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Juggernauts Banner

The recently-announced gameplay updates for Darius, Skarner, Mordekaiser & Garen have now been revealed:

 

Gameplay Updates

 

We wanted to write some thoughts up to prepare you for some pretty hefty changes we’ll be experimenting with over the next few patches. In short, here are our goals:

  • Every game of League should feel meaningfully different based on the champions in it
  • Each champion in League should feel distinct from one another

We’re primarily going to talk about the second goal here: getting all champions in League to feel different from each other through unique gameplay in addition to their themes and art.

Every game of League should feel meaningfully different based on the champions in it

Now, some champs already bring their unique brand of play to League. Take Blitzcrank into a game and you’ll heavily affect the way both teams play. Instead of looking for solid initiation, your team will more likely wait for you to pull off a successful pick, while the enemy team will position their frontline in the hope of getting grabbed. And Rocket Grab is just one ability on one champion!

Plenty of other champs have similar impact, from Gnar with his rage meter, to Yasuo with his Wind Wall. But while we succeeded with some, we frankly didn’t with others (such as Darius and Garen) and, when two champs play the same way, you just end up picking the one that does the same things better. The result is the same folks played in every game (unless that power balance shifts), and each game of League feeling similar. That’s one of the main things we wanted to begin solving with this update.

Previously when balancing champs, we’ve occasionally taken the approach of nerfing their strengths so we could buff their weaknesses. We’re not doing that here. Instead, we’re often entirely refocusing each champion’s power so that their highs and lows are both deeper and more differentiated from others in the same role.

Rather than just diving in headfirst and tackling all the champions, our plan is to break them down into groups – tackling champions who share roughly the same strategic or tactical niche as others at the same time. By hitting a handful of champs at a time, we can address a few underserved groups, like the first set that we’ve affectionately referred to as juggernauts.

Caveat: A lot of the following changes may sound like net buffs–and they generally are–but often times we didn’t want to only add power, so we’ve shifted a lot of strength around to more focus these tanky melee carries on offering more unique identities with conditional power built on their range. You’ll find more information in the patch notes, but we wanted to highlight our intentions here even if we aren’t going through the full changelist.

 

Juggernauts Mini Banner

Nasus. Darius. Garen. Skarner. When you think brute force, these champions should come to mind: powerful, durable, immobile and melee. They’re League’s hulking titans who, come late game, turn into super tanky carries who’ll pretty much destroy anyone foolish enough to get in their way. The prototypical juggernaut is Nasus, the classic one dog late game wrecking machine. The archetypal raid boss can only do his thing when he’s in melee range, and his lack of gap closer means he often has to rely on allied speed boosts like Sivir’s On The Hunt or well-aimed crowd control like a Morgana binding to get close, but once he does, he unleashes the power of his trademark Siphoning Strike.

When you think brute force, these champions should come to mind: powerful, durable, immobile and melee.


This balance of power and peelability helps keep tanky melee carries in a good state and leads to distinct playstyles that belong to each champion. What we did with this update was we took a look at some of the juggernauts that occupied the same ‘tactical space’ as Nasus (we think there are a few more than these, but settled on four for our first set) and added a little more uniqueness where we could.

 

 

 

DARIUS Banner

Death by my hand

We’ve always thought of Darius as one of League’s strongest cleanup fighters, the pentakill machine who’d outlast his enemies’ attacks before apprehending his wounded enemies and getting his chop on. The problem was, while that fantasy is great, Darius almost never got to do any of it. Either you’d build damage on him and die before it was cleanup time, or build tanky and lack the damage to properly get your dunk on.

With this update, we’re tweaking Hemorrhage and giving the big guy’s passive a new tool: Bloodrage:

 

HEMORRHAGE PASSIVE

Hemorrhage Final IconDarius cuts enemies he attacks, causing them to bleed. Hemorrhage can stack up to five times.

[New] Bloodrage: Whenever Darius executes an enemy with Noxian Guillotine or fully stacks Hemorrhage on a target, he gains Bloodrage for a few seconds. While under the effects of Bloodrage, Darius deals greatly increased physical damage and applies max Hemorrhage stacks to all enemies he hits.

 

 

The idea here is to give Darius the means to be Darius. The damage amp upon fully stacking Bloodrage is huge, but he still has to work to get it. Opponents will have to be much more cautious about letting the Hand of Noxus get his passive stacks going – preventing him from gaining stacks means he won’t go into Bloodrage which, in turn, means he’ll have a much harder time chaining his executions together. But when he does… well… there will be pentakills.

 

GAREN Banner

Justice, by law, or by sword

Garen’s an interesting champion to work on. He’s League’s preeminent “spin to win” champion, but doesn’t really bring enough uniqueness to the games he’s in. What’s more, when late game comes around, the Might of Demacia turns into the Meek of Demacia and falls off so hard he doesn’t do much other than occasionally tell people – very loudly – where he’s from. We wanted to balance Garen out a little, so we tinkered with his power curve to make him weaker early but stronger come late game, and then added a fancy new passive to the big man’s ult.

