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Dev Blog Classes and Subclasses Banner

Here’s the official division of champions, according to the rolls they fill on a team:

 

Statikk New PortraitHey all,

As League’s evolved, so have a lot of our design philosophies, principles, and methodologies. Over this year we’ll touch on a few of those changes, but today we wanted to address our more modern (you might say functional) view of ‘Champion Classes’ and how they exist in League of Legends.

This is going to be a pretty academic discussion as some of it is still work-in-progress, but with the mid-season update on the horizon we thought it’d be a good time to start the conversation. Let’s get started!

James “Statikk” Bach

 

Classes and Subclasses

To start, classes are groups of champions with similar playstyles. In the past (and still true today), application of these classes was heavily influenced by the fantasy and thematics of the individual champion rather than their actual function in the game (hi Blitzcrank). These days, however, as League’s matured we realized that classes need to be more defined by their actual effect within the game rather than artistic direction or choice of weapon.

So we sat down and sorted all 130 champions into their individual classes.

And saw we needed more labels.

Some classes, like Mages and Fighters, have become too bloated and they encompass such a wide variety of different champions that they’re no longer as useful. For example, both Darius and Vi are Fighters, but they differ vastly in mobility, durability, damage output, and their general role in team fights. Rather than just using a generic tag to describe both, we introduced ‘subclasses’ – divisive breakdowns of the parent class – to help us clarify differences, sift out big groups, and label the deeper nuances that set champions apart. Additionally, you’ve seen some of this work bear out in our early approaches for subclasses like Juggernauts or Marksmen (although they’ve been hard to break down, as we’ll talk about below).

Overall the class / subclass structure is designed to:

  1. Shape healthy, clear strengths and weaknesses across champion subclasses
    • Love or hate the Juggernauts, whenever you see one in game it’s clear they’re tanky and deal a ton of damage when they get close to you. That said, they’re also vulnerable to being kited around and out-ranged during their slow approaches. This doesn’t mean we want to get to a world of hard-counters, but your strategic champion picks should havesome unique impact beyond just being another body on the map.
  2. Within the individual subclasses, enhance the strategic depth of the game by giving impact to champion choice beyond just personal preference
    • This has largely been what our big ‘roster’ updates are targeting. Understanding when it’s a good time to choose between Xin Zhao’s murderous strengths vs. Vi’s lockdown is a significant part of learning and mastering the game. We want to ensure each champion has a reason to be brought to the table, even within the same subclass.
  3. Create a shared vocabulary!
    • For example, if a Juggernaut feels significantly more mobile than his or her counterparts (whether due to his kit, an item, etc.), the conversation can start from there – “Juggernauts shouldn’t have mobility, why is this one allowed to have that?” – rather than individually hashing out the strengths of a class on a case-by-case basis.

Here’s an overview of how the classes break down into subclasses. You’ll notice some of the classes themselves have been changed – our hope is to roll these out to the in-game client and beyond once we get settled on these titles. It’s also worth noting: the class / subclass structure is more of a set of guidelines than rigid rules.

Class Subclass
Tanks Vanguards, Wardens
Fighters Juggernauts, Divers
Slayers Assassins, Skirmishers
Mages Burst Mages, Battle Mages, Artillery Mages
Controllers Enchanters, Disruptors
Marksmen Marksmen

Two things to note: first, classes and subclasses are completely distinct from lanes and positions. Not all Mages go mid, and Enchanters don’t always have to play the support position in bottom lane (though each subclass will naturally gravitate toward a specific position). Second, we don’t have a subclass for marksmen because they all tend to functionally do the same thing (deal a lot of sustained damage). There are some key differences between marksmen, like range, mobility, and combat patterns, but we have yet to draw a clear line for design purposes.


Does every champion have to fit perfectly into one of these subclasses?

Nope. While it might make it easier for us to balance with tightly controlled groups, if we start shoving all champions into specific boxes, we lose out on a lot of our most iconic and beloved outliers. Additionally, as long as those champions maintain a healthy balance of clear strengths and real weaknesses, there’s no need to force the issue. In fact, if we limit ourselves to staying in pre-existing boundaries, we hamper League’s ability to grow and evolve, which isn’t something we ever want.

If you agree with the above, by the way, you just validated the existence of Singed (sorry!).

We see a lot of outliers break down into one of two categories:

  1. Hybrids – champions who skirt the edges between two subclasses. For example:
    • Varus is a Marksman and Artillery Mage hybrid
    • Kayle is a Marksman and Enchanter hybrid
    • Trundle is a Warden and Juggernaut hybrid
  2. Distinct Playstyles – champions who have completely unique approaches to the game. For example:
    • Fiddlesticks – hides on the edge of combat, waiting for the perfect moment to jump into a team fight.
    • Singed – recklessly split-pushes to apply pressure on a lane, forces multiple enemies to respond, and subsequently trolls them as they struggle to chase him down.

What happens if my favorite champion is categorized under a class / subclass I don’t agree with?

First, it’s important to distinguish between a champion’s current ‘most effective’ play style and their ideal one. There are a lot of champions whose thematic and/or gameplay mechanics are better suited for a specific subclass, but over the course of time drifted into a different one. For example, Evelynn’s stealthy gameplay and nimble aesthetics lend themselves to her being an Assassin, even though her most effective item builds and playstyle might be more representative of a Diver. In these cases, future changes might be aimed at better aligning such champions with their intended playstyle.

