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News Update August 26 Banner

 

Summary

 Lead designer L4T3NCY has shared details on a New Game Mode – Ascension, Ghostcrawler weighs in on splitpushing in the current meta and how buffing/nerfing affects Champion diversity, Meddler continued his Q&A from yesterday with thoughts on Poppy, Diana, Veigar and lots more and answered some questions on the forums regarding the newly previewed Champion – Azir.

 

Recent News

Patch-4-15-Notes-Banner

New-Champion-Revealed-Banner

Season-4-End-Banner

 

 

Ascension Banner


 

 

Ascension - New Game Mode - coming soon to PBE

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!

 

  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

[ Link to Post ]

 

 

Will Xerath be disabled for

L4T3NCY New PortraitYou can totally play as Xerath. :)

[ Link to Post ]

 

 

 

 

Splitpushing Banner

 

 

What are your thoughts on split pushing currently

Ghostcrawler New PortraitWe like split pushing as a potential alternative to team fighting, but don’t like the way it currently exists in the game, so we’d want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy — like you aren’t being outplayed by a team with a better strategy or execution, but just that you can’t be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today.

The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We’d get a little more diversity and it would probably let some other kinds of champions shine.

[ Link to Post ]

 

 

Buff towers when there are less than 2 Champions defending it

Ghostcrawler New PortraitSeveral of you guys have mentioned some kind of tower change to let split pushing be possible, but take more commitment or otherwise be less effective. While I don’t think we’d use these specific examples, the general strategy of messing with towers somehow is something we discuss. I’m sorry we don’t have more concrete plans that we can discuss yet. I was gambling that some of you would still find the discussion interesting.

[ Link to Post ]

 

 

QA on Game Design Part 2 Banner

 

Part 1 of the Q&A:

 

QA-on-Game-Design-Banner

 

 

What do you think of the

Meddler New PortraitMelee champions generally need higher stats from one source or another. Sometimes that’s raw stats on their kit somewhere, sometimes it’s in the form of a multiplier, sometimes it’s just base stats. Having such an effect doesn’t automatically make a champion a ball of stats, it’s when that’s all they really bring, and you just smash them into the enemy directly without any interesting play and hope your numbers are better, that they hit problematic ball of stats territory.

[ Link to Post ]

 

 

Would you ever revisit old, scrapped champion concepts

Meddler New PortraitWe do revisit old concepts, sometimes with success, sometimes only to put them aside again. Usually when we go back to an idea it’s with a different spin though (Elise for example was another take on ‘spider lady’, but as a transforming predatory spider rather than the half spider/half woman refined lady with a parasol that Priscila was). Occasionally we’ll go back to something multiple times. We tried out a sand mage concept a few years back, but weren’t happy with the result.

Tried a very different approach a year or two ago but that didn’t hit the mark either. Fingers crossed we’ll get a successful champion from that space at some point, it’s one we still think has a lot of potential, odds are if so it’ll be something pretty different to the prior ideas though.

[ Link to Post ]

 

 

What’s your opinion on Veigar’s infinite scaling

Meddler New PortraitI like Veigar’s infinite power growth potential, particularly since it taps into his theme (tiny, underestimated, but truly dangerous master of evil!) so well. Also a fan of his E conceptually (like the ‘trap someone in a stun ring’, don’t like the ‘edge for insta stun).

On the negative side his counterplay (E and R especially) is lower than it should be and his Q and R both offer too similar an experience. His passive’s also pretty low on the engagement front. Overall makes him a character with an appealing core who’d benefit from a moderate sized rework someday, but doesn’t urgently need one right now as much as a number of other champions.

[ Link to Post ]

 

 

How do you balance dual-form Champions

Meddler New PortraitYeah, champs with multiple sets of spells have been tough to balance, both because of how hard the spike early (6 spells at level 3!) and because we’ve generally given them really broad skillsets and the ability to swap to whichever form they want almost at will. Amongst other things Gnar’s been an exploration of what forms with really meaningful strengths and weaknesses look like, with the multiple spell issue avoided due to shared CDs.

Elise we need to define better strengths and weaknesses for, she’s a bit much of a generalist. Jayce by contrast is a bit too much defined by one skill/combo with that skill for his viability.

[ Link to Post ]

 

 

Why doesn’t Varus’ Q deal more damage

Meddler New PortraitVarus was originally intended to be more focused around his Q than he is now, and it’s a direction I’d like to see if we can push him further in. At the time that amount it bullied others in lane was one of the big things that had us hold it back, would be inclined to look at late game damage scaling and either mana cost or a way of regaining mana late game as a result. Would want to avoid turning him into a character that never engaged/took any risks though, so wouldn’t want to reduce his power elsewhere dramatically to compensate.

[ Link to Post ]

 

 

What changes do you think Diana needs

Meddler New PortraitI feel she needs appropriate strengths and weaknesses more clearly identified and exaggerated. She suffers at the moment from having a number of assassin and fighter aspects mixed together which, while it can be fun to play and a good mix with her theme (which I personally think’s pretty cool), does mean we’ve had to pull back her power pretty hard.

[ Link to Post ]

 

 

Why did you make Vel’Koz an immobile caster

Meddler New PortraitOur intent with Vel’koz was to create a somewhat target agnostic (hence the true damage passive) sustained damage mage that could steadily melt through the enemy team in full on fights and contribute meaningful poke before hand but would need to be protected (Kog style) from enemy divers. Overall I feel Vel’koz occupies that space relatively well, but he’s not quite distinct enough to have a really clear gameplay identity – we’ve made a few too many non mobile mages that bring relatively similar things and haven’t always ensured mobile damage dealers pay a sufficient price for their mobility.

[ Link to Post ]

 

 

What are you thoughts on Poppy

Meddler New PortraitWe’d like to make substantial gameplay changes to Poppy at some point. She does some cool stuff (her E especially’s fantastic), but she can get shut down a bit too hard early and lacks sufficient counterplay (late game especially).

[ Link to Post ]

 

 

Q&A on Azir's Kit


 

Here’s a preview of Azir, The Emperor of the Sands:

 

New-Champion-Revealed-Banner (1)

 

 

How is Azir’s turret passive triggered

Meddler New PortraitRight click on the ruins – same style of control as using a Thresh lantern.

[ Link to Post ]

 

 

 

 

What’s the current uptime on the passive

Meddler New PortraitCurrently 25% from memory, assuming you’re using it the instant it comes off CD. Usually you’ll want to be more strategic about it than that thought. And, as you say, that value’s not final yet of course.