 

DEMACIAN JUSTICE R

Demacian Justice Final Icon[NEW] Passive: Garen identifies the enemy champion with the most recent kills as the enemy team’s Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of their max Health as true damage.

Active: Garen calls upon the might of Demacia to deal a finishing blow to a targeted enemy. The more health they’re missing, the more damage Demacian Justice will deal. [NEW] Demacian Justice deals true damage to the enemy team’s Villain.

 

 

Now Garen has an active and unique role in every game: to destroy any foe, regardless of how tanky they are, so long as they’ve recently killed one of his friends (champions on his team). This isn’t just cool in design terms, it’s also super fitting to his character’s fantasy: now Garen’s a protector of the weak both in and out of game, and has a kit that directly opposes Darius’. This isn’t a static rivalry either – Villainy will adapt as the game progresses, changing Garen’s target as his enemies rise to – and fall from – power.

 

SKARNER Banner

Fear my sting

Skarner has one of the coolest ultimates in the game and we think that’s A Good Thing, but we also wanted to give him a few more toys to be excited about when kidnapping isn’t on the docket. We wanted Skarner to have something truly unique to him – here’s where we ended up:

 

 

Whenever Skarner is in a game, six crystal spires appear on the Rift. They’re located by red buff, blue buff, Baron, and Dragon.These crystal spires are capturable, just like the altars on Twisted Treeline. When someone on the lonely scorpion’s team captures a spire, it creates a zone that gives Skarner (only Skarner!) pretty significant boosts to his movement and attack speed. The enemy team can capture them too and, when they do, they gain gold, a short burst of vision, and temporarily lock Skarner out from his super meaningful buffs. That’s the key – with these changes, Skarner becomes a neutral objective control king, and super useful for teams looking to overcome their enemies with buff and map control.

 

MORDEKAISER Banner

Misery loves company

Last but certainly not least, we took a look at ol’ Morde. Over the years, he’s been a consistently difficult champion to balance thanks to his pretty unique mechanics. League’s very own man of steel is a shielded and manaless AP burst mage who’s super slow, lacks crowd control… and is often played in a solo lane. So, rather than committing to balancing him in a patchwork fashion for the next few years, we decided to try something a little crazy. Here goes…

We’re trying Mordekaiser out as a duo lane juggernaut, intended to step up in lieu of a regular marksmen pick.

Yep.

Morde’s rework has some pretty unique aspects. For starters, Creeping Death now only deals damage if Morde and his targeted ally stay near each other, a change intended to help entice Morde into duo lanes the way we mentioned. Secondly, even if he’s playing in lane with a support, he’ll earn full experience from any minion he’s able to last hit (support will get their usual half share of xp). This means that Mordekaiser, unless he dies horribly beforehand, will always hit level six way before his lane opponents, and will always have a pretty handy advantage when it comes to bot lane battles and early game dragon contests.

Speaking of dragon, check this out:

 

 

Whenever he deals damage specifically to the dragon, Mordekaiser curses it – if his team’s then able to kill it, Morde summons a specter of dragon that follows him around and fights for him. If you’ve ever thought about watching dragon and Baron duke it out… well… now you can.

Obviously these are some pretty significant updates that are, as ever, subject to change, but hopefully we’ve shown you some unique and different angles for the juggernauts we’re looking at and how we’re looking to diversify champs in similar spots. We’ve plans for other tanky melee carries (specifically Shyvana and Olaf), and broader plans beyond that for the entire champion roster. Again, our goal is that every champion in League has specific reasons to be picked, or brings a unique and awesome thing to each game.

There’ll be more info in upcoming patch notes, but in the meantime, let us know your thoughts in the comments below.

Ezreal

 


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

 

Game Over Skin Teaser Banner

A new skin teaser has popped up on Riot’s official site.

 

The first part contains a circled exclamation mark that occasionally fires lightning bolts (note, the file is called chest.png)

Teaser Arcade 1

 

Afterwards, a “Game Over” blob appears and later prompts you to start over (aka repeat the animations).

Teaser Arcade 3

Teaser Arcade 2

 

 

Listed Changes to Fighter Items Banner

Following the recent announcement that Fighter items and several Fighters will be getting reworks, Meddler has shown the first batch of changes to hit the PBE:

 

Extra resources:

 

Whats the scope of the Fighter item changes Are you only tweaking costs

We’re talking changes a little bit bigger than that, but not by too much. Few examples:

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Price decreased from 2750 Gold to 2700
  • Magic resist increased from 55 to 60
  • Now builds out of a Crystalline Bracer [600 Gold]  instead of a Ruby Crystal [ 400 Gold ] / Combine cost increased by 150 Gold

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90

 

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

Meddler Final PortraitRewards using Thornmail with other armor effects, allows the damage reflect to still be significant against enemies dealing much of their damage through on hit effects instead of raw auto attack damage (e.g. Vayne). Significantly weaker as a sole Armor item however. This is about as big as this set of changes gets by the way, most of the others are just stat adjustments, not functionality changes.

