Archive

Archive for the ‘PBE News’ Category

 

PBE Update July 21 Banner

 

PBE 21/07 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-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

 

 

PBE Match History Changes

 

Match history now displays your item build in every match.

 

Match History Screen

 

 

PBE Champion Changes

 

 

Elise New Portrait
  • Auto attack range in Human form decreased from 550 to 500

 

NeurotoxinNeurotoxin [ Q ]

  • Range decreased from 625 to 500

 

CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55

 

RappelRappel [ Spider E ]

  • Range decreased from 925 to 700

 

 

Clarity on Elise range nerfs

Pwyff New PortraitQuick thing on the Elise changes: they’ve also been modified to judge distance from edge of hitbox to edge. The TLDR is that some abilities judge distance from the center of the ch
ampion (like dead center) and then draw a straight line to the dead center of their target. That’s center-to-center distance.

Hitbox to hitbox takes into account champion size (average is like… 65 units? 60 units?) as it goes right from the edge of the champ hitbox. Basic attack ranges us edge to edge distance.

So while these range changes seem significant for Elise (they’re still significant, don’t me wrong), there’s accounting for roughly ~100 units that are being added onto this as a result of shifting from center-to-center to edge-to-edge. If it’s a Cho’gath it’s sort of a weird buff (at least for Q).

[ Link to Post ]

 

 

Gragas New Portrait

 

Barrel_RollBarrel Roll [ Q ]

  • Now deals 70% damage to minions

 

Drunken_RageDrunken Rage [ W ]

  • Now costs 30 mana at all levels (previously 0)
  • Damage reduction duration decreased from 3 seconds to 2.5
  • Cooldown decreased from 8/7.5/7/6.5/6 to 8/7/6/5/4

 

 

Janna New Portrait

 

Howling_GaleHowling Gale [ Q ]

  • Maximum knock-up duration increased from 1 second to 1.25
  • Cooldown now starts when Howling Gale is cast, not when the channel is over

 

 

Kogmaw New Portrait

  • Health per level decreased from 88 to 87 [ live value is 84 ]

 

 

Kayle New Portrait

 

Kayle_ERighteous Fury [ E ] 

  • AP ratio on both the on-hit single target damage and splash damage increased from 0.2 to 0.25

 

Kayle_RIntervention [ R ]

  • Cooldown decreased from 110/95/80 to 100/90/80

 

 

Lissandra New Portrait

 

Ice_ShardIce Shard [ Q ]

  • Cooldown decreased from 6/5.5/5/4.5/4 seconds to 6/5.25/4.5/3.75/3

 

Ring_of_FrostRing of Frost [ W ]

  • AP ratio decreased from 0.6 to 0.4

 

Frozen_TombFrozen Tomb [ R ]

  •  Slow strength increased from 20/30/40% to 30/45/75%

 

 

Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ] 

  • Cooldown increased from 14/13/12/11/10 seconds to 18/17/16/15/14

 

 

Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks

 

Context ] The duration of Lulu’s polymorph was decreased in a recent PBE update.

 

 

Lux New Portrait

 

IlluminationIllumination [ Passive ]

  • Damage changed from 10 + ( 10*Level ) to 10 + ( 8 *Level ) + ( 0.2 AP )

 

Context: Change was mentioned here.

 

 


Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern

 

TheBoxThe Box [ R ]

  •  If a wall is broken, the remaining walls deal no damage and apply the slow for half its duration

 

 

Twitch New Portraits

  • Base damage increased from 46 to 49

 

 



PBE Item Changes

 


Banshee's_Veil Banshee’s Veil

  • Spell shield now refreshes after 40 seconds, increased from 25

 


Chalice_of_HarmonyChalice of Harmony

  • Magic resist decreased  from 25 to 20

 

deathfire graspDeathfire Grasp
  • Cooldown on active increased from 60 seconds to 90

 

Frostfang_itemFrostfang
  • Gold-per-10 decreased from 4 to 2

 

Frost Queen's ClaimFrost Queen’s Claim
  • Gold-per-10 decreased from 4 to 2

 


Nomad's_Medallion_item Nomad’s Medallion

  • Mana-per-5 decreased from 7 to 5
  • Now grants 10 flat Movement Speed

 


Rylai's_Crystal_ScepterRylai’s Crystal Scepter

  • Health decreased from 500 to 400
  • AP increased from 80 to 100

 


Talisman_of_Ascension_itemTalisman of Ascension

  • Health-per-5 increased from 10 to 15
  • Cooldown reduction decreased from 20% to 10%
  • Now grants 20 flat Movement Speed

 

 



PBE Summoner Spell Changes

 


Exhaust Exhaust

  • Damage reduction reduced from 50% to 40%
  • Now reduces target’s Armor and Magic Resist by 10 for the duration of Exhaust

 



HealHeal

  • Now heals for 90-345 (+15 per level), decreased from 95-475 (+15/20/25/30 per level)

 

 

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

 

 

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.

