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Not a lot of news today, but there is an awesome new cinematic you ought to watch. Also, if you’re a fan of Cassiopeia, you’ll be happy to know she’s getting her promised updates in the next patch.

 

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PBE Updates Patch 4 21 Banner

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Follow Kalista’s journey to punish treachery in Riot’s new cinematic, “The Pledge“:

 

 

Cassiopeia Changelist Banner

 

 

Stashu Final Portraitnote: copying this here because the Cassio thread got lost

Hey guys, sorry I’ve been afk for so long! I’ve been waiting to get some PBE feedback. I’m finally able to make that happen now that 4.20 launched, so let’s get to it =D

 

I think we had some amazing conversations in that last thread thread. We’re keeping the changes to a medium scope for this patch, but I think we’ve gone a long way in the right direction. I know there are still many concerns, but let’s let this shake out on live for a bit and see where she ends up, then revisit the conversation.

Our thinking for this current changelist is:

  • Bring back poison as a core part of Cassiopeia’s damage profile
  • Curb the overly exaggerated hyper carry curve so that she can function early game
    • A few different things are happening here, like adding straight damage to her early game with the Twin Fang debuff, increasing Twin Fang’s ratio early game, and increasing Q’s movement speed boost early game. We’re also bringing down her late game a touch with some of these changes, but her DPS should still be off the charts.

Looking further into the future, hopes are to turn Aspect of the Serpent bonuses into more exciting, lateral-power points instead of super direct boosts to power which make it feel as if Cassiopeia can’t be strong until 30 minutes into the game. There was some pretty serious brainstorming towards this end, and it was a huge help for thinking about where we could take the passive, and that was super awesome.

However, for now, here’s what you can expect for 4.21:

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

    • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
    • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
      • Stack breakpoints adjusted to 100 / 250 / 500. Overall, these are hit sooner than the old 75/200/400 based on the new mechanics, but are definitely still up for discussion.

Noxious Blast Final IconNoxious Blast [ Q ]

    • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
      • With the reliability changes, it was a bit too reliable, so we set the delay at 0.4.
    • Movement speed buff changed to a flat 20% (from 10 / 15 / 20 / 25 / 30%).

Twin Fang Final IconTwin Fang [ E ]

    • Mana cost changed to 35 / 45 / 55 / 65 / 75 (from 30 / 45 / 60 / 75 / 90)
    • Now adds a debuff on the target which amplifies further poison damage by 25% for 5 seconds, stacks up to 2 times (50%).
    • Ratio changed to 0.55 (from 0.4/0.45/0.5/0.55/0.6)
      • Since we’re adding damage elsewhere on the kit (mostly through this debuff), we decided to take a bit out of Twin Fang’s late game.

Cheers!

[ Link to Post ]

 

 

Lore Kalista Invocation Banner

 

 

Check out Kalista in-game here:

Kalista-in-Store-Banner

 

Ant in Oz Final PortraitHey guys,

We are still running into some tech issues with putting up our new Champ stories where we want them to live going forward – on the website’s champ info pages. However, we didn’t want this to mean Kalista’s story didn’t go out with her launch… so, we are putting her story up here on Boards for now. We hope you like it!

Cheers!


Invocation

The sword-wife stood amid the burnt out ruin of her home. Everything and everyone that mattered to her was gone, and she was filled with fathomless grief… and hate. Hate was now all that compelled her.

She saw again the smile on his face as he gave the order. He was meant to be their protector, but he’d spat upon his vows. Hers was not the only family shattered by the oath-breaker.

The desire to go after him was strong. She wanted nothing more than to plant her sword in his chest and watch the life drain from his eyes… but she knew she would never be able to get close enough to him. He was guarded day and night, and she was but one warrior. She would never be able to fight her way through his battalion alone. Such a death would serve no purpose.

She took a shuddering breath, knowing there was no coming back.

A crude effigy of a man, formed of sticks and twine, lay upon a fire-blackened dresser. Its body was wrapped in a scrap of cloth torn from the cloak of the betrayer. She’d pried it from her husband’s dead grasp. Alongside it was a hammer and three rusted nails.

She gathered everything up and moved to the threshold. The door itself was gone, smashed to splinters in the attack. Beyond, lit by moonlight, lay the empty, darkened fields.

Reaching up, the sword-wife pressed the stick-effigy to the hardwood lintel.

“I invoke thee, Lady of Vengeance,” she said, her voice low, trembling with the depth of her fury. “From beyond the veil, hear my plea. Come forth. Let justice be done.”

She readied her hammer and the first of the nails.

“I name my betrayer once,” she said, and spoke his name aloud. As she did so, she placed the tip of the first nail to the chest of the stick-figure. With a single strike, she hammered it in deep, pinning it to the hardwood door frame.

The sword-wife shivered. The room had become markedly colder. Or had she imagined it?

“I name him twice,” she said, and she did so, hammering the second nail alongside the first.

Her gaze dropped, and she jolted in shock. A dark figure stood out in the moonlit field, a hundred yards in the distance. It was utterly motionless. Breathing quicker, the sword-wife returned her attention to the unfinished task.

“I name him thrice,” she said, speaking again the name of the murderer of her husband and children, before hammering home the final nail.

An ancient spirit of vengeance stood before her, filling the doorway, and the sword-wife staggered back, gasping involuntarily.

The otherworldly being was clad in archaic armor, her flesh translucent and glowing with spectral un-light. Black Mist coiled around her like a living shroud.

With a squeal of tortured metal, the spectral figure drew forth the blackened spear protruding from her breastplate — the ancient weapon that had ended her life.

She threw it to the ground before the sword-wife. No words were spoken; there was no need. The sword-wife knew what was being offered to her — vengeance — and knew its terrible cost: her soul.

The spirit watched on, her face impassive and her eyes burning with an unrelenting cold fury, as the sword-wife picked up the treacherous weapon.

“I pledge myself to vengeance,” said the sword-wife, her voice quivering. She reversed the spear, aiming the tip inward, towards her heart. “I pledge it with my blood. I pledge it with my soul.”

She paused. Her husband would have pleaded for her to turn away from this path. He would have begged her not to condemn her soul with this course of action. A moment of doubt gnawed at her. The undying specter watched on.

The sword-wife’s eyes narrowed as she thought of her husband lying dead, cut down by swords and axes. She thought again of her children, sprawled upon the ground, and her resolve hardened like a cold stone in her heart. Her grip tightened upon the spear.

“Help me,” she implored, her decision made. “Please, help me kill him.”

She rammed the spear into her chest, driving it in deep.

The sword-wife’s eyes widened and she dropped to her knees. She tried to speak, but only blood bubbled from her lips.

The ghostly apparition watched her die, her expression impassive.

As the last of the lifeblood ran from her body, the shade of the sword-wife climbed to her feet. She looked down at her insubstantial hands in wonder, then at her own corpse lying dead-eyed in a growing pool of blood upon the floor. The shade’s expression hardened, and a ghostly sword appeared in her hand.