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitOne update since there seems to be a bit of confusion: Thornmail’s not being changed to reflect on hit damage. It’s damage calculation is being changed to be less based off the enemies AD, with damage instead also coming from the target’s Armor, reducing the different in damage reflected for full AD builds versus on hit builds.

[ Link to Post ]

 

 


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

 

Patch 5 15 Maintenance Banner

Patch 5.15 will hit live in the early hours of August 4th (5th for OCE):

 

Here’s everything Patch 5.15 will contain:

PBE-Roundup-Patch-5-15-Banner

 

 

Patch 5.15 maintenance schedule for NA

Riot Noc New PortraitOn 8/5/15, starting at 1:30 PDT, ranked queues will be disabled in preparation for patch 5.15. At 3:00 PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]

 

And here is the schedule for the other regions:

  • EUW ] 03:30 UK (02:30 UTC) – 05:00 UK (04:00 UTC)
  • EUNE ] 01:30 CEST (23:30 UTC) – CEST (01:00 UTC)
  • OCE ] 02:30 Sydney Time (16:30 UTC) – 04:00 Sydney Time (18:00 UTC) [August 5th]
  • LAS ] 02:30 de Buenos Aires / 02:30 de Santiago – 04:00 de Buenos Aires / 04:00 de Santiago
  • LAN ] 02:30 de Ciudad de México / 02:30 de Bogotá – 04:00 de Ciudad de México / 04:00 de Bogotá
  • BR ] 03:30 do horário de Brasília (06:30 UTC) – 05:00 do horário de Brasília (08:00 UTC)
  • TR ] 03:30 TSİ (00:30 UTC) – 05:00 TSİ (02:00 UTC)
  • RU ] 00:30 по московскому времени (21:30 UTC) – 02:00 по московскому времени (23:00 UTC)

 


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

 

Free Champion Rotation August 11 Banner

The following Champions will be free-to-play until August 11th:

 

Elise Final Portrait

Galio Final Portrait

Heimerdinger Final Portrait

Karma Final Portrait

Katarina Final Portrait

Fizz Final Portrait

Graves Final Portrait

Miss Fortune Final Portrait

Nami Final Portrait

Nautilus Final Portrait

Shen Final Portrait

Sion Final Portrait

Twisted Fate Final Portrait

Twitch Final Portrait

Volibear Final Portrait

Zilean Final Portrait

 


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

 

Champion Skin Sale August 7

The following Champions and Skins will be 50% off until August 7th:

 

Nautilus Final Portrait

Singed Final Portrait

Varus Final Portrait

 

Bear Cavalry Sejuani – 675 RP

Bear Cavalry Sejuani

 

Jade Dragon Wukong – 487 RP

Jade Dragon Wukong

 

Valkyrie Leona – 260 RP

Valkyrie Leona

 


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

 

GANGPLANK HAS RETURNED

 

Gangplank has survived Miss Fortune’s attack with only a metal arm to tell the tale. His classic skin has been updated to reflect this piece of the story and his current skin has been relegated to Captain Gangplank, which you’ll acquire for free if you played a matchmade game with GP during the Bilgewater Tides event.

GP_Splash_WP2

GP_Reveal_Comic2

 

Here’s how his model looks now, stacked up next to his skins:

GP_Lineup

 

 

Gangplank returns and the event end draws near

BY PABRO

TLDR: Bilgewater: Burning Tides sails away on August 10 at 10:00 BST. You can earn the free Captain Gangplank skin if you own the champion and play a full matchmade game with him (or if you’ve already played at least one) before the event ends.

The orchestrated spectacle of the Dead Pool’s destruction led many to believe that the dread reaver Gangplank perished in the flames. But what is dread may never die, and Gangplank returns to reclaim what he believes to be rightfully his.

Fitted with a new limb to replace the one he lost, the Saltwater Scourge will soon rain cannonballs down on Summoner’s Rift again after a brief stay on the PBE.

Since this is the first time we’ve done something so dramatic with story and theme, we’re commemorating the event with the Captain Gangplank skin depicting the dread pirate from before the events of Bilgewater: Burning Tides. All players who own and play (or have already played) an entire matchmade game as Gangplank during the event will receive the Captain Gangplank skin for free.

Captain Gangplank reflects a simpler time, when one uncrowned reaver king ruled over Bilgewater with an iron cutlass and a fearsome love of scrimshaw. While base Gangplank has been irrevocably changed by Miss Fortune’s masterful scheme, the Captain Gangplank skin hearkens back to before the pirate’s bloody fall.

With Gangplank’s return imminent and the conclusion of the story trailing the choppy wake behind Bilgewater: Burning Tides’ stern, the end of the in-game event draws ever closer.