 

 

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.

 

 

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.

 

 

PBE July 10 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.

 

PBE Patch Contents

 

Previous PBE Updates for Patch 4.12 Cycle:

 

PBE-July-1-Banner (1) PBE-Update-July-4-Banner (1)

Sonas-Rework PBE-July-7-Update-Banner (1)

PBE-Update-July-8-Banner (1)

 

 

PBE New Splash Arts

 

Aatrox_Splash_2

Mecha Aatrox Splash Art

 

Mecha Aatrox Preview (if you’re unfamiliar with the skin)

 

 

Malphite_Splash_6

Mecha Malphite Splash Art

 

Mecha Malphite Preview (if you’re unfamiliar with the skin)

 

 

Aatrox_2 Malphite_6

 

 

PBE New Summoner Icons

 

Mtqa0Jj CZQAeRc Pkn6b1u Y6p471S

 

Additionally, 3 icons from recent PBE updates have been priced at 250 RP each. They’re named Candy Fest – Candy-Coated Cupcake, Candy Fest – Hexplosive Hard Candy and Mecha, respectively.

 

Cupcake Icon Candy Icon Mecha-Icon

 

 

PBE VFX Changes

 

Sunfire Cape New Animation

 

New Sunfire Cape

New Sunfire Cape now emits fiery waves periodically.

 

 

PBE Champion Changes

 

 

Lucian New Portrait

  • Base Health increased from 470 to 500
  • Base Movement Speed increased from 330 to 335
  • Base Damage increased from 49 to 52

 

Piercing_Light Piercing Light [ Q ]

  • Now deals full damage to minions [ on live it deals 75% damage ]

 

Relentless_PursuitRelentless Pursuit [ E ]

  • Cooldown reduced from 16/15/14/13/12 seconds to 14/13/12/11/10

 

Note: Lucian’s E now cools down faster when Lucian’s passive is procced (doubles on enemy Champions). You can read the full list of changes in this PBE patch.

 

 

Sona New Portrait

  • Rework reverted.

 

Note: This rework was pulled from the PBE in preparations for Patch 4.12. If you’d like to read more on the rework itself and my thoughts on the new Sona, you can check out this article.

 

 

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

 

 

News Update July 10 Banner



Summary

 Riot is cracking down on 3rd party skin-selling websites and making codes unredeemable past July 23rd. Also, Ricklessabandon is on the community forums discussing the upcoming PBE changes to Muramana (and Manamune). IronStylus talks VU directions for Cho’Gath, Kassadin, Warwick, Pantheon and Zilean and explains why the Champion release schedule has been so inconsistent lately. Finally, in the Single Posts collection is a response to the “Featured Matches” presented on the client’s landing page and what LeBlanc’s poor win rate across ELO ranges can (or can’t) tell us about balance.

Single Posts

 

Recent News

Soulstealer-Vladimir-Banner

Client-Visual-Update-Banner

PBE-Update-July-8-Banner

 

 

3rd Party Skin Sites Banner

 

 

Draggles New PortraitGetting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently we’ve noticed an increase in fraud around 3rd party skin sites and skin reselling. 



These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You can’t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.

Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request to Player Support and include proof of ownership. We’d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason. 

For more information about codes and how to send Player Support a request, check out our code cards FAQ.

Followup: Player Support will not be retroactively removing content and skins that have already been redeemed prior to this announcement.

[ Link to Post ]

 

 

Will you be deactivating already redeemed skins Banner


Yuka New PortraitHi iMonox!


We won’t be deactivating skins that you’ve already redeemed on your account using a code. What it means is that we’ll be deactivating all codes that currently exist. So anything that hasn’t been redeemed yet cannot be redeemed using the code in the normal way.

If you’ve recently attended an event and received a skin code from a Rioter, and you haven’t had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).

