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Archive for the ‘LoL News’ Category

 

PBE Update July 18 Banner

 

PBE 18/07 Contents:

  • Guqin Sona Model Update
  • Arcade Sona Model Update
  • Champion Changes

 

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.

 

PBE Updates for Patch 4.13 Cycle:

 

PBE-Update-July-15-Banner

PBE-Update-July-16-Banner

PBE-Update-July-17-Banner

 

 

Guqin Sona Model Update

 

Old

 

Guqin Sona Texture Update

 

New

 

Guqin Sona New Model

 

 

Arcade Sona Model Update

 

Old

 

Arcade Sona Texture Update

 

New 


Arcade Sona New Model


 

PBE Champion Changes

 

 

Braum New Portrait

 

64px-Glacial_FissureGlacial Fissure [ R ]
  • Knock-up time reduced from 1.5 seconds at all ranks to 1/1.3/1.5
  • Slow field strength reduced from 60% at all ranks to 40/50/60%

 

 

 

Evelynn New Portrait

 

Hate SpikeHate Spike [ Q ]

  • Base damage decreased from 40/60/80/100/120 to 30/45/60/75/90
  • Mana cost decreased from 16/22/28/34/40 to 12/18/24/30/36

 

 

 

Graves New Portrait

 

BuckshotBuckshot [ Q ]
  • Bonus damage per additional shot increased from 35% to 40%
  • Maximum damage increased from 102/161.5/221/280.5/340 ( +1.36 bonus AD) to 108/171/234/297/360 ( +1.44 bonus AD)

 

Collateral_DamageCollateral Damage [ R ]

  • Initial base damage increased from 250/350/450 to 250/400/550
  • Secondary base damage increased from 200/280/360 to 200/320/440



 

 

Hecarim New Portrait

 

RampageRampage [ Q ]

  • Mana cost reduced from 24/28/32/36/40 to 24/26/28/30/32

 

 


Kogmaw New Portrait

  • Base HP decreased from 440 to 400
  • HP-per-level increased from 84 to 88

 

Caustic_SpittleCaustic Spittle [ Q ]

  • Armor / Magic Resist shred reduced from 20/22/24/26/28% to 12/16/20/24/28%

 

 


LeBlanc New Portrait

 

DistortionDistortion [ W ]

  •  Mana cost reduced from 80/90/100/110/120 to 80/85/90/95/100

 

 



Lee Sin New Portrait

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 


Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  • No longer reduces slow effects

 

 


Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10



 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

  • Movement Speed now wears off after 2/4/6 seconds, increased from 2/3/4

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from from 2.5 seconds at all ranks to 1/1.5/2/2.5/3.0

 

Explosive_ShotExplosive Shot [ E ]

  • Damage-over-time decreased from 110/150/190/230/270 to 80/125/170/215/260

 

 


Vayne New Portrait

  • Attack Speed-per-level increased from 3.1% to 4%

 

Final_HourFinal Hour [ R ]

  • Bonus AD increased from 25/40/55 to 30/50/70

 

 

Context (Bugfix, Buffs to Compensate)

 

Riot Jag New PortraitHey guys, just wanted to let you know that we put out a bugfix on PBE for Vayne where her Tumble had a higher bonus AD ratio while she had Final Hour active. Since we wanted to fix the bug without actually reducing the power of the champion, we compensated by increasing the bonus AD she gets for Ulting, making this mostly a power-neutral change, not a buff or nerf.

As an aside, she’s getting some small AS per level buffs. Nothing huge, but a few more Silver Bolts procs never hurt anyone.

[ Link to Post ]

 

 


Velkoz New Portrait

 

64px-Lifeform_Disintegration_RayLife form Disintegration Ray [ R ]

  • Damage changed back from 350/475/600 ( +1.5 AP) to 500/700/900 ( +0.6 AP) [ revert on the changes in PBE Update July 16 ]
  • Slow changed back from 15% to 20% and no longer stacks [ revert on the changes in PBE Update July 17 ]

 

 

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

 

 

New Lucian is One Step Too Many in the Right Direction Banner

 

 I make a habit not to dive too deeply into analyzing PBE changes. A lot of controversial decisions get scrapped somewhere in the cycle up to the next patch, which makes over-thinking these updates pointless. The Lucian changes, however, did make it to live, despite how ridiculous they were even in the test realm. I could talk about his win rate actually jumping up despite his popularity going down, which indicates a balance flaw, I could elaborate on numbers and how his passive is the actual problem (which isn’t necessarily the case); instead I’ll take a systemic approach and analyze Lucian’s changes from start to finish, going through him (again) overshadowing other picks and being too anti-melee and finally proposing some solutions to his current state.

 Before we dive in, some clarity – I like the new Lucian better than the old one and I feel his core gameplay is better-executed.  However, I still think he needs toning down. 

 The concept of Lucian as a lightslinger who dashes in and out of combat is great. If we’re only focusing on the fun factor of playing Lucian prior to Patch 4.12 and now, then we can argue that this type of gameplay feels much better, therefore the changes helped out. Beyond that, the AA range nerf solved Lucian’s key problem of being a lane bully who allowed close to no counterplay from all but, say, Caitlyn. But solving the binary experience of laning against Lucian doesn’t justify adding binary experience later in the game.

 

Less Range Banner

 This is the clear nerf to Lucian – his auto-attack range. Relentless Pursuit is supposed to compensate for the new weakness in his kit, a weakness that I, personally, don’t believe to be that clearly-pronounced, and here’s why.

 500 range in lane allows a lot of carries to either abuse Lucian early or at least feel safer from unfavorable trades early on. You have the Renekton-scenario from a few months ago where you’re relying on a Champion (or set of Champions) to inhibit picks you don’t want to see get through early game without trouble. However, unlike the 1v1s that Renekton found himself in a lot of times (and to some extent prompted the pro-level lane swaps), Lucian doesn’t have that level of consistent counterplay, because he’s paired with a support and that makes abusing the newly-introduced weakness in his kit (low range) much harder.

500 vs 650 AA Comparison

 My biggest gripe with arguments that Lucian was nerfed in Patch 4.12 because Caitlyn, Kog’Maw and Tristana can deny him early on is that laning 2v2 is a lot more complex than A > B. Caitlyn, despite being the most popular Champion in LoL and being cited as a clear counter to short-range carries, consistently hovers around 50% win-rate, meaning that, statistically, you gain no benefits by blindly picking Caitlyn. What if Lucian and his support push the first wave faster than you? What if his support is better at controlling the brush area? What if the enemy jungler denies your early aggression? Without even taking into account the burst > sustain > poke > burst triangle, you already have an environment where range isn’t the sole determining factor. In that case, you need to solve only the clearly oppressive cases of imbalance ( Lucian’s Q and right click pre-Patch 4.12) and allow factors with varying results like range resolve themselves as the meta evolves. Or, to put in simpler words – Caitlyn’s range gives her an edge that will not work half the time in a 2v2 and relying on that weakness to balance out the rest of a Champion’s kit is prone to backfiring.

 

-50 Range is not a massive trade-off

 As soon as we move away from laning is when the problems with the new Lucian start to creep up. Aside from the obvious boost in damage from proccing the passive more often, Lucian gets obscene high- ranged dashes at no cost and almost no cooldown that also remove slows. Allow me to compare Lucian and Graves and you’ll see just how badly conventional mobility on ranged ADs looks now.

 

Quickdraw [ E ]

QuickdrawRange: 425 || Cost: 40 Mana || Cooldown: 22/20/18/16/14

Active: Graves dashes forward, gaining an Attack Speed boost for 4 seconds. Basic attacks against non-structure enemy units reduce the cooldown of Quickdraw by 1 second.