Bilgewater: Burning Tides sails over the horizon in just over a week, stowing in its hold the bundles, merch, icon rewards, and game modes. Whether you’re looking to brawl in the black market, add the free Captain Gangplank skin to your wardrobe, or acquire any other Bilgewater spoils, you’ve got until August 10 at 10:00 BST.

We hope you’ve enjoyed the journey so far, and we’ll see you on the battlefields!

[ Link to Post ]

 

 

chapter-heading-epilogue

EPILOGUECHAOS THE RUINED MAN PURPOSE

Bilgewater was devouring itself. The streets rang with the shrieks of the desperate and the dying. Fires burning in the lowly slums rained ash across the entire city. Control had been lost, and now every gang rushed to fill the power vacuum left by the fall of one man. A war had been started by the spread of three simple words: Gangplank is dead.

Savage ambitions and petty grudges that had festered for years were now being acted upon.

On the docks, a crew of whalers ran down a rival fisherman. They skewered him with harpoons and left his body hanging from a trotline.

At the highest peak of the island, tall opulent gates that had stood since Bilgewater’s founding were battered apart. A cowering gang lord was ripped from his bed by a rival. His mewling cries were silenced when his skull was dashed upon the hand-crafted marble of his own front steps.

Along the wharf, a fleeing Red Cap attempted to staunch a bloody head wound. He looked over his shoulder but could see no sign of his pursuers. The Jagged Hooks had turned on the Caps. He had to get back to the safe house to warn his crew.

He rounded the corner, screaming for his brothers to gather their arms and join him. But his thirst for blood dried in his throat. Standing in front of the Red Caps’ own den was a band of Hooks. Their blades dripped with gore. At their head, a wiry figure, barely a man, creased his pock-marked face with a vicious grin.

The Red Cap had time to utter one last curse.

Across the bay, off a quiet back alley, a physician attempted to ply his trade. The gold he had been handed was plenty to buy his services – and assure his silence.

It had taken half an hour to peel the sodden coat from the sloughing flesh of his patient’s arm. The doctor had seen many horrific injuries before, but even he recoiled at the sight of the mangled limb. He paused for a moment, terrified of the response his next words would provoke.

“I… I’m sorry. I can’t save your arm.”

Within the shadows of the candlelit room, the bloodied ruin of a man composed himself before staggering to his feet. His good hand shot out like a lash and wrapped around the throat of the quivering doctor. He lifted the surgeon slowly, measuredly off the floor and pinned him to the wall.

For a terrible moment, the brute stood impassively, considering the man in his grasp. Then he abruptly dropped him.

Lost in panic and confusion, the healer coughed violently as the shadowed mass strode to the back of the room. Passing through the light of the surgeon’s lantern, the patient reached for the top drawer of a well-worn cabinet. Methodically, the man opened each drawer searching for what he needed. Finally, he stopped.

“Everything must have a purpose,” he said, looking at his mutilated arm.

He pulled something from the case, and threw it to the doctor’s feet. There, glinting under the lantern was the clean steel of a bonesaw.

“Cut it off,” he said. “I’ve got work to do.”

 

 

Mystery skins return

Wizardcrab New Portrait The Dead Pool may be sitting atthe bottom of the sea, but not all of its treasure is lost. During the final week of Bilgewater: Burning Tides, Mystery Skins and Mystery Chests are back in the store!

Here’s the twist: During Bilgewater: Burning Tides, for every six mystery items you purchase for yourself or friends, you’ll receive a free Mystery Skin after the event ends!

Mystery Chest – 790 RP

Mystery Skin – 490 RP

Mystery Chests cost 790 RP, guaranteeing an unowned skin worth 975 RP or more.

Mystery Skins cost 490 RP, guaranteeing  an unowned skin worth 520 RP or more.

You have until 02:00 PDT on August 10 to earn bonus Mystery Skins, so get ahold of one before they sail away.

[ Link to Post ]

 


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

 

Red Posts 02 08 Banner

 

Topics Banner

 

Recent News Banner

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BILGEWATER-BURNING-TIDES-ACT-3

 

 

Upcoming Reworks Banner

Riot’s current Champion Update schedule features Darius, Garen, Skarner and Mordekaiser. Below is a discussion on what each of these smaller-scale gameplay updates will focus on:

 

 

Did these updates pop up in the rework schedule because theyre smallscale

Meddler Final PortraitYup, Poppy’s a full relaunch (Sion level of changes in terms of gameplay, visuals, audio etc). The four champs added to the update list today by contrast are all smaller projects with a gameplay focus.

[ Link to Post ]

 

 

When will the reworks for Darius Garen Skarner be up on the PBE

Meddler Final PortraitOur aim is to release the Garen, Darius, Skarner and Morde reworks in the same patch, along with some changes to fighter and defensive itemization. As usual that’s not 100% guaranteed, it’s certainly what we’re trying for though.