[ Link to Post ]

 

 

 

If he uses it on the inhibitor tower, will it attack the inhibitor

Meddler New PortraitEnemy inhibitor and nexus tower ruins can’t be targeted. 

This is effectively an additional ability, we felt it was a good choice though since we’d like to offer more situational abilities like this that have a high strategic impact if used well, without having to make such tools always applicable or leaving a champion without a sufficient set of tools during regular play.

[ Link to Post ]

 

 

What does Azir’s ultimate counter

Gypsylord New PortraitThe general rule on Azir’s R is: “I stop units that try to physically move through me.” This means it will cancel most dashes. There are a few exceptions:

  • Dashes that are classified as “unstoppable” will go through (Vi, Hec, Noct, J4, and Malph R’s).
  • Champions that can go untargetable while moving can get through (Vlad pool and Fizz pole).
  • Teleports can get through because they blink over the wall(Ez E and Kass R).

[ Link to Post ]

 

 

Do Asir's sand soldiers count as allies

Meddler New PortraitThey do not – same as Orianna’s ball/other untargetable minions.

[ Link to Post ]

 

 

 

 

Does Azir's passive only work once per tower

Meddler New PortraitNope, you can use it multiple times on the same tower ruins. It’s got a long CD though.

[ Link to Post ]

 

 

 

 

Single Posts banner


 

 

Why doesn’t MMR take into account my score after each match

Socrates New PortraitAttaching MMR gains to a high KDA on loss or any stat other than winning would shift decision making to favor personal gains instead of team gains. For example let’s say your team is about to get a kill and you have to make a decision about whether to let your ADC (who is pretty far behind) take the kill, or take it yourself. In a world where we’re taking KDA into account, you would always favor the decision to get as big as possible even at the expense of your teams overall power. This creates competition within teams rather than between them that would ultimately make the game less fun.

[ Link to Post ]

 

 

Affects of buffing nerfing on Champion diversity

Ghostcrawler New PortraitBuffing and nerfing is unlikely to lead to vastly improved champion diversity. We are likely to have better luckk by updating the roster of old champions so that each one is more unique. When we buff or nerf, we often just push players to swap from one mage, melee or ADC to the next most powerful one. Sometimes that is still worth doing in the short term to keep the state of the game healthy, but it’s not a long term solution.

Long term, making sure champions are more distinct from each other will improve diversity in two ways: one, it will give players a reason to play different dudes because they will just do different things orbring different benefits for the team, and two, it will make the game easier to balance because we will have more axes in which to tune without it frequently coming down to damage done.

[ Link to Post ]

 

 

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

 

 

Patch 4 15 Notes Banner

[ NOTE ] I’ve spared a ton of bugfixes and changes to Twisted Treeline. You can check out the full patch notes for details on those, below are just the essential changes.

[ Link to Patch Notes ]


Patch 4.15 Notes:

 

Pwyff New PortraitHi Summoners,

Welcome to patch 4.15. While we don’t have a whole lot of balance changes going on, we dohave a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships. Also, with so many things going into previous patches (looking at you, 4.13 and 4.14), we also wanted to really see what a stable landscape looks like in League of Legends. There are a number of small buffs for Gnar, but they’re more focused as ‘feel’ improvements to get him in the best possible place (although they’re undeniably buffs!). Check out his context for more information!

For features outside of balance, however, there’s a lot going on! First up, check out that newly revamped client patcher & landing page. These two visual updates represent phase one of our ongoing development process to improve your pre-game League of Legends experience. There’s a lot of nuance that goes into introducing new, stable technology, so be sure to read our dev blog on what’s going on behind the scenes.

Next, there’s the introduction of the new Master Tier! Snuggled comfortably between Diamond 1 and the Challenger Tier, the new Master Tier will offer more competitive visibility between top players in your region. The introduction of Master Tier also means that Challenger rankings will rotate on a 24-hour schedule with no immunity, so now’s the time to hit the ranked gym!

Final note! As we near final polish on a few parts of Summoner’s Rift, we’re going to start patching those finished pieces to the live environment. This’s being done to minimize the size of the eventual Summoner’s Rift launch patch so you all don’t end up with massive downloads on the day we go live. In other words, this doesn’t mean you’ll be able to play on those shipped pieces – and we still don’t have an official release date! – just that they’ll be pre-emptively sitting on your hard drives. Thanks!

And that’s all for today! Check out all of our patch notes below for the full details!

[ Link to Post ]

 

 

Landing Page & Patcher Visual Updates

We’re launching our visual refresh of the patcher and landing page along with the first bits of our new technology in the patcher, which we’ll be applying to the rest of the client over time. A few highlights are listed below, but make sure to head to our previous article if you’d like a deeper dive into these changes.

As a reminder, the patcher and landing page updates are just the first phase of an iterative development process. They represent a foundation we’re confident we can safely build on, and we’re looking forward to improving other parts of the client over time with what we’ve learned from developing these releases!

  • [ NEW LOOK ] The patcher and landing page have been updated with a new layout
  • [ NEW PAINT ] The client frame, friend list, notifications panel and chat windows have all received fresh coats of paint as well
  • [ STREAMLINING ] Patching progress has been condensed into a single bar
  • [ STAY INFORMED ] Ticker notifications are now readable in the patcher

 

clpbe_thumb

 

lppbe_thumb

 

 

Champion Changes


 

Alistar New Portrait

Headbutt New IconHeadbutt [ W ]

Alistar can no longer land an additional basic attack on his Headbutted target as they fly away

 

 

Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

GNAR! New Icon GNAR! [ R ]

  • Now additionally scales with 0.5 AP

 

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

Item Changes

Essence Reaver New IconEssence Reaver

  • Combine cost decreased from 1050 Gold to 850
  • Price decreased from 3400 Gold to 3200

 

 

Cyber Ops


 

 

Yasuo_Splash_2

 

Cyber Ops/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).

 

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Veigar_Splash_8

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

 

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]


Headhunter Caitlyn Skin


 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants

 

Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]

 

Headhunter Caitlyn Preview

 

(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)

 

 

New Splash Arts

 

Shyvana and Vayne are getting new splash arts in Patch 4.15:

 

 Vayne_0 Shyvana_0

 

Vayne

 

Vayne_Splash_0

 

Shyvana

 

Shyvana_Splash_0

 

Bugfixes

  • Fixed a bug where the landing circle indicator for Pantheon’s R – Grand Skyfallsometimes showed as green (blue in colorblind mode) for his enemies instead of red
  • Rengar’s stealth indicator no longer persists through death if Rengar dies after casting R – Thrill of the Hunt but before gaining the stealth effect
  • The tooltip for Zed’s W – Living Shadow now displays the amount of bonus AD granted even if the skill hasn’t been leveled up yet
  • The particles for Nocturne’s Q – Dusk Trail no longer obscure other particle effects
  • Status text for crowd control effects no longer overlaps when multiple CC effects apply at the same time
  • Kayle’s recommended starting items on Twisted Treeline have been updated to no longer exceed the default amount of starting gold
  • Katarina’s E – Shunpo no longer benefits from spell vamp on wards, despite doing no damage

 

 

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

 

 

New Champion Revealed Banner

 

A new Champion is amassing his army for a fight on the Rift:

[ Official Announcement Page ]

 


Azir, The Emperor of the Sands

 

 

An oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor Azir, somehow returned.