 


Relentless Pursuit [ E ]

Relentless_PursuitRange: 425 || Cooldown: 14/13/12/11/10

  • Active: Lucian dashes a short distance and removes all slowing effects. Relentless Pursuit’s cooldown is reduced by 1 second for each of Lightslinger’s strikes; the reduction per strike is doubled against enemy Champions.

 

 I don’t mind Lucian’s kit when taken out of the game’s context, I think it’s pretty well-executed, both thematically and gameplay-wise. It’s only when you juxtapose him against other AD picks or see how he dominates bruiser picks without effort that you understand how Lucian’s “fun factor” comes at the cost of the enemy’s. What I love and appreciate about strategy games is that you can’t put two of the same kind against one another and have one be the clear winner; and that, I believe, is the case with Lucian’s post-Patch 4.12 iteration. In simple terms, he feels like an upgrade of Graves.

  Now, it’s my personal opinion that range for ADCs in the areas of 500 to 700 is largely the same in the context of a proper teamfight. Almost all hard disables and gap-closers have higher range than basic attacks, so range is only a factor if it dips below a value where you can effectively kite a fighter or stay away from projectiles that, because of the shorter distance, have less travel time than what you need to dodge them. On that same note, I don’t think Lucian’s range nerf, combined with the amount of mobility he now has, create any easily exploitable weakness in his kit.

 To summarize my first two sections, it feels like more power was given to Relentless Pursuit than was taken away from Lucian’s range. The difference between 500 range and 550 range is mostly noticeable during laning and that’s a 2v2 scenario with a lot more variables than just range. The massive boost to mobility mostly compensates for the range nerfs and makes Lucian feel more like an upgrade to older short-range carries than a Champion with a unique niche and clearly defined pros and cons.

 

 

Who suffers banner

 Players believe Yasuo is oppressive to play against, that his Windwall is unfair or that his mobility is off the charts. Really, Yasuo is the Champion release team’s reaction to the rising mobility creep in Champions who are just too safe. Without exaggerating, Yasuo is an example of how future Melee kits will look like if Champion development continues to focus on mobility with zero trade-offs. The more mobility continues to be an assumed given rather than a specific strength, the more Champions without it will suffer, because they have no tangible benefits over other picks.

 As a simple example, the new Lucian makes Nasus completely obsolete. That’s one Champion who got indirectly nerfed by a popular carry receiving changes. Now let’s assume Olaf gets buffed and becomes a staple top laner or jungler again. As soon as he faces a competent Lucian player, he becomes a liability for his team. How many more examples can we find? With just his spammable dash and slow removal, Lucian nullifies all but the hard-locking melees bruisers, like Irelia, Renekton, Jax, Vi, etc. We saw during last year’s pre-season how unhealthy swinging balance is in favor of bruisers, where an immovable brick wall would land in the middle of your team and proceed to do 100 damage-per-second in an AoE. Now, with hyper-carries having an easier time getting their core items and BotRK being even more ridiculous, we’re again seeing the consequence of giving too much power to a class whose direct counter, assassins, have been removed from the meta.

lucian win rate diamond

That’s a huge spike in wins across Diamond ELO. Currently 51.25% win rate.

 What the issue between sustained melee damage vs ranged damage boils down to is one side can kite (or orb walk), whereas the other cannot. A melee Champion cannot utilize any meaningful mechanical skills to gain the upper hand, he simply needs to itemize properly, have some defensive steroid and win the fight by force of attrition, i.e wasting the ranged player’s escape cooldowns and overpowering him with raw stats. And because the only conceivable counter to kiting in this case is mobility, melees are forced to have mobility strapped onto their kits, regardless of whether their kit has already been pushed in other directions. These Champions often rely on consistent slows to catch up to ranged targets, but Lucian in his current state completely negates that.

 So who suffers? Champions with outdated kits, as always. The most dangerous role to give dominance to in LoL is ranged ADs, because then everyone else has to play catch-up in terms of mechanics, since ADCs are the priority late-game targets. Do we want mobility to define meta staples? Then we need to patiently wait for the Rework team to get older picks to the same quantity of mechanics.

 

How Lucian Banner

I like to reach reasonable conclusions in any theorycrafting sessions and I think Lucian can be balanced without taking away the new mechanic on his E.

 

1) No more slow removal on Relentless Pursuit.

 This seems like a trade-off for the amount of mobility Lucian got. CC removal should be a strategic choice in a fight rather than a spammable mechanic. Previously, it let Lucian slip away from one Exhaust or Glitterlance, etc., but now it’s making him nigh-invulnerable to soft CC. This solution keeps the current level of mobility, it just allows for more viable counters of Lucian.

 

2) Add a static mana cost.

 A moderate mana cost that remains the same at all levels is a fair solution; a spammable spell that’s key to a Champion’s kit doesn’t need to have a rising mana cost in levels, as simply having that low cooldown gates the ability enough. It preserves the alternative for Lucian players to level up E by level 13 and put one point in W, while putting reasonable restraints on over-the-top mobility.

 

3) Add a scaling mana cost, akin to Kassadin’s Riftwalk.

 This one I like mostly for the synergy Lucian would have with Essence Reaver (if the item ever becomes viable). It’s a self-sufficient loop where you need mana to cast E and reduce the cooldown of the next dash, which auto attacks provide. More double-shots equals more Essence reaver procs, and more mobility at the cost of more mana. Of course, it shouldn’t be as punishing as Kassadin’s R where it demands Lucian to itemize for a larger mana pool, but just to have his mobility and CC removal gated in some way.

 

4) Shorter range on E.

 I should clarify that I still want Lucian to be able to jump over small walls. Less range on Relentless Pursuit would have to nerf only the potential distance traveled in a teamfight and not any calculated escapes or chases. I feel this is getting closer to Vayne’s Tumble in terms of mobility.

 

5) Remove the CD reduction on E from Lucian’s passive. Extend the duration of The Culling and make each successful hit reduce the CD of Relentless Pursuit.

 If you asked me to make a Matrix-themed Champion for League, this would be my go-to proposal. You want The Culling to be as awesome as possible, but for balance reasons the spell has been constrained in many ways, one of which is its singular direction. I want Lucian’s ultimate to be a game-changer and a part of his kit he can’t afford to sacrifice on a minion wave before a fight, because it’s just damn fun to use. Hitting all shots on a priority target by dashing 4-5 times in the process allows a lot more counterplay than just dashing and kiting around. It allows more of Lucian’s power budget to be spent buffing his ultimate and not his anti-melee strengths.

 

Lucian may be OK, but in present time he doesn’t seem to be

I fully acknowledge that everything I’ve laid out here in terms of arguments could be completely wrong. Maybe Caitlyn will indeed shove Lucian away from popularity, maybe a 50-range-difference is the defining factor in how viable a Ranged AD is. Initial statistics point to Lucian being horribly out-of-whack, but there’s time for numbers to settle down.

 What do you think ? Is Lucian just in his FotM period where players are just refusing to explore counters? Or is his kit truly problematic? Share below and I’ll try to answer everyone in my spare time.

 

Extra Why didn’t I talk about Lucian top lane

 I’ve pointed out how oppressive Lucian feels when fighting him as melee. In my opinion, Ranged ADs, no matter how hard they can deny the enemy top laner early on, suffer identical pitfalls – they offer nothing for their team aside from raw damage, they’re risky split-pushers and, if punished by the enemy jungler early, can quickly be dominated by bruisers. You probably won’t ever get to fight Lucian with a Renekton in a 1v1, but just staying relevant in the game gives your team that front-line advantage Lucian’s team is lacking (or has compensated with a tanky jungler, meaning you have map control with your jungler).