[ Link to Post ]

 

 

Meddler Final PortraitOdds are pretty high this stuff will be in 5.16.

[ Link to Post ]

 

 

 


What do you mean by fighter and defensive itemization

Meddler Final PortraitA new item or two, plus some small (mainly) adjustments to defensive items (in general Armor items are getting slight nerfs, MR items slight buffs).

[ Link to Post ]

 

 

 

 

Why are so many reworks being released at the same time

Meddler Final PortraitDeliberate choice to pair these reworks with the item changes.

[ Link to Post ]

 

 

 


Mordekaiser Single Banner

 

Whats the scope of Mordes rework Will he get a Visual Update too

Meddler Final PortraitMorde’s a moderate sized update (bigger than Garen, Skarner or Darius). His skills are still pretty similar, but all have at least some degree of adjustment, with a push in more of a bruiser direction. We’re not going to be giving him CC or mobility though, we feel lack of those, in exchange for some otherwise pretty inappropriate stuff (that ult especially), is a key part of Morde’s identity.

We’re with you that Morde could do with a visual update. There are other characters we feel need the work more though on the art side, so he’s a way down the priority list (Poppy’s the primary art intensive project on the Champion Update team right now). We’re going for a mainly gameplay update as a result, since we’ve got kit changes ready to go (with some limited visual effects changes to support them as needed).

[ Link to Post ]

 

Do you still plan on making Mordekaiser more bruiseroriented

Meddler Final PortraitTankier, more sustained damage/close range damage, less burst combo.

[ Link to Post ]

 

 

 

 

Darius Single Banner

 

Will Darius rework be up on the PBE next week

Repertoir New PortraitThey should all go to PBE at the same time barring unexpected complications with one of them.

[ Link to Post]

 

 

 

Will you fix Darius E to not pull enemies who dash out of range

Meddler Final PortraitWe will be changing Darius’s E so that it checks for targets to pull at end of cast, not start (so no more flash away but still get pulled).

[ Link to Post ]

 

 

 

Skarner Update banner

 

What will be the scope of Skarners rework

Meddler Final PortraitSomewhat bigger than Garen, though not dramatically so. One of the biggest things we want to do in his case is give him a clearer niche when his ult’s on CD.

[ Link to Post ]

 

 

 

What aspects of Skarners kit do you plan on changing

Scruffy Final PortraitThe general way you play him will feel very similar (though with some pretty major QoL improvements in the new passive area). The changes are gonna be more focused on giving him a more unique contribution to his team/playstyle. Effectively expect that most of his current skills will remain in tact.

Next week will answer all of the questions when he’s on PBE for testing.

[ Link to Post ]

 

 

Will Skarner become more unique after the update

Scruffy Final PortraitThis is actually the major goal of the upcoming changes. Giving him some totally new things to bring to his team/the game.

[ Link to Post ]

 

 

 

Will Skarner get an updated lore and a new Champion Spotlight

Scruffy Final PortraitFor expanded lore, yes at some point. I don’t know the exact dates though (not on the narrative team sry).

Don’t think there’s a new champ spotlight in the works right now but I know they would like to redo the one’s for reworked champs when they have the time.

[ Link to Post ]

 

 

Will Skarner still be able to carry games if hes ahead

Scruffy Final PortraitYea these type of immobile bruisers (morde, skar, darius, garen) should reach pretty carry status with the amount of tankiness and damage they need to make up for their lack of mobility or CC tools.

[ Link to Post ]

 

 

Tarics rework should have higher priority than Skarners update

Repertoir New PortraitTaric needs a whole lot of work on the visual side as well as gameplay. Skarner could get a lot of gains on mostly the gameplay side. As a result, Skarner was able to be completed first. This isn’t really a matter of Skarner instead of Taric. They’re drawing from two different resource pools. You certainly won’t be playing Taric in the next months, but he’s actually coming along really well and I’m super excited for him.

[ Link to Post ]

 

 

Garen Update Banner

 

Goals for Garens rework

Meddler Final PortraitWe’ll be talking about Garen in detail soonish, few initial comments in the meantime though:

  • Garen’s probably the lowest scope project on that list, with the addition of a new mechanic to his kit and some noticeable power curve tuning as key elements for him. Somewhat larger gameplay changes than MF, significantly smaller than GP.
  • Changes to Garen are very much being developed with the item changes in mind.
  • Very with you on the value of distinct benefits for bringing a particular champion to a team. We’ve got something else in mind for Garen though that doesn’t overlap with other objective controllers (ult on monsters would give a very Cho/Nunu sort of feel).

[ Link to Post ]

 

 

Will Garen be a reliable tank or will players be expected to build for damage

Meddler Final PortraitOur approach with the primary tags on each character is generally to reflect what a champion is trying to do in a fight, rather than how they build. Garen’s there primarily for damage for example. He does bring a little bit of CC, and he’s happy to soak up some damage where he can, but his ideal goal is to spin on someone then ult them for a kill. Tanks by contrast, even if they’ve got similar builds, tend to be much more focused on setting up the enemy team for others to kill and/or protecting their own team. Lot of disruption basically, most often through CC.