 

 

ar-passiveWill of the Emperor [ Passive ]

  • Cooldown reduction increases Azir’s attack speed.

Disc of the Sun -Azir raises a Sun Disc on the base of a destroyed turret (enemy inhibitor and nexus turrets are immune to this effect). Azir’s Sun Disc behaves like a turret, except that it deals increased damage and grants Azir gold on minion or champion kills. The Sun Disc lasts for a short while and if Azir is killed or moves too far away, it loses armor.

 

 

ar-qConquering Sands [ Q ]

Azir orders all Sand Soldiers to rush at target position. The soldiers damage and slow all enemies they smash through as they rush into the fray. Azir gains attack speed if the soldiers strike an enemy champion.

 

ar-wArise! [ W ]

Azir summons an untargettable Sand Soldier—a memory of a Shuriman warrior—from the ground. Azir uses his basic attack as a command, ordering soldiers to attack for him, piercing through their target and dealing damage in a line. Sand Soldiers attack even if Azir himself isn’t in basic attack range. The soldiers fade back to sand after a short while or when their emperor leaves them behind.

 

ar-eShifting Sands [ E ]

Azir feints, rushing to target Sand Soldier. If Azir collides with an enemy champion, he stops, knocking them up and gaining a shield.

 

ar-rEmperor’s Divide [ R ]

Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies. When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain a speed boost when they do. These soldiers cannot be ordered to move or attack.

 

 

GAMEPLAY

 

Azir is a mage who summons Shuriman soldiers to control the battlefield and basic attack for him. The soldier’s piercing basic attacks furnish most of Azir’s damage potential, making him an outlier amongst mages as a right-click-focused champion. Azir’s spells, on the other hand, manipulate his and his soldiers’ positions to keep him safe and establish dangerous no-go zones for his enemies.
Azir establishes shifting zones of power through soldier placement, gaining control of the lane and farming with their assistance. For instance, a soldier placed near the enemy’s caster minions dares a lane opponent to harass or farm through the piercing spear. When the opposing laner missteps, Azir commands the attack, repositioning soldiers with Conquering Sands to make the most of the opportunity. Once a favorable trade or two unlocks kill potential, Azir utilizes Shifting Sands, knocking the enemy champion up and setting himself up to compel a Conquering Sands and finish them off. When the (ancient) coin is flipped, a quick Arise! and Shifting Sands rushes Azir out of danger.

Add Azir’s ultimate to the mix and the Shuriman leader exercises even more zone control. To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperor’s Divide drives the foe deep into Azir’s side of the map. Pushed so far into Azir’s territory, the opposing champ’s sure to meet their end at a spear’s tip. If offense proves temporarily unwise, Azir’s ult provides safe passage from a fight, building a wall between Azir and his pursuers.

 

 

TEAMFIGHTS

 

As in lane, as in teamfights: Azir shines in battles tied to one physical location, where he can safely order his soldiers around and dispatch adversaries from afar. In that vein, Azir dominates Baron and Dragon fights, using his ultimate to lock enemy teams into (or out of) the pits. If teamfights take a roadtrip, Azir must be judicious with Arise! and Conquering Sands, moving his zone of control along with the combatants. Post-initiation, Azir’s an expert at punishing uncoordinated enemies. Shifting Sands—combined with Azir’s ultimate—separates enemy front-liners from their damage dealing dependents, dividing the enemy team for methodical conquering. With the baddies split, Azir charges his soldiers in for the kill, pumping out marksman-level sustained damage until none challenge his rule.

In jungle skirmishes, Azir sets up nasty ambushes with Conquering Sands, transforming convenient exits into spear-guarded gauntlets. Similarly, Emperor’s Divide wholly closes a jungle entrance, sealing Azir’s foes in with him. Trapped, they’re surely short work for Azir, his soldiers and their allies. If a fight goes south, Azir reliably disengages with his ultimate or beguiles baddies with Arise! and Shifting Sands, spiriting himself over a jungle wall.

Disc of the Sun doesn’t raise a turret quick enough to be of much use in teamfights, but sieges are a different story. When attacking enemy inhibitors, Azir can resurrect their inner turret, trapping the enemy team inside their crumbling base and making counter-engages a dangerous proposition. Conversely, when Azir’s base is under assault, Arise! and Shifting Sands help him jump the base wall and sneak around the siege to rebuild his own inner turret. Caught between the inhibitor turret and the Sun Disc, the enemy team can either scatter or be crushed.

 

 

SYNERGY

 

Works well with:

 

 

Yasuo – the Unforgiven

Picks are easy with this pair: Azir uses Shifting Sands, knocking up a foe, setting up Yasuo’s Last Breath and positioning himself between the thoroughly-screwed baddie and the rest of the enemy team. A timely Emperor’s Divide pushes the rest of the enemy team away as Yasuo safely slices and dices. Kill secured.

Sejuani – the Winter’s Wrath

When Sejuani crashes into a teamfight, layering Permafrost on an enemy team, she grants Azir all the time and safety he needs to set up soldiers for maximum damage output.

Sivir – the Battle Mistress

Sivir’s Ricochet and the soldier’s piercing attacks dish out a withering amount of AoE damage and break teamfights wide open. With the speed boost from On the Hunt, Azir and his soldiers can chase down any champs before putting them to the spear.

 

 

Struggles against:

 

 


Ziggs – the Hexplosives Expert

Ziggs simply outranges Azir with Bouncing Bomb, giving the emperor loads of trouble in lane phase. Azir shouldn’t expect to do much besides stand near his turret and farm against the diminutive demolition expert.

Kassadin – the Void Walker

With plentiful mobility and a potent shield, Kassadin’s equipped with tools to work around Azir’s zone-controlling, sustained-damage fighting style and bully him out of lane.

Maokai – the Twisted Treant

Azir thrives on his ability to move around fights with Shifting Sands. Between Twisted Advance, Arcane Smash and the damage reduction of Vengeful Maelstrom, Maokai enables his team to lock down and depose the emperor.