But don’t worry, this doesn’t just automatically mean we’re going to overhaul your champion. Most champions also don’t fit perfectly into any specific Subclass – We’ll repeat: the class / subclass structure is more a set of guidelines than rigid rules. Sharing our vocabulary here just means we can have better conversations about the state of the game at any given time. If your champion is in a Subclass you don’t agree with, let’s have that discussion.

So what’s this actually look like?

 

Tanks

Tanks excel in shrugging off incoming damage and focus on disrupting their enemies more than being significant damage threats themselves.


Vanguards


We like to refer to Vanguards as “offensive tanks.” Vanguards lead the charge for their team and are specialists at getting action started. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect.


Wardens


If Vanguards are “offensive tanks,” then Wardens are surely “defensive tanks.” Wardens stand steadfast, seeking to hold the line by persistently locking down any oncomers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.

 

Fighters

Fighters are durable and damage-focused melee champions that look to be in the thick of combat.


Juggernauts


Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility.


Divers


Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.

 

Slayers

Slayers are fragile but agile damage-focused melee champions that look to swiftly take down their targets.


Assassins


Assassins specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage.


Skirmishers


Unlike Assassins, Skirmishers aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.

 

Mages

Mages are offensive casters that seek to cripple and burn down the opposition through their potent spells.


Burst Mages


Burst Mages aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. Burst Mages struggle heavily against beefier targets who can shrug off their initial spike of damage.


Battle Mages


Battle Mages get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time.


Artillery Mages


Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. In turn, Artillery Mages are severely punished when enemies finally succeed in closing in on them, due to their extreme fragility and limited mobility.

 

Controllers

Controllers are defensive casters that oversee the battlefield by protecting and opening up opportunities for their allies.


Enchanters


Enchanters focus on amplifying their allies’ effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others.

Disruptors


We initially called this subclass ‘control mages’ but realized that could be expanded to the entire group (that and ‘Utility Mage’ wasn’t a very good Class name). Disruptors specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Disruptors greatly benefit from allied presence – both to deter incoming danger and to help capitalize on targets they’ve locked down.

 

Marksmen


Marksmen excel at dealing reliable sustained damage at range (usually through basic attacks) while constantly skirting the edge of danger. Although Marksmen have the ability to stay relatively safe by kiting their foes, they are very fragile and are extremely reliant on powerful item purchases to become true damage threats.

Marksmen are such an already distinct set of champions that they are not currently divided into subclasses. Even though there are some potential ways to split the Marksmen (ex: mobile vs. immobile, spell-based vs. basic attack focused), all of the Marksmen ultimately serve a very similar role for their team. In the future, we may explore breaking down the class further.


>Where does my favorite champion fit under?

It’s important to note that, just like the game itself, our understanding of the Classes, Subclasses, and each champion is constantly evolving and changing over time. Nothing is set in stone. Our view of where each champion currently is and even what Classes and Subclasses currently exist will probably change over time. We think that’s exciting.

This is probably a lot to take in, but we’re really excited to start sharing this with you guys.

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

May Sales Schedule

April 18th, 2016

 

May Schedule Skins and Champs Banner

Here are all the skins and champions that will go on sale next month (no particular dates):

 

May sales schedule

Wizardcrab New Portrait Check out all the champs and skins on sale this May! Like previous sales schedules, we’re not posting the exact dates for each champ and skin, but they’ll all be on sale sometime next month.

Just a heads up – since we’re publishing these in advance, we won’t offer partial refunds on champs and skins purchased before they go on sale.

 

Regularly Scheduled Sales:


Champion Sale Price Skin Sale Price
Aatrox 487 Acolyte Lee Sin 375
Anivia 395 Arclight Vayne 487
Bard 487 Blood Knight Hecarim 487
Blitzcrank 395 Blood Moon Akali 487
Cassiopeia 440 Bloodfury Renekton 487
Cho’Gath 292 Chosen Master Yi 260
Darius 440 Commando Xin Zhao 260
Dr. Mundo 292 Debonair Galio 375
Ekko 487 Definitely Not Udyr 487
Fiddlesticks 292 Demolisher Nunu 487
Fiora 440 Firefang Warwick 487
Fizz 440 Forsaken Jayce 675
Graves 440 Foxfire Ahri 487
Jax 292 French Maid Nidalee 260
Jayce 487 General Wukong 375
Kalista 487 Goalkeeper Maokai 375
Kassadin 395 Gothic Orianna 260
Katarina 395 Guardian of the Sands Skarner 487
Kha’Zix 487 Harbinger Kassadin 487
Lulu 440 Heartseeker Ashe 487
Lux 395 Heartseeker Varus 675
Malphite 292 Hextech Singed 260
Orianna 440 Junkyard Trundle 375
Rek’Sai 487 Karate Kennen 260
Renekton 440 Master Arcanist Ziggs 675
Rengar 487 Musketeer Twisted Fate 375
Rumble 440 Panda Annie 487
Shyvana 395 Renegade Talon 260
Skarner 440 Risen Fiddlesticks 675
Teemo 292 Shockblade Zed 487
Thresh 487 Siren Cassiopeia 260
Vayne 440 Surgeon Shen 487
Vel’Koz 487 Surprise Party Amumu 675
Vi 487 Tango Evelynn 260
Yasuo 487 Urf the Nami-tee 375
Yorick 440 Wildfire Zyra 487