An ethereal tether, little more than a wisp of light, linked the newly formed shade to the avenging spirit she had summoned. Through their bond, the sword-wife saw her differently, glimpsing the noble warrior she had been in life: tall and proud, her armor gleaming. Her posture was confident, yet without arrogance; a born leader, a born soldier. This was a commander that the sword-wife would have willingly bled for.

Behind the spirit’s anger, she sensed her empathy — recognition of their shared pain of betrayal.

“Your cause is our cause,” said Kalista, the Spear of Vengeance. Her voice was grave cold. “We walk the path of vengeance as one, now.”

The sword-wife nodded.

With that, the avenging spirit and the shade of the sword-wife stepped into the darkness and were gone.

[ Link to Post ]


 

 

Single Posts Banner


 

Why cant you leave the spawn platform early on SR

Reinboom Final PortraitThere are some computers that have different problems problems that are most pronounced at the start of the game.
There’s up to a few second window for most players for just initially seeing the platform.
For some, there’s a couple second delay the first time they open the item shop or the first time they purchase.

Players also need time to change into their customized recommended items, to make sure their keybindings were reset correctly (especially if they’re playing in a PC Cafe), and many other small things that can just cut into the first few moments.

We don’t really consider these first 15 seconds in the realms of skill so much as prep.

[ Link to Post ]

 

Why isnt the new item Zzrot Portal in the game yet

Reinboom Final PortraitIt’s art intensive. It’s still being worked on and explored. :)

To give a more fulfilling update:

The item required two character models added to the game. One for the gate, and one for the spawn. There’s quite a bit of work that goes into things like this to make sure it’s cohesive, it makes sense in the gameplay world, it reads well, and so on.

There’s also some more gameplay impact that needs to be worked out.

[ Link to Post ]

 

 

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

 

 

Champion Skin Sale November 24 Banner

The following Champions and Skins will be 50% off until November 24th:

 

Champions


Evelynn Final Portrait

Galio Final Portrait

Hecarim Final Portrait

 

Augmented Singed – 487 RP


Singed_Augmented_Splash


 

Hired Gun Graves – 260 RP


Graves_HiredGun_Splash (1)


 

Spellthief Lux – 375 RP

 

Lux_Spellthief_Splash


 

 

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


 

Kalista in Store Banner

 

You can now pick up Kalista in store for 975 RP / 7800 IP (she’ll drop to 6300 IP after a week). You can also get her release skin, Blood Moon Kalista, for 975 RP, or get both in a bundle for 1462 until November 24th. Here’s the official announcement:

 

Pledge yourself to the Spear of Vengeance. Kalista walks the Rift.


Learn more about Kalista here:

Swear your oath to Kalista and her Blood Moon skin for 1462 RP (normally 1950 RP) through November 24.

[ Link to Post ]

And here’s a complete preview:

 

Kalista Video Preview

 

 

Champion Spotlight

 

 

Login Theme

 

 

Kalista_Splash_0

 

Kalista_Square_0

 

Kalista Model 1

 

Kalista Recall

When Kalista recalls, a black void opens behind her. She props her chest forward and then turns to walk into the void.

 

Martial Poise PassiveMartial Poise [ Passive ]

Kalista cannot cancel her attacks. If the target leaves vision, her attack will miss. 

If Kalista enters a movement command while winding up her basic attack or Pierce, she will drive through in that direction when she launches her attack, lunging a short distance. 

Dash distance scales with boot rank and is 25% greater when lunging backward.

 

 

Kalista Basic Attack

Kalista Passive

When you order a move command while Kalista is priming her auto attack, she will first attack and then leap in the direction you’ve ordered.

 

Black Spear New IconThe Black Spear [ Item ]

Active: Bind with an ally for the remainder of the game, becoming Oathsworn Allies. Oathsworn empowers you both while near one another. 

 

 

Kalista Black Spear 2Kalista Black Spear 3  Kalista Black Spear 4

When an ally accepts the Black Spear, you both enter a channeled ritual. At the end, you become connected with a tether that stretches and becomes more transparent as you move away from one another.

 

Pierce QPierce [ Q ]

Mana Cost: 50/55/60/65/70 || Cooldown: 8 Seconds

A fast but narrow projectile that deals 10/70/130/190/250 (+ 1 Total AD) physical damage. Triggers Martial Poise (P), Sentinel (W), and Rend (E).

 

 

Kalista Q

 

Sentinel New IconSentinel [ W ]

Mana Cost: 25 || Cooldown: 30 seconds

Passive: When you and you Oathsworn both basic attack the same target within 1.5 seconds, you deal 12/14/16/18/20% of their max health as magic damage (maximum 100/125/150/175/200 damage to minions). 8 second cooldown per target. 

Active: Send a soul Sentinel to patrol an unseen area. Champions they see are revealed for 4 seconds. Sentinel lasts 7 laps.  

Kalista gains a charge of Sentinel every 90/80/70/60/50 seconds.

 

Kalista W

 

Rend New IconRend [ E ]

Mana Cost: 35 || Cooldown: 14/12.5/11/9.5/8 seconsd

While off cooldown, Kalista’s spears pierce their target and linger there for 4 seconds. 

Active: Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+0.6 AD) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2 seconds. Each extra spear increases the damage by 25/30/35/40/45%, but not the slow.  

If it kills a target, Rend’s cooldown is reset. 

 

Rend 1

Rend 2

Rend 3

 

Fate's Call New IconFate’s Call [ R ]

Mana Cost: 100 || Cooldown: 90/75/60 seconds

Draw Kalista’s Oathsworn to her. For up to 4 seconds, the Oathsworn is untargetable but pacified.

They may mouse click to fly toward target position, stopping at the first enemy champion hit, knocking all enemies in a small radius back and placing the Oathsworn at their maximum attack range from the enemy.

Kalista’s Oathsworn must be within 1400 units for her to cast  this ability.

 

R 1

R 3

R 2

 

Voice-Over [ video by SkinSpotlights ]

 

In-Client Lore 

“Kalista is an eternal spirit of retribution, who possesses a cold-burning hatred for all betrayers, deceivers, and traitors. In life, she was a legendary warrior, but while trying to avert tragedy she was betrayed and slain by those she trusted most. Now, she is an undying entity that can be invoked to exact vengeance, but only at great cost: the supplicant’s soul becomes forfeit, bound to her for eternity.

 

 

Blood Moon Kalista

 

Blood Moon Kalista will be available in store for 975 RP.

Dev-Blog-Optimizing-The-Rift-Banner

 

Kalista_1

 

I couldn’t manage to cover Kalista’s skin, so here’s a video preview by SkinSpotlights:

 

 

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

 

Patch 4.20 Notes

November 19th, 2014

 

Patch 4 20 Banner

[ Link to Official Patch Notes ]

 

You can find the maintenance schedule for your region here:

Patch-4-20-Maintenance-Banner1


Patch 4.20:

 

Preseason Spotlight

 

You can also find a ton of info on preseason on Riot’s official page.

 

Pwyff Final PortraitHey Summoners, 

Welcome to patch 4.20, the first patch of the 2015 preseason and one of our biggest updates for League of Legends to date. Whew. 