 

 

CHAMPION INSIGHT

 

 

Azir, designed by ZenonTheStoic

What does it mean to be the Emperor?

More than anything, an emperor has subjects. An emperor does not act; he commands. With that in mind, it made sense to focus gameplay on controlling the might of Shurima!

Internally, we call these champs “minion-mancers”. Once we knew Azir would take on this kind of kit, we knew it was time to look at what does and doesn’t work for these often-problematic designs:

Heimer taught us that auto-attacking, stationary minions tend to lead to defensive play. From the likes of Elise, Malzahar, and Yorick we learned that players do not appreciate minions that run off and do their own thing. Spiderlings ended up on a short leash and Voidlings follow Malefic Visions relentlessly. Finally, minions the player directly controls aren’t a great fit for League’s control scheme and lack the counterplay of “stay outside of this zone”.

Awareness around these problems allowed us to introduce appropriate trade-offs to Azir’s kit. With these weaknesses in place, we could make the soldiers very strong indeed; imagine if I told you that, given the right setup, your basic attack has 1200 range and hits units in an AOE.

Here’s how we approached the core loop of soldier generation and manipulation:

Arise! creates a sand soldier at a target location, from which the soldier projects threat in a circle–so far, so Heimerdinger. However, soldiers require an active input. Azir must right-click and go through a basic attack animation for soldiers to do anything. This makes both Azir and his enemy understand that a conscious command was given to the soldier. This also means that if Azir is stunned or running away, soldiers cease to be a threat. All of a sudden, Azir’s opponent can comfortably aggress.

Conquering Sands orders all soldiers to charge toward a target location, damaging and slowing enemies they pass through. This forces Azir to think carefully about when and where to send soldiers. Can Azir afford to use the spell for damage and slow or (Counterplay incoming!) will this allow the enemy to engage on Azir while his soldiers are temporarily unable to move?

Taken together, Arise! and Conquering Sands form a minion kit that gives enough control to make the emperor feel in control while leaving enough weaknesses to make enemies feel that aggression is an option.

Happy minion-mancing!

 

 

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

 

From August 26 through September 1, The Sugar Rush event is celebrated across the following servers: NA, EUW, EUNE, BR, LAN, LAS, RU, and OCE.

Riot DontHassleDaHoff originally posted:

Candy-coated Cupcake Icons, Gingerbread Wards and Lollipoppies galore! Sometimes, you’ve just got to satisfy your confectionery craving with a tasty treat. So, from August 26 through September 1, we’re celebrating Sugar Rush, a sinfully sweet week of scrumptious surprises. Here are the details:

  • Double IP weekend from 12am on August 29 until 11:59pm on September 1
  • The Legacy Vault will be temporarily thrown open during Sugar Rush and all 47 retired Legacy skins will be available at their regular price during the entire event, and will be 50% off for one day (details below)
  • Candy-coated Cupcake Icon – 250 RP

  • Hextech Hard Candy Icon – Earn by sending a gift during Sugar Rush

  • Double the regular chance of gifting a legendary skin in mystery gifts
  • Sinfully Sweet bundle – 30 % off at 3860 RP (6097 RP if you need the champions)
  • Each skin from the bundle is also available by itself during Sugar Rush for 15% off.
  • Champ skins – 829 RP each
  • Gingerbread Ward – 544 RP
  • Extra bonus RP during the entire week

 

Here’s a breakdown of how much RP you’ll receive for purchases during Sugar Rush:

  • $5.00 – 650 RP
  • $10.00 – 1460 RP (1300 + 80 standard bonus RP + 80 extra bonus RP)
  • $20.00 – 3000 RP (2600 + 200 standard bonus RP + 200 extra bonus RP)
  • $35.00 – 5450 RP (4550 + 450 standard bonus RP + 450 extra bonus RP)
  • $50.00 – 7900 RP (6500 + 700 standard bonus RP + 700 extra bonus RP)
  • $100.00 – 17000 RP (13000 + 2000 standard bonus RP + 2000 extra bonus RP)

Celebrate Sugar Rush and satisfy your sweet tooth for an entire week!

*Extra bonus RP does not apply to mobile payment methods, and because of the advance notice, there will be no refunds for RP purchases made prior to the announcement or the promotion. Extra bonus RP applies to prepaid cards (the $25 card is worth 3750 RP) redeemed during the period. 

Here are the details on the 47 retired Legacy skins*:”

 

Legacy Skin RP Price 50% off Sale Date
Caterpillar Kog’Maw 520 8/26/2014
Emerald Taric 520 8/26/2014
Professor Ryze 975 8/26/2014
Shamrock Malphite 520 8/26/2014
Unmasked Kayle 975 8/26/2014
Workshop Shaco 975 8/26/2014
Angler Jax 975 8/27/2014
Kingpin Twitch 520 8/27/2014
Matador Alistar 975 8/27/2014
Molten Rammus 975 8/27/2014
Phantom Karthus 460 8/27/2014
Time Machine Zilean 520 8/27/2014
Butcher Urgot 520 8/28/2014
Crimson Akali 520 8/28/2014
Feral Warwick 975 8/28/2014
Frozen Shen 520 8/28/2014
Nightmare Cho’Gath 520 8/28/2014
Red Baron Corki 1820 8/28/2014
Swamp Master Kennen 520 8/28/2014
Dragon Knight Mordekaiser 520 8/29/2014
Firefighter Tristana 1820 8/29/2014
Highland Tryndamere 520 8/29/2014
Nottingham Ezreal 520 8/29/2014
Noxus Poppy 520 8/29/2014
Red Riding Annie 520 8/29/2014
Scuba Gragas 975 8/29/2014
Alien Invader Heimerdinger 1820 8/30/2014
Muse Sona 975 8/30/2014
Sailor Gangplank 750 8/30/2014
Sasquatch Nunu 520 8/30/2014
Sonoran Kog’Maw 520 8/30/2014
Toxic Dr. Mundo 520 8/30/2014
Vizier Malzahar 520 8/30/2014
Badger Teemo 520 8/31/2014
Hextech Galio 520 8/31/2014
Hextech Sion 520 8/31/2014
Masquerade Evelynn 520 8/31/2014
Mr. Mundoverse 520 8/31/2014
Safari Caitlyn 975 8/31/2014
The Magnificent Twisted Fate 1820 8/31/2014
Annie in Wonderland 1820 9/1/2014
Blacksmith Poppy 975 9/1/2014
Desert Trooper Garen 520 9/1/2014
Leopard Nidalee 520 9/1/2014
Pharaoh Amumu 520 9/1/2014
Spectacular Sivir 975 9/1/2014
Yellow Jacket Shen 520 9/1/2014
Categories: LoL News Tags:

Patch 4 15 Maintenance Schedule

Patch 4.15 is coming tomorrow; here’s when you can expect it to hit for every region.