Early Sales


Skin Price Sale Price
Braum Lionheart 750 520
Dragon Trainer Tristana 1820 1350
Gravelord Azir 1350 975
Varus Swiftbolt 750 520

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

Dev Blog Dynamic Queue Sandbox Banner

Here’s some official transparency on recent problem-topics:


BY BANKSY, SCUTTLECHRIS & NEWZEROZEROONE

Hey everyone,

New001, ScuttleChris, and Banksy – product leads on League – here to loop you in on what’s next for League of Legends.

tl;dr: Riot Pls is an ongoing effort to talk about the future of League of Legends and share lessons we’re learning along the way. You can read the first one here.


The vision

Over the last 6+ years, we’ve been guided by a few core philosophies — for example, we believe League at its best is an incredibly competitive experience, and one that is all the more powerful when played with people you trust. We also believe that our mission is to support League in being the best it can be, whether it’s maintaining the never ending path to mastery, offering more avenues of expression, or connecting players to one another through a shared love of the game.

We still believe these things and wanted to share how our vision – our long, long-term goal for League – has evolved.

We want League of Legends to become a global sport that lasts for generations. We’re not just talking about the LCS (or LCK, or CBLoL, or NACS, or…); we’re talking about League as a way of life – a competitive hobby, pastime, or activity that stays with you through the years. Imagine growing up with League the same way others have grown up with basketball, baseball, or soccer; shooting free-throws at the park, playing pickup games at the gym, forming new friendships in recreational leagues, being a die-hard fan of your favorite pro team, all the way to taking the international stage at the World Finals (if that’s the path you choose). Ultimately this is our goal: to foster a love for the sport of League by offering competitive, fulfilling experiences at all levels of play. We’re not quite there today, but we think we can get there with your help.

This vision doesn’t demand we drop everything else we’re working on. It just provides us with an overarching ideal we can push toward. We want League to grow into a true team sport and, at times, progress has been painful. As we stack-rank our development priorities, we’ve had to be honest with ourselves in making hard decisions about things we aren’t prioritizing. It’s part of why we retired Dominion, and it’s part of our initial goals for dynamic queue (and why we fumbled in the transition over from solo/duo queue). With these challenges in mind, however, we still believe this is the vision, and we’d love to hear your ideas on how we can accomplish it.

As we get more comfortable talking about work on the fly, Riot Pls will move away from being about the features we’ve shipped (or won’t ship) and more on the lessons we’ve learned in pursuit of this vision. For now, we have a few things to cover:


Sandbox aka Training mode

We were wrong to completely shut down the possibility of sandbox mode. Full stop. Our initial argument – that training mode makes for an even higher barrier to entry – makes some behavioral assumptions that many rightly called us out on. Your passionate feedback and sound reasoning, along with a lot of internal conversations around this vision of League as a global sport have made it clear that our concerns only have the potential to become reality if we’re not doing our job. Providing competitive experiences at all levels of play also means we should be providing the right training tools at all levels of play.

That said, being open to the idea doesn’t mean it immediately becomes our top priority. The internal team that would develop this feature is focused on a different project for the foreseeable future, so while we’re saying we want to do it and, one day, we will, that’s the extent of this commitment. Your feedback has always been a powerful presence in conversations around how we achieve our goals, so while we can’t even promise SoonTM here, we didn’t want to leave the issue canceled. When we begin tangible, focused work on sandbox mode, we’ll update you.

(Quick caveat: when we say sandbox mode, we’re specifically referring to a training mode where players can practice core skills – not a sandbox ‘modify your game in any way’ mode.)


Dynamic queue

We don’t expect you to rent out a gaming house with four friends just so you can stay in Plat, but we do want to support a queue that levels up in competition like any other team sport: through leadership, cooperation, and, yes, raw skill. All athletes possess these attributes in different measures, but they understand and value them intrinsically. Prior to the launch of dynamic queue, we felt like we had a competitive ladder that over-indexed on the raw skill and individualism parts instead of naturally promoting all-around great teamplay.

When the competitive team made its recent update, a lot of players took away the conclusion of “no solo queue” — that we were hiding from a hard conversation by being purposefully vague. In reality, we’re not making a call on solo queue because there are some critical issues we need to fix in dynamic queue to understand what’s actually missing. Promising solo queue in our original announcement was premature – a knee-jerk reaction to a situation we were still figuring out – and our silence on the matter (outside of some miscommunications) only made things more suspicious.

Here’s the rundown: We know that for some players, dynamic queue undermines individual recognition of skill, and that’s not something we can solve with iterative improvements. It’s a philosophical difference. But, we know a lot of things that can be solved with iterative improvements, and our current top three priorities are improving the solo player experience against premades, lowering queue times, and smoothing out role selection weight. In an ideal (and optimistic) world, getting these numbers right would make a second queue unnecessary, but it’s not something we’re dismissing as of yet. Right now we’re prioritizing the stability and health of a single queue – two would split the ranked player base and have a significant impact on wait times – and this is not a decision we’re taking lightly.