The big theme of the 2015 preseason (and boy will you hear this a lot) is Strategic Diversity. That sounds like a vague concept (does anyone remember “End-game Fantasy” from the 2014 preseason?), but our high-level philosophy is we want to offer you more paths to victory so that your in-game decisions matter just as much as the champions you pick. In previous years, we’ve lacked the proper systems and levers to balance different strategies against each other, so when teams would discover unique ways to win, we’d either have to watch Ziggs bomb the stuffing out of people in stall / poke compositions, or we’d just have to tackle the manic yordle on a personal level. This year, rather than trying to ‘fix’ tactical problems from the previous season, we’re instead introducing a metric tonne of changes to map-wide objectives, a complete rehaul of the jungle and jungle itemization, and a number of strategic item additions / modifications. With these new paths in place, how you strive for victory will vary with each individual game and our hope is that all of this adds up to more far more strategic diversity and experimentation in League. 

To be blunt, we were dubious about the idea of introducing so much change to the game, but then we realized that preseason is high-time for refining, polishing, and evolving, so we went for some ambitious goals this year. It’s also worth noting that this is just the beginning. There are… a lot of changes here and, with so many variables at play, we’re expecting the game to be disrupted, imperfect, and requiring even more work over time. That said, we’re confident with the direction this preseason is headed, and we’re more than happy to course correct as things play out. There’s no comparison for our months of internal tests against millions of your own, so we’re excited (and a little scared) to see what you have up your sleeves. 

Anyway, there’s a whole lot of information to be found on the preseason, including the 2015 Preseason Spotlight and the very pretty 2015 Preseason Microsite. Be sure to check those out if you want some high-level introductions to our changes, as we’re going to be going verydeep on the philosophy in these notes. Expect to hear from us throughout! 

P.S. We visually updated everyone’s favorite tree! Play tree every day.

[ Link to Post ]

 

 

Preseason Changes

There are a ton of Preseason changes coming with Patch 4.20 and most of them need gameplay context, not just listing. For this purpose, I’ve attached my guide on Preseason below. Note that I’ve been updating the guide with all PBE updates that came after it, which includes number changes, icons, etc.

 

Preseason-for-Dummies-Banner (3)

 


General Context


While we’re aiming to improve the quality of life for many junglers in the preseason, the truth is some junglers are going to get more mileage out of these changes than others. While it might be weird to get “pre-emptive” nerfs based on systems that haven’t been publically tested, these guys and gals (and mummies and rammii) just keep coming up in our internal playtests, and we don’t want to be responsible for Amumu (just an example) becoming more of a solo-queue star than he currently is.

Second note – you’re going to see a stat called “growth stat” in these champion patch notes rather than “per-level” stats. The reason is due to some complicated math we’re rolling out regarding base stats and stats per level, all of which you can read about here..



[ HELPS MORE THAN YOU THINK ] Recommended items for all champions have been updated
[ WE HAVE THE TECHNOLOGY ] Recommended items now detect if you have Smite or not and change accordingly


Stats Gained Per Level


Stat advantages through levels have been smoothed out. Honestly speaking, Leona + Graves will still beat the stuffing out of you at level 2, but level advantages should be more focused on ability ranks than raw stat gains. Mana regeneration has been normalized across mages and supports to account for the new mana regeneration item changes.

Basically we’re trying to smooth out level advantages through stat gains. Given how strong basic attacks and ability levels are during the early game, flat stat per-level advantages only magnify early game snowballing – especially that level 2 power spike that laners use to punch their opponents in the face.

For the attack damage change, we saw an opportunity to lightly address the minor imbalance between ranged and melee in the solo lane, so ranged champions (and Jayce / Kayle) won’t have their base AD modified by the base stat buff (which rounds out to +2 AD for melee champions). There’s something to be said about loss aversion, but let’s not go into that.

[ HOW DID WE ARRIVE AT 168% ] All champions have had their base stats raised by 168% of their old per-level statistic (except attack speed)
[ NO SUCH THING AS LOSS AVERSION ] All ranged champions (and Kayle / Jayce) have opted out of having their attack damage increased by 2 via the above +168% base stat buff
[ STATISTICAL RENAMING ] Per level” statistics have been renamed “growth” statistics to better reflect what’s going on – see below for more information
[ STATS GAINED PER LEVEL ] No longer linear. Instead, stats follow the following formula:
  • Level 1: Immediately gain 0% of your growth statistic. All of your ‘base stats’ will be calculated off of this
  • Level 2: Gain +72% of your growth statistic
  • Level 3: Gain +75.5% of your growth statistic
  • Level 4: Gain +79% of your growth statistic
  • … Gain +((Level*3.5 – 7) + 72)% of your growth statistic
  • Level 18: Gain +128% of your growth statistic
[ TOO LONG, DIDN'T READ ] At level 18, you’ve gained +1700% of your growth statistic (this is slightly more than the old formula)


Champion Mana Regeneration Changes


These mana regen changes are less related to stat gains and more to do with our modifications to mana regeneration items (specifically how they’re now based off base stats rather than being flat values). There’s a lot of math behind the curtain, but this also sets the foundation for any future work we do on differentiating champions through on mana regeneration. In other words: before this patch, mana regeneration was a little arbitrary, with each champion roughly balanced off their closest counterparts. Now if we do change champion base mana regen, it’ll be for a very deliberate reason and you’ll see clear groups of champs affected differently by mana regeneration items.

  • The following mages / tank supports are being changed to have 6 base mana regeneration (mp5) and +0.8 mana regeneration (mp5) growth stat:
    • Ahri, Alistar, Anivia, Annie, Azir, Blitzcrank, Braum, Cassiopeia, Diana, Elise, Fiddlesticks, Fizz, Galio, Gragas, Heimerdinger, Jayce, Karma, Karthus, Kassadin, Kayle, LeBlanc, Leona, Lulu, Lux, Malzahar, Morgana, Nidalee, Orianna, Ryze, Swain, Syndra, Taric, Thresh, Twisted Fate, Veigar, Vel’koz, Viktor, Xerath, Ziggs, Zilean, Zyra
  • The following traditional supports are being changed to have 9 base mana regeneration (mp5) and +0.4 mana regeneration (mp5) growth stat:
    • Janna, Nami, Sona, Soraka

 

 

Kalista, The Spear of Vengeance

 

Kalista Video Preview

 

 

Champion Spotlight

 

 

Login Theme

 

 

Kalista_Splash_0

 

Kalista_Square_0

 

Kalista Model 1

 

Kalista Recall

When Kalista recalls, a black void opens behind her. She props her chest forward and then turns to walk into the void.

 

Martial Poise PassiveMartial Poise [ Passive ]

Kalista cannot cancel her attacks. If the target leaves vision, her attack will miss. 

If Kalista enters a movement command while winding up her basic attack or Pierce, she will drive through in that direction when she launches her attack, lunging a short distance. 

Dash distance scales with boot rank and is 25% greater when lunging backward.

