On the PBE, Dragon & Baron timers will now update as soon as the information is available to the non-killing team by any means. Riot have an investment in Curse, presumably to integrate Curse Voice (in-game voice chat) in the game. On the forum side, Meddler gave context for the upcoming changes to WotA, the current viability of Doran’s Shield and why Quinn’s experimental changes were reverted on the PBE. Lastly, a fan feature with artist Nips.
- PBE Changes to Dragon/Baron Timers
- Riot has made an investment in Curse
- Context for WotA changes in 5.13
- Meddler on Doran’s Shield
- Context for revert on PBE changes to Quinn
- Fan Artist Feature – Nips
Non-killing team receives Dragon timer at the first moment they see an enemy with Dragon buff or when they see the empty pit. #PBE
— Zoey Melfa (@Riot_Velocity) July 1, 2015
As with everything on the #PBE these changes are still very much WIP. Subject to change at any time.
— Zoey Melfa (@Riot_Velocity) July 1, 2015
If you’ve got any vision of an enemy champ when dragon or baron is killed you already know the time of kill, given both give a buff. In baron’s case you’re also able to get the respawn time even if you don’t have vision on someone at the time of kill by timing from the buff expiration point.
- Clearly communicating when a kill’s happened removes a ‘skilltest’ we feel’s a cost rather than a benefit (watching stats/clicking on people for buff counts/pushing tab regularly to check dragon status). Fighting the UI basically.
- Tracking dragon/baron timers you accurately know in chat’s similarly is something we don’t see as an interesting skilltest (see: jungle timers).
This is also a chance to reduce snowballing. We’d like to see a few more close or comeback games than we currently do and we believe the amount of power having a vision stranglehold offers is a significant part why that’s not happening (map control’s extremely powerful of course). We also feel that contested dragons in particular lead to more interesting, healthy games. Farming/pushing, taking dragon easily because the enemy doesn’t have the timer and then going back to farming/pushing does feel rewarding for the winning team, it generates less interesting play than a contested team fight or possible steal however.
There is some gameplay that’ll get lost with this change too of course (e.g. Ambushing people who’ve come to check if you’ve finished yet when you’re already done and killing dragon as 5 then all recalling to shop so the exact kill time’s hard to guess). We feel the benefits above solidly outweigh that cost however.
I’m pleased to announce that Riot Games has decided to invest in Curse.
Riot really believes in what we’re doing and where we’re going. This investment boosts our efforts to continue creating what I believe to be the best communication tool in gaming.
In the last year, we’ve seen the size of Curse Voice grow from nothing to over 1 million active players. We’ve added support for most of the top 200 games in the world and are deeply integrated with some of the most popular games our players play.
This is, of course, exciting and positive news for us. We’ve known Riot for a long time, and know that Riot, like us, cares very deeply about the core gamer. I’m excited and confident that this will be good for Curse and for the millions of players we serve via Curse Voice.
CEO, Curse Inc.
For reference, here are the WotA changes introduced in this PBE update:
- No longer grants 20% Spell Vamp
- New Passive: Your spells and abilities heal you for 15% of the damage dealt, calculated BEFORE your opponent’s resistances. 33% effect for AoE Spells.
- It’s not as effective at letting you heal off a minion wave (no resistances), which is particularly powerful on non mana users who pay no cost for doing so.
- It’s of similar effectiveness against enemy champions with a moderate amount of Armor/MR.
- It’s much more useful against really tanky enemy champions.
- It’s effectiveness doesn’t increase dramatically as you buy Penetration, so it’s baseline performance can be a bit better (less feast/famine).
We’ve been thinking recently about doing a light overhaul on some defensive items (think a smaller version of the AP item changes coming in 5.13). Doran’s Shield is one of the items we’d be looking at if so. A possible direction for that we’ve been considering is buffing the Unique Passive so it gains extra effectiveness against ranged auto attacks. That’s very much at the idea stage though, rather than something we’ve committed to. One of the things we particularly want to avoid there, and so really need to test for, is the possibility of Doran’s Shield becoming the dominant support buy again. When we’ve seen that in the past it’s resulted in really narrow support picks (huge amount of Leona/Thresh, not much else) and that’s something we don’t want to reintroduce.