When it comes to a philosophical stance, however, we do want to be clear: we believe that dynamic queue is closer to representing a healthy, competitive landscape in League of Legends than solo/duo queue. We’re not saying this to present a binary ‘one or the other’ situation — it’s a belief in the same way we know we’re under-serving those who want a way to measure (and communicate) theirindividual performance. This will be an ongoing conversation as we finish stabilizing dynamic queue and develop a deeper understanding of what we should be prioritizing next.


Onward through 2016

When we launched League back in 2009, we were just focused on making the game we wanted to play… and then making sure the damn thing stayed online and worked correctly. We’ve spent most of our time since then trying to keep up with the game as it grows — we’ve told the story dozens of times. Honestly speaking, we’ll never get beyond tech debt (or design debt, or art debt, or systems debt, etc.) because we never want to stop evolving and trying to improve. But we’ve made a lot of progress over the last few years (even with occasional stumbles), and 2016 is finally the year where we can build off our remodeled foundations to take real, meaningful steps forward.

Whether it’s alpha testing an updated client, improving our backend stuff, delivering clubs and the mobile app, or working hard on our mid-season update, we’ll always stay hungry in evolving League as a global sport that lasts for generations. We hope you’ll stay with us on that course.

We’ll see you before Q3 with our next wall of text.

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

Categories: LoL News, Riot News Tags:

 

PBE Update 13 04 Banner

 

[ 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.

 

 

New Splash Arts

 

Evelynn

Evelynn_Splash_0 Evelynn_0

Evelynn_Square_0

 

Infernal Diana

Diana_Splash_3

 

Rammus

Rammus_Splash_0 Rammus_0

Rammus_Square_0

 

Tundra Hunter Warwick

Warwick_Splash_4 Warwick_4

 


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

 

PBE 12 04 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Champion Changes

 

Miss Fortune Final Portrait

 

Change BoxStrut Final IconStrut [ W ]

  • Cooldown decreased from 14 seconds to 12.
  • Triggering Love Taps decreases the CD of Strut by 2 – 1.2 seconds, downscaling with the amount of CDR you have.

[ Note ] Miss Fortune’s W got a lot of changes in this PBE update.

 

 

New Splash Arts

 

Darius

Darius_Splash_0 (1) Darius_0

Darius_Square_0

 

Galactic Renekton

Renekton_Splash_1 Renekton_1

 

Swain

Swain_Splash_0 (1) Swain_0

Swain_Square_0

 

Viscero Xin Zhao

XinZhao_Splash_3 XinZhao_3

 


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

 

PBE Update 08 04 Banner

 

PBE 08/04

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Champion Changes

 

Kayle Final Portrait

 

Revert BoxKayle_PassiveHoly Fervor [ Passive ]

  • Now once again shreds both Armor and Magic Resist (revert on the change in this PBE update).

 

 

Master Yi Final Portrait

 

Revert BoxAlpha Strike [ Q ]Alpha Strike

  • Additional damage to minions & monsters increased from 60/80/100/120/140 to 75/100/125/150/175 (revert on the change in this PBE update).

 

Nerf BoxHighlanderHighlander [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/90/80;
  • Duration of active decreased from 10 seconds to 7, but kills and assists now extend the duration by 7 seconds each, up from 4.

 

 

Olaf Final Portrait

 

Buff BoxVicious_StrikesVicious Strikes [ W ]

  • Lifesteal bonus increased from 13/15/17/19/21% to 14/16/18/20/22% (change compared to this PBE update, live value is 9/12/15/18/21%).

 

 

Item Changes

 

Nerf BoxAbyssal Scepter Final IconAbyssal Scepter

  • Recipe Change: Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 Gold = 2750 Total Gold;
  • Ability Power decreased from 70 to 60;
  • Magic Resist increased from 50 to 60;
  • Now grants 10% Cooldown Reduction;
  • Passive aura MR shred changed from 20 to 10-25 (scales with level);
  • Passive aura no longer reduces the MR of minions.

 

Change BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Change: Chalice + Fiendish Codex + 300 Gold = 2100 Total Gold;
  • Total Cost decreased from 2700 Gold to 2100;
  • Ability Power decreased from 60 to 40;
  • Bonus Mana Regeneration decreased from 100% of Base regen to 75%;
  • Mana Passive: Mana Passives on Kill or Assist have been removed.
  • New Passive: Gain 15% of premitigation damage dealt to champions as Blood charges, up to 100 to 270 (based on level). Healing or shielding another ally consumes Blood
  • Charges to heal that ally.

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Negatron Cloak + 530 Gold;
  • Total Cost decreased from 2900 Gold to 2450;
  • Health decreased from 500 to 300.

 

Change BoxCatalyst Final IconCatalyst, the Protector of Aeons

  • Valor’s Reward passive removed (no longer restores 150 HP/200 Mana on level-up);
  • New Passive – Eternity: 15% of damage taken from champion is gained as Mana. 15% of Mana spent is gained as Health. (Healing limited to 25 per spell cast or 25 per second for toggled spells.)*

 

Change BoxChalice_of_HarmonyChalice of Harmony

  • Passive remade: Increases your Health Regeneration by 100% if your Health % is lower than your Mana %. Increases your Mana Regeneration by 100% if your Mana % is lower than your Health %;

(Note) Mikael’s Crucible and Athene’s Unholy Grail gain this passive instead of Mana Font.

