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Archive for the ‘Riot News’ Category

 

New Champion Teaser

Link to official announcement.

 

 

“With the Freljord’s winter closing in and an almighty battle raging around him, one brave poro bounds on in his eternal search for snacks.”

 

 

The news is labeled under “Champion Preview” and, based on the footage, I have two theories what this new Champion will be:

 

Figure in Poro Spotlight

Burly Man, Not Likely a New Champ

Poro Champ Best Champ

Poro Champion – Obvious Choice

 

Which one would you rather play? I know I’d like to be fed cookies by teammates. In all seriousness, if we are getting a burly man in the League that helps people, it can mean only one thing – Riot is making ANGUS!

 

Angus Comic – by the Man & Legend OrbitalDropKick

 

Angus Manly Comic for Men

Angus Manly Comic for Men

 


I couldn’t find a link to this comic, but here’s the thread it was attached to. You may remember OrbitalDropKick from classic literature such as OHRI THE NINE TALED CAT LADY, PLS NERF Trondomore the Wild Man Empreror and RIOT HLEP PLS: RE: ELSIE, how can 2 champion?


If you have any questions for me, feel free to ask me at @NoL_Chefo.

 


April 21 Sale


Champions


  • Lee Sin – 440 RP
  • Nidalee – 395 RP
  • Vi – 487 RP


Blade Mistress Morgana – 375 RP


Blade Mistress Morgana

Blade Mistress Morgana Splash


French Maid Nidalee – 260 RP


French Maid Nidalee

French Maid Nidalee Splash 


Scarlet Hammer Poppy – 487 RP


Scarlet Hammer Poppy

Scarlet Hammer Poppy Splash

 

 

Warwick Rework

Warwick’s experimental kit finally got teased! Please note that this is rework isn’t even on the PBE yet – a ton of things may change.

 

 

ZenonTheStoicButton Rioter ZenonTheStoic: Well, here’s more information.

(DISCLAIMER as always, this kit will almost definitely change before we ship. It’s not been in actual production yet–that is to say we’ve not tested it with custom animations, models, particle effects, sounds and so on. We’ve been testing a prototype kit with art stolen from the rest of the game. So a lot may change. But this is what we have right now.)

(ALSO SUPER EXTRA DISCLAIMER: We are not in production yet. It’ll be many, many months before we will be. I HOPE we’ll be able to release this rework in 2014, but no guarantees.)

 

Eternal_ThirstEternal Thirst PASSIVE ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

Thoughts: This is where we lock the drain tanking away behind meaningful gating. You gotta be battling dudes to get full access to your drain tanking potential, and unless you open with your ult it’ll take a while to build. The numbers sound really low, but between AAs and your much more spammable Q you’ll get some meaningful heal out of this, especially in super tanky builds where heal is worth more (MR/Ar are multiplicative with healing, obviously.)

 

Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

Thoughts: Your bread and butter “click a unit and heal some” ability. Separating the offensive (AP) and defensive (max health/armor/mr) builds leads to a much more balanceable skill. If you want the damages, you’ll be frail. If you want to be immortal dog, you’ll take forever to kill a target.

 

Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

Thoughts: 90% of the time you’ll combo this with E. That’s cool. There are cool uses of this as a standalone, and it helps your jungle clear.

 

Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

Thoughts: I hope this will be the cool skill that people really enjoy using. It sounds so dry on paper, but man it’s fun in game. The E->W combo when pulled off right drives the enemy right into your arms. Dispersing an enemy team with a well timed E->W only to then get a clear shot onto their ADC for your R feels glorious. Use it to jump in front of a Jinx rocket, out of a Lucian ult for just long enough to live, out of tower range to swap aggro during a dive, or simply go over dragon wall, smite-steal dragon, and come back to safety for free.

 

Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

Thoughts: I really dislike that this can now be used as an escape, but I’ll just tune CDs such that it really hurts when you do that (think Malphite ult). Otherwise this is a straightforward improvement on live WW ult. The enemy gets counterplay (stand in the way), it is much clearer what happens, and when WW does hit, he hits hard. Even a tank will get seriously hurt. Plus 2.5s stun! (Oh yes, suppression is BS. That’s a topic for a different thread tho ;P) I’ll potentially do a thing where the CD is halved when you actually hit this to really reward in-combat usage. WW also gets a 20% damage reduction shield while he is in this ult. Plus did I mention that if you Q right after this, you get to start a fight at 8 stacks of your passive? Yeah. That’s pretty sweet.

