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Archive for the ‘Riot News’ Category


PBE Update July 31 Banner


PBE 31/07 Contents:

  • Arcade Miss Fortune Splash Art
  • Arcade Miss Fortune Loading Screen Art

Patcher, Landing Page & Summoner’s Rift VU return for testing

 

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 updates from Patch 4.14 Cycle:


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PBE New Splash Arts 


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Not familiar with Arcade Miss Fortune? Here’s a preview:


 


PBE New Loading Screens


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PBE New Summoner Icons


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The Patcher & Landing Page visual updates have returned for testing!


Landing Page

 

Landing Page 2

 

 

Summoner’s Rift VU has also returned for testing:


Summoner's Rift VU

 

 

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


 

Koren Pro Team Icons Banner

 

 

Recent News

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The Korean pro scene has begun the second half of the 2014 Season and remains the premier circuit for world-class LoL. To celebrate this stronghold of competitive League, we’re bringing back permanent summoner icons with the team logos for 250 RP each.

  • Bigfile Miracle
  • CJ Entus (Blaze, Frost)
  • IM (#1, #2)
  • Jin Air (Falcons, Stealth)
  • KT (Bullets, Arrows)
  • Najin (White Shield, Black Sword)
  • Samsung (Blue, White)
  • SKT T1 (K, S)

(Unfortunately, MKZ opted out of making their icon available for sale)

As before, you’re not just showing off your team allegiance with these icons – 20% of each purchase goes straight to the team, while we use the other 80% to directly support esports through prizing, streaming, events and more!

Rep your favorite Korean pro team as the championships approaches!

[ Link to Post ]

 

 

Here are the icons in question:

 

1 2 3 4

5 6 7 9

 

 

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

 

 

Team Builder Improvements Banner

 

Check out the latest improvements to Team Builder that shipped with Patch 4.13 !

 

 

Lyte New PortraitWith significant improvements coming to the Team Builder experience, we’re re-inviting you to give the new queue a try. We’ve listened to the feedback throughout the live beta test and launch, and we continue to tinker with ways to improve Team Builder. Some of the changes we’ve implemented relate to matchmaking, others combat long queue times. In at least one case, we’re making it easier to find friends to play a Team Builder match.

  • “Demand Board” — A new feature showing which roles are in highest demand, allowing players to “fill” if they want
  • “Enhanced Play Again” — Captains can choose from a “Recently Played” list filled with players they can one-click invite to the next game
  • “Smarter Matchmaking” — The system that recognizes your familiarity with each role, position and champion, adjusting your MMR based on your experience. Smarter Matchmaking’s improved the way the system finds appropriate opponents, using this new, more accurate gauge of skill

To make sure you’re getting into game fast enough to feel these changes, we also overhauled the rules for adding solo players to teams. We’ve seen improved queue times across the board, and if you want to read more, check out my deep dive into all of the changes in this update.

 

 

With new reasons to start using Team Builder, we’ve designed a series of new summoner icon rewards for playing the queue. Because Team Builder’s champion select accounts for role, the new rewards are earned by playing your way. After you play five games as one role, tracked in-client, you’ll unlock the icon of that role instantly. And yes, if you’re more of a generalist (or a completionist), you can unlock all six icons.

So join us in the revamped Team Builder, and show off your favorite role with your new icons!

[ Link to Post ]



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



News Update July 30 Banner

 
Summary

Short update today! On Reddit, Pwyff elaborates on the nerfs to DFG in Patch 4.13 and why wave-clear mages and Zhonya’s haven’t been nerfed. Champion designer Gypsylord addresses community concerns about Gnar being too strong and how his transformation and bounce mechanics work.

 


Recent News

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Post-Patch 4 point 13 DFG Banner


 


Wave-clear mages are as non-interactive as DFG assassin mages


[ Context ] Deathfire Grasp was nerfed in Patch 4.13.


deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90


Pwyff New PortraitI hear this now and then – I get that choosing a wave-clearing mage means you may not be taking an assassin mage, but that’s more correlation than causation. The DFG change was specifically focused on assassins, their playstyle, and creating more healthier patterns. It’s a weird conclusion to draw that we’re doing it because we love wave-clearing mages.


As a side note, There’s a comment below about nerfing an underused item – when assassins become strong then DFG often becomes strong as well. When DFG becomes strong, then it comes down to the only assassins who benefit are the ones who can use DFG to its maximum effect.

Touching up on DFG allows us to see what sort of breadth of assassin play there is for AP dudes out there rather than pidgeon-holing us into the idea that all AP assassins must blow up their target with 1 second.

[edit] Some responses from below for visibility. Someone mentioned that I misconstrued the argument – that waveclearing was equally non interactive and we should have hit both:

Ah yes – on that note I agree but I would also argue that there are ancillary changes that tackle this. A wave-clearing stall mage has the general weakness of “IF I’M CAUGHT I’M DEAD,” so assassins being buffed (exhaust / heal / banshee’s veil / chalice) has an impact on them as well. This is a very delicate balance to strike and trying to maintain multiple forms of strategic diversity is tough. We’re already seeing some assassins in competitive play against heavy waveclearing teams and it’s easy to overshoot.

[ Link to Post ]



Follow Up

1 2

Pwyff New PortraitImagine if it wasn’t! I get that assassination tends to be a very blunt definition, but imagine if there are assassins like LeBlanc who are super high-risk high-reward versus assassins like Fizz who are far better at repeated engagements and skirmishing.

It’s oddly nuanced, but when you add DFG to the mix it’s like “WELL THERE’S AN ITEM THAT GUARANTEED MAKES ME FASTER AT KILLING THINGS” so you buy it and it skews things. It’s hard to conceptualize around those kind of patterns when there’s an item that pushes so hard at emphasizing speed.

Not to mention it’s fairly low skill at that (no offence), as it’s like “push an extra button and kill faster.” APM aside, it’s tough to justify placing so much emphasis on that kind of capability.

[ Link to Post ]

 


Why are you nerfing DFG when Zhonya’s has remained untouched

Pwyff New PortraitSo to be clear: we buffed assassins this patch. Exhaust’s damage reduction went down, Heal went down, Banshee’s Veil (which was broadly aimed at siege breaking but impacts assassins) got a timing reduction, Chalice lost 5 mr (okay not much but still). These are buffs.

I’m not saying that DFG pidgeonholes champions into building the item but a lot of the time if assassins are strong then the competitive meta can get focused on who manipulates DFG the best.