 I’m glad bruisers still give that benefit to a team, because it’s the only thing keeping them relevant in a meta that’s shifting away from all but the safest and tankiest front-liners.

 

 

My Info Article Ending

 

 

PBE Update July 17 Banner


PBE 17/07 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.

 

PBE Updates for Patch 4.13 Cycle: 

 

PBE-Update-July-15-Banner

PBE-Update-July-16-Banner

 

 

PBE Debonair Ezreal Banner

Unconfirmed 750 RP skin, no new animations.

Debonair Ezreal Full Sized

Debonair Ezreal Turnaround

 

 

PBE Debonair Vi

 

Debonair Vi

 

 

PBE Muse Sona Texture Update

 

Turns out Muse Sona wasn’t updated in yesterday’s PBE patch. Here’s how she looks after her retexturing:

 

Old

 

Muse Sona Texture Update

 

New

 

Muse Sona Texture Update For Real

 

 

PBE Champion Changes

 

 

Varus New Portrait

 

Chain_of_CorruptionChain of Corruption [ R ]

  •  Cooldown decreased from 120/105/90 seconds  to 110/90/70

 

 

Velkoz New Portrait

 


64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Base damage increased from 300/450/600 to 350/475/600
  • Slow now stacks 5 times

 

[ Clarity ] - Current PBE damage values are 350/475/600 ( +1.5 AP), compared to 500/700/900 ( +0.6 AP). Slow strength was reduced from 20% to 15% in this PBE update, but now stacks 5 times. For more context on these changes, refer to Riot Repertoir‘s explanation here.

 

 

Ziggs New Portrait

 

Mega_Inferno_BombMega Inferno Bomb [ R ]

  • Cooldown increased from 120/105/90 seconds to 120 at all ranks

 

 

PBE Updates to 32 Skin Splash Arts Banner

 

The following skins have all had their splash arts changed with splash arts from the Chinese client:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Chrome Rammus
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

 

1

Noxus Hunter Anivia

2

Red Riding Annie

3

Rusty Blitzcrank

4

Goalkeeper Blitzcrank

5

Desperada Cassiopeia

6

Siren Cassiopeia

7

Mr. Mundoverse

8

Tango Evelynn

9

Minuteman Gangplank

10

Dreadknight Garen

11

Alien Invader Heimerdinger

12

Blast Zone Heimerdinger

13

Nightblade Irelia

14

Aviator Irelia

15

Commando Jarvan IV

16

Silver Kayle

17

Viridian Kayle

18

Sorceress Lux

19

Chosen Master Yi

20

Candy Cane Miss Fortune

21

Pharaoh Nasus

22

Snow Bunny Nidalee

23

Leopard Nidalee

24

Ravager Nocturne

25

Forsaken Olaf

26

Glacial Olaf

27

Ruthless Pantheon

28

Noxus Poppy

Rammus_Splash_2

Chrome Rammus

29

Frozen Shen

30

Hextech Singed

31

Black Belt Udyr

32

Curling Veigar

 

 

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

 

 

News Update July 17 Banner
Summary

Doom Bots are here as a featured game mode and will be going away on July 27th, QA Analyst Repertoir elaborates on the Vel’Koz changes we saw in yesterday’s PBE patch and shares more buffs on the pipeline, Lead Champion Designer Meddler continue his Q&A with updates on Fizz, Zed, Syndra, Yorick, Zilean and Sion, as well as the team’s mentality when buffing and nerfing. Lastly, 32 skins will be getting their splash arts replaced with those from the Chinese client.

 

Recent News

Patch-4-point-13-forecast-banner

State-of-Lee-Sin-Banner

Sona-update-is-back-banner

 

 


Doom Bots are Here Banner


 

After weeks of tweaks and tests, the Doom Bots of Doom have been set loose onto live! If you’re looking to test your abilities against League’s craziest challenge yet, then sign up! What’s more, play a game against the Doom Bots and you’ll earn a unique summoner icon regardless of whether you win or lose (which might take a few days to appear).

Get to it before we haul the Doom Bots back into the FGM workshop on July 27! And while you’re catching your breath between games, tell us about your Doom Bot stories! Did you win? Did you… not win?

[ Link to Post ]

 

 

Context on VelKoz Banner

 

Related PBE Update

 

PBE-Update-July-16-Banner

 

 

Repertoir New PortraitHey guys,

You may or may not have noticed that there are Vel’Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel’Koz on the whole.

 

Let’s start with what our goals for Vel’Koz generally as a champion. When making Vel’Koz, one of the most important things that had to be true about Vel’Koz is that he fulfills the role of a terrifying laser face melter. On his release, I’d say it’s fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat – Ability Power. I definitely understand that Vel’Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support.

That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick’s Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel’Koz and an incredibly dangerous moment for opponents. Given how his R’s damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel’Koz’s release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he’s been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that’s why you’ll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.

Again, I’d like to reiterate that we are aware that support Vel’Koz’s damage will take a hit if we go through with these changes, but it is our intention that Vel’Koz’s character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character’s ultimate is the only change that moves him out of the support position, then that’s probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.

On the note of utility, we are indeed looking at reducing the slow on Vel’Koz’s ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel’Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.

All other changes on Vel’Koz are aimed at just making various spell effects better match their visuals.

That’s a lot of text though! Here’s what we’re looking at for PBE stuff to test for now…

 

64px-Void_Rift Void Rift [ W ]

  • W1 missile width increased to match W2

 

64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Range increased to 1550 from 1500
  • Base damage reduced to 350/475/600 from 500/700/900
  • Ability Power Ratio increased to 1.5 from 0.6
  • Slow reduced to 15% from 20%
  • Slow now stacks on targets up to 5 times, up from 1

Hope this helps to clarify things,

Repertoir

[ Link to Post ]

 

 

Won’t a 75% slow on Vel’Koz’s ult be too strong

Repertoir New PortraitOne thing to remember about slows in League of Legends is that there are diminishing returns on high value slows. Whereas a 20% slow will usually slow for most of the expected amount, a 75% slow may only slow for around double the 20% slow after diminishing returns. If you ever want to see what I’m talking about, run through a wall of Thresh’s R; despite being a 99% slow, it doesn’t slow you down to ~3-5 MS.

[ Link to Post ]

TLDR Portrait TL;DR – The slow will stack up to a 75% slow, but slows have diminishing returns, so targets will not lose a full 75% of their Movement Speed.

 

 

 

Why are you forcing Vel’Koz players to buy AP to be relevant

Repertoir New PortraitHonestly, we are not trying to solve “Glass cannon mages are not seeing play” with these changes, because that’s probably a symptom of a greater issue that probably isn’t a good idea to address with a numbers arms race or character identity misalignment. Vel’Koz was always intended to be mainly a glass cannon mage, and we’d like for his numbers to reflect that.

All that said, there may be work to be done on these numbers still. Thanks for the feedback; I’m still not sold on this as a final changelist yet, so I’ll keep everyone posted.

[ Link to Post ]

 

 

Shouldn’t Vel’Koz receive buffs to compensate for these changes

Repertoir New PortraitOne thing that’s worth noting is that we don’t actually think Vel’Koz’s current overall power level is too far off. We just think the actual distribution in power in how his ultimate deals damage is out of whack, focused far too heavily into the base damage and not enough in the scaling.

[ Link to Post ]

 

 

 

Meddler QA Part 2 Banner

 

Meddler Q&A – Part 2

 

Part 1 of Meddler’s Q&A

 

Meddler-QA-Banner

 

 

Champion Updates Banner

 

Will there be any changes to Sion's kit

Meddler New PortraitThere’s a full Sion rework (visual and gameplay update) underway at the moment, with a core theme of ‘undead juggernaught’.