 

 

Hype and Reality

 

ZenonTheStoicButton Rioter ZenonTheStoic: Remember, this is FAR OUT IN THE FUTURE. Me talking about it so early is a huge experiment with setting expectations, but I’d rather hear comments now while I can still make changes :)

 

 

 

Why do his spells scale with AP when he’s, thematically, an AD Champion?

 

ZenonTheStoic Button Rioter ZenonTheStoic: VERY good question about the disconnect between fantasy (claw and tooth = AD) and mechanical implementation (AP). Let me first explain why I made the choice on the mechanical side and then give you a hint how we hope to reconcile it with the fantasy.

 

So early on in ideation around Warwick’s new kit, we noticed that drain tanks usually tend to be very binary in our game. The way rickless abandon put it, it’s a very stat-checky affair. “Do I have more numbers than you? Cool I win. No? Okay, I can’t do anything.” We identified the problem being with the dual scaling nature of most drainers in our game.

Take Bronze League Master Yi. He builds Blade of the Ruined King (never uses the active, of course) and four Blood Thirsters. Awesome. If he runs into a non-fed enemy in the jungle, he presses R and right-clicks them to death. If they fight back, they either have enough damage to out-damage his heal before they die or they don’t.

Or take the Wizard Wolf, live Warwick with a strong AP item or two (Athene’s, perhaps). His Q does more damage and heals for more; so there simply comes a point at which he either kills you before you kill him, or he doesn’t get to that point and blows up.

We decided to split up the defensive and offensive item paths on new Warwick. In order to do more damage, WW needs to build AP (or AS I guess? Nashor’s/Wit’s End might be a strong damage build). In order to heal more, WW needs to build more max health (which in turn synergizes well with armor and MR). This means that if WW goes straight tank, he won’t be able to solo kill someone (or it’ll take forever, like a murder by spoon). The enemy can just run away to safety or call in allies while WW sticks to them. If WW wants damage, he opens the counterplay route of “just f-king kill him” to the enemy: without an AS steroid (and artificially low base and per level AS) life steal builds won’t be great, and the base on the passive heal is so low that just straight up building AS won’t do much for you (particularly as a lot of the power of the passive is actually tugged away in the Q and the R, where AS won’t do anything for you).

So this meant he needed a tanky itemization path, which in turn means his skills need AP scaling. Our tank + AP itemization is actually decent (Iceborn Gauntlet, Abyssal Scepter, Rylaj’s Crystal Scepter, etc), whereas our tank + AD itemization isn’t (Atma’s Impaler, Maw of Malmortius, ???) (bonus points for someone who can read up a few paragraphs and figure out why we don’t have great AD+tank itemization by design). AP scaling means magic damage. Magic damage also means he’ll do more meaningful damage to enemy tanks, which is great (because he often has no choice but to fight them). Finally, giving any of his abilities AD scaling at all would slowly but surely track us back toward the binary aggressive drainers we want to avoid.

So, the fantasy then. The first thing I did when I realized this thing about itemization was to round up with a creative designer (RiotEntropy) and a concept artist (some dude you never heard of called IronStylus) and pick their brains on how we can reconcile our mechanical needs with the fantasy. Both of them were surprisingly positive on how easy this would be.

From Entropy I learned that the potion Warwick took to turn himself into the monster he has become is very much a magical/alchemical thing. His power is derived not from being a natural monster, but from being a thaumaturgically enhanced human. It is absolutely imaginable that this power expresses itself visually on top of the existing visuals.

IronStylus was pretty much on the same page. Bulging, glowing veins (wherein the potion courses still), glowing slash-trails in the air left behind by his claws, etc.

This disconnect was one of my bigger concerns going into this iteration, but creative and concept art have pretty much put my fears to rest.

 

 

Does Warwick’s ult still proc his passive 6 times?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yup, it does.

 

 

 

 

Can Warwick use E to move forward and then ult?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Ult is disabled during E.

 

 

 

 

What can you use while ulting?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Only your W and smite right now. Potentially ignite as well?

 

 

 

 

Are you stuck while in ult?

 

ZenonTheStoicButton Rioter ZenonTheStoic: You’re currently stuck, but that’s a big thing I want to revisit. Potentially a re-activate after 0.5s to break the effect early? Always scared players will end up screwing themselves, but there might be cool plays that require you to cancel out early (?)

 

 

 

Why does Q have such a low mana cost?