Syndra does build DFG more often than the others on your situational picks, and Annie / Veigar are unpicked for other reasons. LeBlanc / Ahri / Syndra (sometimes TF and lategame Fizz) do build it and those are the AP assassins we’d probably see come up if they do get strong. Even Lissandra there’s a very real danger when she gets played that she instead goes for a DFG and blows fools up (as someone put it).

I’m not saying it’s as black and white as pidgeonholing but I am saying that the danger of burst mages rushing DFG is a pretty unhealthy world. We’d instead prefer to have that power on the mage themselves.

[ Link to Post ]

 


Isn’t building a Deathcap a lot more non-interactive than a DFG burst

Pwyff New PortraitBecause then the focus can be made on the champion interactions themselves. I don’t think adding an additional input onto a champion’s skill rotation is really a great argument. Take that single input away and maybe we can balance around that.

[ Link to Post ]

 


(Off-topic) Are you nerfing Thresh because of his popularity

Pwyff New PortraitI agree that it’s not the best context and I probably should have done better. The argument is circular, but Thresh being a reliable, top tier support is partially due to his popularity but also because he’s just so damn strong across the board. He’s got insane teamfight presence but he also happens to be one of the best support skirmishers around. He’s just so well-rounded that it’s tough to really reduce power without hurting his identity.

As for Thresh’s position in the LCS / OGN / competitive play, he’s in the top 3 supports of pick/ban. Consistently he has passed 75%+ across the board and while popularity is never a core statistic we use purely, it indicates a degree of reliability and a disregard for strategic use that we can’t ignore. If Thresh can just be picked whenever and wherever (hello Lucian) that’s not the best.

[ Link to Post ]



Gnar's Balance Banner


 

Mini Gnar’s W does 14% of Max HP as magic damage at max rank

Gypsylord New PortraitSo yes Gnar’s W does a decent chunk of damage. I won’t comment on whether or not it’s OP (numbers can change) but I will throw out 2 things to think about.

Gnar’s range is very low which requires him to put himself in some degree of danger when AA’ing enemies. It starts at 400 and reaches 502 at level 18.

The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA’s and his W proc.

[ Link to Post ]



Follow Up


Why does Gnar’s range scale up

Gypsylord New PortraitBasically 500 range Gnar was too oppressive in lane while 400 range Gnar was somewhat useless in teamfights. Scaling the range allowed us to realize the play patterns we wanted throughout the course of the entire game.

[ Link to Post ]




Isn’t that Tristana’s signature mechanic

Gypsylord New PortraitWhile the base mechanic (gains range per lvl) is technically the same I feel they pan out very differently in feel and fantasy. To me this component of Gnar’s passive reads “your range goes from bad to less bad.” Tristana’s passive reads “your range will eventually become THE BEST IN THE GAME!”

[ Link to Post ]




How does Gnar’s passive transformation work

Gypsylord New PortraitHere’s the nitty-gritty on Gnar’s transform. I’m avoiding listing numbers as they are subject to change.

  • Gnar gains X rage every second while he is in combat. In combat is defined as dealing or taking damage.
  • Gnar gains X rage whenever he AA’s a unit or hits them with a boomerang. Minions and monsters give 25% rage.
  • The amount of rage generated (X) starts low and increases with level, maxing at level 11.
  • Gnar’s rage will fall off slowly if he spends a very long time out of combat (much longer than Trynd or Renekton).
  • When Gnar reaches 100 rage his next spell will be cast as Mega Gnar and cause him to transform. If he casts no spells he will transform after 4 seconds.
  • Mega Gnar lasts for 15 seconds.
  • After transforming back to mini form Gnar will become tired and be unable to gain rage for Y seconds.

[ Link to Post ]



Why does Gnar transform automatically at 100 Fury

Gypsylord New PortraitAt 100 rage he can transform using his next spell. If he doesn’t cast a spell for 4 seconds he’ll transform anyway.

Gnar is tuned so that it isn’t about “if” he’ll transform but “when.”

[ Link to Post ]



Does Gnar’s passive heal him when he transforms

Gypsylord New PortraitGnar keeps the same health % when he shifts from big form to small form so that his passive doesn’t give him too much free healing over time.

[ Link to Post ]

 

 



Does Gnar use his Ranged or Melee ability when he transforms

Gypsylord New PortraitMelee. Though if he uses his E it’s a combination of the two versions (bounces as mini Gnar, AOE landing as big Gnar).

[ Link to Post ]

 

 



Clarity on Gnar’s bouncing mechanics from Hop E

Gypsylord New PortraitGnar does need a targetable unit to bounce, so if you go untargetable as he’s about to land and there are no other units around he will indeed hit the ground and stop. It is possible to bounce over walls, you’ll need to line up a jump onto a unit pretty near the wall in question though and won’t be able to get through the thicker walls, since as with the initial leap the bounce range isn’t enormous.

[ Link to Post ]



Can Gnar be played as a jungler

Gypsylord New PortraitIt’s possible, pretty challenging though because of the way his rage generation/form swap works, so getting access to the tools you want for specific camps/ganks is tough. Having said that while our best guess is that Gnar will be most effective in solo lanes could certainly believe there are some jungle options out there. Really interested to see what people discover.

[ 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 4 point 13 Notes Banner


Patch 4.13 Notes



Recent News

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Pwyff New Portrait Hi Summoners,

Welcome to patch 4.13! With the World Championships on the very near horizon, we’re ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big – and it is! – it’s more about the breadth of changes than any deep shakeups. What that really means is we’ve got about 40+ patch entries, but each change alone isn’t going to be very significant in isolation.

So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we’ve gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!

Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn’t been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We’ll have more context below in her gameplay update, or you can check out theSona gameplay update page! Regardless, on with the patch notes!

[ Link to Post ]

 


Champions

 

 

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 ]

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

 

 

Elise New Portrait

 

CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55

 

RappelRappel [ Spider E ]

  • Range decreased from 925 to 700

 

 

 

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

 

 

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

 

 

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

 

WarpathWarpath [ Passive ]

Now gains bonus attack damage equal to 15/17.5/20/22.5/25/27.5/30% of bonus MS, increased from 10/12.5/15/17.5/20/22.5/25% of bonus MS

 

RampageRampage [ Q ]

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

 

 

Janna New Portrait

 

Tailwind [ Passive ]

Range increased from 800 to 1000

 

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

 

 

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

 

 


Kogmaw New Portrait

  • Health-per-level decreased from 88 to 87 [ live value is 84 ]
  • Base HP decreased from 440 to 400

 

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

  • HP-per-second increased from 1.25 to 1.65 [ base HP-per-5 up from 6.25 to 8.25 ]

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 

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
  • No longer reduces slow effects

 

 


Lulu New Portrait

 

GlitterlanceGlitterlance [ Q ] 

  • Glitterlance’s slow decay no longer scales with ability power

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5
  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks

 

 

Lux New Portrait

 

IlluminationIllumination [ Passive ]

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

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10

 

 

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

 

TremorsTremors [ R ]

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

 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

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

 

 

Sona New Portrait

 

Power Chord [ Passive ]

 

Sona_Passive No changes.