 

Hextech GLP-07A (Temporary Name)

  • Recipe: Catalyst of Aeons + Hextech Revolver + 750 Gold = 3000 Total Gold;
  • Grants 300 Health, 80 Ability Power and 400 Mana;
  • Passive – Shared with Catalyst of Aeons;
  • Active – Ice Bolts: Throw an arc of five piercing icy bolts that explode to deal 100 – 200(+20% of your Ability Power) as magic damage. Enemies hit are slowed by 60% decaying over 0.5 seconds. (30 second cooldown, shared with other Hextech Items).

 

Buff BoxHextech Gunblade Final IconHextech Gunblade

  • Damage on active changed from 150 [+0.4 AP] to 300 [+0.3 AP];
  • Active now instantaneously shoots a lightning bolt with zero travel time, immediately slowing the target for 2 seconds;
  • Active now shares a cooldown with other Hextech Items.

 

Change Boxhextech revolverHextech Revolver

  • Combine Cost decreased from 340 to 240 (total cost down from 1200 Gold to 1100).
  • Spell Vamp removed;
  • New Passive – Magic Bolt: Your basic attacks deal 75 – 150 magic damage on hit. (30 second cooldown, shared with other Hextech items);

 

Hextech Rocket Belt (Temporary Name)

  • Recipe: Hextech Revolver + Kindlegem + 800 Gold = 2750 Total Gold;
  • Grants 300 Health, 80 Ability Power and 10% Cooldown Reduction;
  • Active – Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 – 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). This Dash cannot go over walls.

 

Lost Chapter [ New Item ]

  • Recipe: Sapphire Crystal + Amplifying Tome + 115 Gold = 900 Total Gold;
  • Grants 25 Ability Power and 250 Mana;
  • Unique Passive: Upon levelling up, restores 20% of your maximum mana over 3 seconds.

 

Change BoxMorellonomicon Final IconMorellonomicon

  • Recipe Change: Lost Chapter + Fiendish Codex + 500 Gold = 2300 Total Gold
  • Mana Regeneration removed (+100% Base Regen on live);

 

Nerf BoxSpectres Cowl Final IconSpectre’s Cowl

  • Total Cost increased from 1100 Gold to 1200;
  • Health increased from 200 to 250;
  • Magic Resist decreased from 35 to 30.

 

Change BoxSpirit Visage Final IconSpirit Visage

  • Combine Cost decreased from 900 to 800 (total cost unchanged because of Spectre Cowl’s cost increase;
  • Magic Resist decreased from 70 to 50;
  • Bonus Health Regen increased from 150% of Base regen to 200%;
  • Passive heal buff increased from 20% to 25%.

 

Buff BoxTear of the GoddessTear of the Goddess

  • Mana Regeneration removed (+25% Base Regen on live);
  • New (Additional) Passive – Awe: Refunds 25% of Mana spent.

 

Removed BoxWill of the Ancients Final IconWill of the Ancients

  • Removed from the game.

 

 

Change BoxRod of Ages Final IconRod of Ages

  • Recipe Change: Catalyst of Aeons + Needlessly Large Rod + 50 Gold;
  • Total Cost decreased from 3000 Gold to 2500;
  • Ability Power decreased from 80 to 60;
  • Mana decreased from 400 to 300;
  • Mana-per-stack decreased from 40 to 10.

 

Change BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe Change: Seeker’s Armguard + Fiendish Codex + 900 Gold = 3000 Total Gold;
  • Total Cost decreased from 3500 Gold to 3000;
  • Ability Power decreased from 100 to 70;
  • Now grants 10% Cooldown Reduction;
  • Cooldown on Statis active increased from 90 seconds to 120.

 

 

New Splash Arts

 

Kennen

Kennen_Splash_0 Kennen_0\

Kennen_Square_0

 

Fiddlesticks

Fiddlesticks_Splash_0 Fiddlesticks_0

Fiddlesticks_Square_0

 

Warwick

Warwick_Splash_0 Warwick_0

Warwick_Square_0

 

Blade Mistress Morgana

Morgana_Splash_3 Morgana_3

 

 

URF game mode live on PBE for Rotating Game Mode queue testing

L4T3NCY New PortraitYo! ^_^/

Testing time for Ultra Rapid fire on the PBE before it goes into the Rotating Game Mode. We need your guys help focusing on the following things:

Champ testing: (this means not banning them so you can test them :P)
Taric
Jhin
Aurelion sol
Illaoi
Tahm Kench
Kindred
Ekko
Poppy

Thanks PBE crew. <3
— L4T3NCY

EDIT: Switching off the mode while we look into a buff bug. Will update when have news.

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

 

Global Splash Update Context banner

Here’s some official context for the recent wave of PBE splashes you’ve been seeing:

 

Splashes Unifying Updating and You

Ququroon Final PortraitHey all,

Let’s talk Splashes.

As many have noticed, a lot of changes have been happening in this area over the last two patches, and even more changes further back. We haven’t done the best job of explaining what all these changes were, so let’s back up for a second and go in-depth on our rationale.