[ Link to Post ]

 

 

Postrework Garen will still have his silence because it can be avoided

Meddler Final PortraitThat’s pretty accurate as to our thinking on silences (can be a good fit on champs where there are things you can do to avoid the silence, generally not appropriate on characters who have the tools to silence you with really high reliability). Garen’s keeping his silence as a result, for while it’s click to hit it’s also a melee ability and he doesn’t have a dash/jump/blink.

[ Link to Post ]

 

 

Will Garen still be new player friendly

Repertoir New PortraitGaren should remain a good option for beginners after his changes (possibly better in some ways). I wouldn’t worry too much about his level of difficulty skyrocketing in his update.

[ Link to Post ]

 

 

Offtopic What about Yorick Hes a fighter in need of a rework

Meddler Final PortraitWe believe Yorick needs a full scale relaunch, not just a small to moderate gameplay update. He’s behind Poppy, and likely Taric in the queue for one though. Also possible we might opt for Urgot before him, depends on how the early exploratory work on each of them comes along.

[ Link to Post ]

 

 

Poppys Rework Banner

 

Why doesnt Poppys rework have priority over the other fighter updates

Meddler Final PortraitThe bulk of the work that needs to be done on Poppy at this point is art/sound/VO. These other reworks by contrast are gameplay updates with the minimal amount of other work needed to support kit changes. Delaying these won’t help Poppy get out any sooner as a result, these are updates that are being done in parallel with full relaunches, not instead of.

[ Link to Post ]

 

 

Is Poppys rework still in development

Scruffy Final PortraitThe poppy project is bigger than these 4 and it’s being worked on by a different part of the champ update team. These won’t slow her down.

[ Link to Post ]

 

 


NEXT STEPS FOR THE LORE TEAM

 

Whats next for the lore team

Jaredan Final PortraitWe’ve got a lot left to do, I’ve stated that on numerous occasions, and Burning Tides wasn’t ever meant to be the panacea for all the issues we are striving to tackle. What I hope it does is give an idea of the quality bar we are trying to lay down.

We have a lot of things to do, including rewrites and expansions of old bios and current character introductions, but we feel like we are on the right path, particularly as the response to the kind of template for the new introductions has been received so positively. We still have layout stuff to sort out, but the style of content seems to be resonating and we think it’s a good start.

But that’s all we consider it to be. We want to get many more stories to you, combined with a stronger basis and understanding of our Champions and the world they inhabit. Burning Tides has just made us more determined to do that.

[ Link to Post ]

 

Do you think disabling Gangplank has been received positively

Jaredan Final PortraitIt’s been controversial, we knew it would be and we knew we were taking a risk (and by we, I mean Events team, the Narrative folks involved, and Riot) but we’ve actually received a lot of praise for doing so. That doesn’t mean I think everyone has been happy, and for players who feel badly treated, hopefully we can make things right, as mentioned by the official response.

[ Link to Post ]

 

 

IMPROVEMENTS TO EUNE AND EUW PLATFORMS Banner

 

 

General EU Improvements July 2015

MicroBr3W Final PortraitHey awesome people!

TL;DR: There have been connectivity (including drophack) issues in EU for the last few months. We have recently implemented some improvements, and we have some additional improvements in progress.

More details…

Over the last several months, connectivity to EU game servers has not been stable for some players. This includes disconnects, “drophacks”, unable to reconnect, and ghost games. (see our previous post on drophacks here:http://boards.eune.leagueoflegends.com/en/c/announcements-en/ErvzMk1Y-increase-of-drophacks-may-2015)
Rioters from both EU and NA offices have been working closely together to identify specific issues and design solutions to protect your connections to LoL game servers.

Because much of what we have implemented involves security measures, we won’t go too deep into specifics. The Bad Guys™ read these boards as well, and we don’t want to give them any hints on how to be more annoying.

Here are some of the improvements we’ve rolled out, some globally and some specific to EU:

  • Tighter restrictions on network traffic able to reach Riot infrastructure. This is where, unfortunately, we must be vague. Just know that these restrictions provide more protection against drophacks and the random disconnects you might have experienced previously.
  • Server-side code optimizations have resulted in lower average load of game server processes. Not only is this just a good thing to do for energy conservation efforts, it also provides more capacity headroom to absorb malicious burdens, such as denial-of-service attacks.
  • Improved infrastructure monitoring. A common thread here at Riot is “If you don’t know about it, you can’t fix it”. In this case, we have improved our visibility into server, network, and inter-connectivity metrics. This, in turn, allows us to dig deeper and find issues affecting smaller groups of players.

