I’ve gathered the teasers that’ve been hovering around Reddit regarding a new Champion that’s coming this year, Kallista. Also, upcoming changes to Sion’s passive, an update on Cassiopeia’s state and a few tidbits about Team Builder, a bug with Vi’s E and footstep noise for Champions.
- Champion/Skin Sale: October 31st to November 3rd
- Free Champion Rotation: October 28th to November 4th
a new Champion that will be coming to League before the end of this year.
A teaser was posted on the official League of Legends Facebook page. Below the video is a message, “We are vengeance.”
A concept for the potential new Champion, Kallista, has been photoed at the “Lucca Comics & Games” 2014 convention in Italy. Remember that these are not confirmed to be in the game are just concept arts for now. Take it as a potential teaser.
And here’s a teaser image posted on the League of Legends Italian Facebook page.
This image can be found on the promo flags at the “Lucca Comics & Games” convention which is celebrating Harrowing.
And also on a recent Summoner icon for the Hexakill Twisted Treeline Mode.
There have also been a few lore posts on Reddit, translated from Portuguese to English. The originals were posted on the Brazilian forums by Rioter Fabulist.
- More from the Fabulista on the BR Forum
- The Black Mist has consumed Fabulista.
- ” There Fabulista , only the mist . Our hearts beating as one. “
To some of your points about Q and R reliability, those will most likely not change. Those abilities are meant to be very powerful but limited in meaningful ways.
- Q has beyond most normal ability AOE base damage and CC, because it is a very committed decision (a good comparison here is fiddlesticks drain). If we wanted to increase the reliability of the spell we would probably make the “snap cast” (not full charge) more effective.
- Similarly R enables unstoppable engage and map movement at the cost of great reliability. That said, the R turning is a number that we can tweak easily if we want to increase the reliability a bit more in the future.
Your feedback is really helpful and we definitely consider it in our decision making.
PS – The W passive on champ kill change that you’re suggesting is likely in the next patch, we have a prophet.
Mana costs are more of a shift than a buff/nerf. Moving E cost up a little and lowering Q and W cost to compensate.
There is a delay after you reactivate R, he plays a specific “leap into the air and slam down” animation to represent it. A big dude of his size cant just stop on a dime is the general idea.
It was a silly thing that he was punished for building tanky with the old system. So yea, good change.
Here’s the original post detailing the future of Cassiopeia.
Hey! Yeah sorry about the slow progress here, and it still might take another week or two to get stuff on the pbe. As Morello said, we’re definitely willing to be experimental with pbe stuff, but won’t put anything up there till its ready for testing.
I’ve been working closely with Morello and Scruffy and lots of others in really focusing these changes. Our thinking is still largely the same as in my last post, but we’ve actually narrowed it down to a few specific changes– on which we’re currently in the process of implementing. Pretty confident in what we have, but not 100% ready just yet. I’ll be more explicit with our plans when as we get closer to our mark. Sorry to be so cryptic, definitely working on it though.
I think changes to how it works are on the table, but I think the scaling paradigm is still part of her “why bring her” (outside of the general fun factor/attachment to themes). I still think the largest and most salient critiques are about how she doesn’t feel like herself.
Lane bullying will not be restored, in either iteration (“able to lane” is important though).
(THIS IS A SIGNAL THAT WE SHOULD NEVER PREVIEW UNTIL SOMETHING IS FINISHED IF WE FOLLOW THIS LOGIC).
A champion like Casseopia, who has repeatable targeted damage, has very little dueling play other than fish and destroy. Casseopia was absurd pre-update in lane, but clunky and hard to play. She fell off late, but that’s not a solid enough footing to base the champion on – lack of lane counterplay should not be balanced with “well, she sucks later.” It’s a binary and non-LoL appropriate pattern (even if it’s certainly fun to shit on people in lane :P)
We won’t revert because the update isn’t just a wash; it accomplishes the functional goals of changing Cass’ power curve – which is still an intended goal. What we missed was playstyle and emotional resonance notes, along with power tuning. This will then be additive and adjusted based on the current foundations, and not a new overhaul. The issue wasn’t a change, the issue was trading one set of problems for a new set, when we can instead solve problems with a follow-through.
So she’s in a bad state now, but this is still closer to what “finished” will look like than old Cass.
I haven’t seen this topic come up in a while, and I’d be glad to give some insight.
There have been some experiments in the past with adding footsteps and movement sounds to the Champs. Results were mixed, and often times ended up getting annoying.
BUT, that isn’t to say that we would never think about adding them sometime down the road. Honestly though, it’s a Herculean task at this point, and probably isn’t realistic; but never say never.
It’s good to know it’s something you guys are interested in, and I agree, the fine audio folks at Valve did a good job with this type of system in Dota 2.
We’re hoping to get a fix in for this in the next patch. Strangely enough, Vi’s winrate has not been impacted. Likely partially because her E has bonus functionality! The cone is failing but the attack itself is not and she hits things in a circle near the impact point in addition to the cone. This allows her to still AoE jungle camps effectively if she groups them close enough together.
Sorry for the inconvenience. We’ll have her patched up soon. In the meantime try to group things a little closer together to hit them with E’s AoE circle (hint: Your Q vacuums creeps)
A solid number of players play Team Builder as their “primary” game mode, but it’s a work in progress that we’re still trying to improve. We’re also researching and designing what a Team Builder Ranked could look like, and our current ideas are a simpler, slimmed down version of Team Builder with some improvements to the draft process.
Some of the new things coming up include:
- almost full groups getting a higher priority in queue to fill out their groups
- we’ve completely re-done the matchmaking algorithms so playing with premades will result in fairer matches
- we’re going to have Team Builder “remember” the last spec you played and automatically populate the fields so you can get into game quicker
We’re tinkering with a couple more things to Team Builder Normals, and hope more players give it a shot if their initial impression of the mode wasn’t the best experience.
Yes, it’s possible. We’ve thought about allowing a “Fill” option specifically, but with your other suggestion worry a bit about the problem where a lot more choices = a lot longer queue times for teams. Imagine allowing players to select 2 ADCs, 2 ranged only, 1 mage, but 3 melee only… weird combinations will result in bad experiences. You could say the pain is self-inflicted, but we don’t like designs that allow players to opt-in to miserable queues.
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at firstname.lastname@example.org