To start, let’s clarify a term we’ve thrown around a bunch these days – Parity, the state of being equal. We typically use this term to describe the matching of an in-game model to the splash, though it also matters when referring to the parity between regions. We generally want good parity between a Champion’s assets, with some wiggle room for expression within the medium. Note that this is something we care significantly more about these days.

With that out of the way, I’d like to describe all of the changes that you’re seeing, and why we’re doing them.

 

A3LQPTl

(Normal) Splash Update: The updating of a splash (derr). In the past, we didn’t have the required people to update all of the skin splashes as we should when doing a Champion Update – creating situations where the splash would be dramatically different than what it represented (hello, Junkyard Trundle). The team felt this was unacceptable, and recently found a way to prevent this from happening again.

0IuXE1F

(Backlog) Splash Update: This is us going back and fixing prior splashes that weren’t updated when a champion received an update of their own- a packaged update of skin splashes for previous Champion Updates (Nidalee, Trundle, Karma, Sion, etc.). We currently have Trundle, Nidalee, and Tristana at about ~80-90% finished (so look forward to that soon!).

2pctbxE

Global Splash Update/Unification: A one-time change (over two patches) that unifies all regions of League of Legends to have the same splash assets. Until recently, there was a vast number of inconsistencies of splashes between regions, meaning that somebody playing in China (or watching LPL!) might see something drastically different than what another player in EUW might see.

We had two major goals of the Unification:

  • Unify the representation of all characters to achieve global parity between splashes. A League of Legends champion shouldn’t be different solely due to where you are in the world. A consistent high quality splash should represent a character equally for all players.
  • Fix internal development issues. In line with making our work more efficient, we often analyze areas of redundancy to get rid of problem areas. Each time we have a new splash created, it’s typically an unruly amount of work to determine if a region should obtain the new splash, keep their own, get it into their build, etc. This can lead to things such as Tencent getting their patches a week later, which isn’t fair for their players, and has rippling impacts onto the eSports scene.

Let’s be clear – many of these assets are not permanent, and don’t meet our quality bar. We had to make a decision on many splashes to take either one or the other- even when both weren’t great (though there are a few subjective wins that we did decide on- Silverfang Akali HYPE). We made our decisions on a couple different factors, such as…

  • Stylistic quality- how much does the splash match the modern League of Legends style? There are a couple different styles over the various splashes (sup, Warrior Princess Sivir), and we draw a heavy preference towards League’s “rendered to hell and back” splashes. When making choices between art styles that didn’t match on either end (Toxic Mundo is a great example), we erred towards ones that have higher artistic quality.
  • Posing- how engaging is the champion’s pose? We like our splashes to have characters in dynamic poses suiting their narrative, rather than the ‘prom poses’ of the past.
  • Global Appropriateness- A big thing for us is that all players are able to, well, play League of Legends. Increasing the rating in a region could cause a large amount of players to be unable to play. Yes, this does mean removing references to smoking for certain regions (such as Russia, and Turkey). This also means avoiding overly bloody or overly sexual images as well. This is not something done solely for Tencent- all players in all regions are the target here.
  • Representation of the character- how accurately does the splash portray the character’s visuals and personality, both in and out of game?

Once we locked a decision (which involves many different steps, such as talking with representatives in all regions, or getting the illustrators in a room to debate about the objective quality), we either checked in the unified splash, or performed a minor amount of cleanup if necessary.
We will be continuing to update these splashes to meet our quality bar; prioritized by lack of quality, style (lookin’ at you, Vindicator Vayne), or inaccurate they may be.

jTlcoiM (1)

Bonus Splash Updates!: Special unique projects, usually spurred on by one need or another. In this upcoming case, we had a handful of splashes that were mostly done as passion projects, but weren’t quite finished. We’ll be shipping the first batch of these to PBE tomorrow, a couple of which had situations where we didn’t like any existing version from the Global Splash Unification (which would require an entirely new splash, rather than a paintover). These splashes, unlike the Unification, we are significantly happier with this quality bar, so these splashes are more or less final.

Some previous bonus updates:

  • 4.13: Amidst other splash updates to bases, we saw an opportunity to take the very best of the best of our international splashes. Solved the problem we’re solving with the Unification a slight bit, but there was still a long way to go.
  • End of Season 4 Base Splashes: This was a heavy push to update as many of our out-of-date base splashes for Worlds that year. We made a great deal of progress, but not everything got finished at the time (coughcoughIreliaWarwickAnivia).

Hopefully that clears some of this up. We haven’t been the clearest when it comes to splashes, but we’re hoping to turn that around. Thank you for helping us stay on track – and be sure to keep the feedback coming.

PS. For making it all the way to the end, have another preview, on the house.

rg1tClJ

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

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Champion Changes

 

Graves Final Portrait

 

Change BoxNew Destiny Final IconNew Destiny [ Passive ]

  • AD ratio on auto attacks decreased from 0.75 – 1.1 Total AD [+0.25 – 0.366 Total AD per additional pellet] to 0.7 – 1 Total AD [+0.231 – 0.33 Total AD per additional pellet];
  • Pellets on critical hits decreased from 8 to 6 and angle of crit pellets narrowed from 18 degrees to 15;
  • Critical hits now deal a flat 1.4 Total AD damage and the damage doesn’t increase with additional pellets;
  • (Note that this decreases Graves’ crit damage at close range and increases it at long range).