But we are driving forward with more improvements:

  • Riot Direct. The exercise of building out a network across a multi-country continent is an exciting challenge. The team has been working hard negotiating locations and facilities, configuring equipment, and establishing ISP connectivity. We’re getting close to lighting up those links for LoL players, carrying all of that important network traffic across an infrastructure specifically designed for resiliency and low-latency.
  • Continued investment in security technologies. Riot teams of client, server, security, and infrastructure engineers have been busy writing up roadmaps and testing hardware/software for security improvements. Capital investments are prepared for further distribution of our security protections.

So there is a brief summary of some things Riot has been working on to improve the EU play experience of LoL. We have seen definite improvements in connectivity with the implemented measures, and we are driving to further improve with the upcoming changes. We are very committed to providing an awesome gaming experience. Thank you for playing LoL and sharing our passion for this great community of players!

[ Link to Post ]

 


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

 

PBE Roundup Patch 5 15 Banner

Patch 5.15 will hit live in the early hours of August 5th, assuming there are no delays. Here are its contents:

 

Champion Updates

Balance

Store Content

Miscellaneous

 

 

FIORA REWORK Banner

Fiora_0-1 Fiora_Splash_0-2-1024x604

 

MODEL

Fiora-Updated-Model-3-1024x640 Fiora-Updated-Model-4-1024x640

 

Fiora Champion Portrait Final

General Box

  • Health decreased from 593 [+85 per level] to 570 [+80 per level]
  • Base mana pool increased from 287 to 302
  • Attack Damage-per-level decreased from 3.2% to 3%
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.65 [+0.11 per level]
  • Mana-per-second increased from 1.52 [+0.1 per level] to 1.6 [+0.14 per level]

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 AD]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 40/45/50/55/60% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

NEW FIORA INCLIENT LORE

To complement her gameplay & visual rework, Fiora’s received a new short client entry:

 

”I have come to kill you for the sake of honor. And though you possess none, you will die just the same.” The most feared duelist in all of Valoran, Fiora is as renowned for her indomitable will and haughty pride as she is for her skill with the blade. She was born to Demacia’s House Laurent, a once-proud family whose reputation was tarnished by the actions of her father. In an unprecedented move, Fiora challenged him to single combat and, upon winning, took control of House Laurent. Defying the Demacian establishment, she has set about restoring the reputation and pride of her family name, one duel at a time.

 

ROYAL GUARD FIORA Banner

Fiora Updated Model Royalguard 1 Fiora Updated Model Royalguard 2

 

NIGHTRAVEN FIORA Banner

Fiora Updated Model Nightraven 1 Fiora Updated Model Nightraven 2

 

HEADMISTRESS FIORA Banner

Fiora Updated Model Headmistress 1 Fiora Updated Model Headmistress 2

 

 

Champion Changes

 

Ekko Final Champion Portrait

 

Change BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ]

  • Slow strength decreased from 40/50/60/70% to 30/40/50/60% [values for levels 1/6/11/16]
  • Movement Speed buff increased from 40/50/60/70% to 40/50/60/80%
  • AP ratio on third hit increased from 0.7 to 0.8

 

Change BoxParallel Convergence Final IconParallel Convergence [ W ]

Shield value changed from 150/195/240/285/330 [+0.8 AP] to 80/100/120/140/160 [+1.5 AP]

 

Change BoxChronobreak Final IconChronobreak [ R ]

  • Health strength changed from 20/25/30% [+3.33% per 100 AP] of the damage taken over the last 4 second to 20% [+6.66% per 100 AP]

 

 

Gangplank Final Champion Portrait

General Box

  • Gangplank now additionally gains one Silver Serpet every second [3v3, ARAM and Dominion only]

 

Quality of Life Box FinalCannon Barrage Final Icon Cannon Barrage [ R ]

  • [Tooltip Fix] Now mentions that ranks in Cannon Barrage increase Gangplank’s maximum planted Powder Kegs from 2 to 3/4/5

 

 

Nidalee Final Champion Portrait

 

Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Base minimum damage decreased from 50/75/100/125/150 to 50/70/90/110/130
  • Maximum base damage decreased from 150/225/300/375/450 to 150/210/270/330/390
  • Cast time has been increased from 0.125 seconds to 0.25

 

 

Sivir Final Champion Portrait

 

Nerf BoxOn the Hunt Final IconOn the Hunt [ R ]

  • Movement speed boost decreased from 60% at all ranks to 40/50/60%
  • If an ally walks within range of On the Hunt after it’s been cast, they’ll receive 20% bonus MS [tooltip fix]
  • If an ally walks into On the Hunt’s range after it’s been cast, they will gain bonus MS equal to Sivir’s bonus MS at the time [on live, they get the maximum value of the buff]. This value still decays to 20% over the duration

 

 

Teemo Final Champion Portrait

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Attack Speed when exiting stealth changed from 40% to 15% + 5% per level
  • Teemo now takes 1.5 seconds to stealth, down from 2
  • While in brush, Teemo will enter stealth twice as fast (0.75 secs) and moving through brush won’t break the stealth.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Mushrooms now last 5 minutes, decreased from 10
  • Cast range increased from 230 to 300/600/900
  • Internal cooldown decreased from 1 second to 0.25
  • Casting time increased from 1 second to 1.5
  • Now has an additional function: if Teemo throws a mushroom on top of another mushroom, it will bounce up to 3/4/5 Teemos before being planted.