[ Link to Post ]

 

Follow Up

Yuka New PortraitAny skins you have will not be removed from your account.

[ Link to Post ]

 

 

 

 


Can I still redeem codes I have left

Yuka New PortraitGo try the codes in the client – if they don’t work, contact support and send them a photo of your codes with your summoner name written next to them. 

[ Link to Post ]

 

 

 

 

How will skin code cards issued at events work

Yuka New PortraitCards issued at future events will have a set amount of days before they expire. (usually 5-7 days)

We are also experimenting with a digital alternative, which was trialed at Japan Expo in Paris last weekend.

[ Link to Post ]

 

 

Why are you disabling working skin codes

Boompje New PortraitUnfortunately, many of them were obtained in ways we don’t want them to be obtained, as well as that a high amount of those transactions that happened “on the internet” are very shady, and often result in people losing their money without getting the skin they bought.

[ Link to Post ]

 

 

 

How will you inform everyone of these changes

Yuka New PortraitHi Mooncloud!

A lot of our content creators have previously advertised skin shops in the past – we’re hoping that they will help spread the word via their channels. There’s also currently a thread on Reddit, and multiple Rioters are spreading the word on Twitter.

Most of these skin shops will be shutting down now as well. As was mentioned in the main post, we are also working with online payment processors to block payments going to 3rd party skin shops.

[ Link to Post ]

 

 

What should I do if I have content that needs redeeming

Hollymonster New PortraitYou need to write in to get them redeemed now. We won’t process anymore of these after the 23rd as per the announcement.

Just make sure you submit the physical cards with a piece of paper and your Summoner name/Username so we can get your content asap.

[ Link to Post ]

 

 

Offtopic How do you plan to resolve DDOS drophacks

Boompje New PortraitWe are very much aware of drop hacks and DDoSes and have regular meetings and activities to try and decrease the impact and amount of them. Unfortunately, this is not a trivial problem to solve  but I can tell you that we are working rather hard on this topic!

[ Link to Post ]

 

 

PBE Muramana Changes Banner

 

 

Ricklessabandon New Portraithi friends~

tl;dr is that i’ve got some changes to muramana on the pbe and i’d love feedback for it! the most recent version of the changes should be in this post, along with a history of updates and a ‘frequently asked questions’ section. please leave any questions, comments, or concerns (on either the changes or this format for gathering feedback) in the comments section below!

and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!

thanks in advance!

 muramana (last updated 2014.07.10 @ 03:06)

this will temporarily be off of the pbe while we prepare the 4.12 patch

 

Muramana[added] passive :: gains +10 bonus true damage (increased by 2% of maximum Mana if any number of azure stacks are active). also gain 1% attack speed for every stack of azure active.

[remade] active :: spend 60 mana to gain 10 stacks of azure, then doubles the current mana cost and stack gain of this active. azure has a fixed duration of 9 seconds, and when it expires this active resets its mana cost and stack gain and then goes on cooldown (30 second cooldown).

edit: to clarify, the passive mana-to-ad conversion from ‘awe’ is unchanged!

 

update! (2014.07.10 @ 03:06)

okay, got some really helpful stuff from the first iteration! i’m going to go forward with the build path changes to manamune in the 4.12 patch, and continue explorations with various muramana actives. the next version should hit the pbe sometime after 4.12 goes live. until then, i’ve updated the item details above.

also, there were several bugs affecting tear, manamune, and muramana due to a one-time refactor we did that should all be worked out. just need to get the new tooltips in after 4.12 ships and then things should look much more normal!

oh! one last thing… i did want to mention that i’ve been reading every comment posted here as well as any tweets that mention me and a handful of forum/reddit threads. i haven’t had time to directly respond to them unfortunately, but they’re definitely read and count for something!

.

Frequently Asked Questions (last updated 2014.07.03 @ 15:05)

Q) why?

A) this turns out to be a fairly large question as there are a lot of reasons—the goal set for the changes hit a lot of things we’re hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we ‘gate’ with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion’s mana paradigm isn’t necessarily consistent across all kits there’s value in exploring systemic solutions to making mana much more interesting and meaningful.

of course, the ‘now’ is super important, so we’re doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion’s kit (which should already have awesome things like jayce’s shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don’t spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a ‘late game’ item.

Q) which champions are intended to benefit from a change like this?

A) champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog’maw, et al.

Q) what about current manamune/muramana users not in the above?

A) champions that tend to buy only one or two offensive items, and/or rely very heavily on spells (in relation to their reliance on basic attacks) likely won’t appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we’re watching.

Q) what can apply the true damage?

A) basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze’s overload or syndra’s unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra’s ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce’s thundering blow no longer triggering the effect) so we’ll be watching for data related to those specific cases to make sure things are still just fine for those cases.

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On Visual Updates Banner


 

 

IronStylus New PortraitHi. I wanted to try out the new function that should be listed below this box that says “show as flat” and see how the system works. I wanted to see if a conversation could be had using either or both of the views.

While we’re here! we’ll have a general ChampUp pow-wow. All casual, this is mainly just to test, but if you have any questions/ideas/feedback we can also jam on those. I’ll be on here for a little bit then head to bed. I’ll check the thread in the morning also.

[ Link to Post ]

 

 

Will Mundo be getting a Visual Update

IronStylus New PortraitWelp, I think he’s just a straight up fidelity update. I don’t think he’s slated for any time too soon, but at least I don’t think there’s a lot of challenge in just.. Mundo’ing up Mundo. Yeah, there’s just a lot of technical stuff I’d love to do with him. Bring him up to the goofy brute that he should be.

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What about Pantheon

IronStylus New PortraitHe’s sorta just a dude from 300 at this point. I’d really like to find a way to tie him more thematically into Targon. That’ll take some exploration though.

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Can Zilean be updated so he looks like a real time wizard

IronStylus New PortraitYeah.. the “old guy” fantasy is a hard one to capture. I think there might have to be something in there that moves him more into the “cool mage” sorta area. It’s fine being wise and older, but he’s not quite up there with characters like Captain Picard, Professor X, Sauramon, Magneto, or other more aged gents of wisdom and badassery, Might have to dial him just a bit younger or just make him feel a bit more fit, not so much afro-santa guy..

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Is Cho’Gath still being looked into for a Visual Update

Context: IronStylus mentioned awhile ago he was interested in updating Cho’Gath’s visuals. You can read the discussion here.

IronStylus New PortraitWell, we haven’t really even started concepting Cho, but he’ll have some pre-production work started on him soon. I still take the stance that I want him to be like a Kaiju of the Void. Whatever it entails to get that I’m up for! We have to scope it out though. That’s a big team discussion.

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Will Warwick have an evolving model in his VU

IronStylus New PortraitI’m not sure how much we’ll do with scaling or model changing in his normal state, though I’d like to see at least some body change. That’s just my opinion though! We haven’t yet full explored the ideas.

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Why hasn’t Kassadin still received a VU

IronStylus New PortraitHmm.. quoting in this thing is a bit awkward, gunna talk to the team about that.

Yeah, there’s a lot of discussion around Kassadin. For one, we could sorta just plug a new model onto him, but.. is that enough? Technically we’re not really happy with where he’s at in a number of places, especially animation. So the discussion is centered around scope. Since he floats it’s sort of a unique situation. It’d be REALLY nice to have a full fledged VU of him, but, is that too large of a production? Lots of questions being asked. That’s sort of what’s making up the discussion.

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Is there a list of Champions needing texture updates

IronStylus New PortraitNot really a list per se, more of just a general understanding that a lot of our textures need balancing. Right now there’s no one committed to doing TU’s 100%, my hope though would at some point to have a concentrated effort to adjust those textures.

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Why have we still heard nothing about the next Champion

IronStylus New PortraitIndeed, things have slowed down a bit. I’m not 100% up on the skinny, as you said I don’t work on the team really, but I think there’s a general desire to make sure things are super cohesive when a new champion comes out. I think that can take additional bake time. Aside from that I’m not privy to the nitty gritty of production, but I think one of the reasons Relaunch has become a bit more consistent is to help out the churning of new content. In some cases are team is pretty much making a new champion. My feeling is that things will always sort of be a hybrid of champions, skins and now relaunches as being integral parts of content packages.

I understand though. Champions are the biggest hype potential in terms of content, and can really have amazing promotional content, community discussion, and general excitement surround their build up and release. The champion release is still our biggest bang I feel. It feels like something huge is being added to the game, which it is.