 

 

 

Hymn of Valor [ Q ]

 

Range: 700 || Cost: 45/50/55/60/65 mana || Cooldown: 8 seconds at all ranks

Sona_QActive: Sona sends out bolts of sound that deal 40 / 80 / 120 / 160 / 200 (+ 0.5 AP) magic damage to the two nearest enemies within 700 range, prioritizing champions.

Aura: Sona and allied champions tagged with Hymn of Valor‘s aura deal 40/50/60/70/80 (+10/20/30 per Crescendo rank) (+0.25 AP) bonus magic damage on their next basic attack within 5 seconds. The damage increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Staccato: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord deals 50% bonus damage.

 

 

Aria of Perseverance [ W ]

 

Range: 1000 || Cost: 65/70/75/80/85 mana || Cooldown: 10 seconds at all ranks

Sona_WActive: Sona heals herself and a nearby allied champion with the lowest health percentage for  20 / 40 / 60 / 80 / 100 (+ 0.2 AP) . The healing is increased by 1% for every 1% of the target’s missing health, up to a maximum of 40 / 80 / 120 / 160 / 200 (+ 0.4 AP) .

Aura: Sona and allied champions tagged with Aria of Perseverance‘s aura are shielded for 40 / 60 / 80 / 100 / 120 (+10 / 20 / 30) (+ 0.2 AP) up to 1.5 seconds. The shield’s strength increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Diminuendo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also reduce the target’s damage output by 20% (+ 2% per 100 AP) for 3 seconds.

 

 

Song of Celerity [ E ]

 

Cost: 65 mana || Cooldown: 12 seconds at all seconds

Sona_EActive: Sona gains 13 / 14 / 15 / 16 / 17 % (+ 2 / 4 / 6%) (+ 7.5% per 100 AP) bonus movement speed that decays down to 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) over 3 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Aura: Allied champions tagged with Song of Celerity’s aura gain 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) movement speed for 1.5 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Sona_Passive Tempo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.

 

 

Crescendo [ R ]

 

Range: 1000 || Cost: 100 / 150 / 200 mana || Cooldown: 140 / 120 / 100 seconds

Sona_RPassive: Each rank of Crescendo improves Sona’s aura bonuses and Song of Celerity’s self buff.

Active: Sona plays an irresistible chord in a line, dealing 150 / 250 / 350 (+ 0.5 AP) magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.

 

 

Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • Shield value increased from 60/95/130/165/200 to 60/100/140/180/220
  • 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

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced 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

 

 

Varus New Portrait

 

Chain_of_CorruptionChain of Corruption [ R ]

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

 

 


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

 

 

Yasuo New Portrait

 

Way_of_the_Wanderer Way of the Wanderer [ Passive ]

Shield duration reduced from 1.5 seconds to 1

 

Wind_WallWind Wall [ W ]

  • No longer builds additional Flow when dashing (aka passive removed)

 

 

Ziggs New Portrait

 

Mega_Inferno_BombMega Inferno Bomb [ R ]

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

 

 

Items



Banshee's_VeilBanshee’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

 

3361 Greater Stealth Totem

  • Cooldown decreased from 120 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

 


Nomad's_Medallion_itemNomad’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

 

 

 

Summoner Spells


 


ExhaustExhaust

  • 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)

 

 

Upcoming Skins

 

 

Debonair Ezreal Skin Spotlight

 

 

Debonair Vi Skin Spotlight

 

 

Ezreal_Splash_7

Vi_Splash_3

 

 

Team Builder

We’ve made a number of improvements to Team Builder in the months since its initial release. This patch, we’re adding improved matchmaking to the list of updates!

  • Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
    • Team Builder matchmaking now takes into account your experience with the specific champion, position and role you’ve selected.
    • Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role

Team Builder Matchmaking Adjustment

 

Match History Beta


Based on your feedback, we’ve been adding new tools and visualizations to theMatch History over the past few patches. Here are some of our recent changes!

  • Color blind mode has been added
  • Vilemaw is now tracked as an objective for Twisted Treeline matches
  • A Match Breakdown section has been added, providing:
    • Graphs for Champion Kills, Gold, Damage, and Wards
    • Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
  • Selecting a champion in the minimap’s Champion Kills view now also indicates their death locations

While we were at it, we squashed a few bugs and inconsistencies with Match History’s data tracking and reporting.

  • Purple team objectives are now tracked correctly for Co-op vs. AI matches
  • Item tooltips for matches played on previous patches now display item details specific to that patch
  • Fixed a few rendering bugs for matches longer than 60 minutes
  • Fixed a bug where item undo wasn’t reversing gold spent, causing players to appear to have spent more than they earned
  • Clicking a match in another player’s in-client match history now correctly highlights them on the web

Lastly, while our focus is on making the Match History web experience as awesome as possible, we’ve added a bit more information to the client’s “at a glance” match history view for players who want the bare essentials.

  • Item build, gold earned and summoner spells have been added to the in-client “at a glance” match history

 

Match history now displays your item build in every match.

 

Match History Screen

 

Bugfixes

  • Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
  • Fixed a bug causing players to get stuck in Spectator mode at the end of a match
  • Fixed a few tooltip bugs with Spirit of the Ancient Golem
  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
  • Fixed an Undo feature bug with activatable items

Since launching our new audio engine last patch, we’ve been working to fix a lot of small differences that crept in.

  • Howling Abyss death music is now properly controlled via the Music slider in Sound Options
  • Fixed a few issues where players were hearing sounds from distant areas of the map
  • Removed various VO lines that snuck in with the new engine
  • Rebalanced a number of sound effects to more closely match their old levels
  • Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other

 

 

 

Skin Splash Updates

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

 



New Summoner Icons


profileIcon685 profileIcon686


 

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

 


Sona Update Banner

A devblog on the upcoming Sona update; if you have your doubts about the strengths of the new Sona, this is worth a read.