 

 

Kalista Basic Attack

Kalista Passive

When you order a move command while Kalista is priming her auto attack, she will first attack and then leap in the direction you’ve ordered.

 

Black Spear New IconThe Black Spear [ Item ]

Active: Bind with an ally for the remainder of the game, becoming Oathsworn Allies. Oathsworn empowers you both while near one another. 

 

 

Kalista Black Spear 2Kalista Black Spear 3  Kalista Black Spear 4

When an ally accepts the Black Spear, you both enter a channeled ritual. At the end, you become connected with a tether that stretches and becomes more transparent as you move away from one another.

 

Pierce QPierce [ Q ]

Mana Cost: 50/55/60/65/70 || Cooldown: 8 Seconds

A fast but narrow projectile that deals 10/70/130/190/250 (+ 1 Total AD) physical damage. Triggers Martial Poise (P), Sentinel (W), and Rend (E).

 

 

Kalista Q

 

Sentinel New IconSentinel [ W ]

Mana Cost: 25 || Cooldown: 30 seconds

Passive: When you and you Oathsworn both basic attack the same target within 1.5 seconds, you deal 12/14/16/18/20% of their max health as magic damage (maximum 100/125/150/175/200 damage to minions). 8 second cooldown per target. 

Active: Send a soul Sentinel to patrol an unseen area. Champions they see are revealed for 4 seconds. Sentinel lasts 7 laps.  

Kalista gains a charge of Sentinel every 90/80/70/60/50 seconds.

 

Kalista W

 

Rend New IconRend [ E ]

Mana Cost: 35 || Cooldown: 14/12.5/11/9.5/8 seconsd

While off cooldown, Kalista’s spears pierce their target and linger there for 4 seconds. 

Active: Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+0.6 AD) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2 seconds. Each extra spear increases the damage by 25/30/35/40/45%, but not the slow.  

If it kills a target, Rend’s cooldown is reset. 

 

Rend 1

Rend 2

Rend 3

 

Fate's Call New IconFate’s Call [ R ]

Mana Cost: 100 || Cooldown: 90/75/60 seconds

Draw Kalista’s Oathsworn to her. For up to 4 seconds, the Oathsworn is untargetable but pacified.

They may mouse click to fly toward target position, stopping at the first enemy champion hit, knocking all enemies in a small radius back and placing the Oathsworn at their maximum attack range from the enemy.

Kalista’s Oathsworn must be within 1400 units for her to cast  this ability.

 

R 1

R 3

R 2

 

 

Voice-Over [ video by SkinSpotlights ]

 

In-Client Lore 

“Kalista is an eternal spirit of retribution, who possesses a cold-burning hatred for all betrayers, deceivers, and traitors. In life, she was a legendary warrior, but while trying to avert tragedy she was betrayed and slain by those she trusted most. Now, she is an undying entity that can be invoked to exact vengeance, but only at great cost: the supplicant’s soul becomes forfeit, bound to her for eternity.

 

 

Blood Moon Kalista

 

Blood Moon Kalista will be available in store for 975 RP.

Dev-Blog-Optimizing-The-Rift-Banner

 

Kalista_1

 

I couldn’t manage to cover Kalista’s skin, so here’s a video preview by SkinSpotlights:

 

 

Battlecast Alpha Skarner

 

Battlecast Alpha Skarner will be available for 1820 RP.

Dev-Blog-Optimizing-The-Rift-Banner

Skarner_3

Battlecast Skarner Model

Skarner Model

 

Skarner Recall

For his recall, Battlecast Alpha Skarner transforms (and rolls out). No, he doesn’t, but he does turn into a tank.

 

Skarner Basic Attack

Crystalizing Sting [ Passive ]

 

Skarner Q

Skarner Q Enhanced

Crystal Slash [ Q ]

 

Skarner W

Crystalline Exoskeleton [ W ]

 

Fracture E

Fracture [ E ]

 

Impale 1

Impale 2

Impale [ R ]

 

Voice-Over [ video by FrostyNinja ]

 

 

Battlecast Kog’Maw

 

Battlecast Kog’Maw will be available for 1350 RP.

Dev-Blog-Optimizing-The-Rift-Banner

KogMaw_8

Battlecast Kogmaw Model 1

Battlecast Kog'Maw Model 2

 

Battlecast Kog'Maw Recall

For his recall, Battlecast Kog’Maw turns into a ball, rolls around a bit and is finally dragged upwards by the giant belt buckle on his tail (yes).

 

BK Passive

Icathian Surprise [ Passive ]

Battlecast Koggy looks very happy when he dies. Might be the bronze software.

 

BK Q

BK Q 2

Caustic Spittle [ Q ]

 

BK W

Bio-Arcane Barrage [ W ]

Note: Skin’s currently bugged, Koggy is supposed to fire his W out of the artillery cannon, but the shots are currently summoned in front of his face.

 

BK E

Void Ooze [ E ]

 

BK R 1

BK R 2

Living Artillery [ R ]

 

Voice-Over [ video by SkinSpotlights ]

 

 

Captain Volibear

 

Captain Volibear will be available in store for 750 RP.

Trundle_Splash_4

Volibear_4

Captain Volibear 1 Captain Volibear 2

 

 

Pickpocket Twitch

 

Pickpocket Twitch will be available for 750 RP.

Evelynn_Splash_4

Twitch_6

Pickpocket Twitch Model 1 Pickpocket Twitch Model 2

 

 

Constable Trundle

 

Constable Trundle will be available in store for 750 RP.

Trundle_4

Constable Trundle Model 1 Constable Trundle Model 2

 

Constable Trundle’s E has been changed to be a traffic cone!

Constable Trundle E

 

 

Safecracker Evelynn


 

Safecracker Evelynn will be available in store for 750 RP.

Evelynn_4

Safecracker Evelynn

 

 

Maokai Visual Update

Maokai has received a complete makeover, with new models for his base form and all skins, new spell icons, animations and lore.

 

Classic Maokai

Dev-Blog-Optimizing-The-Rift-Banner

Maokai_0 Maokai_Square_0

Classic Maokai 1

Classic Maokai 2

 

Maokai Q

Maokai Q 2

Arcane Smash [ Q ]

 

Maokai W

Maokai W 2

Twisted Advance [ W ]

 

Maokai E

Maokai E 2

Sapling Toss [ E ]

 

Maokai R

Maokai R 2

Maokai R 3

Vengeful Maelstrom [ R ]

 

Charred Maokai

Charred Maokai 1

Charred Maokai 2

 

Totemic Maokai

Totemic Maokai 1

Totemic Maokai 2

 

Haunted Maokai

Haunted Maokai 1

Haunted Maokai 2

 

Festive Maokai

Festive Maokai 2

Festive Maokai 2

 

Maokai’s also received spooky new icons for his abilities. From left to right: Passive, Q, W, E and R.

Maokai_Passive Maokai_Q Maokai_W Maokai_E Maokai_R

 

Updated Lore:

Maokai has received heaps of new lore and his old lore has been replaced.