For me personally, I miss some of the old days of slightly faster cadence, but I trust that the guys over on the Champion Team know what’s up and are fully aware of what their goals and deliverables are, and how fast those things should be put out.

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Give players updates on features Riot is currently working on

 

Pros:
- less overbumped threads about bugs
- people could track progress of any work
- Maybe RIOT could have an indicator about things that they began working on, but hasn’t finished it for a while, so they could pick up lost “threads” faster

Cons:
- I’m PRETTY sure that disappointed players would complain a lot about ongoing things they don’t consider important, while other things are not prioritized

Pros again:
- With this, RIOT could have a good feedback about what they should work on first

Cons again:
- There will always be people who are dissatisfied with the current priority list

 

Boompje New PortraitSo another big point I’d like to add to that:

We have a lot of stuff in development at any time, and by far not everything makes it to release. A few big and known examples are Magma Chamber or the Mac client (back in 2011). We really try not to raise any false expectations.

 

Another thing, although it’s easier to solve but not trivial, is a lack of context. Many people don’t know that it can easily take us way over a year for just 1 champion in development. The way we think about skins has also changed. When I just started playing league (back in 2009), skins were mostly recolours or just a small change in the skin. Nowadays, the skins are really a way higher quality.

Changing a feature from a technical point of view is also a lot more complicated than just.. assign it to an engineer and have it changed the next day. We have a ton of stuff all going on at the same time, so that list would also be very, very huge. And not everything will be going to release. Not at all.

Then another point to consider is that players may not know the context. Not everyone will understand that making a skin takes more than a few days of work, or that rewriting a large piece of software (hello Client!, see PBE news!) also is a huge piece of work, that also has implications on back-end and server workings.

For me, I’d feel a big blocker for doing this would be raising false expectations, or players having expectations that we in the end don’t meet. Also think of it from an Ultimate Skin point of view. PulseFire Ezreal and Spirit Guard Udyr are awesome skins, and the release events were a super nice experience. But it would be a lot more boring for players if they would be aware of how those skins were coming along in the moments before release.

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Can we see “Featured Matches” instead of LCS banners on the landing page

zerocontext: TL;DR: We definitely know some players care strongly about the Featured Matches on the current client landing page, and we’re still working on the experience!

Okay, here’s our general design philosophy behind how we want to surface content (both on the landing page and elsewhere, like the website): We want all players to have an easy and intuitive way of finding the experiences that they enjoy, which could of course include Featured Matches.

One complication is that only a slim percentage of players frequently interact with Featured Matches, which doesn’t mesh well with how much visual space we give to them at present (which we could be devoting to other exciting features). So, we think a happy medium can exist in which players who docare about spectating high-skill matches have an easy way to do so, while players who care more about other experiences don’t face the distraction of an über-prominent Featured Matches area on the landing page. Again, we’re still exploring how this experience might work in the new design.

We think the new client landing page that’s heading to PBE (and the new tech supporting it) will be flexible enough to allow us to do a better job of serving up more experiences that more players find relevant. It’ll take us a bit of time to fine-tune our approach, though, so I hope you’ll bear with us… and continue giving us regular feedback as we work to improve the experience. Fortunately, you won’t have long to wait before you can start judging for yourself the success of our initial efforts! :-)

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LeBlanc performs poorly in both low and high ELO

Apothis New PortraitI think LeBlanc’s low win rate and popularity in LCS is likely an example of high skill floor and high skill cap. I definitely wouldn’t say that LeBlanc is a weak champion because her win rate is below 50%. I think you’re right, that most players playing LeBlanc haven’t played the champion enough to get the most out of her. However, players that ARE very good at the champion make her very threatening.

An interesting way of thinking about this would be to look at how win rate for a champion changed with the number of games played with that champion. With LeBlanc, you might see that, once players had played 100 or so games, their win rate with LeBlanc is ~70% (controlling for ELO). On the other hand, once players had played 100 or so games with Garen, the win rate might only increase to 55%.

Garen’s average win rate might be higher and his win rate might be higher if you’ve only played 5-10 games with him (vs. LB), but I wouldn’t immediately conclude he was the stronger champ. For a player without much experience with either champ trying to optimize for a single game, maybe Garen is a better choice. But for a player thinking about choosing a champ to climb ranked with (or a pro-team figuring out a comp) maybe LB is stronger. What do you think?