[ Link to Post ]

 

 

 

Do you consider Syndra to be in a good place

 

 

Meddler New PortraitI’m a bit concerned Syndra may be too strong a lane bully at present, it’s also possible we’ve now made her stun a bit too easy to land, in contrast to its previous state. Don’t think the live balance team have any immediate plans for her, an adjustment at some point might be needed though.

[ Link to Post ]

 

 

Any plans for Zed

Meddler New PortraitI feel he’s a relatively healthy assassin design and personal opinion is he might be a bit on the weak side. He’s a champ we’re talking about right now, but haven’t got firm plans for yet.

[ Link to Post ]

 

 

 

Can Riot look into updating Zilean

Meddler New PortraitWe’ll work on Zilean at some point and that will include replacing his passive with something more satisfying throughout the game. Will definitely investigate whether there are opportunities to use ‘time mage’ better as a theme as well for his kit as a whole, too early to say what changes that might result in or when though.

[ Link to Post ]

 

 

Will Yorick get a Visual Update

Meddler New PortraitYorick? Full rework and visual upgrade together at some point most likely. Ghoul summoning gravekeeper’s got a lot of potential as a concept that Yorick’s not making use of, plus the playing against experience in lane can be pretty frustrating.

[ Link to Post ]

 

 

Will Fizz get a Visual update soon

Meddler New PortraitDon’t think he’s on the list at the moment. I’m no artist, so not my area of expertise, but doesn’t leap out to me at least as particularly in need.

[ Link to Post ]

 

 

 

Balance Banner QA

 

Are new Champions supposed to have already released counter-picks

Meddler New PortraitWe do want champions to have identified weaknesses, we don’t want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you’re able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you’ll get stomped) and lack of choice for the opposition.

[ Link to Post ]

 

 

What’s the thought process behind buffing or nerfing Champions

Meddler New PortraitConstant assessment of how champions perform in different lanes and at different levels of skill/types of play, gathering of feedback (from regular players and pro players), some use of statistical analysis (as an indicator of things to investigate, not a guide) and a lot of playtesting. Same answer with any other part of the game, though there are some things that require really large sample sizes, or long periods to master, where we’ll need to go with a best estimate and then continue to balance post launch.

[ Link to Post ]

 

 

Will the new Champion be purely a top laner

Meddler New PortraitPossible we might see said champion elsewhere, top lane’s our prediction for where they’ll probably function best based off their kit/our internal testing.

[ Link to Post ]

 

 

 

Game Design Banner

 

What do you think of mini-game mechanics like Draven’s axes

Meddler New PortraitI’m generally a fan of abilities on champions that require you to build skills unique to that champ, in particular because it gives a really distinct path to mastery for players that really want to invest in that champ. Manipulating Orianna’s ball, especially how you use the distance return, is another good example of that.

We will be doing other champs with unique skills in that sort of line, wouldn’t want to do anything exactly like Draven’s axes though, that’s Draven’s thing.

[ Link to Post ]

 

 

Will you be making Senna, Lucian’s wife, a Champion one day

Meddler New PortraitWouldn’t rule it out, wouldn’t count on it either though. Characters mentioned in other champions’ lore can be good opportunities for future champions, sometimes characters are better suited to be non playable parts of the cast though, so a character getting named’s not a guarantee they’ll one day be a champion.

[ Link to Post ]

 

 

Was there a Champion that you wanted to make but isn’t in the game

Meddler New PortraitPlenty! The best ideas we’ve had but haven’t finished are ones I’m still hopefuly we’ll figure out a way to do. Then there’s Barn the Sentient Barn, who I’ve got a soft spot for but, even being really, really optimistic, would have to describe as ‘incredibly unlikely’.

[ Link to Post ]

 

 

What are the odds of seeing a new global ult

Meddler New PortraitReasonable at some point, though almost certainly with some constraints to ensure it’s situationally powerful but not a guaranteed ability to force a 2v1 or ensure a 1v1 goes in your favor.

[ Link to Post ]

 

 

 

 

32 Splash Art Updates Banner

 

Riot Silver: Hey dudes and dudettes!

Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we’re replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.

We’re constantly seeking to improve LoL across the board, and splashes are no different – as you may have noticed, we’ve been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.

This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough…Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.

Let us know what you think!

FAQ:

Why didn’t you do this sooner?

The art style for these splashes was a bit different from our visual target, and we didn’t want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.

Why didn’t you change X splash?

We specifically picked splashes that met the goals of this small update, so there could be several reasons:

  1. We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
  2. Alternatives are too drastically different from current splash or in-game model (we’re looking to improve overall cohesion in addition to just visual quality.)

What if I don’t like X splash?

Let us know! The goal here is to improve, not detract

Why are these only skin splashes?

This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they’re more highly visible (e.g. minimap icons, champion select, etc…). In general, we’re looking to err on the side of caution where there’s a very clear quality increase with little risk of confusion.

Changelist:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

[ Link to Post ]

 

 

All Updated Splash Arts

 

Huge thanks to Reddit user IfishIII for putting up an imgur album with all the new splash arts!

 

1

Noxus Hunter Anivia

2

Red Riding Annie

3

Rusty Blitzcrank

4

Goalkeeper Blitzcrank

5

Desperada Cassiopeia

6

Siren Cassiopeia

7

Mr. Mundoverse

8

Tango Evelynn

9

Minuteman Gangplank

10

Dreadknight Garen

11

Alien Invader Heimerdinger

12

Blast Zone Heimerdinger

13

Nightblade Irelia

14

Aviator Irelia

15

Commando Jarvan IV

16

Silver Kayle

17

Viridian Kayle

18

Sorceress Lux

19

Chosen Master Yi

20

Candy Cane Miss Fortune

21

Pharaoh Nasus

22

Snow Bunny Nidalee

23

Leopard Nidalee

24

Ravager Nocturne

25

Forsaken Olaf

26

Glacial Olaf

27

Ruthless Pantheon

28

Noxus Poppy

29

Frozen Shen

30

Hextech Singed

31

Black Belt Udyr

32

Curling Veigar

 

 

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

 

 
Champion Skin Sale July 21 Banner

The following Champions and Skins will be 50% off until July 21st:


Champions:


  • Graves – 440 RP
  • Miss Fortune – 395 RP
  • Volibear – 487 RP

 

Deep Sea Kog’Maw – 487 RP


KogMaw_6

 

Sanguine Garen – 260 RP


Garen_1


Veigar Greybeard – 375 RP


Veigar_3

 

 

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


As it was decided that tryout loulex wasn’t much of an improvement or a good fit for Gambit, DiamondProX has re-joined the starting lineup, and the roster that will play for Gambit Gaming for the rest of the LCS Split is:

  • Kubon – Top
  • Diamond – Jungle
  • NiQ – Mid
  • Genja – ADC
  • Edward – Support

This means it’s most likely Darien will not be making his return, however he has been playing a lot of Solo Queue as of late, potentially hoping to improve enough to regain his spot as a starter on Gambit. Diamond had been doing that very thing for the past couple of weeks, and Gambit hopes that he’s been able to regain that level of mechanical prowess that he has become famous for over time. While it’s no guarantee Diamond can turn a fledgling Gambit around, maybe he’s found a new wind and can prevent them from falling to relegation.

 

Meanwhile over on Ocelote’s Gamers2, they’ve decided to replace Dioud, their now ex-support, with Rydle who they consider to be an upgrade. In a statement from Team Manager Luis Rivers, he said:

“We are really sad this happened, especially because Dioud has been a good worker and a friend. This decision was taken because of just one thing; botlane requires perfect synergy between two players, and that synergy was really non existent due to play style reasons between our two botlane players. We hope Dioud gets into a good team because he is really, really good. “
– Luis Rivera – Team Manager”

It appears that they’ve already tryed to play a few scrimmages with Rydle, as team captain Ocelote stated:

We wanna welcome Rydle. 
He will help us become what we have in mind to become. His skills and motivation are onpoint, and we are certain this will work out very well.