Recent News

Gnar-Revealed-Banner

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Patch-4-point-13-Maintenance-Banner

 


“With three big visual updates now tinkering, poisoning, and death-defying their way through the Rift, it’s time to take a look at the next of our coming gameplay-oriented updates! We’re talking about Sona, a champion whose kit made her one of the most passive champs on the Rift… outside of her game-changing ultimate. We’ll fully get into the why of the update later, but first here’s a rundown of her new abilities and intended play patterns to give you a feeling of how we’re updating her.



Abilities


Power Chord [ Passive ]

After casting three basic abilities, Sona’s next basic attack deals extra magic damage and applies an effect based on the song she last played.


Hymn of Valor [ Q ]

Sona plays a melody that deals magic damage to the nearest two enemies. Additionally, Sona briefly creates an aura around herself that empowers her and her allies, charging their next basic attack with extra magic damage. Tagging an ally with the aura briefly increases its duration.

Power Chord – Hymn of Valor’s Power Chord deals even more magic damage.


Aria of Perseverance [ W ]

Sona performs a tune that heals both her and the most wounded nearby allied champion. Additionally, Sona creates an aura around herself that briefly shields her and her allies. Tagging an ally with the aura briefly increases its duration.

Power Chord – Aria of Perseverance’s Power Chord briefly reduces the target’s damage output.


Song of Celerity [ E ]

Sona plays a song that accelerates her movement speed. Additionally, Sona creates an aura around herself that briefly speeds up all allied units. Tagging an ally with the aura briefly increases her movement speed boost along with the aura’s duration.

Power Chord – Song of Celerity’s Power Chord briefly slows the target’s movement speed.


Crescendo [ R ]

Passive: Crescendo passively empowers each of Sona’s auras, giving Hymn of Valor increased damage, Aria of Perseverance an increased shield, and Song of Celerity increased movement speed.
Active: Sona fires out an irresistible chord in a broad straight-line skillshot. Enemies caught by the chord take damage and are briefly forced to dance.


 

Laning


From the start of the game, Sona works best operating close to her allies. Here her auras help them trade effectively, with Hymn of Valor boosting her marksman’s attacks while empowering her own poke. Aria of Perseverance heals more on low health friends, so while topping off an ally’s health is relatively inefficient (particularly with its high mana cost and low base values), saving her heal for later in fights grants markedly more health and makes baiting all the more effective. Power Chord offers some tactical options, too: Aria of Perseverance’s Power Chord effectively reduces the enemy marksman’s attacks when timed correctly, while Sona can chase down fleeing enemies or escape from ganking junglers with the slow from Song of Celerity’s Power Chord.



Teamfights


In teamfights, the smaller auras encourage Sona to stay mobile enough to heal, shield and empower her allies as needed. Song of Celerity gives her plenty of movement speed, and tagging allies with the edge of her aura gives them the same buff while extending the duration of her own. And while she previously relied on flash to position for her ult, her new E’s sudden surge of mobility is significant enough to get Sona into position to use Crescendo, which is just as potent and game-changing as before. Once it’s been cast, Sona works best healing and shielding her squishier allies with Aria of Perseverance while using Hymn of Valor to amp up her allies’ damage.



Champion Insights


Sona, designed by Fearless 


Fearless New PortraitSo, let’s get to the why part!

Essentially, we took Sona to the update board because we saw a unique opportunity to make her more rewarding and more fun. She wasn’t terribly strong or weak, but her kit clearly lacked high moments and overall satisfaction. We wanted to keep her theme as it was and retain her awesome Crescendo while giving her basic abilities a more visible and tangible impact. Oh, and if we could sneak in some fancy texture updates in the process (and we could!), then all the better.


All Sona Skins


So what’s changed? Well, Sona’s gameplay now revolves more around moments of power. Instead of hanging back and winning a war of attrition during laning, Sona’s now got the kit to power up her allies and save their lives when a fight turns against them. Auras are smaller and more visible now, so getting the most of them requires great positional awareness for Sona and coordination with her allies. This allows us to reward great play with much more impact for each of her songs. You’ll be able to make plays as Sona, earn your team kills and save lives with clutch ability casts and smart positioning. At the same time, the enemy team has larger windows to fight back in thanks to her longer cooldowns, adding in clarity and counterplay to Sona’s kit. We can’t wait to see what players can do with her update.

That’s about it for this update! Give the new Sona a spin and let us know your thoughts below! We’ll be back with more news from the champion update team soon. It’ll be bananas.”


 

Here’s my extended opinion and preview of the reworked Sona:


Sonas-Rework (2)


And here are the visual updates to Sona:

 

Classic Sona

Sona Hair Update


Pentakill Sona

Pentakill Sona Texture Update


Guqin Sona

Guqin Sona New Model


Arcade Sona

Arcade Sona New Model


Silent Night Sona

Silent Night Sona Texture Update


Muse Sona

Muse Sona Texture Update For Real

 

 

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


 

Gnar Revealed Banner

 

Learn all about Gnar in the latest reveal from Riot!

 

 

Recent News

PBE-Roundup-Patch-4-point-13-Banner

Patch-4-point-13-Maintenance-Banner

New-Champion-Teased-Banner

 

Time marches on for most, but not Gnar. A yordle born millennia ago, Gnar was captured and trapped in true ice, frozen – quite literally – in time. Civilizations formed and fell as the prehistoric yordle vacantly stared on, but nothing – not even true ice – could confine Gnar forever. After breaking free, he wandered Runeterra until he found himself taken in by his yordle descendants. But, as they would soon discover, there’s a beast behind the boy.

 

 

Abilities

 

 


Gnar PassiveRage Gene [ Passive ]

Gnar builds up rage in combat. Once he fills his rage bar, Gnar’s next ability transforms him into Mega Gnar, giving him bonus armor, magic resist, health and attack damage at the expense of movement speed, attack speed and attack range. If Mini Gnar doesn’t use an ability, he transforms into Mega Gnar after a few seconds anyway. While in Mega Gnar form, his rage slowly runs down, and once it’s exhausted, he turns back into Mini Gnar. After transforming back, Mini Gnar briefly becomes tired and can’t gain rage for a few seconds.

 

 

Gnar Q 1Mini Gnar – Boomerang Throw [ Q ]

Gnar chucks his boomerang in a target direction, dealing damage to the first enemy struck while applying a slow. After striking an enemy, the boomerang slows before returning to Gnar, dealing reduced damage to all enemies in its path. If Gnar catches it, he reduces Boomerang Throw’s cooldown significantly.