 

 

Master Yi Final Portrait

 

Nerf BoxAlpha StrikeAlpha Strike [ Q ]

  • A additional damage to minions & monsters decreased from 75/100/125/150/175 to 60/80/100/120/140.

 

 

Miss Fortune Final Portrait

 

Change BoxStrut Final IconStrut [ W ]

  • Cooldown increased from 8 seconds at all ranks to 14, but the CD starts on cast, not when the buff is over;
  • Duration of AS buff increased from 3 seconds at all ranks to 4;
  • Love Taps Love Tap Final Icon no longer extends the duration of Strut’s active;
  • NEW Passive – While Strut is on CD, applying Love Taps Love Tap Final Icon will reduce the active’s cooldown by 2 seconds.

 

 

Item Changes

 

Nerf BoxMercurial_ScimitarMercurial Scimitar

  • AD decreased from 70 to 65 (change compared to yesterday’s PBE update, live value is 75);
  • Recipe cost decreased from 625 Gold to 525 (total cost down from 3700 to 3600).

 

 

Here’s Taric’s login animation from today’s PBE patch (video by frostyNinja):

 

And here’s the music from the animation:

 

 

GLOBAL SPLASH UPDATE Banner

A few changes to currently changed splash arts (yo dawg) were made in today’s PBE patch. Let’s go over them:

 

Akali

Akali_Splash_2 Akali_Splash_1

 

Cho’Gath

Gentleman Choggy now has his wine and cigar again!

Chogath_Splash_2

 

Warwick

No longer has blood on his claws:

Warwick_Splash_5

 

 


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


Champion Insights Taric the Shield of Valoran

BY CACTOPUS

As we’ve tuned the visuals on Taric’s co-stars, the crystal-coated, pizza-footed Demacian has begun to feel like an eyesore by comparison. Couple his outrageous visuals with an outdated kit, and we had a prime candidate for a rework—but our goal wasn’t to completely replace him. Instead, we sent the Gem Knight on an epic journey to transform him into the Shield of Valoran.


Finding grace atop the mountain

When we originally created Taric, we came up with this pretty vague backstory about him being a space alien obsessed with gems. As a result, most players had the impression that he was just a weird dude who’s always moaning about gems. The challenge was to write a story that could turn Taric into a believable character with a purpose and a justifiable explanation of his obsession with geology.

image (4)

We began by looking for a place for Taric to live that fit him thematically. He’s supposedly a Demacian, but nothing about his gameplay or pointy wardrobe particularly fit that region’s theme. Our first impulse was to do away with that aspect of his story and reinvent him from scratch, but we had a better idea: what if we made the old Taric better by giving him a second act? We began writing a draft for “chapter two” in the tale of the Gem Knight: one which would send Taric on a perilous journey up the epic Mt. Targon.

Sometimes, as with Sion, we actually do have to melt a character down and start fresh when we rework them, but we prefer to avoid complete retcons when we can.“My personal mandate is do no harm and make it better,” says senior narrative writer George “Glorft” Krstic. “Don’t wreck a champ by destroying the things that players really like. You can’t make Wolverine suddenly not have claws.”

Upon reaching the summit, Taric fought and defeated a celestial entity known as “The Protector.” The epic creature was impressed by Taric’s determination, and it bestowed new protective powers upon the fallen Demacian. Thus the Gem Knight became Valoran’s Shield.

The newer, more glorious Taric is the same absurdly handsome Demacian you know and love. But his new story tells how he fell from grace, then found it again atop Mt. Targon. Taric’s journey redefines him as someone who fights for beauty, who defends the delicate. He’d fight two armies at once to defend a flower (or two juggernauts at once to defend an Ezreal ADC, which is sort of the same thing).

Taric’s trip to the mountaintop gave him new purpose, but he needed more than that before he was ready for the Rift. He needed some fresh duds.

 

Shine bright like a diamond

image (5)Old Taric’s model is the most conspicuously heinous aspect of the champ; it’s about 75 percent gems and crystals exploding out of every part of him. Frankly, it doesn’t look like it belongs in a video game from this decade.

But his crystals don’t have to look bad, nor should his epic, flowing, cover-of-a-romance-novel hair. We wanted to keep both of these things but execute them in a way that felt in tune with our current standards. Once we got Taric near Mt. Targon, we just needed to ask ourselves what his crystals actually are: Are they like regular gemstones that you could mine and find in the ground, or might they be something more interesting? We landed on the idea that the crystals represent a power that Taric received during his journey up Mt. Targon.




image (6)The crystals aren’t stones; they’re made of starlight. Throw away your physics textbook, unfollow Neil deGrasse Tyson on Twitter, and believe us when we tell you that if you slow down starlight and concentrate it, it will condense into a solid object imbued with strange, kinetic powers. These crystals (or gems, if you will) are the source of Taric’s newfound powers.