 

ZenonTheStoicButton Rioter ZenonTheStoic: The problem here is that his Q MUST be spammable in a long team fight for him to function as a drain tank. If you get three Qs before you oom you cannot be a drain tank. That’s why we ended up lowering the Q cost so much (also current Q cost is crazy high because WW was one of the original 40, from before the time when we understood that letting people pressing buttons a lot is a good idea).

 

 

Will the passive on Blood Scent be removed?

 

ZenonTheStoicButton Rioter ZenonTheStoic: No way. Blood Scent is why you play Warwick.

 

 

 

 

Will this rework make it easier for players to itemize against Warwick?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, I really want to give both WW and his enemy a much clearer idea how to itemize (as: tanky stats to be drain tank, on-hit/ap/as to be aggressive. Against: always MR).

As for the E, you’d aim such that your peak would be between them and their turret. That way your W pushes them into the arms of your ally mid-laner. The W has a follow-up slow as well, so not only do they run AWAY from safety, they’re also slowed after the terrify. This gives you plenty of time to run in and start wolving them.

 

 

Does Tenacity reduce the duration of Warwick’s ultimate?

 

ZenonTheStoicButton Rioter ZenonTheStoic: This is a good point! I thought mostly about cleanse (which isn’t really a thing anymore I guess), but yeah, the tenacity’s a tough one. I can technically set a flag in the stun to make it ignore tenacity, but should I? I’ll ponder on that question (read: corner CertainlyT at 3am and have a much too long conversation with him. Poor CertainlyT.)

 

 

How different is Warwick’s Q in the rework?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Q is still very much point and click. Slightly smaller range, but edge to edge (rather than center to center) so it’s easier to Q big dudes (6 stack Cho for instance)

 

 

 

 

Does Warwick need a gap-closer?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Well that’s what the design is attempting to circumvent. The E is very much NOT a gap closer because you will always return to where you started (unless you get stunned or rooted mid-move).

 

 

 

Will these multipliers and % ratios change?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, there is a mess of multipliers on the kit right now. I’m looking for a way to simplify, but what they do is give you meaningful sustain that’s build from small increments. This really drives home the fantasy of “slowly turning into a wolf as the blood lust comes over you”.”



If you have any questions for me, feel free to ask me at @NoL_Chefo.

 


Week 13 Season 4 RotationThe following Champions will be free-to-play until April 22nd:


Aatrox - 6300 IP / 975 RP
Ezreal - 4800 IP / 880 RP

Blitzcrank - 3150 IP / 790 RP
Fiora - 6300 IP / 975 RP

Corki - 3150 IP / 790 RP
Karthus - 3150 IP / 790 RP

Darius - 6300 IP / 975 RP
Katarina - 3150 IP / 790 RP

Elise - 6300 IP / 975 RP
Thresh - 6300 IP / 975 RP


 

Sale April 18

 

Champions

 

  • Ahri – 487 RP
  • Ezreal – 440 RP
  • Singed – 292 RP

 

Gothic Orianna - 260 RP

 

Orianna_Gothic_Splash

Gothic Orianna Splash

 

Kennen M.D. – 487 RP

 

Kennen_MD_Splash

Kennen M.D. Splash

 

Warring Kingdoms Jarvan IV – 675 RP

 

JarvanIV_WarringKingdoms_Splash

Warring Kingdoms Jarvan IV Splash

 

If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

Sale 14 April

 

Champions

 

  • Lissandra – 487 RP
  • Nocturne – 440 RP
  • Xin Zhao – 395 RP

 

Chosen Master Yi - 260 RP

 

Chosen Master Yi

Chosen Master Yi Splash

 

Gangster Twitch - 487 RP

 

Gangster Twitch

Gangster Twitch Splash

 

High Command Katarina - 375 RP

 

High Command Katarina

High Command Katarina Splash


If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

pbe skt t1 zed banner

 

PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL

 

 

PBE April 7

 

Previous PBE Changes from Patch 4.6 Cycle:

 

SKT T1 Zed Shadow Changes

 

 

 

 New Potrait Rengar 

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)

 

 

Rumble New Portrait

 

 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)

 

Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)

 

Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)

 

 

 

Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)

 

 

Trinkets

 

Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1

 

 

Void Fizz in Store Banner

Link to official announcement.

 

A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.

 

 

Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).

 

Void Fizz Skin Preview

 

 

 

Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.

 

 

Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?

 

Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

 

 

Will you make Fiora’s passive more engaging?