The whole team is really happy with his stelar performance vs LCS teams during the last days, and we honestly feel eager to play tournaments already.”

Source: http://gamers2.com/index.php?site=news_comments&newsID=21

Follow NewsofLegends for more coverage.

Categories: LoL News Tags:

 

News Update July 16 Banner

 

Summary

Patch 4.13′s forecast is released and details upcoming changes to early aggression junglers and hyper-carries, with an overall effort to diversify picks. This will be the last big patch before Worlds and it will be big in terms of number changes, but minor in terms of content introduced.

 System Admin Rincewind explains the server outage NA players experienced – it was caused by failing to see an error in the logs. Moving on, Pwyff picks up on yesterday’s discussion about Lee Sin’s state; the gist of the arguments presented is that Lee Sin is part of a problematic archetype of Champions – early aggro junglers – and it’s not just down to him being imbalanced.

 Sona’s update is back on the PBE for testing; the goal of the rework is to make Sona more rewarding to players who invest time in learning her and give her more options to make plays and influence the game in a healthy way. Meddler talks Orianna’s passive and why it’s a part of her kit and also hits at adding a small AP ratio to Lux’s passive.

 Finally, IronStylus discusses Irelia’s visual update being a part of her gameplay rework as well as overall transparency with upcoming VUs, FeralPony talks possible light nerfs to Zhonya’s Hourglass and Riot have released a video rundown of Patch 4.12!

 

Recent News

PBE-Update-July-15-Banner (1)

Patch-4-point-12-notes-Banner

Meddler-QA-Banner

 

 

Patch 4 point 13 forecast banner

 

Live Gameplay: Hey all,

As a result of this being one of the last patches to really react to the game before the World Championships, expect this to be a large patch in terms of number of changes. Probably not in terms of huge scope modifications, but more like small to mid balance tweaks across a number of champions.

As another reminder: these are not promises for what will be in Patch 4.13, rather, they’re a forecast of what we are currently working on and the problems we see.

Onward!

Them competitive diversity picks: At the heart of all of this, our core goal with patch 4.13 (and 4.14) is competitive diversity. There are a few champions we’re looking to give small buffs to, and others who are, by nature of being the best, skewing picks into who can play against them and who can’t. You’ll probably see a lot of smaller changes in this line of thought.

Them aggro junglers: There’s been a few big discussions going around on this, but we agree that early aggro junglers are still very stifling – particularly in competitive level play. While we’re still watching how our tanky jungler changes have rolled out from 4.11, we think there are a few ‘top tier’ dudes (fine, I’m saying it: Lee Sin, Elise, Evelynn) who can afford a nudge down.

Them hyperscaling marksmen: With the Lucian changes in 4.12 (and Lucian being on the downward trend thanks to hyperscaling marksmen like Koggles and Trist) we’re on light watch to ensure the marksmen pool gets a little more diversity. In terms of categorical picks, we’d love if other marksmen had their strategic choices and niches to play, rather than a single ‘type’ (ie: early game vs late game hyperscalers, etc).

Up today, designer Riot Jag will be hanging out in the comments to discuss some of the things we’re looking at in 4.13.

[ Link to Post ]

 

 

NA Platform Outage Banner

 

Rincewind New PortraitHello Summoners,

Here is what happened today. The NA platform went crazy and it was totally preventable.

TL;DR: We missed an error that showed up in the logs during restarting the platform after the deploy. Unfortunately not fixing that error in time led to instability much later.

The longer version:

The platform has static and dynamic configuration values that are stored in a database or configured when the platform is up. The static values persist between restarts of the platform.

When we started the platform today, the static values did not load. We failed to detect this particular error condition in the automated deploy process as it occurs once in a blue moon.

When the platform went live several hours later with important configuration values missing, the platform buckled under load. We attempted to fix it by lowering the load on the platform by taking the following steps.

1) Stopping additional players from logging in.
2) Turning off all queues

The above steps would have allowed players to be still logged into the platform rather than dropping all players and causing a huge login queue.

We did load all the missing configuration values, however the errors in the logs did not give us the confidence that we would be safe. We proceeded to do a restart of the platform. We recognize that it was a preventable incident. We are taking the following steps to prevent such incidents in the future.

1) Find an engineer who will be made a scapegoat and make him do pushups till he collapses. (This might be hard as all of us on the team are responsible.)

2) Improve error detection during a deploy

I will be around for some time to answer any questions.

[ Link to Post ]

 

 

State of Lee Sin Banner

 

Related Collection 

 

Nerfing-Lee-Sin-Banner (1)

 

 

Lee Sin will never be meaningfully nerfed by Riot or reworked

Pwyff New PortraitThat’s an insane rabbit hole of a discussion so I won’t hop into that thing, but one thing about Lee Sin is that he’s a game of balancing pros and cons and what they mean for the health of the game.

Honestly speaking, Morello’s statement re: Lee Sin being an “untouchable” champion due to public perception is a bit binary, so I’ll re-examine it:

When we say we have difficulties approaching a champion due to perception problems, it’s partially public outcry but it’s also due to the fact that perception is so inherent to the game. Given that League is based on a player’s preferences and capabilities, it’s obvious that champion tiers will also be tailored to the common thread. Only in a ‘solved’ competitive game can objective truths (ie: character power) can come forth. In chess there might be a dozen openings that lead to a meaningful game, whereas the rest have been hashed out so much that they’re inconsequential. Fighting games are another example of this, where a champion tier list is completely based on public perception, and one player’s performance at an international event (Isai’s Jigglypuff in SSB64, GamerBee’s Adon in SF4, etc) can completely warp what’s considered to be objectively the best.

In this regard, League is such a strong online community that group-think is virtually inevitable and only the stubborn players end up breaking the mold. At S3 worlds when Zed / Ahri / Fizz / Gragas / Orianna were the staples, Faker picked a Riven into Zed and ended up drawing a ban as a result of it. There are tons of cases where solo queue heroes would pubstomp a pro player with a unique champion, ultimately resulting in that champion becoming the hot new fad in competitive play. What happens after that? Every aspiring competitive player picks up on that champion, and suddenly we have solo lane Soraka beating the crap out of top / mid lane.

This is a super long way of saying that yes, we’re dedicated to preserving game health above all else, but because perception is so closely tied to game health and group-think is so dominant, we find ways to navigate that space through constant communication paired with nuanced design changes to nudge the game in certain ways.

In terms of actual tangible work: we’re looking at Lee Sin because we agree he’s distorting the early game jungle. But it’s not just him. It’s early aggro junglers like Elise and Evelynn. We took a step back for a patch because we wanted to take a moment to consider how the tank jungle changes had fallen out. I have a very strong suspicion that those will have a larger impact than most believe (we’re already seeing a shift in solo queue play, but competitive is actually quite slow on the uptake) but making gut calls is often when we get punched in the face (ie: we didthink Trist needed buffs on top of item changes, but looks like that went a little too far). Game design and balance is an art more than a science, and it’s tough to consider the layers – how does this affect objective game health? How does this affect perceived game health? How quickly will teams adapt? Are there any competitive teams willing to experiment?

For me, the question that comes after is there seems to be a strong opinion (in this passionate thread) that players would much rather us completely thrash Lee Sin so that he’s out of the way, rather than creating a sustainable design decision that creates weaknesses but doesn’t just cram him into D-tier. Is Lee Sin healthier for the game when he doesn’t exist at B, A, or S tier? If Lee Sin gets nerfed, do we get Elise, Evelynn, Rengar, and Jarvan IV in all games? Does that point to a systemic problem with aggro-junglers focused on early game? Is the game objectively better to play and watch when Volibear is jungling, or Lee Sin? I’m unsure if there are solid answers here and going for a democratic voice results in the loudest voice, maybe not the best one for game health.