 

Maokai was once a peaceful nature spirit dwelling in an idyllic forest, but the arrogance of humans brought an end to that life. Now he is a gnarled shadow of his former self, twisted by dark magics that defied the natural order of life and death. Infused with power he never asked for, the mighty treant has become a vengeful force of nature, sundering his enemies with wild magic and iron-hard limbs as he searches Valoran for the means to restore the Shadow Isles to its former glory.

Before the Shadow Isles became a land of death,the islands teemed with natural life and beauty.This was never truer than in the isles’ sacred forest: a paradise of thriving trees and countless species, both animal and spirit alike. When the king of the Shadow Islesordered his sorcerers to crack open the barrier separating life and death, the forest served as a well of power the magi drank deeply from.

The sorcerers’ ritual succeeded in corrupting the cycle of life and unleashing forces they could not hope to contain.Vitality seeped from every living thing in the Shadow Isles: great trees withered into gnarled husks, people warped into twisted shades, and forest spirits became hollow wisps. Maokai, the strongest spirit of the sacred forest, watched in horror as his world crumbled and died around him. He fought to mend the wound in the world, but could not halt the destruction wrought by human folly. As the ghastly energies sought to overwhelm the great spirit, he made one last desperate attempt to preserve the life of the land. Maokai inhabited the ancient oak at the heart of the forest’s spiritual power. There he gathered the essence of the isles into the tree as the corruption of undeath clawed hungrily at anything within reach. Fortified by boundless magic, Maokai could not be consumed entirely,though the spirit was not left unscathed.

Maokai, now saturated with the essences of life and death, became fused with the ancient oak and contorted into an abomination. Forages, pain and grief were the only companions the spirit had. His boughs grew heavy as he wept at the desolation of everything he had known and loved, and his roots tore from the earth as he raged at the reckless sorcerers that had ruined his home. But all was not lost.Maokai had preserved the last vital spark remaining in the Shadow Isles, and with it, the hope of returning life to the land.

Like moths to a flame, the tormented shades ofthe Shadow Isles were drawn to the living essence within Maokai. The spirit guarded theseed of life from the relentless undead, but Maokai knew he could not fend them off forever. He needed to escape the land of death his home had become, so he cast himself into the sea and trusted in nature to guide him towards a living land. There he hoped to find the means to cast out the forces of undeath and restore life to the Shadow Isles.

Maokai – ”To defy the natural order has consequences.”

 

 

Battlecast Ward

 

The Battlecast Ward skin will be available in store for 640 RP.

Battlecast Ward Update

wardskin_32

 

 

Abilities and Buffs UI Update

The UI has received an overhaul. Your buffs, active items and abilities will be placed on the left and center side of the screen.

 

Left – Ambient Buffs. Buffs that do not contribute to moment-to-moment interactions are now located above your champion portrait. This includes auras, persistent states, and information that is already well-represented in game space. In addition, Buffs are left-justified, while Debuffs are right-justified.

Center – Ability Trackers. Buffs that are core to your gameplay loop remain above your ability bar. This includes things like spell countdowns (Annie’s Pyromania) and spell timers (Annie’s Summon: Tibbers).

 

Here’s an example of the updated UI. Note the buff icons on the left.

Abilities and Buffs UI Screen


 

 

Champion Changes

 

 

Amumu Final Portrait

  • Base Armor decreased from 27 to 23

 

Despair New IconDespair [ W ]

  • Damage changed from 1.5/1.8/2.1/2.4/2.7% of Maximum HP to 1/1.5/2/2.5/3%

 

 

 

Azir Final Portrait

 

Azir Q New IconConquering Sands [ Q ]

  • Damage of sand soldiers increased from 60/90/120/150/180 to 75/105/135/165/195

 

Arise New IconArise [ W ]

  • AP ratios decreased from 0.7 to 0.6

 

Azir E New IconShifting Sands [ E ]

  • Shield value increased from 60/100/140/180/220 to 80/120/160/200/240

 

 

 

Fiora Final Portrait

Blade Waltz New IconBlade Waltz [ R ]

  • Damage decreased from 160/330/500 (+1.2 bonus AD) to 125/255/385 (+0.9 bonus AD)
  • Consecutive hits on the same target increased from 25% to 40% of initial damage

 

 

 

Gnar Final Portrait

 

Boomerang Throw New IconBoomerange Throw [ Q ]

  • Base damage decreased from 10/45/80/115/150 to 5/35/65/95/125

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Base damage decreased from 10/50/90/130/170 to 5/45/85/125/165

 

Hyper New IconHyper [ W ]

  • Flat magic damage decreased from 25/30/35/40/45 to 10/20/30/40/50

 

Wallop New IconWallop [ Mega W ]

  • Active cooldown decreased from 12/11/10/9/8 seconds to 15/13/11/9/7

 

 

 

Janna Final Portrait

  • Base Mana-per-5 decreased from 10 to 9

 

 

Jayce Final Portrait

  • Health at level 1 increased from 535 to 571

 

 

Katarina Final Portrait

 

Death Lotus New IconDeath Lotus [ R ]

  • Cooldown increased from 60/52.5/45 seconds to 90/60/45
  • Base damage decreased from 400/575/750 to 350/550/750

 

 

 

Kha'Zix Final Portrait

Void Spike New IconVoid Spike [ W ]

  • Cooldown increased from 8 seconds to 10

 

 

 

Lee Sin Final Portrait

  • Base Armor decreased from 26 to 24
  • Base Health-per-5 decreased from 9.45 to 7.45

 

 

Nami Final Portrait

  • Base Mana-per-5 decreased from 10 to 9

 

 

Rammus Final Portrait

 

Powerball New IconPowerball [ Q ]

  • Cooldown increased from 10 seconds at all ranks to 16/14.5/13/11.5/10

 

Puncturing Taunt New IconPuncturing Taunt [ E ]

  •  Armor reduction decreased from 10/15/20/25/30 to 5/10/15/20/25

 

 

 

Ryze Final Portrait

  • Health at level 1 increased from 522 to 558

 

 

Singed Final Portrait

  • Base Health-per-5 increased from 7 to 8
  • Base Mana-per-5 increased from 6.5 to 7.5

 

 

Sona Final Portrait

  • Base Mana-per-5 decreased from 10 to 9

 

Hymn of Valor New IconHymn of Valor [ Q ]

  •  AP Ratio on bonus magic damage to auto-attack decreased from 0.25 to 0.2

 

Aria of Perseverance New IconAria of Perseverance [ W ]

  • Healing increased from 0.5% per 1% missing HP to 1% (per 1% missing HP)
  • Base heal increased from 25/45/65/85/105 to 30/50/70/90/110

 

 

 

Soraka Final Portrait

  • Base damage decreased from 56 to 50
  • Base Mana-per-5 decreased from 10 to 9

 

Astral Infusion New IconAstral Infusion [ W ] 

  • Cast range increased from 450 to 550

 

Equinox New IconEquinox [ E ]

  • Cooldown increased from 18/17/16/15/14 seconds to 24/22/20/18/16

 

 

 