 

GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.

 

 

Can we get a release schedule for this rework?

 

GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soon™” or “not soon™”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.

 

 

Is reworking older Champions harder than making new ones?

 

GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.

 

 

Is the new Blade Waltz meant to complement her other abilities?

 

GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

 

 

Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult

 

GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

 

 

 

 

Won’t making Fiora mobile during Riposte overload her new kit?

 

GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.

 

 

Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?

 

GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.

 

But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).

 

 

Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?

 

GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.

 

 

Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?

 

 

Can we get a time table on his release?

 

Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.

 

 

Will you guys do a Dev Journal on Ao Shin’s development?

 

Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?

 

 

 

Off-topic: Are you working on a new Champion?

 

Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.

 

 

Single Posts banner

 

 

A Look at Lissandra’s Passive

 

Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.

 

Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.

 

 

Can Miss Fortune get a W stack indicator?

 

ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.

 

 

If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

 

Week 12 Season 4 Rotation

The following Champions will be free-to-play until April 15th:

 

Amumu - 1350 IP / 585 RP
Lucian - 6300 IP / 975 RP

Anivia - 3150 IP / 790 RP
Olaf - 3150 IP / 790 RP

Graves - 4800 IP / 880 RP
Riven - 4800 IP / 880 RP

Janna - 1350 IP / 585 RP
Shen - 3150 IP / 790 RP

Lissandra - 6300 IP / 975 RP
Taric - 1350 IP / 585 RP

 


Sale April 11
 

Champions


  • Karthus – 395 RP
  • Viktor – 487 RP
  • Yorick – 440 RP

 

Charred Maokai – 440 RP


Charred Maokai

Charred Maokai Splash


Mad Scientist Ziggs – 487 RP


Mad Scientist Ziggs

Mad Scientist Ziggs


Nightblade Irelia – 260 RP


Nightblade Irelia

Nightblade Irelia Splash


 

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PBE 04/04

Red Post Collection

Single Posts

Bonus!

 

 

PBE 4 April

 

 

SKT T1 Jax Skin Preview

 

 

SKT T1 Vayne Skin Preview

 

 

SKT T1 Zyra Skin Preview

 

 

SKT T1 Lee Sin Skin Preview


 

SKT T1 Zed Skin Preview

 

 

Classic Twitch Visual Update + Voice-Over

 


Vandal Twitch Visual Update + Voice-Over

 


Gangster Twitch Visual Update + Voice-Over

 

 

 

Champions

 

 

 Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

  • Shield increased from 40/70/100/130/160 ( +0.6 AP ) to 40/80/120/160/200 ( +0.8 AP ) [ live value of AP ratio is 0.3 ]

 

 

 Rumble New Portrait 

 

FlamespitterFlamespitter [ Q ]

  • No longer deals half damage to neutral monsters (Rumble in the Jungle!)

 

 

Twitch New Portrait

  • Base armor reduced from 18 to 14 from 18 [ probably related to the VU release & will be fixed ]
  • HP regen removed [ live value is 1 but, as the above change, will probably be fixed ]
  • Expunge [ E ] renamed to “Contaminate”
  • Spray and Pray [ R ]  renamed to “Rat-Ta-Tat-Tat” (And Lux’s Final Spark is now “Pew Pew Laz0rs”)

 

 

Vayne New Portrait

 

 

Improvements to Gragas

With the recent rework of Gragas in Patch 4.5, what’s the community’s opinion of the booze-loving fatty?

 

 

SolcrushedButton Rioter Solcrushed: This is the thread I hope to consolidate the feedback on the new Gragas. While we won’t be making significant balance changes before we have some data, feel free to suggest improvements, builds and lanes!

Some changes I will be making for the next patch regardless of his balance.

  • Gragas will not auto acquire a target after E if he has W buff active.
  • Gragas E hitbox adjustments to make sure you hit the units you feel you should be hitting
  • Gragas W autoattack buff lasts 1 second longer

 

 

Suggestion: E applies the tick of W to whoever it hits.

 

SolcrushedButton Rioter Solcrushed: Can you tell me what you mean by this? Do you mean the W will proc on whoever he hits with E?

I would think once the issue with the Autoattack after E is fixed, E would more or less guarantee a W anyway.

 

 

What is the direction you are trying to take with Gragas?

 

SolcrushedButton Rioter Solcrushed: Lanes were less of an issue to us when we were doing the rework. We were more concerned about changing his core pattern than we were about lane assignments.