 

Here’s what you can expect to see in Patch 4.15:

PBE-Round-up-Patch-4-15-Banner

 

 

Patch 4 15 Maintenance Schedule for NA

Riot Noc New PortraitOn 08/27/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.15. At 3:00 PDT, 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.

[ Link to Post ]

 

And here is the schedule for the other regions (patching starts on August 27th):

  • EUW ] 03:30 GMT – 05:00 GMT
  • EUNE ] 00:30 GMT - 02:00 GMT
  • OCE ] 02:30 AM – 04:30 AM AEST
  • LAS ] 04:00 (AR/UY/CL)
  • LAN ] 03:00 (MX/CO/PE)
  • BR ] 04:30 BRT – 06:00 BRT
  • TR ] 04:30 – 06:00
  • 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.

 

 

Season 4 End Banner

 

This season is coming to a close in November; here’s a preview of all the sweet rewards you can claim for participating in Ranked.

 

 

The 2014 ranked season began in January, and now the battle for League Points draws to a close. The 2014 season will end in November, and we’ll announce the date and time in October. Read on to learn more about the end of the season rewards and the new Master tier.

 

After testing the feature live in Russia, CIS, and Turkey, we’ll follow up with one more test on EUW the following week before releasing the new Master Tier.

After concerns surfaced around transparency in standings among the highest-tier league competition at the end of Season 3, we committed to making the path to the top more clear for players who participate in ranked. Master Tier was designed to address these concerns and more.

Master Tier shares the same LP ladder as Challenger. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Please note that on release there will be no players in Master Tier, but it will begin to fill as soon as players start winning their promos. Master Tier FAQ

 

Be Victorious

 

 

CHALLENGER TIER

 

The window to enter Challenger Tier now rotates on a twenty-four hour schedule with no immunity.

With the introduction of Master tier, we’ve changed how players achieve Challenger rank. Now, every twenty-four hours, players will be able to move into Challenger if they’ve earned enough League Points to place within the Top 200 players or Top 50 teams. Any player in Challenger who is no longer within the Top 200 will be demoted to Master.

For more information about the top of the ranked ladder, check out the FAQ below, or read Riot Socrates’ post about Master tier.

eos-teamrewards_ward1

 

TEAM REWARDS

 

Earlier this year, we introduced new Ranked Team Rewards for participation in 5v5 or 3v3 ranked team competition.

Because ranked teams require a large amount of teamwork and collaboration to succeed, we wanted to add a special class of rewards to help players commemorate and celebrate reaching their goals as a team.

 

You earn one point for each win in Ranked 3v3, and three points for each win in Ranked 5v5. You must have participated in the victory to claim the points. For example, if your team “Press D to Dance” plays three games while you’re on vacation, you won’t get any points should they win despite your absence. Team Rewards FAQ

 

Ranked Tier Rewards

 

 

FAQ:

 

End of Season

Q: When do I receive my rewards?

  • You can track your progress in-client in the Leagues tab, but you will not earn the rewards until the season has ended in November.

 

Master Tier

Q: How can I enter Master Tier?

  • Once you’ve reached Diamond I, the next step is to make it to your promotion series. Win three of five games and you’ll cross the threshold to the next level.

Q: Can I fall out of Master Tier?

  • It is possible to be demoted to Diamond I, if you’ve played at least three games in Master and drop below 0 LP.

 

Ranked Team Rewards

Q: Do I have to play on a single team to earns wins towards rewards?

  • No, you can earn points towards rewards from multiple teams. Please note you can only be on 5 ranked teams at once.

Q: Do I lose the wins I’ve earned if somebody kicks me off a team?

  • No, you will retain your points from the wins. Your points will not be affected by a team going inactive or disbanding, being kicked from a team, or voluntary leaving a team. The only thing considered is the number of wins that you participated in.

Q: Do my points move with me if I transfer servers?

  • No, progress towards Ranked Team Rewards does not transfer with you should you choose to change servers.

Q: If I meet the requirements for rewards, when do I receive them?

  • All rewards will be distributed at the end of the season.

Q: Do wins I earned before the feature launched count towards rewards for this season?

  • Yes, all games that take place during the 2014 Season will count towards season rewards. Pre-season games will not count.

Q: Will wins in my placement matches count towards my Team Rewards?

  • Yes! They will add points towards your Team Rewards.

 

Ranked Tier Rewards

Q: What are the requirements to earn a ranked tier reward?

  • You will earn rewards based on the tier you are in at the end of the season in solo queue, or based on the tier your team is in at the end of the season. You must have won at least ten games with that team in one queue (for example, winning six 5v5 games and four 3v3 games does not count–even if both the 5v5 and 3v3 teams have the same name and the same players).

 

 

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 32 Season 4

 

The following Champions will be free-to-play until September 2nd:

 

  • Braum - 6300 IP or 975 RP
  • Corki - 3150 IP or 790 RP
  • Fiddlesticks - 1350 IP or 585 RP
  • Gangplank - 3150 IP or 790 RP
  • Gnar - 6300 IP or 975 RP
  • Hecarim - 6300 IP or 975 RP
  • Lissandra – 6300 IP or 975 RP 
  • Malzahar - 4800 IP or 880 RP
  • Nami - 6300 IP or 975 RP
  • Vayne - 4800 IP or 880 RP

 


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


Categories: LoL News Tags:

 

Champion Skin Sale August 29 Banner

 The following Champions and Skins will be 50% off until August 29th:


Champions

 

  • Nautilus – 487 RP
  • Riven – 440 RP
  • Sona – 395 RP

 

Blast Zone Heimerdinger – 260 RP

 

Heimerdinger_2

 

 

Bloodstone Taric – 487 RP

 

Taric_3

 

 

Warmonger Sion – 487 RP

 

Sion_4 (1)

 

 

 

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

 

 

News Update August 25 Banner

 

Summary

Meddler hosted a Q&A on the forums, talking about the process of designing new Champions, balancing current ones, wacky mechanics the team is considering, taking player suggestions into account, balancing numbers on new Champions and lots more. Over on Reddit and forums, Developer Relations Manager Sargonas issued Riot’s stance on “scraping”, or using spoofed LoL clients instead of Riot’s designated API service to mine data about Summoner accounts.

TL;DR in featured comments.