Taric Final Portrait

  • Base Mana-per-5 decreased from 10 to 6

 

 

 

Warwick Final Portrait

Infinite Duress New IconInfinite Duress [ R ]

  • Cooldown increased from 90/80/70 seconds to 110/90/70

 

 

Texture Rebalances

 

Classic Amumu

 

Old

Classic Amumu Old 1

 

New

Classic Amumu Old

 

Emumu

 

Old

Emumu Old

 

New

Emumu New

 

Almost-Prom King Amumu

 

Old

Almost Prom King Amumu

 

New

Prom King Amumu New

 

Little Knight Amumu

 

Old

Little Knight Amumu

 

New

Knight Amumu New

 

Re-gifted Amumu

 

Old

Re-gifted Amumu

 

New

Re-gifted Amumu New

 

Classic Caitlyn

 

Old

Classic Caitlyn Old

 

New

Classic Caitlyn New

 

Resistance Caitlyn

 

Old

Resistance Caitlyn Old

 

New

Resistance Caitlyn New

 

Sheriff Caitlyn

 

Old

Sheriff Caitlyn Old

 

New

Sheriff Caitlyn Updated

 

Arctic Warfare Caitlyn

 

Old

Arctic Warfare Caitlyn Old

 

New

Arctic Warfare Caitlyn New

 

Officer Caitlyn

 

Old

Officer Caitlyn Old

 

New

Officer Caitlyn New

 

 

Classic Riven

Classic Riven 1

Classic Riven 2

 

 

Redeemed Riven

Redeemed Riven 1

Redeemed Riven 2

 

 

Crimson Elite Riven

Crimson Riven 1 Crimson Riven 2

 

 

Battle Bunny Riven

Battle Bunny Riven 1

Bunny Riven 2

 

Classic Jax

Classic Jax 1 Classic Jax 2

 

 Jaximus

Jaximus 1

Jaximus 2

 

Crimson Elite Talon 

Crimson Elite Talon 1

Crimson Elite Talon 2

 

Ezreal

 

Lon8K00  kb0AcEG 9CYabX8 4Mu6CFO

 

Fizz

 

6H9NhsE

3gWaIvN  g65isNy MABSRlN NgZXiE6

Gragas

 

xJQluyP (1)7oXMqai LHuxgtM SuC7u4S  yb7ewI4

 

Kog’Maw

 

u87uOeZinjxh876ajLjBj  Dv43isutxhGYCqn4MvK5j

 

Mordekaiser

 

LBq4gMWDsrFbNG

 

Talon

 

c0Rv7CpzFVkfzWobmE5zo

 

Udyr

 

yMoWxhoixzQdF6fdnij91

 

Urgot

 

7ypsdwBt0k909j 5eEp1aA  mZj3x4M

 

Vladimir

 

tkRWmf186TSQIP CBE7iNu ibjWNjG  TWVVCPl wmFIw9y

 

Zilean

 

mYMBeQ9baes94b frwObZc  p9AyePC y8wVErU

 

 

New Summoner Icons

 

With the release of Battlecast Alpha Skarner and Battlecast Kog’Maw come two new thematic Summoner icons.

profileIcon742 profileIcon741

 

 

New Store Images for Boosts

 

IP Boosts and XP Boosts have received new icons in the store! I tried to sound excited.

 

ip_boost  xp_boost

 

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

 

Champion Update: Maokai

November 19th, 2014

 
Maokai Visual Update Banner

Maokai’s visual update will be going live with Patch 4.20. Here’s the official preview:

 


BY FIZZNCHIPS

Maokai’s the latest champ to go into the champion update workshop, and has come out the other end with some fancy new bark to wear on all of his skins!

Maokai-Comic-mk-2_thumb


Just like Singed, Maokai’s rig was in a fairly good spot while the rest of his look was a bit… well… old. So we changed it up, updating his model, textures, spell effects, and a few of his animations on his base model and each of his skins!


Let us know your thoughts in the comments below!

[ Link to Post ]

 

 

Here is the full preview of Maokai’s update, including splash arts, skins, animations, spell icons and lore:

 

Classic Maokai

Dev-Blog-Optimizing-The-Rift-Banner

Maokai_0 Maokai_Square_0

Classic Maokai 1

Classic Maokai 2

 

Maokai Q

Maokai Q 2

Arcane Smash [ Q ]

 

Maokai W

Maokai W 2

Twisted Advance [ W ]

 

Maokai E

Maokai E 2

Sapling Toss [ E ]

 

Maokai R

Maokai R 2

Maokai R 3

Vengeful Maelstrom [ R ]

 

Charred Maokai

Charred Maokai 1

Charred Maokai 2

 

Totemic Maokai

Totemic Maokai 1

Totemic Maokai 2

 

Haunted Maokai

Haunted Maokai 1

Haunted Maokai 2

 

Festive Maokai

Festive Maokai 2

Festive Maokai 2

 

Maokai’s also received spooky new icons for his abilities. From left to right: PassiveQWE and R.

Maokai_Passive Maokai_Q Maokai_W Maokai_E Maokai_R

 

 

Updated Lore:


Maokai has received heaps of new lore and his old lore has been replaced.

 

Maokai was once a peaceful nature spirit dwelling in an idyllic forest, but the arrogance of humans brought an end to that life. Now he is a gnarled shadow of his former self, twisted by dark magics that defied the natural order of life and death. Infused with power he never asked for, the mighty treant has become a vengeful force of nature, sundering his enemies with wild magic and iron-hard limbs as he searches Valoran for the means to restore the Shadow Isles to its former glory.

Before the Shadow Isles became a land of death,the islands teemed with natural life and beauty.This was never truer than in the isles’ sacred forest: a paradise of thriving trees and countless species, both animal and spirit alike. When the king of the Shadow Islesordered his sorcerers to crack open the barrier separating life and death, the forest served as a well of power the magi drank deeply from.

The sorcerers’ ritual succeeded in corrupting the cycle of life and unleashing forces they could not hope to contain.Vitality seeped from every living thing in the Shadow Isles: great trees withered into gnarled husks, people warped into twisted shades, and forest spirits became hollow wisps. Maokai, the strongest spirit of the sacred forest, watched in horror as his world crumbled and died around him. He fought to mend the wound in the world, but could not halt the destruction wrought by human folly. As the ghastly energies sought to overwhelm the great spirit, he made one last desperate attempt to preserve the life of the land. Maokai inhabited the ancient oak at the heart of the forest’s spiritual power. There he gathered the essence of the isles into the tree as the corruption of undeath clawed hungrily at anything within reach. Fortified by boundless magic, Maokai could not be consumed entirely,though the spirit was not left unscathed.

Maokai, now saturated with the essences of life and death, became fused with the ancient oak and contorted into an abomination. Forages, pain and grief were the only companions the spirit had. His boughs grew heavy as he wept at the desolation of everything he had known and loved, and his roots tore from the earth as he raged at the reckless sorcerers that had ruined his home. But all was not lost.Maokai had preserved the last vital spark remaining in the Shadow Isles, and with it, the hope of returning life to the land.