 

Teemo R Bounce

 

Teemo also received new spell icons. From left to right: Passive, AS buff icon from Passive, Q, W, E and R.

Teemo_P Teemo_P_Buff Teemo_Q Teemo_W Teemo_E Teemo_R

 

 

Item Changes

 

Change BoxZekes Harbinger Zeke’s Harbinger 

  • Buff duration has been increased from 6 seconds to 8
  • Now grants 4 stacks per basic attack, decreased from 6
  • Stacks for spellcasts decreased from 12 to 8

 

 

COTTONTAIL FIZZ

You’ll be able to buy this insomnia fuel for 975 RP some time after Patch 5.15 hits live.

 

Fizz_Splash_8 (1) Fizz_8 (1)

 

MODEL

Cotton-Fizz-Model-1-1024x640 Cotton-Fizz-Model-2-1024x640

 

Recall Banner

Cotton-Fizz-Recall-1024x640 

 

CHUM THE WATERS

Cotton-Fizz-R-1024x640 

 

 

New Chroma Packs

All chroma packs are available in store for 590 RP and can be found in the “Bundles” tab.

 

CASSIOPEIA CURSE CHROMA PACK

Cassiopeia_5 Cassiopeia_6 Cassiopeia_7

Cassiopeia Chroma Updated 1 Cassiopeia Chroma Updated 2

Cassiopeia Chroma Updated 3 Cassiopeia Chroma Updated 4

Cassiopeia Chroma Updated 5 Cassiopeia Chroma Updated 6

 

 

DRAGONSLAYER VAYNE CHAOS CHROMA PACK

Vayne_7 Vayne_9 Vayne_8

Vayne Chroma Updated 3 Dragonslayer vayne Chroma Updated 3

Vayne Chroma Updated 1 Dragonslayer Vayne Chroma Updated 1

Vayne Chroma Updated 2 Dragonslayer Vayne Chroma Updated 2

 

KOI NAMI ELEMENTS CHROMA PACK

Nami_4 Nami_5 Nami_6

Koi-Nami-Chroma-11 Koi Nami Chroma 4

Nami Updated Chroma 1 Nami Chroma Updated 1

Nami Updated Chroma 2 Nami Chroma Updated 2

 

 

New Summoner Icons

A new poro has wandered on the PBE, holding what’s presumably a tablet pen. It’ll likely be a reward for the recent art event on Riot Korea’s official page.

 

profileIcon904

 

 

TWEAKS TO NEW HUD

Here’s the official list of upcoming changes to the new HUD:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

 

The KDA score and minion kills are once again displayed in the top right corner of the screen. Also, stats that’re affected by runes, items, masteries, etc., are now listed with a yellow color with in the Champion Stats [C] box.

New Hud Yellow Text

 

Cooldowns on the new HUD now fill the entire icon, not just a circle inside it:

Hud-Comparison1-1024x224

 [ Note ] The new HUD will also replace the old one for Ranked when Patch 5.15 hits live. You can read the announcement HERE.

 

WARD SELECTION FOR CHAMPION SELECT

You can now select the ward skins for the wards you won’t place from Champ Select:

 

Ward-Selection-1-1024x640 Ward-Selection-2-1024x640

 


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

 

HUD Update heads to Ranked Banner

 

Rayven New PortraitAfter two weeks on live servers, we’ve made a bunch of changes to the HUD update based on player feedback ahead of pushing it out to ranked queues alongside patch 5.15. Check out the microsite for the full story behind where it all started, but if you’re familiar with the changes made before it went live, and just want to know what’s changed since the new HUD came to non-ranked queues, then read on.

Here’s what’s changed as a result of your feedback and additional iterations since the HUD update debuted in the last patch:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

We’d promised to add the update to ranked in a few days in our last post, but we took a little extra time to incorporate the changes you read above. Now we’re ready to roll out the HUD for all queues, and we wanted to thank everyone for their feedback. As with any element of League, we’ll keep iterating and evolving the HUD in the future, so we’re still looking for your thoughts. Tell us what you think about the newest changes to the HUD below, and we’ll see you on the Rift.’

[ Link to Post ]



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

 

Champion Skin Sale August 3 Banner

The following Champions and Skins will be 50% off until August 3rd:

 

Jayce Final Portrait

LeBlanc Final Portrait

Riven Final Portrait

 

Foxfire Ahri – 487 RP

Ahri_FoxfireSkin

 

Goalkeeper Maokai – 375 RP

Alistar_SweeperSkin

 

Karate Kennen – 260 RP

Kennen_KarateSkin

 


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