 

Gnar Q 2Mega Gnar – Boulder Toss [ Q ]

Gnar launches a huge boulder in a target direction, damaging and slowing the first target in the boulder’s path along with all nearby enemies. Once it’s landed, Gnar can pick the boulder up to reduce Boulder Toss’ cooldown.

 

 

Gnar W 1Mini Gnar – Hyper [ W ]

Every third attack or ability against a target deals percent max health as magic damage. Whenever Hyper triggers, or when Mega Gnar transforms back into Mini Gnar, he gains a moderate movement speed boost that decays over time.

 

Gnar W 2Mega Gnar – Wallop [ W ]

Gnar stands on his back legs before slamming his fists into the ground, damaging and briefly stunning all enemies in front of him.

 

 

Gnar EMini Gnar – Hop [ E ]

Gnar jumps in a target direction and gains a moderate attack speed boost. If Gnar lands on a unit, he bounces, hopping again in the same direction. If Gnar hops onto an enemy unit, he also damages and slows them.

 

Gnar E 2Mega Gnar – Crunch [ E ]

Gnar launches himself in a target direction, damaging and slowing all enemies he lands directly on.

 

 

Gnar RMega Gnar – GNAR! [ R ]

Gnar throws a tantrum, tossing all enemies around him in a target direction. All enemies thrown are slowed and damaged, while enemies thrown into walls, including turrets and base structures, suffer extra damage and are stunned.

 

 

Gameplay

 

 

Gnar’s a prehistoric yordle best suited to the Rift’s top lane. A transform champion with clear strengths and weaknesses in both Mini and Mega forms, Gnar fights best when he anticipates his fits of rage, and come late game, brawls most effectively as a tank or fighter.

 

 

Top Lane

 

Gnar WiP Sketches

 

Gnar’s rage meter fills slowest at the start of the game, so mastering his Mini form is key to a successful early game. Fortunately, Mini Gnar has plenty of tricks up his furry sleeves to keep his more fragile form safe from enemy aggression. Boomerang Throw deals decent damage to his lane opponent, and its slow helps Gnar maintain distance and avoid retaliation. Once unlocked, Hyper applies further damage, helping Gnar gain lane dominance with timely basic attacks and repeated Boomerang Throws. Mini Gnar is best off saving Hop as an escape: it’s a solid disengage ability that he can use on lane opponents or junglers as they come in to take him out.

And then there’s Mega Gnar. A brutal beast with significant crowd control and surprising burst, Mega Gnar brings a completely different playstyle to bear complete with inherent strengths and weaknesses. He’s a juggernaut: slow, strong and resilient, and while he delivers a punishing burst of damage, he has little to follow up with.

While Mini Gnar is nimble enough to dart around the edges of combat, Mega Gnar thrives in the heart of the fight. After Crunching in to face his enemy top laner, quick casts of Boulder Toss and Wallop should see all but the most defensive of enemies pummeled effectively. He has considerable vulnerabilities, though, particular when being ganked. Mega Gnar has no effective means of escape, and has to rely on raw health and resistances to keep him alive as he lumbers back to the safety of his tower. Things change meaningfully once Gnar hits six and gains access to GNAR! While it hits hard enough, the utility is strong enough to save Gnar’s life – and end his enemy’s – particularly when they’ve strayed close to walls. Bait your opponent into the brush as Mini Gnar, then transform and use GNAR! to smash them into the wall, stunning them as you burst them down with the rest of your abilities. If your enemy’s particularly confident and tower dives, use the ability to stun them against your turret. When trying to survive a gank, simply throwing them away should give you the time you need to escape.

 

 

Teamfights

 

More Gnar Sketches!

 

Gnar has three distinct phases during teamfights, each oriented around timing his forms. First, he needs to avoid engaging for a while as Mini Gnar builds up rage, kiting with basic attacks, Boomerang Throw and Hyper’s passive to put a dent in the enemy frontline. Once Gnar’s about to pop, he’s best suited Bouncing in towards the enemy team. Whenever Mini Gnar’s activates an ability with full Rage, he transforms into Mega Gnar while using it, so while the gathered targets might see a small ball of fluff leaping towards them, something very different will land in their midst.

Once Mega Gnar’s landed, his role is to disrupt as much as possible, using Boulder Toss and Wallop to damage and crowd control all nearby enemies. Gnar works best as his team’s tank here, blocking skillshots with his considerable frame and forcing the enemy damage dealers to focus on him. Knowing when to use GNAR! is critical: smart timing can interrupt several enemy abilities simultaneously, while smart positioning can send the entire enemy team crashing into a structure, stunning them all and giving his allies the chance to secure kills.

As Mega Gnar’s Rage meter starts to fade, Mini Gnar’s strengths become an amazing asset in clean-up. He’s fast, he can close gaps with Hop and his basic attacks, which, when numerous enough, trigger Hyper and give Mini Gnar a huge movement speed boost. Add in Boomerang Throw, and Gnar has all the tools he needs to catch and finish off his targets.

 

 

Synergy

 

Works well with

 

 

Lulu - the Fae Sorceress

 

Lulu’s kit handily fills in Gnar’s weaknesses and supplements his strengths in both forms. She can shield Mini Gnar with Help, Pix! whenever he’s under attack, while Whimsy gives Mega Gnar all the movement he needs to help him stick to the enemy team and dish out his AoE damage.

 


 

Amumu - the Sad Mummy

 

Come late game, Gnar thrives when he has a primary tank initiator to follow up on. Amumu’s perfect: his Q to R combo locks down enemy teams, meaning Mega Gnar can Crunch in and complement Amumu’s AoE damage with his own.

 


 

Orianna - the Lady of Clockwork

 

The ball delivery system lives on whenever Mega Gnar leaps into the enemy team! Combining Crunch and Command: Shockwave (Crunchwave?) deals devastating damage, and Orianna can follow up with Command: Dissonance, which slows the enemies and speeds Mega Gnar’s otherwise lumbering gait.

 

 

Struggles against:

 

 

Teemo - the Swift Scout

 

Teemo outranges Gnar and deals enough damage over time with his Toxic Shots to beat him in a war of attrition. The Swift Scout can also blind Gnar in basic attack battles, or turn to Move Quick to dodge everything from boomerangs and boulders to Mega Gnars.