The changes that briefly ended up on the PBE were exploring a version of Quinn where she’d been shifted to be more of a roaming ADC. Idea there was that we might be able to get her into a really interesting space by making her ult into a powerful out of combat mobility effect, rather than a variant combat form. That’s something we’re still really interested in exploring, when time permits. It’s very much a ‘let’s see what this looks like’ rather than a ‘this is what Quinn should be changed to’ at this point though.
I feel it adds a unique feel to her laning phase in particular, and generates some cool gameplay moments. It’s one of her defining features in my eyes (though to be clear I say that as someone that doesn’t play much Quinn).
I’d agree Quinn’s capability to utilize it well, and therefore its contribution, can drop off a bit in team fights. I don’t personally feel that’s inappropriate for that style of minigame though. A lot of their value’s in how they shake up the earlier parts of the game, so some fall off later seems ok.
As far as power goes I don’t have a good enough handle on Quinn’s current state to offer any in depth thoughts.
Hey Summoners! This week we’re speaking with Nips, an esports and comic artist extraordinaire with strong ties to the community. She’s also created a unique library of skin designs, and genderbends that will leave you inspired!
If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.
How did you get started creating League of Legends fan art?
I started playing League in 2013 when Thresh came out after A LOT of convincing and hassling with friends. I couldn’t wrap my head around how people could fall in love with a game that only had one map (but who needs a map, anyway). It didn’t take me too long to get to “just one more game”.
Friends started telling me about the competitive scene and they always mentioned a team that reminded them of me….Ninjas in Pyjamas….because their initials were NiP….like Nips! haha. I looked up the players and discovered streaming. I drew little characters for Bjergsen /Malunoo and, not too short after, I discovered Cloud 9. They became my favorite team (still are!! #C9WIN!!!) and fell in love with the competitive world! I soon started following LCS games and did team skins for every team that won! Cloud 9 has been a huge catalyst and supporter in my growth as an artist and in the community. They’ve been so kind and have become a virtual family for me.
What’s been your favorite piece to create, and why?
This is a tough one! I’ve definitely enjoyed all of them a great deal for different reasons. However, even though it’s not a specific piece (rather a “series”), I’ve had the most fun making the champion genderbends. A concept that allows me to work with character personality (my favorite!) to bring a champion to life as the opposite gender while still maintaining the essence of the original. It’s a challenge I love to take and hope to one day bend all of them! I even had Bjergsen and Snoopeh request some of their own. xD
Do you have a dream project you’d like to work on?
As far as dreams go (other than swimming in a pool of Nutella), I’ve been very fortunate to be able to work on my personal comic OFFcell. I love creating characters and telling their stories. I’m so grateful to be able to do that on the daily! The project is still growing and there’s many things I’ve yet to learn but I’m excited to work on it all!!! I do have League-related dream projects too though! How amazing would it be to take part in the creation of a champion; bring them to life! Tell their story! If I ever had that opportunity, I could probably die happy haha.
Who’s your inspiration? Do you have any favorite League fan artists?
I follow so many artists. Everyone has such a different way of putting their ideas on paper and that alone is such an inspiration! My favorite League artist is Alvin Lee . His work is filled with top notch energy and dynamism! He pushes artistic boundaries with every piece and it’s nothing short of impressive every time. As for fan artists, hands down, Rachel J. Like me, she does comics and loves telling stories. Her pieces are always so expressive and smooth!Ippus , Kalce , Melissa, Duet and Uguubear are also some very talented friends and keep me motivated to always get better!
Is there anything else you’d like to share with the community?
I studied biology in hopes of going to medical school and had no dreams of doing any form of art full time. What made me fall in love with the game, and eventually made me commit to art, were the splash arts. I constantly think about how different my life would’ve been without League of Legends; 12-hour days as a heart surgeon with no breathing room to draw! I can’t even picture a day going by without painting! I’m so grateful to have discovered the game and become a part of the community. Constantly growing every day and it’s almost frightening. I’ve had nothing but pleasant experiences with the people I’ve met through sharing my art and I’m in awe with the kind support I’ve received! Words can’t express how inspiring everyone’s been!! It’s truly, truly, truly outrageous!
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com.