 

Recent News

Balance-Issues-Banner

EU-LCS-Moving-to-Berlin-Banner

Targeting-Bugs-Banner

 

Want to know what to expect in Patch 4.15? Here’s a list:

PBE-Round-up-Patch-4-15-Banner

 

 

 

QA on Game Design Banner

 

Meddler Q&A Summary

 

 

Reworks

 

 

How is Sion’s rework coming along

Meddler New PortraitI’ll leave sharing timelines/details up to the Sion team, don’t want to spoil any of their plans. Can say that it’s coming along really well though, overall a pretty different kit but with some familiar elements.

[ Link to Post ]

 

 

 

Will Ezreal’s W be changed into something more interesting

Meddler New Portrait Agreed, Ezreal’s W is the least interesting and least satisfying part of his kit. We’re certainly open to improving it, though would want to do so in a way that didn’t remove an intended weakness or just straight out overpower his kit (hence the removal of the old attack speed slow for example – strong duelist against other marksmen’s not a core part of Ezreal’s intended identity.).

[ Link to Post ]

 

 

balance banner

 

 

How do you feel about a Champion’s damage being tied to a single spell

Meddler New PortraitTying too much of a champion’s damage up in a single spell can lead to some power curve problems (Zilean for example bullies incredibly hard early while he’s maxing Q and then falls off unsatisfyingly hard). Having said that though having high damage on a basic ability isn’t necessarily problematic in my eyes – not every character needs to be three damaging abilities plus a high damage ult, even if they’re played in a damage role, and non damaging abilities can open up a lot of gameplay space (e.g. Anivia’s wall). Are there particular problems you see with such abilities?

[ Link to Post ]

 

 

At what point do you say

Meddler New PortraitOur goal with signature abilities is to distinctive skills that are situationally extremely powerful (if used right) but not universally overwhelming. Something we’re working on at the moment is making our champion roster, both new and existing champions, more distinct where possible, and putting power into iconic abilities tends to be a great way to do that. Having said that there are still a lot of general design principles it’s important to follow despite that.

Counterplay’s one of the big ones, and somewhere Vi’s ult, cool skill though it is, is a bit narrow (counterplay’s too dependent on the skillset of the target, abilities are usually healthier where there are some accessible universal counterplay options).

[ Link to Post ]

 

 

How do you calculate the base damage for new Champions

Meddler New PortraitA champion’s initial damage numbers in early testing are usually just a rough estimate based off somewhat similar abilities (e.g. if creating a single target click to hit ability a designer might look at Annie’s Q as a starting point). Early prototyping’s not focused on numbers much though, it’s the concepts of what the skills might do (is this fun, interesting a good thematic fit for the character, adding some new to the game etc) that we focus on. As a result numbers just need to be balanced enough to give useful testing on that stuff/not heavily distort the test for other test points.

[ Link to Post ]

 

 

How do you decide the cutoff point between base vs scaling damage

Meddler New PortraitBase versus scaling damage depends on how item dependent a champion should be, how snowbally or not they should be, at which phase in the game they should get their damage, how strongly we feel certain builds should be incentivized etc.

[ Link to Post ]

 

 

Are there any champions that you want to see being played more and less

Meddler New PortraitWe’d like to see a greater variety of champions played and a lot of our changes in patches 4.13 and 4.14 were focused on bringing down picks that were too dominant or adding some power to champions that were close but not quite there. Our goal’s not to have all champions played equally though. Some champs are always going to be more or less popular than others of equivalent power depending on how broad or niche their themes are and that’s not a problem.

We would like to see a greater variety of jungle picks, tanks in particular, our current thinking is that that’ll need some changes to the jungle itself, not just individual champions though – need to create more ways for different jungle strengths to matter.

[ Link to Post ]

 

 

Game Design Banner

 

 

What was your intended vision for Gnar

Meddler New PortraitA transformation you had only limited control over was the core starting point for Gnar, with that then allowing each form to have really distinct strengths (since you couldn’t swap back and forth as needed). Goal was to offer a really distinct play experience, both for the Gnar player and for all other players in the game (whether working with Gnar or fighting against him). That sort of distinctness is something we’re focusing on a lot more with new champions now than we have in the past.

[ Link to Post ]

 

Follow Up

Meddler New PortraitWhen coming up with a new champion we’ll start by looking at what our goals are. With Gnar for example we wanted to explore both a classic man/monster contrast (Jekyll/Hyde, Banner/Hulk etc), add a different take on a playful personality and investigate how a young child might be able to survive in a dangerous world.

 

We don’t have firm quotas, but do want to offer a range of champions to appeal to a variety of players (so variety in theme, role, gender, age, mindset, appearance, difficulty etc). Sometimes that’ll mean we make concepts with broad appeal (dual gun weilding fighter of the undead on a quest for vengeance), sometimes ideas that are more niche (highly intelligent tentacle monster researcher scout).

[ Link to Post ]

 

 

Can role combinations like Urgot’s Marksman

Meddler New PortraitAt the end of the day the role tags are there as general indications of what you can expect from a champion, not as perfect descriptors of what they’ll be or limiters of what they should be allowed to be. For some champs, Urgot being a good example, they’re only going to be somewhat accurate as a result. Marksman/tank for example implies some pretty contradictory things – squishy to protect versus front line initiator or fight controller, builder of primarily offensive items versus primarily defensive items, high value squishy target to kill if you can versus hard to kill target to kill if you must etc.

It’s possible that that combination of tags may still be the best shorthand to describe a champion though, the overall message being more important than the details. Also as a side note Urgot should probably be a marksman/fighter rather than marksman/tank.

In terms of design space there there’s definitely a lot to explore. Support/assassin is one I feel’s got a lot of potential in particular – imagine a character with an assassin like play style (squishy, active defensives instead of toughness, flanks the enemy) who, after going in, grants various team utility effects, rather than trying to explode a single enemy. Lot of problems you’d need to solve, but lot of potential for a really different, fun, interesting experience too.

[ Link to Post ]

 

 

What was the thought process behind designing Yasuo

Meddler New PortraitWe wanted to explore the samurai archtype with Yasuo, but didn’t just want to do the classic swordmaster thing by itself. Control over the wind was something the Yasuo pod (a group of developers working on a project) hit on pretty early, which resonated well both with the themes we were going for (wanderer, speed, power) and with the way the art was going.

 

Double crit chance was identified as a way to offer a melee champion a needed steroid while also changing up how the character thought about itemization a bit (Yasuo’s early item choices are very different than they’d be if he had a +AD steroid for example, which leads to a different set of choices and experiences than on other champions).