Like moths to a flame, the tormented shades ofthe Shadow Isles were drawn to the living essence within Maokai. The spirit guarded theseed of life from the relentless undead, but Maokai knew he could not fend them off forever. He needed to escape the land of death his home had become, so he cast himself into the sea and trusted in nature to guide him towards a living land. There he hoped to find the means to cast out the forces of undeath and restore life to the Shadow Isles.

Maokai – ”To defy the natural order has consequences.”

 

 

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

 

 
A Long Way from Alpha Banner

Co-Founders of Riot Games Mark Merrill and Brandon Beck reflect on the new Rift, what it means for players and where it will take the game in the future.

 

 
BY RYZE AND TRYNDAMERE

When we first saw early concepts for the updated Summoner’s Rift, we were struck by how far League had come. A little over six years ago, we were in an office closet we called a conference room during the earliest days of Riot having started over from scratch on the game’s first map. Ryze had yet to learn how to grow a beard. Trynd still had his goatee. Neither of us were married, let alone with children.

SRAlpha_thumb


In the years since, we’ve celebrated a few birthdays, welcomed new family members, and said good-bye to standard definition television. We’ve brought on experienced and talented artists, engineers, and designers who’ve done more than just slap a fresh coat of paint on the Rift. They’ve continued to evolve it into an experience that’s clear, cohesive and compelling.

Because Summoner’s Rift is more than just the stage for our incredible comebacks and insane pentakills, for many of us it’s a second home. It’s where we laugh, cry, and tryhard with friends and with strangers. We’re excited to lay an updated foundation on the bedrock of League’s gameplay.

SRU_thumb

The journey is still just beginning. With a community as large and passionate as the one we’re proud to be a part of, we’ll continue to refine, iterate, and update as we experience and share new epic moments on League’s main stage, together. See you on the Rift.

[ Link to Post ]



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


 

Patch 4 20 Maintenance Banner

Patch 4.20 is finally coming! Here’s when every server will start patching:

 

Don’t know what will be in the next patch? Here are all the contents:

PBE-Roundup-Patch-4-20-Banner

 

 

Patch 4 20 Maintenance Schedule for NA

Riot Noc New Portrait

On 11/20/2014, starting at 01:30 AM PST, ranked queues will be disabled in preparation for patch 4.20. At 03:00 AM PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]

 

 

And here is the schedule for the other regions (patching starts on November 19th – 20th):

 

  • EUW ] 03:30 GMT – 05:00 GMT
  • EUNE ] 00:30 GMT - 02:00 GMT
  • OCE ] 02:30 AM – 04:00 AM AEST
  • LAS ] 05:00 (AR/UY/CL), 03:00 (BO)
  • LAN ] 03:00 (MX/CO/PE), 04:30 (VE)
  • BR ] 06:30 BRT – 08:00 BRT
  • TR ] 03:30 – 05:00
  • RU ] 01:30  - 03:00

 

 

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


 

News 18 11 Banner

 

Summary

Server downtime is scheduled tomorrow for NA (note, this is due to server migration, NOT Patch 4.20). IronStylus discussed several possible Visual and Texture updates, including Akali, LeBlanc, Miss Fortune, Kassadin and Irelia. Lead Champion Designer Meddler gave context for the upcoming nerfs to Sona, Rammus and Gnar (which you can find here), a discussion on the state of the Death Recap, no Masteries/Runes changes this Season and a request for more sexy female characters in League. Yes, really.

TL;DR in featured comments below.

 

Recent News

Ryze-Update-Banner

PBE-Roundup-Patch-4-20-Banner

November-Events-Banner7

 

 

New Summoners Rift available for Normal Blind

The update to Summoner’s Rift is live in Normal, Custom, Team Builder, and bot modes! Once these modes test well, we’ll be enabling the update on Ranked queues at a later time. Thanks for participating in the updated Summoner’s Rift rollout!

[ Link to Post ]

 

 

NA Server Downtime

We’re bringing NA offline tomorrow (November 19) starting at 12:01am PST. For about 12 hours, you won’t be able to log into the client or play League on the NA server. We’ll start disabling ranked queues at 22:30pm on Nov 18, and we’ll update the service status page once League is back online.


NA Migration 

As a final heads up, we’re bringing NA offline for scheduled downtime tomorrow (November 19) starting at 12:01am PST. For about 12 hours, you won’t be able to log into the client or play League on the NA server. We’ll update this page once the downtime is over and League is back online.

During downtime, there are a few other leagueoflegends.com features you won’t be able to access: referring a friend, signing up for a new account, changing your password, updating your email address, or modifying your account.

[ Link to Status ]

 

 

Visual Updates Banner

 

 

Is Akali up for a Visual or Texture update

IronStylus Final PortraitShe’s got spaghetti syndrome right now. Super noodly geometry and some weird rigging/animation issues. I’d love to give her a model and VFX a pass. She’s not considered a priority right now, and I’m not sure if game design has plans for her. So, personally preference, I’d love to give her some love, but we’ve got worse offenders and more clear opportunities currently in the pipe. I think she’d probably get a nice new skin before any heavy visual base changes.

[ Link to Post ]

 

 

What about Kassadin

IronStylus Final PortraitI think we have opportunities to do an MTU on him. He sorta just floats so I’m not sure how much animation support we’d need. His particles got a nice pass not too long ago so I could see us plugging in a new model, nothing however is marked on the schedule for such an implementation. He has a fair amount of skins too so we’d have to load that work up also.

[ Link to Post ]

 

 

Isnt LeBlancs model also outdated

IronStylus Final PortraitEh. She’s not the worst offender. She got a lot better with the texture re balance, but as with most old stuff, with her I’m more concerned with theme. What the hell is she and why does she wear strings of jelly?

[ Link to Post ]

 

 

 

Can you fix Irelias hair

IronStylus Final PortraitOh I have. I’ve got a concept sitting all nice and warm on my hard drive. I’ve had a pretty good reaction from it, though as has been said, she’s in need of a kit re-tune. If we’re going to do something with her I’d really like to make her blades REALLY mean something than just being a floating skateboard that she thwacks you with. So any VU will be dictated by kit changes which are currently not on the schedule.

[ Link to Post ]

 

 

Will Miss Fortunes model be updated

IronStylus Final PortraitShe’ll get an update. We have a few assets hanging around but recently didn’t really have the ability to scope her in properly. Now with slightly more model related work, things like Renekton and Maokai, we might be able to prioritize her a bit more easily. I’d say “sooner than later” but I’m not sure specifically “sooner” will be. That being said, some of the work has already been done. She needs to be slotted and put into the pipeline proper at some point.

[ Link to Post ]

 

 

Single Posts 18 11 Banner

 

 

Why are Gnar, Rammus and Sona being nerfed

Meddler Final PortraitGnar – main focus of the changes is to reduce his lane bully potential a bit (we feel he’s just too dominant in many match ups), while leaving his late game power intact.