We would expect that his new strengths and weakness suit him better in non-mid lanes but if he is still proven to be a good mid we would be fine with it, provided that the pattern change holds.

 

 

Why was the mana-gain from W removed?

 

SolcrushedButton Rioter Solcrushed: We felt the mana restore was an unnecessary part of the kit that would be awkward to carry over with the new W cooldown.

Also His mana costs were reduced quite a bit to reflect that he no longer has W mana restore and he will be building less mana items. Maybe they are not enough, we will see.

 

 

Gragas Support

 

RiotScruffy Button Rioter RiotScruffy: Gragas support seems pretty legit. I expect to see a good deal of it in our future.

 

 

 

Rengar Feedback

Rengar is back from Patch 4.5 with a fully reworked kit! But is he still the fierce assassin he used to be?

 

 

RiotScruffyButton Rioter RiotScruffy: The Rengar update is live and we’re playing and monitoring his performance a ton on our end. Let’s use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

  • How are the changes playing for you?
  • What builds are you using?
  • What lanes are you playing him in?
  • Finding any bugs?

I’ve already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we’re already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.

 

Riot Jag
Button Rioter Riot Jag: I’m pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.

 

 

Feedback: His Q feels very clunky and slow to use

 

Riot JagButton Rioter Riot Jag: Since this version of Q doesn’t give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we’ll keep an eye on it.

 

 

 

Feedback: Rengar feels more like a fighter than an assassin now

 

Riot JagButton Rioter Riot JagWe have definitely shifted the time-to-kill window for Rengar’s assassinations more into the fighter end of the spectrum (closer to Jax than Zed, for example). He’s not going to kill someone in 1-2 seconds, yes, but his damage over 4-5 seconds should be comparable to or better than the previous version while also having stronger tank stats and better stickiness.

 

 

Feedback: He’s weaker in lane

 

Riot JagButton Rioter Riot JagIt’s true that his early lane has more weaknesses than his previous iteration. We shifted some of his power away from his Level 2 cheese and spammy E-harass, but added some back in sustained trades, healing when he’s behind in lane, and assistance for jungle ganks. One thing I’m curious on here is what is an assassin’s idea of winning lane, especially in the top lane. When we see assassin’s top lane they’re generally more than happy to be able to farm against bruisers.

 

 

Feedback: He’s a much slower split-pusher after the rework

 

Riot JagButton Rioter Riot JagIf you feel like his pushing power is excessively weak I think that may be a fair criticism. We’d like to keep an eye on his overall power level since he has a lot of other really strong tools to aid in tower pushing (e.g. using an Empowered Q on a nearby minion for a strong AS bonus, the ult giving a good escape, etc.)

 

 

Feedback: Rengar is too weak to be either a tank or an assassin/fighter now

 

Riot JagButton Rioter Riot JagWe want him to be in a state where he can still build to be a damage threat. If that’s not true, then it’s something we’ll address.

 

 

 

 

Why is the warning for when Rengar ults not global?

 

RiotScruffyButton Rioter RiotScruffy: There are a few people suggesting that the warning from his ult should be global. We thought about this idea actually but it was actually too punishing for Rengar because it gave his opponents too much time to react, and essentially removed all of his ganking power. Enemies would all just back up to their tower before he could engage, so we went with a much shorter warning time frame.

I’m much more keen on the idea that if he wouldn’t be visible, the warning will not appear. This rewards clever paths and approaches when ulting.

 

 

More from Ghostcrawler

After the brief info we got from Ghostcrawler yesterday, here’s more of his thoughts on Riot, game design and more!

 

 

 Why are some projects discussed with players and then scrapped?

 

ghostcrawler Button Rioter Ghostcrawler:  That’s a huge challenge of talking to players. If you want to be really honest, which we generally try to do, then that means talking about plans (even pretty solid plans) that have a chance of not working out. The alternative is not to talk about anything that isn’t 100% ready to ship. I prefer the former, but I understand it can be frustrating.

 

 

You’re like Morello! (in a good non-nerfing way)

 

ghostcrawler Button Rioter Ghostcrawler:  I love Morello too. We should hang out. The thing you have to remember as a developer when you’re talking to players is that some of them are going to be angry or even nasty, but you can’t let it get you down. At the end of the day, they are usually speaking out of passion just trying to improve a game they love (unless they are true trolls who just want to sow discord, but in my experience those dudes are pretty rare). Having passionate players is awesome. Every game developer very much wants passionate players!