[ Link to Post ]

 

TLDR Portrait TL;DR – Player perception leads to Riot looking into competitive games to properly examine a Champion’s power. Solo queue heroes can destroy pro players and they then become FoTM and draw attention, which leads to balance changes.

 Lee Sin’s distorting the early-game jungle is a problem, but the whole archetype of early aggression junglers (Evelynn, Elise) needs to be addressed. If Lee Sin gets nerfed and other strong early junglers replace him, it would indicate a flaw in the class in general, not just Lee Sin.

 

 

Isn’t Lee Sin dominant because other junglers got nerfed

Pwyff New PortraitYou raise some really good points across the board. For your first Lee Sin point, I’m pretty sure his high strengths are what make him so inhibitive as a champion, which is a super problem we face when we look at champions who are iconic for their strength. Kayle is a good example here where she’s being picked non-stop because she’s so damn good at everything. It’s a weird knife’s edge conundrum here.

For Lee Sin, his strength goes: insane early game pressure, high mobility, high damage, versatile kit. When we first looked to change Lee Sin (hello rework), we got a ton of pushback because nobody saw those as insane strengths. There’s some argument that we nerfed certain champions so Lee was inevitably the best, but Elise is also close to 100% priority and she got some reductions along the way as well. We haven’t touched Evelynn. We buffed Jarvan IV. Rengar was broken due to a bug with double-proccing on-hit effects so we’ll see how our changes affect him. The only major jungler threat we really touched was Kha’Zix and, to a lesser degree, Pantheon (bugfix delight). Kha’Zix might exist as a jungler in a world without the top tier junglers, and I still think Pantheon is waiting to get in there.

Regardless, we did back down on those because if the community backlash is so strong to a change, you do have to wonder who’s out of touch. It’s one thing to be a design team so confident in your changes that you’re immune to feedback, but we pride ourselves on our feedback loop and listening to players. This is a core attribute to us and one we value inherently. Sometimes I wonder if we should engineer favorable situations to change contentious champions before doing so (oh man wouldn’t that be funny).

Regardless, I think Lee Sin is actually problematic for competitive play, I’m less convinced for less than diamond level play. He’s played with tradeoffs at a lot of levels, but I’d also agree he has very few risks for being such a “high risk” champion.

As for the jungle itself, I think we have a significant problem in the game where players dislike losing “carry” agency. In an ideal world I don’t think we want a specific guy who’s gonna be like “you win or lose on me.” All champions should express skill and should equally contribute to a game being won. We talk about wanting junglers to carry from the jungle, I think we meant that we wanted the potential for junglers to have the strategical niche wherein a team can create a “jungle-carry” oriented comp. Protect the Yi? Maybe that’s a little idealistic given the scenario of the game. Regardless, I think in an ideal world we can see multiple ‘styles’ of junglers, but that they don’t get picked in a silo. Instead, they’re chosen to support and collaborate with a cohesive team strategy. Maokai for a protect the Kog comp, maybe Elise for a pick ‘n roll comp, maybe Lee Sin for an early aggro comp, etc.

[ Link to Post ]

 

 TLDR PortraitTL;DR – Lee Sin is a problem in competitive play, less-so in lower tier, as his skill-cap is a tradeoff for unexperienced players. The argument that Lee Sin is strong because other junglers got nerfed is wrong, because the only major jungler thread Riot has thus-far toned down heavily is Kha’Zix.

 Riot’s goal with junglers is to create multiple viable styles of junglers, where the picks are part of a team composition (for example, Maokai jungle in a “protect the Kog” comp) and not just there for their brute strength over other junglers.

 

 

Lee Sin can brute force victories even without Insec plays

Pwyff New PortraitThis is where I come back to perceived strength versus objective strength. Just because people can or cannot Insec doesn’t extend so far as to say “If you can’t Insec but are still winning as Lee Sin, you are winning with suboptimal play and that indicates Lee Sin is overtuned.”

 

I’m not denying that Lee Sin has consistently been strong in the game throughout all levels of play (see certain pro player complaints that Lee Sin shouldn’t be touched because he fits into all metas and is the most balanced etc), but league is about rewarding skill in a number of ways – positioning, decision making, mechanical skill, leadership, adaptability. Just because most Lee players didn’t understand the Insec plays doesn’t mean they weren’t using him effectively, it just means they were using him differently. I really push back when you say “oh he was accomplishing all this, and he wasn’t used to his full potential!” because emergent gameplay speaks to new heights, not untapped potential.

At the end of the day, we believe Lee Sin is strong and are looking at him, but to say he’s a singular force that’s warping the entirety of the early jungle, I disagree because there exists a whole slew of early aggro junglers that we need to look at.

[ Link to Post ]

 

 

Why isn’t Lee Sin being nerfed, as his state warps the whole game

Pwyff New PortraitHonestly? Because Lee Sin is part of a pantheon of early aggro junglers and isn’t single-handedly warping the game. He’s doing something as part of a group, which typically speaks to systemic issues than anything else. We took a strong look at Elder Lizard and tried there, then we looked at tanky junglers and tried there. Now we’re just looking at those early aggro junglers.

Urgot, Poppy, and pre-rework Eve were all single-champion warpers.

Lee Sin isn’t a golden boy, but he does have certain healthy mechanics that, if you were to speak about this five months ago, would not have been a problem. There was a lull period where he was being bypassed for other champions, so I dunno if I would accept a hyperbolic “Lee Sin has been best forever” statement.

[ Link to Post ]


TLDR Portrait TL;DR – Lee Sin is strong, but he’s doing things in the meta as part of the early-aggro jungler group, which points to a systemic issue, and not just an issue with one Champion. This class of Champions will be addressed by Riot in future patches, similarly to AD junglers, tanky junglers and so on.

 


Sona update is back banner

 

 

Fearless New PortraitHey everyone,

The return of 4.13 content means Sona is back on the PBE. She returns with her audio intact, an updated base model and textures, as well as updated Silent Night and Pentakill skins. We continue to improve her VFX as well, and will continue to update these as we move towards Sona’s release.

Sona has also had a few balance changes since she left PBE, mostly a few tweaks to react to her dishing out a tremendous amount of healing in playtests, and a usability improvement on her E.

  • Q
    • Mana cost increased to 55/60/65/70/75 from 50/55/60/65/70
  • W
    • Mana cost increased to 70/75/80/85/90 from 65/70/75/80/85
    • Base heal reduced to 20/40/60/80/100 from 25/50/75/100/125 (Max heal now 40/80/120/160/200)
    • Ratio reduced to 0.2 from 0.25 (Max now 0.4)
  • E
    • Fixed issue where Sona’s Movement Speed buff was removed when she used another aura

Questions for Sona players:

  • How many games have you played on the Sona Update?
  • What sort of game was this? (Doom bots, Summoners Rift 5v5, Standard Bots, Howling Abyss, etc.)
  • Did you find any bugs?
  • How was laning phase?
  • How was mid and late game?
  • How risky was tagging your allies with your auras?
    • How often was the risk worth the reward
  • How did you feel about your impact on team fights?
  • What did you think of Sona’s updated audio?
  • What did you think of Sona’ update art assets?

[ Link to Post ]

 

 

This rework is starting to look like a nerf to Sona

Fearless New PortraitThe goal of this rework is not to nerf or buff, and I totally stand by that. That doesn’t mean that she gets to be stronger at every phase of the game in all situations.