[ Link to Post ]

 

Follow Up

Do you regret giving him double crit chance

Meddler New PortraitIt’s not a mechanic we regret. As above it does useful things for his playstyle, plus it also gives him a consistent, rather than random crit based, damage output late game, which has some advantages (and some disadvantages). I can understand it being a target for concerns about Yasuo being OP, if there’s an issue we should be fixing there though I feel there are better levers to use on Yasuo than removing that part of his passive.

[ Link to Post ]

 

 

How do you decide what part of a Champion’s kit is committed to one role

Meddler New PortraitFirst we do goal setting at the champion level. That means we’ll start by identifying what the intended role of the champion is – what do they bring to the game that’s new, what are their strengths and weakness etc. From there we’ll then break that down to figure out what tools they’ll need. If for example one of the goals is ‘this champion is consistently hard to kill, protective of others’ then we’ll look at skills that offer non item reliant tankiness and defensive team utility.

One thing that’s important to watch for though is that you’re giving a champion just the tools they need, not all the tools they want (which leads to kits with no clear weaknesses, an issue we’ve run into at times).

[ Link to Post ]

 

 

Are you considering a Sand Mage concept for a Champion

Meddler New PortraitWe took a swing at a sand mage concept a couple of years ago but weren’t happy with the results and put him on hold as a result. That was with the intention of returning to him someday though to see if there was a different take on the idea that might work out better. Fingers crossed that’s something we’ll have success with at some point, it’s a cool space to work in.

[ Link to Post ]

 

 

Have you considered adding player suggestions to Champions

Meddler New PortraitIdeas aren’t the hard part of champion creation, figuring out how to make those ideas work, testing, rejecting, replacing, polishing, aligning with other parts of the process (visual goals, intended storytelling opportunities) etc are. For the average champion only one, or rarely two things, from the initial kit created on paper, survive to the final released kit, and even then generally in heavily modified form. Just directly implementing someone’s idea isn’t a practical approach as a result unfortunately.

[ Link to Post ]

 

 

Will you do a flight mechanic for a future Champion

Meddler New PortraitWe’ve explored what we were calling ‘true flight’ (to distinguish it from characters that appear to fly but are really just moving like any other) a bit. Personal feeling is that it’s an interesting ability provided it’s got sufficient downtime/chances for enemy counterplay, need to find the right concept and kit for it to go with though.

[ Link to Post ]

 

 

How about a Champion with low damage but really high Attack Speed

Meddler New PortraitExtremely fast attack speeds with low damage scale incredibly well with on hit effects, meaning you have to balance with those effects in mind, whether that’s reducing on hit effects too or giving the character almost no damage otherwise. As a result you basically end up with an experience like normal auto attackers but harder to last hit with (low damage per hit) and kite with (more time spent auto attacking/less moving).

[ Link to Post ]

Follow Up

Will you explore a

Meddler New PortraitIt’s not a direction I’d be very hopeful about. The ability to auto attack while moving’s incredibly powerful alone, add that to a character that would be an extreme hypercarry if that effective with items and you’re leaving the enemy with a very limited set of options. A dual shred passive like Kayle’s would then diminish those options further again.

[ Link to Post ]

 

 

What reaction do you like to see when a champion comes out

Meddler New PortraitSome concepts are naturally going to have broad appeal, others niche, and that’s something we’re fine with. Generally though we’re looking to make characters that appeal deeply to some people, rather than characters that appeal a bit to almost everyone.

No strong preference between overtuned and undertuned release states, ideally we’d be hitting balanced, but some variation either way’s going to happen given it’s just not possible to balance beyond a certain degree using internal testing/PBE alone. Regardless a champion’s first couple of weeks especially are going to be more about people learning to play with/against a new champ, giving us some time to adjust their balance if needed.

[ Link to Post ]

 

 

How early in the process does a champion have a role assigned

Meddler New PortraitRoles we’ll generally identify pretty early. It’s not uncommon for a champion to change roles during development though – if a concept works better as a support than a mage for example we’ll want to make the better version of course. Roles do serve as a useful starting point when looking at what sort of actions a champion could be expected to perform, tools they might need. what their visual appearance should communicate etc.

Position by contrast isn’t something we try to design for, though sometimes a champions goals will strongly guide them towards certain circumstances (e.g. ‘this champion does well in a lane against a single other opponent’ or ‘this champion is best utilized when playing with at least one ally’).

[ Link to Post ]

 

 

What actually sparks the design of a Champion

Meddler New PortraitCharacters can start with a piece of concept art, an intended story or personality, a role we need to fill, an ability or kit etc, all of which have lead to successful champions in the past. Art’s been the most common starting point historically though.

[ Link to Post ]

 

 

Do you browse through the forums for Champion suggestions

Meddler New PortraitI don’t browse the champion concepts section myself, can’t speak for other Rioters though. Have certainly seen some good suggestions for champions elsewhere though (such as the suggestion for a champion that controlled a mobile fireball that I believe influenced Orianna’s development back in the day).

[ Link to Post ]

 

 

Is Ao Shin still in development
[ Context ] Ao Shin is an elemental dragon Champion who was teased by Riot awhile ago.

Meddler New PortraitAo Shin’s still a long way off, so nothing to report at the moment sorry.

[ Link to Post ]

 

 

 

 

Others Banner

 

 

What courses do you feel are most important for a job at Riot

Meddler New PortraitDepends on the sort of design you’re interested in and the environment you’re working in. At Riot for example we’re usually after people with strong analytical and problem solving skills. Those can come from a range of backgrounds, though engineering and hard sciences are some of the most common. Some other companies by contrast place a much higher emphasis on designers also having a programming background or, depending on the genre of game, creative/writing experience. Is there a particular sort of game design you’re most interested in?

[ Link to Post ]

 

 

Do you often run into technical limitations when designing Champions

Meddler New PortraitTech constraints are a regular part of the design process, though most of the time we’ll either find a way around them or get help from our software engineers to add the functionality we need. Yasuo’s windwall was indeed such a case, with an initial designer created version we used for testing that was sufficient to prove the concept (but incredibly server intensive and buggy) that got replaced with a properly coded alternative. A lot of the time though it’s smaller stuff as well. Kha’zix’s release was shifted around a bit for example because we needed to get some new tech for the Evolution UI.

More than happy to talk jungler diversity, though can’t guarantee I’ll be able to answer everything in detail.

[ Link to Post ]

 

 

Riot on Scraping Banner

 

 

Riot’s stance on scraping

Sargonas New PortraitHey all, figured I would chime in here rather than make you have to dig around in our slightly more technical dev forums for some clarity! Forgive me if parts of this feel like a copy of some of the statements I’ve made there in part, but I’m trying to be consistent in what I say to avoid confusion.