 

 

With Riot being open with its community, you shouldn’t be taking so much flak

 

ghostcrawler Button Rioter Ghostcrawler: I love this about Riot, and I love that a bunch of the Rioters posting are from disciplines other than design. It helps reinforce that these are real people (who love their job!) and not just PR bots spouting some approved company line. I think it also helps reinforce that it takes so many people from different disciplines collaborating to create a game.

 

 

Did you play League at all prior to joining Riot?

 

ghostcrawler Button Rioter Ghostcrawler: I did. And then I played a lot while I was interviewing, but I had to do it in secret. BRO, WHY YOU PLAYING SO MUCH LEAGUE RIGHT NOW, BRO?

 

 

 

 

What do you think about the eSport side of League?

 

ghostcrawler Button Rioter Ghostcrawler: It’s infectious! I’m not on the esports team, but I started paying a lot of attention to LCS once I started seriously considering moving out here.

 

 

 

 

Do you think Rioters used to communicate design decisions better last Season compared to this one?

 

ghostcrawler Button Rioter Ghostcrawler: Okay, here is an example where I’m going to attempt to prove that I don’t mind leveling with you guys. But you have to not beat us up about it. We’ve talked about this a lot, and we agree that Riot used to do a better job of providing context, debating design changes, and following up on things we said we’d follow up on. When I was on the outside looking in, I was super impressed with how well Rioters communicated with you guys, and I think it’s fair that it has fallen off some this season or so.

It’s a priority to get back there. We probably burned a little bit of trust with you guys and it’s time to try to get it back. Please hold us to that, and let us know when we go astray.

 

 

Do you talk with Morello about WoW’s balance design in the office?

 

ghostcrawler Button Rioter Ghostcrawler: We do. He still plays. As you might imagine, designers love to sit around and dissect design decisions in other games. I think a bunch of the guys have enjoyed asking how I really felt about various aspects of WoW.

 

 

 

Is it true you used to work on Age of Empires?

 

ghostcrawler Button Rioter Ghostcrawler: That’s how I got my big break. Some players like the “That’s what happens when you let a marine biologist balance your game” narrative, but I worked on Age of Empires for 10 years before I ever went to Blizzard. I started on Rise of Rome and worked on every title up until Halo Wars, which is around when I left. Ensemble Studios (who made AoE) was a great place to work and I still keep in touch with a lot of friends-for-life that I made there. It’s interesting to me that RTS games have kind of died off lately, save for Starcraft.

 

 

Single Posts banner

 

 

Refunding Reworked Champions


 

Riot DryTheRiver Button Rioter Riot DryTheRiver: Hey everyone,

I’d like to shed some light and clarify the above statement as it is not entirely correct:

 

If a champion or skin had a graphical or kit (play style) rework after your purchase, you do indeed have the option to refund them without spending any refund tokens. However, this refund is for FULL reworks only. Buffed and nerfed champions do not count as full reworks and, as a result, are not eligible for a refund. Also, in order to be eligible for this refund, you must request a refund on a visual/design rework within 90 days after the rework. We will not be able to give you a refund beyond the initial 90 days.

For more info, you can check out our content refund guidelines are available on the player support website at the following location: https://support.leagueoflegends.com/…ent-Refund-FAQ

Hope this helps 

 

 

Hopes for Mage-Fortune


 

ricklessabandon Button Rioter ricklessabandon: Going to bring this thread back from the dead now that I’ve had some time to read everyone’s responses and think about them a bit. My plans for the immediate future are to: watch Miss Fortune on 4.5 and make balance changes as necessary, and then make adjustments for AP-scaling Miss Fortune. I should be able to get something in time for the 4.6 patch—we’ll see how things test over the next week.

Based on where she’s at now I don’t think it’ll take much, but wanted to give you all a heads up that i’m still working on her all the same.




Plans for Fiora


morellovatar Button Rioter Morello: So, at risk of building hype… ;p

GUINSOO is working on a Fiora overhaul as a “light fighter.” We’re still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy – a skilled, deft fencer.

I think much of her kit will change, but for the better.

 

 

Bonus: Void Fizz Comic


 

Artist: Holyelfgirl

Link to Comic

I thought that was awesomely adorable, enjoy reading! And don’t forget to check out the artist if you like her work!

 

void_fizz_comic__commission__by_holyelfgirl-d7c5d1u

The (best) story of Void Fizz