[ Link to Post ]

 

 

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

 

 

Client Visual Update Banner

 

Summary

A VU for League’s client will be available for testing on the PBE soon. This includes a more stable patcher and cleaner, easier-to-navigate landing page. The new visuals are focused on displaying media everywhere it’s necessary. The new page will be larger in size and content will reach the edges of the window. You shouldn’t expect any performance dips with this update.

 

Recent News

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Patcher & Landing Page Visual Refresh to PBE

 

BY VENTROPY

 

Hey all! We’ve got a set of visual changes for the patcher and client landing page that’ll be hitting the PBE soon. Before we push them out, we wanted to talk a little more about what you guys can expect, both with these changes and our overall work on the League of Legends client.

We’ve heard your feedback and know a new client is at the top of many wishlists. These changes are just the first phase of what will be an extensive and ongoing development process focused on improving the pre-game experience. Along with the visual changes to the patcher, a large part of this first phase involves introducing new core client technology. While this technology won’t noticeably change your pre-game experience, it will help us plan our future updates. That being said, our biggest focus is maintaining stability and making sure everything works smoothly as we continue updating the client. We’re looking forward to sharing our long-term plans, but today’s talk is going to be focused on foundation-setting.

 


Making Safe Changes


 

Let’s start with a quick definition: when we talk about “the client,” we’re speaking to the technology ecosystem that supports your pre-game experience. Each interaction you have while getting ready for a match is built on a base of interconnected systems, all of which work in concert to get you into your games.

As a result, maintaining League’s stability outweighs almost every other priority we have when making changes. Before we can tackle big feature changes, we need to make sure any core technology that we’re introducing is robust enough to get the job done. With that in mind, we chose our first targets by looking for the least risky pieces of the client to update. The look and feel of the patcher and the client landing page emerged as choices that let us introduce new tech, minimize risk and deliver some neat stuff.

Our first few releases will be starting points that’ll provide insight into how we should update additional systems. We’ll be refining and improving the pre-game experience as we go, which allows us to safely improve the client over time.

 


What's coming to PBE


 

In the next few weeks, we’re planning to test out new tech in the patcher that also delivers some improvements to how information is presented (we’re also taking the opportunity to give the client landing page a matching facelift). The patcher technology coming to the PBE will become an important foundation for future client updates.

Both the patcher and the client landing page present a convenient chance to check out LoL news and updates, but are currently coming up short in a few areas.

 

Work-in-progress: Updated patcher

 

Let’s use the free champion rotation as a concrete example. Our current patcher shows a few names from the rotation in the news feed, but you have to click through to a web article to see the full list. With the upcoming changes, we can highlight the entire Free to Play rotation directly in the patcher. The Patch Notes have also been pulled in so you can read up on the latest changes while you’re downloading them.

This new layout applies visual focus to all content, displaying media with every item. To accommodate these visuals, we increased the patcher’s size, giving us more real estate to keep a few key pieces surfaced and make it easier to browse other articles. We also took the opportunity to group up ‘core’ patching tools by condensing the download progress bar, service availability indicator and region selector at the top of the patcher. Your patching progress has also been merged into one bar to provide more streamlined information.

 

Work-in-progress: Updated client landing page

 

The client landing page will pull in the same layout changes as the patcher with a few additional content types thrown into the mix. As part of this update, we’ve extended content all the way to the screen edges. We haven’t changed the client’s size, though, so we didn’t need to reorganize any of the client’s other features (aside from a bit of cleanup to the menu buttons).

Overall, your pre-game experience won’t change too much with this first release. The actual patching process is still the same, so don’t expect performance gains or increased download speeds. Additionally, you’ll still be using the same mastery interface, store, chat system, etc. While our end-goal is to deliver you an improved pre-game experience, our biggest priority is making sure we continue to provide a reliable and stable client and game.

 


Looking Forward


 

These first iterations aren’t going to redefine your pre-game experience, but they represent work we’re confident we can safely build on as we test and expand on our new core tech. If you aren’t seeing the changes you want right now, don’t worry because we know there are other parts of the client that are hurting for attention and we’re eager to take them into the lab to deliver something great.

We have a vision for what the future could hold for the client and we’re looking forward to sharing our plans with you a bit further down the road!

 

 

Thank you for listening to community suggestions !

