin at a time

Meddler New PortraitOne passive tower up at a time, followed by a long CD.

[ Link to Post ]

 

 

 

 

Is the ult cast behind Azir, like Thresh’s Flay

Meddler New PortraitThe ult appears a bit behind Azir and then pushes forwards in the direction of the cast.

[ Link to Post ]

 

 

 

Does Arise W replace his auto attacks

Meddler New PortraitThe soldier auto attacks do indeed replace his if there’s a soldier in range of his target (if not he’ll use his own auto attack, which isn’t as strong). Soldiers scale with AP.

[ Link to Post ]

 

 

Will Disc of the Sun prioritize targets like regular turrets

Meddler New PortraitSame target picking logic as regular towers and yes, physical damage.

[ Link to Post ]

 

 

 

 

How did the idea for his passive come about

Meddler New PortraitCombination of thematics (tie in to Azir’s backstory, not sure if that’s out yet so I’m being vague on the details) and a new gameplay space we wanted to explore more (moments of power at specific map locations).

[ Link to Post ]

 

 

 

Could you explain how the other part of the passive work

Meddler New PortraitSame as something like Singed passive – Azir gains bonus AS based on the amount of CDR he has (bonus, not conversion).

[ Link to Post ]

 

 

 

Can enemy Champions still blink over Azir's wall

Meddler New PortraitBlinks are not affected by Azir’s ult.

Having other champion created terrain also block dashes/jumps is not something we’re intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir’s ult or come with multiple other effects.

[ Link to Post ]

 

 

Is there a visual indicator that his passive can be used

Meddler New PortraitThere is, it’s a glowing visual effect on tower ruins, visible to all players.

[ Link to Post ]

 

 

 

 

What about Vayne's Tumble

Meddler New PortraitIf a champion moves/is moved using an ability Azir’s ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion’s position all in one go (e.g. Ezreal’s E or Elise’s Spider E)

[ Link to Post ]

 

 

Bans for Feeding Banner

 

 

Detecting and banning extreme Intentional Feeders

Lyte New PortraitHey everyone,

As some of you may have heard, the Tribunal is a system that addresses many types of player behaviors but is currently in extended maintenance while we upgrade a lot of the core functionality. You can read more about it here:http://na.leagueoflegends.com/en/new…ading-tribunal

In the meantime, we’ve launched several test systems that have begun aggressively reducing negative player behaviors in League of Legends including a system with the ability to instantly escalate high severity behaviors such as excessive verbal abuse, racism, sexism, homophobia and worse to a 14-day or permanent ban. After several weeks of testing in North America, we are now ready to start these tests on the European servers. We’ll continue to monitor the results of these tests as we prepare to roll them out in other regions.

The reason I’m here today though, is because while these systems are effective at reducing negative verbal behaviors in League, we’ve been working on ways to address negative gameplay behaviors in League.

Starting 8/26/2014 in North America, we’ll be rolling out a test system capable of immediately escalating extreme intentional feeders straight to a 14-day or permanent ban. Like our other punishment systems, we’ll start with conservative tests to minimize false positives, and then expand the system to be more aggressive. As with our other experiments, depending on the results, we’ll roll out similar tests to the other servers.

[ Link to Post ]

 

 

How will you differentiate between feeders and legitimately bad players

Neurocat New Portrait We’re taking into account a large number of different variables, which should properly distinguish between the two. Minimizing false positives is really important for a system like this, where the line between poor play and intentional feeding can be blurry.

[ Link to Post ]

 

 

Why wasn’t this system implemented sooner

Lyte New PortraitWe’ve been working on several systems in parallel and depending on the various design and tech challenges, some features are easier to do than others.

For intentional feeders, many players tend to confuse intentional feeding with just playing a poor game, so there’s a lot of nuance to figuring out when an offense is actually intentional feeding and deserving of a punishment.

[ Link to Post ]

 

 

Will the system punish players who are just having a bad day

Lyte New PortraitNeither system relies just on reports. There are multiple checks in systems to minimize false positives, which is why there are very few players that get punishments when they do not deserve it.

[ Link to Post ]

 

 

 

But the system could take a 0

Lyte New PortraitWe’re happy to dive into details when some initial tests are complete, but players have nothing to “fear.” We’ve seen billions of games of data of what a bad, outrageously bad, and crazy once in a lifetime bad game looks like, and are willing to give players huge benefit of the doubt in a system like this.

If you are banned by these types of systems, it’ll be very clear why.

[ Link to Post ]

 

 

If I’m dying a lot as Singed, will I still be punished

Lyte New PortraitDon’t worry, it’s not just about dying. There’s numerous factors that go into determining what’s an intentional feeder.

I posted a relevant response on Reddit recently:

Our #1 concern is separating intentional feeders from players just having a bad game. We have access to billions of games worth of data, and can easily see for every player, every champion, every role, what the variations in the data are.

For example, what are the average game stats (gold per minute, actions per minute, kills/deaths/assists per minute, etc) for you in a game when you play Ashe? What are the average game stats for an Ashe of your skill level? What is the worst game you’ve had so far on Ashe? By analyzing huge datasets like this, we can begin to figure out what is a bad game (even if it’s a once in a lifetime bad game) versus someone intentionally out to ruin a game.

[ Link to Post ]

 

 

Why are you working on intentional feeders and not AFKers

Lyte New PortraitWe do have a system in the works to aggressively attack Leavers and AFKs. We’re just not ready to talk about it yet as it’s a ways out.

[ Link to Post ]

 



Single Posts banner


 

Bought accounts will be permabanned

WookieeCookie New PortraitBuying accounts is strictly against the Terms of Use. Not only that, but it’s really silly given that we can easily track it and ban it. Even worse, I doubt the person you purchased the account from is going to be willing to give you a refund, unfortunately your pain is their gain.

But hopefully the lesson learned here can help other players who might be tempted to do the same thing. Buying accounts is wrong and we’ll permanently close them without any exceptions. Not only do they create the opportunity for fraud, but they are frequently leveled with 3rd party modifications or scripts which ruin the games for other players who are trying to enjoy our game legitimately.

[ Link to Post ]

 

 

Ranked Restrictions

Socrates New PortraitHey all,

For a while now, the Competitive and Player Behavior teams have been working together to develop ways to improve the quality of the ranked play experience, and we’re now ready to test a new feature on PBE. This experiment involves a feature called Ranked Restrictions. Negative players will have their in-game chat restricted, and also be temporarily prevented from joining ranked queues entirely.

In this test, restricted players will be unable to play ranked until they’ve completed a certain number of games in Normal Draft queue. As with Chat Restrictions, after finishing the predetermined number of games, we’ll perform a final evaluation to make sure they’ve actually improved their in-game behavior. (This is to prevent negative players from merely transferring their negative behavior to another queue, AFKing for 5 games, and then jumping right back into ranked).

Since this is a test, we’re looking for volunteers to be Chat and Ranked restricted on PBE. If you have current PBE access and would like to participate, please email lyte@riotgames.com to join in.
As always, thanks for helping us with the PBE, and GLHF!

[ Link to Post ]

 

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