 


 

Irelia - the Will of the Blades

 

Though Gnar can trade well with Irelia over the opening few levels, by level 5, she has all the true damage, sustain, speed and resilience needed to beat Gnar in a fight, meaning the Missing Link has little choice but to farm under tower and rely on jungler support.

 


 

Fizz - the Tidal Trickster

 

Fizz is a problem for both of Gnar’s forms. He’s nimble and powerful enough to burst down Mini Gnar before he has the chance to transform, and Playful/Trickster can dodge Mega Gnar’s considerable power and crowd control, including GNAR!

 

 

Champion Insights

 

Gnar, designed by gypsylord

 

Let’s talk transform!

The scary version of Gnar creeping in

Transform champions have historically been some of the hardest to balance in League of Legends because they frequently end up with a dominant form: pre-4.10 Nidalee worked best in human form unless she needed to execute or run away, and Jayce happily sits in cannon form for the bulk of his games. Giving both forms unique strengths and weaknesses is meaningless when they can just transform at will to lose the weaknesses they had. Let’s look again at Jayce: How’s a melee champion supposed to fight him in a one-on-one scenario if Jayce can duel just as well up close and has the option to transform into an effective ranged champion?

Here’s the central question we posed ourselves: how can we create a new transform champion that feelsfundamentally good to play as and against? Our answer was to make a champion with identifiable strengths and weaknesses in both forms, then limit the player’s ability to control which form they play in. After months of testing, we ended up with the (sometimes) adorable ball of fluff known as Gnar.

So how’s he different? Well, Mini Gnar’s one of the most mobile champions in the game. He boasts good sustained damage and kites incredibly well, but when he does get caught, he dies fast.

On the other hand, Mega Gnar is a colossus. He’s tanky and surprisingly bursty, with strong area of effect and crowd control to boot. But he’s slow, meaning his enemies can pretty much get away simply by walking in the opposite direction. Removing control of the transform from Gnar means that he has to anticipate when he’s about to pop (or er… unpop?), and position and prepare to play in a completely different way, adding extra complexity and depth to his gameplay. This also means that – for the first time – learning how to play during the transitions between Gnar’s forms is just as important as mastering the play styles of his two forms.

We’re excited to see what you make of Runeterra’s next champion. Let us know in the comments below!

 

 

 

 

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

 

 

News Update July 29 Banner

 

 

Summary

Following Gnar’s teaser promo-site yesterday, Meddler addresses some spoiler-free questions like the Champion’s intended role, who’s worked on him and how to pronounce his name. Moving on, Lyte discusses the long-rejected Prisoner Island system, which pits toxic players, leavers and so on in a separate environment. Game designer Fearless apologizes for the lack of communication on Sona’s rework and explains why auras need to remain short-ranged. Lastly, a Skin recolor survey surfaced on Reddit.

 

Recent News

Patch-4-point-13-Maintenance-Banner

New-Champion-Teased-Banner

Patch-4-point-13-Tidbits-Banner

 

 

Discussion on Gnar Banner

 

 

Can we have some hints about Gnar’s kit

 

 

You stated Gnar will be a top laner

Meddler New Portrait We believe top lane’s where Gnar’s going to be played most due to the way his kit functions, though we’ve tested him in other roles too of course. As with any new release though that’s just an estimate of course – internal testing’s no substitute for the millions of games that’ll get played once a champion’s out that really dig into how they’re best played.

[ Link to Post ]

 

 

How do you pronounce “Gnar”

Meddler New PortraitSilent G.

[ Link to Post ]

 

 

 

 

 

Do you think Gnar can handle Ranged champions on top lane

Meddler New PortraitWe’ll get into kit discussion pretty soon, don’t want to give any details away before the rest of the reveal stuff comes out though .

[ Link to Post ]

 

 

 

 

Is Gnar the Champion Gypsylord and CertainlyT worked on

Meddler New PortraitBoth Gypsylord and I have done gameplay design work on Gnar. Gypsylord’s definitely done more of the work than I have though, particularly in the later parts of Gnar’s development (most of my hands on contributions were in the earlier stages). CertainlyT’s currently focused on another champion that’s earlier in the production process.

Important to point out here though that gameplay design’s just a piece of what goes into a champion however. A wide range of people are part of making a character like this (animators, visual effects artists, modellers, producers, QA, 2D artists, sound designers, writers, software engineers, playtesters from a wide range of disciplines etc) – gameplay design’s just one piece of the puzzle.

[ Link to Post ]

 

 

Has Gnar been in production for a long time

Meddler New PortraitYeah, initial concept work on him started early last year. We figured a bunch of stuff out, then put him on ice for a while until we were ready to get him into the full production process.

[ Link to Post ]

 

 

 

Is Gnar from the Freljord like Braum

Meddler New PortraitGnar does not currently reside in the Freljord (although that does not discount him possibly being “from” it). Honestly, I doubt he even has any understanding of what a “Freljord” is.

[ Link to Post ]

 

 

 

Prisoner Island Banner

 

 

Why haven’t you tried a “Prisoner Island” punishment system

[ Clarity ] The “Prisoner Island” system puts toxic players / AFK-ers in a separate queue from the rest of the player base.

Lyte New PortraitHey Arkon Tri,

The reason I haven’t dug into this is because we’ve discussed why these designs aren’t suitable for League (or many other games) in the past. Some other players have mentioned this, but you’re basically suggesting a concept called “Prisoner’s Island,” where you pair players with similar reputations together. 

There’s a lot of nuances to low priority queue or Prisoner’s Island systems; for example, you can use low priority queue systems for behaviors like Leaving/AFK. These behaviors are binary–players know they either left a game or not, and there’s no subjectivity to the behavior. However, when you’re dealing with behaviors like verbal abuse, intentional feeding or negative attitude, it’s far more subjective. Some players will get placed into low priority queue systems for these behaviors and vehemently disagree that they belong there–you’ll basically get a lot of, “What the? All these people in low priority queue are toxic, why am I here?

In these cases, a lot of players (mainly those without purchased content) will simply make new accounts to re-enter the ecosystem with a neutral reputation rating. If these players do that, you’ve basically banned a player but used a complicated, time-consuming system to do so.

Secondly, a common issue with these designs is how you score new players. Do you score them in neutral priority, and force them to have worse matches than the “positive” players? This isn’t ideal, because generally you want your new players to have the best game experience. You obviously can’t start new players with 0 or negative reputation, as that’d be a negative experience. If you start new players with a positive reputation, then it gives toxic smurfs an easy way to ruin games at low levels while also further encouraging them to just start new accounts if they ever end up with negative reputation.