Sona – looking to lower her sustain a bit overall, particularly in cases where a lot of damage has been traded on both sides and Sona/her allies recovery’s a bit faster than we think’s appropriate

Rammus – Reducing early ganking/dueling power a bit basically. This one especially we’ll want to monitor closely, keep an eye on how Rammus does once the new jungle changes roll out.

[ Link to Post ]

 

Follow Up

Can you explain why Sona needs nerfs in the first place

Meddler Final PortraitOur feeling is that Sona’s currently pretty under the radar power wise and is actually really strong at the moment. That’s not indicative of the rework failing though. Reworks are done to fix fundamental problems with how a champion plays (e.g. lack of counterplay or insufficient distinguishing features from other champions of the the same role). Power by contrast’s adjustable with simpler numbers changes, and isn’t inherently linked with how healthy for the game a champion is (it’s possible to have a really unhealthy champion that has well balanced numbers or a very healthy champion with unbalanced numbers).

[ Link to Post ]

 

 

Why are there no healpersecond abilities

Meddler Final PortraitHeals over time are sometimes the right option if :
- You want heals that can’t really be used for clutch saves and are intended primarily as long term sustain tools (e.g. health pots)
- You want heals that are really powerful where you want some telegraph to give the enemy a chance to burst the target down (Mundo ult)
- You’re working on a game with long combat times where healing’s a minigame of its own with a number of tools to juggle (e.g. MMO boss fights). LoL’s combat times aren’t a good fit with HoTs for that reason.

Other wise however immediate heals offer a lot of benefits, since they lead to skilled clutch plays, are easier to read for all players (clarity benefits of applying the effect all at once) and therefore have higher satisfaction versus power (easier to read = feels better).

[ Link to Post ]

 

 

Will there be changes to Masteries Runes this Season
Meddler Final Portrait

We’re not making any changes to runes or masteries this pre season – focusing on other stuff instead this time.

[ Link to Post ]

 

 

Follow Up

Will Masteries get some attention afterwards

Meddler Final PortraitYeah, I expect we’ll look at them again at some point, there’s definite room for improvement there in terms of how both runes and masteries are handled (lack of genuine, interesting choices in various places in particular).

[ Link to Post ]

 

 

 

Will Death Recap be improved

DanielzKlein Final PortraitHi!

First, couldn’t agree more. There isn’t a more frustrating system in the game from the perspective of a designer than death recap. Not only is it really buggy and really hard to develop for (some actual bugs you guys see were introduced when trying to fix death recap bugs), it’s also a massively wasted opportunity. Where the time you’re dead would be great to instruct you how to do better next time, we’re currently not doing any such thing.

However, the idea that “Riot should redo it for Season 5″, which I’ve read a bunch of times before on reddit’s front page, is pretty misguided, so let’s look at why that is!

A new pre-season is a massive undertaking each year, requiring designers, sound engineer, vfx artists, modellers, concept artists, animators, engineers etc. It often stretches the resources of these departments thin. Thus saying “you should also do this other thing which will require the same resources at the same time” is the opposite of what we should do. We should totally attack death recap, but it cannot be while we’re working on pre-season. Not only would we make engineers really sad, we’d also risk having season 5 slip, which is not really acceptable.

TL;DR: Yeah, we should redo death recap, absolutely. We should do it when we have time though, not at a time when we’re stretched thin already.

[ Link to Post ]

 

Follow Up

If it wont be fixed can it just be reverted to its old state

DanielzKlein Final PortraitIt’s not just about the code. The whole interface is bad and should feel bad. Someone mentioned Dawngate as a game that did it better, and I totally agree. League deserves to have a great death recap that actually helps you understand what killed you. (Ideally? Kill-cams à la CoD that replay the last seconds of your life in slow motion. That’s like, super blue sky thinking and unlikely to happen any time soon or ever, but yeah, that’s where my head’s at)

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Can we get more visually appealing female Champions

IronStylus Final PortraitI’ll say this much, and this is painting with a broad brush since I’m not on the Champion team proper..

There would be a “sexy” lady if the champion in development called for such a sexy lady. The team isn’t just going to conjure up something which has the specs of a curvaceous and busty woman arbitrarily. In the past, yeah, I guess sort of a given because hey, thems video games. But I think we’ve adjusted philosophies to say “What sort of character do we want to make? And what core aspects of look, theme and design will portray that character best?” We also look for opportunities of things we don’t yet have in the game, finding “opportunity space”, which I think is great, because it forces us to look outside of the tropes we’ve leaned on in the past.

The biproduct of this shift is that there probably aren’t going to be as many arbitrarilly scantilly clad women simply because those aren’t really pillars you design characters on top of. That’s just taste, and taste is subjective and isn’t a foundation you can build off of when you want a diverse character roster.

I can say that on ChampUP there’ll be those opportunities in places like Eve or already existing “sexy” champions, unless that particular flavor of sex appeal simply flies in the face of the character we’re trying to bolster. Ironically, you’ll probably find more “sexy” ladies being updated and outputted by the ChampUP pipeline than the Champion pipeline.

As has been said, we have a lot of “sexy” females already. It’s probably time we focused on getting them up to spec versus making a slew of new ones.

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How would you develop a Dancer Champion

Meddler Final PortraitIf we were to develop a dancer champion it would assumedly be because we felt such a champion would allow us to:

  1. Offer new gameplay of various forms (new skills to master playing as said champion, the ability to do new things in the game others can’t and an impact on how teams think about strategic play).
  2. Tell a story and present a personality we hadn’t already included in the game
  3. Offer a distinct visual appearance, silhouette especially
  4. Do all of the above better than other concepts we were considering at the same time (e.g. if looking for a new assassin we’d want to be confident that the dancer idea in question was better than other assassin ideas on the table). Dancer is an idea we’ve talked about occasionally, so far though we haven’t hit on a version we felt was stronger than other options we’ve been looking at.

To dig into part 1 above, since gameplay’s what you’ve mentioned in your post:

Dancer as an archetype’s generally about physical control – agility, discipline, movement, grace and/or power, etc.

Assassin or light fighter are the roles I’d consider most likely to be a good fit as a result, since those attributes align well with the expected actions and fantasies of those roles.

Could potentially make an argument for support as well, Sona’s existence as an ‘inspires allies with music’ champion occupies a lot of the space there though.

Could also go with something a bit unexpected and go for a mage instead (ritual based caster, with long cast times, with dance acting as a channel for magical power)

Regardless of which choice of role you opted for I’d be inclined to start by looking at some form of combo caster (whether melee or ranged), with ability chaining representing dance flow, and different effects based off whether abilities were used as a setup or finisher. Very easy to get into over complicated design with that sort of approach though, so would want to either have some fallback options or be willing to kill the concept if it wasn’t showing promise.

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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.

 

 

Free Champion Rotation November 25 Banner

The following Champions will be free-to-play until November 25th:


Diana Final Portrait

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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.

 

 

Champion Skin Sale November 21 Banner

The following Champions and Skins will be 50% off until November 21st:


Champions


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Blood Moon Akali – 487 RP


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Longhorn Alistar – 260 RP


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Neon Strike Vi – 487 RP


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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.