She is losing base healing, but is getting better healing at every W level after level one when the heal is used on a low health target. The ratio is increased by far on low health targets (anything lower than 75% health is better than live for the ratio).

The short duration of the shield means that the Sona player needs to use it well, or the effect will be lost. That is also intended. If we went longer, the shield has to lose power. The current tuning provides a Sona for saving her ally during trades and all ins, as well as during ganks. A longer shield (say 4 seconds) becomes a trade tool where enemies have to just retreat from Sona and her ally, because any damage you do is going to be blocked, and you’ll lose the trade if you and your allies don’t have similar or better damage mitigation. That doesn’t sound like a healthy pattern.

[ Link to Post ]

 

Why not increase the range of Sona’s auras from 350 to 700

Fearless New PortraitIf we did that, we’d have to dramatically pull down the impact of the auras. One of the reasons Sona can have so much power on her aura effects is due to the fact that she actually takes risks to apply them. That’s why we’ve actually increased her ratios as well, to ensure that squishier AP builds have big payoffs, along with big risks.

If we made these auras 700 units, she’s going to be safer, but much less satisfying and less impactful. There’d be less reason to want Sona on your team, and that’s completely counter to the goals of these changes.

[ Link to Post ]

 

TLDR Portrait Summary - On paper, Sona appears weaker, but that’s because her auras have a lot more situational power. The risk factor is being bumped up and as a result Sona will be more effective if used smartly, but she also needs to put herself in more danger. Sacrifices in her kit had to be made (like her range) so she retains those moment-to-moment strengths in the rework.



Orianna's Passive Banner

 

 

Why does Orianna have the passive she has

Meddler New PortraitOrianna’s passive ties some of her power to riskier play (putting yourself closer to the enemy than you otherwise need to with just your spells) and places some more importance back on Orianna’s own position – two sources of threat, not just one.

[ Link to Post ]

 

 

Is there any particular reason her ball interferes with mouse clicks

Meddler New PortraitNo good reason. Was talking to one of our engineers today about fixing that, it’s something we’ll need a bit of tech help to do.

[ Link to Post ]

 

 

 

Follow Up

Can you apply the same solution to Jarvan flag

Meddler New PortraitYeah, we’ll be going for a solution that fixes all the cases of this occuring with untargetable creations, not just Orianna.

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Are you suggestion Orianna is a risky pick

Meddler New PortraitI’m saying she’d be safer than she is if the power currently tied to her basic attacks was instead accessible to her without a need to go into auto attack range.

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Why doesn't Lux's passive scale with AP

Meddler New PortraitI suspect (before my time at Riot) simply because we hadn’t started adding scaling effects to passives much at the time Lux was made. We do plan on testing a small ratio on the passive, not sure yet if that would adding a ratio and cutting some of the base or just adding a ratio.

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Doesn’t it make sense for Orianna’s ball to detext stealth Champions

Meddler New PortraitThematically, yep, quite agree. This is a case where clarity of gameplay, and a desire to not add another edge to Orianna, needs to override that thematic though.

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Off-topic What’s Xypherous working on

Meddler New PortraitXypherous’ main focus nowadays is on systems design, so things like the vision refactor, adjustments to classes of items (e.g. the recent ADC item changes), potential plans for the 2015 season etc. Sometimes that stuff’s got a pretty long term focus and won’t be ready for public discussion for a while.

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Irelia Visual Update

 

 

Discussing Irelia’s balance state and how it affects her VU

IronStylus New PortraitI feel you on the Octopus head..

 

 

 

 

  • Morello’s mentioned his desire to rework Irelia’s kit several times in the past to help get her away from her “ball of stats” nature, as well as stating that Irelia’s core theme may be changed as a result. Does this impact her VU-wise? Would a new kind of Irelia require a new kind of visual theme than what is present already? Would Morello’s kit rework get in the way of a potential VU, or even coincide with one? What are the chances of pushing both reworks out at once, making Irelia a full champion relaunch? I won’t ask for specifics on her kit rework from you, since it’s not your department – mainly just how it relates to her visual style and the possibility of that changing.


I think that we’d end up making the two coincide. As she currently stands she would fall under the VGU (Visual & Gameplay Update), which pretty much means “full relaunch”, but we don’t use that term any more. Chances are we’d approach her as that sorta chunk. Similar to previous VGU’s. Now.. that COULD change, but my bet is that we’d save the two (or three, depending on theme changes) to be, as you’ve said, a relaunch.


  • What do YOU think Irelia’s theme is or should be, visually or in-game? Does the way you envision her match with the way she’s portrayed now?


I think she’s a bit dopey, but honestly I love the idea of Irellia. Unobtanium blade wielding telekinetic ionian genera? Fucking sweet. Let’s make her legit! Maybe I’m boring but I’d just like to see that solidified. I have a concept floating around (which may or may not be the final, who knows) which takes some aesthetics from Karma and Yasuo and merges them in order to get Irelia, a young, fiery, headstrong Ionian military commander. Not sure if what I’ve got on paper will stay, but it’s where we’ll start.


  • Do you have any plans for Ionia at large, in terms of visual theming and cohesion? Most of the Ionian champions vary widely in terms of looks, from bright pastel ninjas like Akali and Kennen, to heavily-armored warriors like Irelia and Zed (he’s wearing light armor, but he has quite a lot of it on).

  • Relating to my last question, what kind of relations would you like Irelia to have with other League champions, namely other Ionians or enemy Noxians? I would imagine she wouldn’t think too highly of Yasuo or Darius, for example.


I’m not sure about Ionia in general, but we’d probably end up visiting her corner or it when we address her specifically.


  • Are there any Irelia skins on the pipeline for once a VU is done? I know you guys are wont to make skins for champions who are on the pipeline for VUs, since it’s more work for no reason, on an inferior rig and model, no less. What are some skin options you could explore with Irelia, and have done any concepting for them already?


There’s at least one that comes to mind that’s concepted but I’m not sure it’s really dependent on her VU. She’s not in terrible art shape, she’s just unhealthy for the game.. or so I hear.. She might get a skin before a VGU


  • Lastly, and I’m leaving this at the bottom because it’s not Irelia-related, but how much will Shen change were he to receive a VU? He’s portrayed as a tank in-game, yet visually, he’s the exact opposite of a tank. How would you go about bringing Shen’s tank identity forward, without overpowering his ninja identity, and vice-versa?



I’ve attached an Irelia picture for some eye candy. Seriously; why isn’t this her splash art over in the States? I know you guys don’t like using the Chinese art for champions on other servers, but come ON. That art is friggin’ gorgeous.

Edit: And I seem to be unable to add attachments. Sigh.


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Do you think Zhonya’s Hourglass needs a shorter statis duration

Feral Pony New PortraitGenerally speaking, lowering the statis time is a buff more than a nerf (except for a few skill specific interactions like Kennen/Morg ults). Taken to a slight extreme, imagine ZH with a statis of .5 seconds. You could still use it to escape from the largest burst damage spells and then immediately escape or continue fighting with minimal disruption to your personal damage pattern or movement.

 

Inversely let’s say the duration was increased to 5 seconds from 2.5. Using this puts the caster is a tricky situation, you use the stasis to escape an immediate threat but losing control of your actions for the next 5 seconds gives a ton of control and opportunity to your opponents. In teamfights it reduces your ability to contribute (as 5 seconds is an eternity in a teamfight) meaning you’ve turned that teamfight into a 4v5 and giving the entire enemy team time to huddle around your soon to be dead body.

Not to say Zhonya’s couldn’t use a light nerf but personally I don’t think it needs anywhere near the level of a full rework or gutting. I would certainly like to hit the stat efficiency of the item a bit when we do a pass and increase the stasis duration slightly but that has the really heavy cost of people learning, memorizing, and feeling the invuln timing on both ends.