We’ve talked about a lot more reasons in the past, but Prisoner’s Island has basically been a concept for over 5 years and we know that it only works well with binary behaviors that are not subjective.

[ Link to Post ]

 

 

If players in the “Prisoner Island” wish to reform, they’ll move up

Lyte New PortraitIronically, what we find is that when you actually put players together in Prisoner’s Island and all 10 players are actually consistently toxic players for subjective behaviors like verbal abuse… it’s nearly impossible to change.

Again, Prisoner’s Island type systems work OK for behaviors like Leaving/AFKs which are binary, but are very, very counter-productive for subjective behaviors.

[ Link to Post ]

 

 

How about just giving real rewards for positive behavior

Lyte New PortraitWe have to go back and finish the Honor Initiative, and that’ll explain a lot of the reasons why Honor was setup the way it is but seems incomplete.

For example, right now there’s an issue with the Honor Ribbons where it’s simply rewarded to the top 20% of positive players on every server. Most of these players tend to play modes like ARAM and Co-op vs Bots because these modes simply have really high Honor give rates; so, you won’t see ribbons as much in Normals or Ranked. One of the fixes is making sure that we reward ribbons per queue, and not just per server.

Secondly, we have some rewards for the Honor Initiative that are more consistent. Right now, Ribbons are the top 20%, but there’s nothing for the everyday player who wants to be recognized for being positive while working their way up.

[ Link to Post ]

 

 

Why not have the “Prisoner Island” be just for leavers

Lyte New PortraitWe’ve been working on a new system that addresses Leavers/AFKs more aggressively, and will talk about it in a post in the future. Without revealing too much, it’s a different take on low priority designs and will update LeaverBuster’s penalty and tuning systems.

[ Link to Post ]

 

 

 

Anonymity is what causes toxic behavior

Lyte New PortraitHere’s where you disagree with a lot of recent research by multiple university labs. A lot of recent research has shown that online toxicity is not about anonymity. If you look at news, social media and other games that force you to reveal your real ID and often personal profile to post comments, there’s still an insane amount of toxicity. What the research has shown is that the problem is a lack of consequences for actions, and this has very little to do with anonymity.

Secondly, the current systems don’t create more toxicity. Many players that are banned for racism, sexism or homophobia quit League of Legends and never play again, and that is exactly what we wanted. They’ll rage on the forums and complain, but that’s expected when you tell a group of players they don’t belong in this community. For the small number of players that do make new accounts, they’ll keep getting banned until they quit as well.

Third, there’s actually a system in place at low levels already that separates toxic smurfs away from other players and then bans them. We knew some of the toxic players would make new accounts when they got banned, and we did want to protect new players. However, we see that for many toxic players a few bans does get them to quit permanently. Prisoner’s Island systems don’t solve this issue by the way… many players just create new accounts when they enter Prisoner’s Island anyways.

I agree that for most players, making it ‘worth it’ to be nice is more effective, and we’ve been working on efforts to reward those players and give them more reasons to reflect on why being positive = awesome. However, we’re always going to need pretty aggressive systems for the small % of players that refuse to change. For these players, we just want to ban them repeatedly until they take their time elsewhere.

[ Link to Post ]

 

 

Will LeaveBuster remain the same, but with banning for leavers

Lyte New PortraitWrong, it has entirely new penalties and doesn’t use bans.

[ Link to Post ]

 

 

 

 

 

If a player is stuck with toxic elements, he she will try to change

Lyte New PortraitCould you explain why these two are different? 

If you’re banned, why isn’t it “damn I lost my account that I invested in, I’ll make a new one and not be an ass or I’ll lose that account too.”

If you’re in low reputation queue, why isn’t it “damn I am stuck in low priority/low reputation again, that’s ok! Time to make a new account and replace my old one in a week or two, no biggie.”

[ Link to Post ]

 

 

The issue with your system is it takes too long to ban players

Lyte New PortraitActually, with the current system it’ll take approximately 3 days maximum for them to lose their new account.

How is a system proactive if it requires player input, which is reactive because it’s after a game experience?

[ Link to Post ]

 

 

Bonus – apology from Arkon Tri and a focus on theorycrafting a proper punishment system

 

I added this in because it’s a great message: that you should always be arguing over suggestions, not over personas, if you want to reach a constructive conclusion.

 

Lyte New PortraitNo worries, we have heated discussions about designs much like this one internally all the time. One thing I think we both agree on is that we should always attack the ideas, and not the person. Emotions really just cloud decision-making when we’re trying to deep-dive into the intricacies of a design.

[ Link to Post ]

 

 

 

Sona's Rework Second Banner


 

 

Why are you nerfing Sona on the PBE

Fearless New PortraitI wanted to post here to clear up the reasons we’ve been lowering Sona’s values, even while the community here is asking for buffs. Most of the balance changes are reflections of internal playtesting, as we can balance those scenarios pretty well (accounting for people playing their main roles and champs, having less of a learning curve due to their closeness to the changes, etc.) so they give us a reasonably strong environment for understanding a champ’s balance.

PBE doesn’t have all of this going for it. Matchmaking is much less precise on the PBE, and some players are just hopping into custom games.

Based off watching the internal playtests, Sona was strong, and not just a little strong. Sona really hadn’t lost a lane before these changes.

As a side note, for the people claiming that negative posts don’t get read, that’s not true. I’ve read every Sona post I can find on here, on community sites, reddit, everything. While also trying to get Sona as streamlined and bug free as I can, time to reply is pretty lown When I see 3 or 4 people spamming out really angry posts, I do take the feedback and try to understand the source of frustration.

I haven’t responded in this case because previous attempts to have discussions haven’t proven productive. I don’t expect to change the minds of people who’ve had poor experiences here based on talking about what happened in testing they can’t see and don’t believe in. Being called a monkey doesn’t really make me believe that folks are interested in a meaningful discussion. If I have to choose between making an attempt to appease people who haven’t displayed a tendency to actually interact with debate, or fixing up Sona for her release, I’m going to fix up Sona so that she’s a better addition to the entire game, for as many players as I possibly can.