First.. a little background for folks who are unfamiliar with some of the terminology in play:

Some third party League sites use a method called “scraping” to get data from our servers for use in their applications. Scraping uses spoofed LoL clients to grab data from things like Spectator Mode, account profiles, the store, and more. This results in tens of thousands (sometimes hundreds) of concurrent extraneous sessions on our platform.

Because of this, scraping can cause occasional stability issues, and it also increases the complexity and difficulty for Riot to detect and fix problems without first sorting through the “white noise” of these extraneous connections. 

Third party developers are aiming to provide League players with value and enhance the experience, which is awesome – and we’ve developed the Riot API (link) in order to help third parties do just that, without causing harm to the live service. Many sites that you know and love have already moved over to the API, but there are still some third parties that are actively scraping our live service today for a variety of reasons.

In the interest of protecting the League of Legends service for players, we’ve asked all third party developers to end the use of scraping by October 1st, 2014. In reality, this has always been our position (as stated in the API terms of use and other legal guidelines), but we’ve elected not to enforce them until we brought the API to where it’s at today.

We are not attempting to kill any sites with this.. It’s true that some technological shortcuts used by many sites can no longer be employed – You can’t put in a single player name and get a live dump of every player, champion and the associated team in one shot, for example. 

However the second step of the process, looking up those players individually by the API, still works the same way it always did. Industrious developers should have little trouble coming up with a different method for looking up the players on the opposing team to glean the same data.

We understand this will require some user experience tweaks to these sites and may possibly make the process less streamlined in some cases, but we feel this is an acceptable trade-off in return for the value provided to players in the form of better platform reliability.

EDIT
Thought maybe I’d also add in, we just earlier today also announced that some of this desirable data obtained from scraping is already on it’s way to the API! Details are over on the PBE forums:http://boards.pbe.leagueoflegends.co…history-builds

[ Link to Post ]

 

 

Does this mean LoLNexus will disappear

Sargonas New PortraitNot necessarily… if you go back through my previous post, I’ve gone over how it will affect these kinds of sites. The TL;DR is that no, it wont cause them to go dark, but simply change how we interact with them and may affect portions of the data made available.

[ Link to Post ]

 

 

Follow Up

Sargonas New PortraitIt should have little impact on the majority of sites. Some, like LOLKing, have moved almost entirely over to an API powered system long ago. Others are in the process and use a bit of both. We are simply delivering on something we told them long ago would be coming, a deadline to only use the API to relieve strain on our systems. The majority of functionality you expect should still be there, but perhaps with tweaks to the overall user experience on how it’s handled.

The end result should be primarily the same. One of the biggest examples of lost functionality I can think of is the loss of knowing who is in a pre-made group in a game, which to be honest, is not information we feel should be had in the first place.

EDIT As to the OP.gg spectating issue, this does not apply to the spectating and generation of replay files by op.gg. They are welcome to keep this functionality for the time being and we hope one day to maybe even add this to the API to make it easier for all, possibly.

[ Link to Post ]

 

Lolking is pretty notorious for how long it takes to update games that have already finished while sites like OP.GG are instantaneous. Is that a result of the API?

 

Sargonas New PortraitIt’s symptomatic of older tech we had in the API, yes. However we rolled out new portions in the last two weeks to greatly improve this… this is part of the reason we’ve moved forward with the long standing plan to enforce this existing policy finally.

[ Link to Post ]

 

 

Will we be able to control whether our account info is leaked on these sites

Sargonas New PortraitI can’t speak deeply on this subject with a lot of knowledge on some of the finer points of the thinking behind it, but I can say the following, having been part of this discussion…

Our philosophy around player and match data lately has broken down into two categories… normals/customs and ranked. With normals and customs, that is “protected” data that should only be made available between friends. Normal games are where people try new things, experiment with builds, and just have fun. The player data behind that then of course should be kept between friends only and not aggregated publicly for analysis and consumption… only by the player in question for self growth and learning.

>With Ranked games, it’s a bit different. Ranked is highly competitive, where you are putting yourself out there in a high visibility environment. Just like how with traditional sports player stats are publicly available and scrutinized by them, other players, fans and analysts, the same should apply to the Ranked queues as well. While I don’t think it is likely we would be allowing to electively hide profile data, I’m not in a position to say that is definitely the case forever with any concrete stance.

[ 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 Round-up Patch 4 15 Banner

 

Here’s a round-up of the PBE updates for this patch cycle. Patch 4.15 (most likely) lands this Tuesday, August 26th.

 

 
Patch 4.15 Round-up


 Summoner’s Rift Visual Update has been removed from the PBE and will not be shipping with Patch 4.15.

 

 

Cyber Ops


 

Yasuo_Splash_2

 

Cyber Ops/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).

 

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Veigar_Splash_8

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

 

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]

 

 

Headhunter Caitlyn Skin


 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants


Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]

 

Headhunter Caitlyn Preview

 

(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)



New Splash Arts

 

Shyvana and Vayne will be getting updated splash arts in Patch 4.15.

 

 Vayne_0 Shyvana_0

 

Vayne

 

Vayne_Splash_0

 

Shyvana

 

Shyvana_Splash_0

 

 

Landing Page & Patcher Visual Updates

 

The landing page & patcher visual updates will both be in Patch 4.15.

 

clpbe_thumb

 

lppbe_thumb

 

 

 

Match History “Player Builds”


 

Mattenth New PortraitHey everyone,

We’ve made a new addition to Match History we’re tentatively calling “Player Builds.” With this data, you should be able to share, discuss, and look back on how you chose to prepare and play your champions. This section is meant to show the following:

  • Item Purchase Order
  • Ability Level Up Order
  • Runes used
  • Masteries used

We’re still at the phase of getting all the data on the page, so somethings won’t look very pretty (especially the tab/switcher system), but it’s far enough along that we’d love to get your feedback.

Check out any game on your PBE match history (link). Here is a sample game we randomly pulled.

[ Link to Post ]


Here’s a preview of how the new “player builds” look like in the match history:

 

TSM CantPauseMom Build

 

 

Featured Matches return to Landing Page


 

The-long requested “featured matches” tab is back on the landing page and has been updated to match the visuals of the new client. Here’s a preview:

 

Featured Matches

Featured Matches 1

Featured Matches 2

Featured Matches 3

 

 

Champion Changes


 

 

Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

 

Item Changes


 

Essence Reaver New IconEssence Reaver

  • Price decreased from 3400 Gold to 3200

 

 

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