ChocChipCookie: Thank you. This is the first step of a long process, and we definitely want your continued thoughts and feedback. Looking forward to you all letting us know what does (and doesn’t!) work. We’ve seen a few threads of your ideas on how to redesign the pre-game experience, and are constantly impressed by everyone’s creativity and passion. :)

 

 

Will there be a Logout button in future iterations

ChocChipCookie: You’ll just see visual updates right now within the client. We are mapping out future plans, and feedback like this is helpful!

 

 

Did you increase the size of the patcher

RiotAether: The patcher definitely got bigger – same dimensions as the client, which’ll be staying at its current size. Just prettier :D

 

 

Will it still be powered by Adobe AIR

ventropy: No it won’t. The patcher update that we are releasing to PBE includes a lot of the core tech needed for a new client. The patcher update won’t use Adobe AIR, it is built on our own native code base and HTML5 UI.

 

 

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

 

 

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

 

Previous PBE Updates for Patch 4.12 Cycle:

 

PBE-July-1-Banner (1) PBE-Update-July-4-Banner (1)

Sonas-Rework PBE-July-7-Update-Banner (1)

 

 

PBE New Summoner Icons

 

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PBE Store Updates

 

A store image for the Mecha Ward skin on the PBE.

 

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Mecha Ward Preview – Credits to SkinSpotlights

 

 

 

PBE Champion Changes

 

 

Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

Damage increased from 60/90/120/150/180 to 80/105/130/155/180 ] [ revert on the PBE changes here ]

 

Nether_BladeNether Blade [ W ]

  • Cooldown increased from 6 seconds to 9

 

Force_PulseForce Pulse [ E ]

  • Now slows for 50/60/70/80/90%, increased from 40/45/50/55/60%

 

Note: Kassadin’s E was recently made to slow for 1 seconds, down from 3, in this PBE update. 

 

 

Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  •  Mana cost removed [ 60/45/30/15/0 on live ]

 

 

Sona New Portrait

  • Base armor increased from 15.3 to 18.3

 

 

Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • Lantern once again grants a shield to every ally that comes near it [ a revert on the PBE changes here ]
  • Base Shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200 [ reverted back to live values ]

 

 

PBE Crystal Scar

 

Manamune Manamune

  • Damage increased from 20 to 25
  • Total Cost increased from 2060 Gold to 2200
  • Recipe cost decreased from 1000 Gold to 625 (New Recipe)

 

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

 

 

 PBE July 7 Update 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.

 

Previous PBE Updates for Patch 4.12 Cycle:

 

PBE-July-1-Banner (1)

Sonas-Rework

PBE-Update-July-4-Banner (1)

 

 

PBE Champion Changes

 

 

Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

  •  Damage decreased from 80/105/130/155/180 to 60/90/120/150/180

 

Force_PulseForce Pulse [ E ]

  • Slow changed from 30/35/40/45/50% for 3 seconds to 40/45/50/55/60% for 1 second

 

 


Lucian New Portrait

  • Attack range decreased from 550 to 500

 

Piercing_LightPiercing Light [ Q ]

  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70
  • Range decreased from 550 to 500

 

Relentless_PursuitRelentless Pursuit [ E ]

  • Mana cost decreased from 60/45/30/15/0 to 40/30/20/10/0
  • Cooldown changed from 18/16/14/12/10 to 16/15/14/13/12
  • No longer resets on killing an enemy with the Culling [ R ]
  • Whenever Lightslinger [ Passive ] hits an enemy, the cooldown on E is decreased by 1 second (2 if it hits a Champion)

 


Lucian Range Comparison

 

 

Why was Lucian given 550 auto-attack range

Zenonthestoic New PortraitThe idea originally was that his meaningful damage should come from Q (cast range of 550) and his passive (AA range of 550). Compare to Jinx (Q range increase, meaningful damage on W), Caitlyn (err), Corki (Q and R spammable long range), Tristana (passive), Ezreal (constant Q poke at great range) etc.

Obviously we were wrong! I’m just trying to explain our state of mind at the time.

[ Link to Post ]

 

 

Follow Up

Zenonthestoic New PortraitThe feeling that anything less than 550 range is a HUGE feel hit on an ADC. With new targeting paradigms on Q and R and absolutely no confidence in how much players would feel the power from his passive we didn’t want to set ourselves up for total failure with a E-tier aa range.

Lucian had the second worst adoption rate in 2013. People really didn’t like him at first. At 500 range on release? He would have tanked so hard.

[ Link to Post ]

 

 

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