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Why haven’t you addressed the community’s concerns

Fearless New PortraitI think it’s a very fair criticism that I didn’t speak to you all as much as you’d hoped for. Saying that only 3 comments on one thread doesn’t suffice? That get’s a bit tricky. What is the correct ratio of posts? Do I only count posts that have actually tried to open or inform a conversation, or should I count troll posts and people raging without having even played the rework? At what point is my time posting and searching for ambient Sona threads better spent talking with our QA, live balance team, and experimenting with changes, tweaks and bug fixing? It’s very possible that I didn’t get that formula even close to right. It’s something for me to improve on.

That being said, when I look at posts that have lots of incorrect information, I started the time on PBE correcting them to make sure truthful information would be visible. Seeing those posts then get downvoted tells me that this community would rather punish someone they don’t agree with rather than provide its members with the most accurate info. That’s really depressing for me, both as a community member and a designer. It also doesn’t help when words get put into my mouth. For E, example, I don’t think the AP ratio “balances the ability.” I think a completely new ability that gives Sona, as well as her allies a very large block of MS makes sense on a kit that focuses on positioning. Sona can now position for huge ults without Flash due to E, as well as use her other basic abilities with quicker repositioning to save her team and power them up.

When we change a champion, some of the balance will be comparative, but plenty of it can’t be. Sona is Sona, and her balance as a whole is very different than any other champion. Sona has to be balanced of the collection as her base stats, abilities, growth, item paths, etc. I know it can be frustrating to see a value go down, and it can be easy to dwell on that change in isolation. When we’re adjusting Sona, we’re looking at the whole, and when she was showing up really strong, we tried to keep her power in the places that gave Sona her own set of strengths and weaknesses. That means she has to be worse at some things than other champions, but she gets to have strengths that are actually her own.

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It seems like you’re ignoring player feedback and suggestions

Fearless New PortraitIt’s not that I don’t care. Some of the suggestions don’t fit the vision for the champion, some are just straight up OP, and some were tested and didn’t work as well as the current option. It’s been something I need to do better with to make sure that you and the rest of the community at least hears more in these situations. I’ll admit to getting overwhelmed with the actual implementation and analysis for Sona, and not spending enough time addressing the feedback.

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Suggestion Make Sona’s auras chain off of allies to increase the aura range

Fearless New PortraitThe reason that we haven’t increased the effective range of the auras, either through a straight range increase or through something like this, is that it is intended that Sona continuously has to make a choice between playing safe and playing to maximize the effect of every cast. This is also why Sona has gotten even better AP ratios.

 

Sona players can build tanky/support tank and increase their safety, or they can opt into higher risk reward with AP builds. Larger effective aura sizes not only increase Sona’s effective support output, but decrease interaction with allies and leave opponents no real chance to respond if she’s strong, and no real room to buff her if she’s weak.

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Skin Recolor still in theorycrafting stages, not in development

 

[ Context ] A Redditor shared a thread with screenshots of a survey Riot is currently conducting on the option of selling recolors of skins in the store for 390 RP.

 

BuboBubo New PortraitReally happy to see the excitement here and wanted to provide a little bit more background.

This survey is part of our efforts to understand what the most important underlying elements of “Recolors” are and how important they are relative to each other. Everything is super exploratory at this point (ie: far too early to commit to recolors at all, a specific feature set, price or release date). But this feedback will directly shape what gets built because ultimately we want to delight you and what better way to maximize the chances of achieving that than getting your input?

On another note, surveys are a regular and central part of our quest to understand player wants, needs and behaviors. Importantly, they allow us to get representative responses from the various types of players. While forums and Reddit give us a lot of feedback and we are constantly perusing it, relying on them exclusively would lead to us missing the perspectives of players in other regions and those that don’t participate in these venues. This is also a key reason for why surveys are sent to individual players rather than posted for public comment.

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What are your thoughts on these surveys being made public on Reddit

BuboBubo New PortraitPlayers who didn’t get the survey enjoy the sneak peek, but it will inevitably set expectations for at least some players in ways that aren’t ideal. Meeting, falling short of, or exceeding player expectations keeps us up at night and public posts definitely make things a bit more volatile. From the player insights perspective (my discipline at Riot), it doesn’t help the validity of the surveys to have them posted up.

But at the end of the day, its part of the risk and done without malicious intent so we’ll roll with it.

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UNCONFIRMED FEATURE STILL IN TESTING!

Please no complainerino.

skin-splash Riot Survey Lucian Recolor End of Survey

 

 

Why isn't Vi top a thing

Gypsylord New PortraitSo as anyone who has watched the Vi champ spotlight may know, Vi was originally intended to be a top laner. 

She’s got a lot of cool gameplay in top lane with the Q charge up and E cleave but, honestly, she’s just too fair up there for too long compared to our current crop of top laners.

In the early game she has meaningful mana costs, telegraphed attacks, and massive cooldown windows for her passive and all of her spells (P – 18, Q – 18, E – 14 per charge, R- 150). I actually think top lane Vi could be a pretty awesome experience for both sides of the lane if we did stuff like lower her CD’s or buff E’s range and mana cost but then jungle Vi would go to crazy town. Could nerf jungle Vi to compensate but then are we screwing over the many Vi mains who prefer her out-of-lane experience? It’s a tough call.

All this said, SmashGizmo got diamond last season almost exclusively with top lane Vi. He’d typically play conservative until 6 focusing only on CS and rush an Iceborn Gauntlet for the extended dueling power and mana to offset her high costs. Turns out if a Vi manages to stay even until 6 there is not a single character up there (not even Irelia or Jax) who can beat her in a straight up 1v1. Her burst and sustained damage output is insane when she gets the chance to use it and her late game with top lane items is monstrous for the enemy teams’ squishies (or at least it was in season 3, a lot has changed since then).

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Why haven’t we been compensated after the EUW servers were moved

Draggles New PortraitThe compensation that Pwyff mentions in his post was given in June 2013. Here‘s a post from Demorphic (sorry the formatting is a little broken!) where more is explained.

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

 

 

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Recent News

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Riot Noc New PortraitServer Maintenance: Patch 4.13

On 07/30/2014, starting at 01:30 AM PDT, ranked queues will be disabled in preparation for patch 4.13. At 03:00 AM 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.

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And here’s the schedule for the rest of the server regions:

EUW ] [ EUNE ] [ OCE ] [ RU ] [ LAN ] [ BR ] [ LAS ] [ TR ]


 

What to look forward to in Patch 4.13:


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

 

 

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A new Champion has been teased! Check out the awesome promo-site for a sliding sequence that tells the story of the new creature that will soon be invading the Fields of Justice!

 

 

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Here is the story in sequence:

 

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

 

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