To preserve Taric’s unique vibe, we tuned up the over-the-top visual aspects of his visual design. When the Shield of Valoran struts around the Rift, his luscious mane flows wildly behind him, as if he’s constantly standing near a fan. It’s longer, wavier, more eye-catching. This is a man who could star in a shampoo commercial. And you’d buy that shampoo.

image (7)


Emphasizing the best parts of Taric meant embracing and surgically enhancing his masculine, handsome beauty. We gave Taric’s base model a stronger jaw and gave his jacket a plunging V-neck. In early playtests, we had his V-neck going to the bottom of his pecs, but during internal testing a few Rioters gave the feedback that the V-neck needed to reveal more, to go deeper. They wanted all the Taric they could get. So deeper we went.

 image (8)


Functional and stylish

image (9) Old Taric’s kit wasn’t obviously terrible, but it did suffer from one big problem: almost nothing he did felt or looked impactful. The Taric player pressed a button, and that caused something to happen, but the result was rarely clear to everyone in the fight. Playing as old Taric rarely offered you the chance to feel the sparkling glee of landing a Lux Q or the earth-shattering BOOM of a Malphite ult—the fun was all in quietly prolonging fights while shrugging off truly outrageous amounts of damage. His abilities were functional, but we needed to make them stylish.

This was in part a visual clarity issue, but it was also a result of how widely dispersed and invisible Taric’s abilities were—it mattered to the team as a whole when Taric gave 12 percent of his armor to his teammates, but those players were unlikely to notice the impact on their individual play and react accordingly. To make abilities feel more impactful, we make them more concentrated; so we killed some of his messy stat-boosting abilities and replaced them with noticeably flashier moves like his new ult, Cosmic Radiance, which grants his allies temporary invulnerability. You’ll feel like a star when it hits.


image (10)Point-and-click abilities have their place, but Taric’s old stun was taking up far too much of his power budget. By turning his E (Dazzle) into a skillshot, we were able to ramp up its potential power (it now stuns all struck enemies instead of just one targeted baddie) in lieu of the lower guaranteed power of his old on-click ability. Talented Taric players will have more, clearer opportunities to make lock-down plays for their team, and bad Taric players will have more opportunities to disappoint you.

Taric is still a tank, and he still heals his friends with his Q (Starlight’s Touch), but the crystal-sharing mechanic of his new W (Bastion) further cements Taric’s role as a protector of those in need. That the Shield of Valoran can only link up with one ally at a time would suggest that he’s best when he focuses on helping only that champion, but this isn’t the case; he can use his Bastion-buddy as a way to be two places at once, both stunning enemy backline carries and peeling for his own squishies as needed. He’s here healing his Wukong, there peeling for his Lucian. Taric is everywhere, always protecting those in need.


image (11)


Taric has descended from Mt. Targon and is looking gorgeous on the PBE now. Expect to feel the protective embrace of his crystals soon.

Categories: LoL News, Riot News Tags:

 

In Store Program Lissandra and Soraka Banner

Program Lissandra and Soraka are now both available for 1350 RP each:

 

Welcome to the new age of security

BY KANTAYAMS

Life is precious and fragile. Like your loved ones. They deserve nothing but the best, top-quality care. Program Lissandra and Program Soraka are here to help.

Features include:

✔ Rigorous rounds of testing
✔ Latest firmware upgrades
✔ Unmatched analytical skills

Rest easy knowing your home and family are under constant care and surveillance. You are in perfectly capable hands.

Be the first to own an A.I. designed with your best interests in mind. Program Lissandra and Program Soraka are ready for download from the League store for 1350 RP each.

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Below you can find complete previews of both skins:

 

PROGRAM LISSANDRA Banner

Program Lissandra features a robot VO filter and is available in store for 1350 RP.

 

Lissandra_Splash_3

 

MODEL Banner

Program Lissandra Model 1 Program Lissandra Model 2

 

ALL SPELLS

 

Recall Banner

Program Lissandra Recall 1 Program Lissandra Recall 2

Program Lissandra Recall 3 Program Lissandra Recall 4

 

BASIC ATTACK ANIMATION Banner

Program Lissandra Basic Attack 1

 

ICE SHARD Q

Program Lissandra Q 1 Program Lissandra Q 2

 

RING OF FROST W

Program Lissandra W 2 Program Lissandra W 1

 

GLACIAL PATH E

Program Lissandra E 1 Program Lissandra E 2

Program Lissandra E 3 Program Lissandra E 4

 

FROZEN TOMB R

Program Lissandra R 1 Program Lissandra R 3

Program Lissandra R 4 Program Lissandra R 5

 

 

PROGRAM SORAKA Banner

Program Soraka features a robot VO filter and is available in store for 1350 RP.

 

Soraka_Splash_6 Soraka_6

 

MODEL Banner

Program Soraka Model 1 Program Soraka Model 2

 

ALL SPELLS

 

 

Recall Banner

Program Soraka Recall 1 Program Soraka Recall 2

 

BASIC ATTACK ANIMATION Banner

Program Soraka Basic Attack 1

 

SALVATION PASSIVE

Program Soraka Passive 1

 

STARCALL Q

Program Soraka Q 1 Program Soraka Q 2

Program Soraka Q 3

 

ASTRAL INFUSION W

Program Soraka W 1 Program Soraka W 2

 

EQUINOX E

Program Soraka E 1 Program Soraka E 2

Program Soraka E 3 Program Soraka E 4

 

WISH R

Program Soraka R 1 Program Soraka R 2

 


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