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TLDR Portrait TL;DR - Shorter-duration statis on Zhonya’s will actually buff a lot of Champions, as you can use the active to dodge a disable or damage spell and continue with your combo or your retreat uninterrupted. If anything, a longer-duration statis will actually nerf the item and force AP mages to make more meaningful decisions about when to go into stasis. With all this being said, however, Zhonya’s will far more likely get a (light) nerf to its stats than to its active duration.

 


Shouldn’t Riot be more transparent when it comes to VUs

If Riot unveils every single change they plan on making, then they’re going to get negative feedback as people complain. Which is going to make them change their mind, which is going to make more people complain. It makes far, far more sense for them to reveal what they’ve done as opposed to what they’re doing. They’ve given all the info that’s relevant, they’re working on dozens of projects at once, when something’s done we’ll know. Riot doesn’t have to give us a step by step of everything they’re doing. That kinda gets in the way of them, you know, doing things, which I’m thinking is a bit more important, all things considered.

 

IronStylus New PortraitPretty much this, however, as I’ve said before it’s about a couple of things:

1) We actually do have our next 8 or so champions mapped out on our hitlist. Thing is, those could TOTALLY change depending on what happens in many other areas. Anything from an event like Freljord, to a champion loosing flavor in the season. We don’t want to announce commitment to something when all of a sudden the need to revamp that champion might not be as pressing,.

2) We actually like having some mystery and surprise. We don’t want to unload everything as to not spoil the fun when BOOM here’s your favorite champion that’s needed a lot of love for a long time now suddenly up-rezzed. We’d like to keep at least some plans a little more under wraps than others.

3) Raising expectations is bad because if we promise, and for some reason not deliver, it makes us feel bad, it makes you feel bad, and we all just.. feel bad.

All that said, we are discussing just how transparent we should be when we’re talking about Champion Updates. I think it’s going to vary depending on the champion. I can pretty much guarantee that we’re not going to go 100% throw our plans on a billboard, however I think we might try to open up the process a little, no promises on that however.

We’ll see. I’m generally an advocate of talking about plans depending on our level of official commitment, but I like to stay away from too much speculation.

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Patch Rundown – 4.12

 

 

 

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

 

 

 

 

 

Categories: LoL News, Red Posts, Riot News Tags:

 

PBE Update July 16 Banner

 

PBE 16/07 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.

 

PBE Updates for Patch 4.13 Cycle: 

 

PBE-Update-July-15-Banner

 


PBE Sona Hair Update


Old


PBE Sona Texture Update

 

New


Sona Hair Update



PBE New Tantrum Resource Texture

 

Tantrum Texture

red tantrum texture

blue tantrum texture

 

Clarity: This texture goes in the resource bar on the bottom of the UI, where you would track your mana, energy, fury, etc. WILD HYPOTHESIS: this could be the resource bar for Riot’s next Champion.

Simple translation of “tantrum”: emotional outburst. Makes you wonder how the resource will actually function.

 

 

PBE New Summoner Icons


 

profileIcon685

 

 

PBE Champion Changes


 

Velkoz New Portrait

 

64px-Void_Rift Void Rift [ W ]

Range increased from 1050 to 1150

 

64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Damage changed from 500/700/900 (+0.6 AP) to 300/450/600 (+1.5 AP)
  • Slow strength reduced from 20% to 15%

 

 

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

 

 

PBE Update July 15 Banner

 

PBE 15/07 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.

 

 

PBE Patcher & Landing Page Visual Update

Patcher 1

Patcher 2

Patcher 3

Patcher 4

Patcher 6

 

 

PBE New Client Icon

icon

 

 

PBE Sona Texture Update Banner

 

Classic Sona

 

PBE Sona Texture Update

 

Arcade Sona

 

Arcade Sona Texture Update

 

Pentakill Sona

 

Pentakill Sona Texture Update

 

Guqin Sona

 

Guqin Sona Texture Update

 

Muse Sona

 

Muse Sona Texture Update

 

Silent Night Sona

 

Silent Night Sona Texture Update

 

 

PBE Champion Changes

 

 

Braum New Portrait

 

64px-Concussive_BlowsConcussive Blows [ Passive ]

  • Stun damage decreased from 38 ( +12 per level ) to 32 ( +8 per level )

 

64px-Stand_Behind_MeStand Behind Me [ W ]

  • Mana cost increased from 30/40/50/60/70 to 50/55/60/65/70

 

64px-Glacial_FissureGlacial Fissure [ R ]

  • Slow duration of ice field decreased from 1.5 seconds to 0.3

 

 



Olaf New Portrait

 

Undertow  Undertow [ Q ]

  • Cooldown reduced from 8 seconds to 7

 

Vicious_StrikesVicious Strikes [ W ]

  • Heal strength is now increased by 1% for every 2% HP missing, increased from every 2.5%

 

RagnarokRagnarok [ R ]

  • Cooldown decreased from 120/100/80 seconds to 100/90/80

 

 

Rammus New Portrait

 

Tremors Tremors [ R ]

  • Now has a range indicator for how far the shockwaves expand

 

 

Sona New Portrait

  • Sona’s rework is back on the PBE for testing.

 

 

The New Summoner’s Rift returns for testing!

 

Here’s a tour of the updated map if you’re unfamiliar with the changes to SR on the PBE.

 

The-new-Summoner-Rift (1)

 

 

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

 


Patch 4 point 12 notes Banner

 

Patch 4.12 Contents

 


Recent News

Meddler-QA-Banner

Nerfing-Lee-Sin-Banner

Doom-Bots-Banner

 

 

Pwyff New PortraitHey Summoners,

Welcome to patch 4.12! With only a few patches between now and the League of Legends World Championships, our focus is on the competitive scene and the things we can do to ensure the landscape is diverse and healthy. Part of how we’re accomplishing this goal is to look at champions who are skewing champion select in one way or another while also looking to healthy “almost there” champions, like Alistar or Ahri. For either side (strong or weak champions), our main philosophy is to look for strengths to highlight while also emphasizing weaknesses. This ensures a champ can hold onto their strategic value while still havingmeaningful tradeoffs. You’ll also hear me repeat this many times. Too bad.

For you Twisted Treeline fans, we’ve got two item overhauls with Grez’s Spectral Lantern and The Lightbringer (they’re now two separate item lines with different functionality), so be sure to read up before hopping into your 3s game.

Final thing: we’ll also be shipping jungle timers with patch 4.12! Read just below for a rundown on those but, as part of our focus on gameplay clarity, we want to ensure that the right skills are being rewarded in League of Legends. In the case of jungle timers, we want to focus on the meaningful choices you make with the information you’ve earned, rather than the quick arithmetic you can do with the clock. Also be sure to read our dev blog on Clarity for more philosophy!

And that’s it for now! Read up on the changes below, and we’ll see you next patch!

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Jungle Timers


Jungle Timers Text


Champions
Ahri

Alistar

Caitlyn

Ezreal

Garen

Kassadin

Kha'Zix

Lucian

Nautilus

Quinn

Rengar

Vel'Koz

Yasuo

Ziggs

 

Items

Bloodthirster

Essence Reaver

Ardent Censer

Manamune

Sunfire Cape

 

Summoner Spells

Exhaust

 

Howling Abyss

Howling Abyss Text


Twisted Treeline

Twisted Treeline Text


Twisted Treeline and Crystal Scar

Kayle

Lord van


Twisted Treeline, Crystal Scar & Howling Abyss

Twisted Treeline etc Text


Intro Bots

Intro Bots Text


New Audio Engine

New Audio Engine Text


Bugfixes

Bugfixes text


Upcoming Skins

Upcoming Skins Text


 

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