Pick Order in Champion Select, Ward Tracking, Buffs to Jungle, Stacking Items, Ashe’s Passive Reworked and More!
Where is Champion Select headed – the ever-growing discussion expanded by Riot Socrates, Ward Tracking, RoA and Tear reworked for Dominion, buffs to Madred’s Razors and Wriggle’s Lantern, buffs for Ashe’s Focus, free limited transfers to Brazilian Servers and much more!
Pick Order vs Call Order
Let’s start off with an update of Lyte‘s work on player interaction in Champion Select, featuring Riot Socrates who tells us why the current format of Ranked Matchmaking is frustrating for the last picks.
As you all know, we value communication and collaboration above all when it comes to choosing roles in ranked games. According to the Player Behavior team’s studies, teams that cooperate together have a greater chance to win. Naturally, cooperation and communication is something we want to encourage within all games of League of Legends.
That said, we do know that there have been some problems with coming to an agreement at champion select, and many players have defaulted to one of two systems: Pick Order – where players higher on the pick list have first choice of their role – and Call Order – where players believe whoever “calls” a role first gets the right to it. For a while, we’ve been asked what our own official stance is on Pick Order versus Call Order and, after much consideration,we’ve ultimately decided to endorse Pick Order over Call Order as an underlying system. There are many reasons why Pick Order works better to encourage communication and cooperation in teams:
- Players with faster load times shouldn’t have an unfair advantage in Call Order
- Pick Order occurs naturally in the current design, so it’s more intuitive
- Over time, players get an equal number of opportunities to be each pick slot
- Players shouldn’t have to race to type a position at the start of each match
At this point we would like to stress, once again, that Pick Order should not be the first thing players turn to in determining who plays what role in ranked games. Pick Order is meant to be a last resort when settling discussions – this is why we are endorsing it and not mandating it. Communication and collaboration are still the most important things when it comes to playing ranked games, and we hope players will continue to uphold the Summoner’s Code in all of their matches. If you refuse to communicate with your team and rely only on Pick Order to determine your role selection, you are still being a toxic player and this will reflect negatively upon you. By officially endorsing Pick Order, however, we are hoping this will give more structure to players and may help settle some disputes. And, of course, this isn’t the only thing we’re doing to address champion select as a process. For more information on our long-term plans, turn to this discussion with Lyte, status kwoh, and davin. We’ve also included a mini-FAQ for players who have further questions on our endorsement of this philosophy.
Important!
Please, please please, everyone pay attention to the parts I bolded. Riot is not saying “Pick order is king” they are saying it is a way to settle arguments. Please still communicate with your team and respect others.

Riot Pwyff: Just wanted to re-quote this given its importance. Socrates mentions this several times in his post, but reiteration is always good!
Isn’t Pick Order inconsiderate toward the last picks?

Lyte: The philosophy here isn’t that pick order defines everything and is king. You should still communicate with your teammates and can see if they’d be willing let you play top–in many cases, players will be happy to still swap roles with you even if they have a higher pick order.
Communication > Pick Order > Calling

Riot Socrates: That’s a pretty good TL DR version of our stance on this. Well said. =)
You’ve made your opinion public, will that effect communication in Champ Select?

Lyte: Most of the player behavior team is currently working on potential solutions to Champion Select. Socrates and I were discussing our design philosophies on Champion Select in its current form and whether we felt Pick Order or Call Order was the better choice–we just felt like we should share our thoughts on the issue and generate some discussion to see what the community thought as well.
This isn’t necessarily how Champion Select will always be, we’re working hard on the future solutions everyday.
EDIT ::: We do believe Pick Order is the best answer of the current available options in Champion Select. More importantly, we believe communication and cooperation trumps every strategy in Champion Select.
We’re providing our reasons for why we believe Pick Order is the best. The question is, do players agree?
Do you think the First pick needs to communicate with his team?
The problem is does it really work that way?
Say I want mid. I tell everyone that. Well so does someone else. I’m first pick so I don’t need to communicate. I already said I wanted mid. They have no more reason to get it than I do. I have even less of a reason to communicate now, cause if I’m first, I get what I want. Not saying Call order is better, its just as stupid, but honestly, both systems dont work, and promoting one will only hurt communication within teams. Staying impartial to both made it so nether side had a real say, and were forced to work together. seems to me that now, who ever is first doesnt have to bother to communicate. It would be the same really if you did call order. Supporting an idea that takes away from communication will…well…take away from communication.Also another thing im wounder. If its pick order, what about the trade option. im first, so I can get what ever i want? But I can trade with anyone on my team…so why does me being first mean anything?
Seems to me like staying impartial to ether side was a better option. Personally I dislike both call and pick order. Both take away from the fact that you need to communicate. The games where my team communicates are usually the games where I have the most fun. Wouldn’t supporting an idea that does not require communication only result in less communication?

Riot Socrates: Our stance isn’t that the player who has first pick should ignore his team and auto lock. It’s that players should try to collaborate to form a team. If for whatever reason players come to an impasse and disputes arise, we want players to have some generally agreed upon set of rules to resolve the dispute in a civil way.
Got any questions? You can refer to the FAQ below or ask me in the comments!
FAQ:
- Q: How will Riot be able to enforce this?
A: The short answer is it won’t be strictly enforced. We want to create an environment that encourages collaboration when creating team comps. Strict enforcement here could potentially obstruct that. However, in the event that somebody is breaking the Summoner’s Code in champ select, players can use the existing reporting tools like the tribunal.
- Q: I’m last pick and I have no idea how to play the role left to me – so I get reported either way. What do I do?
A: It’s best to go into ranked with at least a basic grasp of how to play every role. Having said that, behavioral and game skill reporting is handled differently. Receiving an ‘unskilled player’ report can’t result in a ban.
- Q: I ALWAYS end up last pick so this will have a significantly negative impact on me – how does pick order even get decided?
A: On average players should be seated in each pick order roughly the same number of times over a large enough set of games.
- Q: So if I play with a friend who’s significantly higher ranked than me, I will never have a choice in my role?
A: In this specific case, you could ask your friend to make a pick for you and then trade. More generally it’s pretty rare to find a team who all insist on playing specific positions. It’s worth communicating your strongest and weakest positions to your team since usually a compromise can be found.
Where to next?
So as you see, higher rating is not perfect in determining who gets to pick first. As always, collective team effort will trump any system that artificially determines a player’s skill level. It’s the best forced order in Champion Select, according to Riot, but is in no way the number one determining factor when it comes to champion picks.
I would really like a nonobligatory option introduced, one that encourages team communication. It seems this is the direction Riot wants to head, but, unfortunately, I feel the current community isn’t quite ready for something of that nature. As it stands, most players use third-party websites to get an insight on the skill level of their allies (LoLking, for example). This makes a voting system an intriguing possibility, where players vote who gets which pick and role. This is again highly restrictive and may encourage bullying, but it’s a solution, if a crude one at that.
What are your thoughts on the matter?
Transfer to Brazilian Servers!
As the title states, you can now transfer to Brazilian Servers! The offer is available for free until May 31st.

RiotLuqi: Starting today, players’ll be able transfer to the Brazil server. This transfer is free for 2 weeks from Friday May 17th to Friday May 31st at 8:00pm PST. Use your free transfer token by heading to the in-game store and click on the Other tab. Secure your summoner name on the Brazil server by transferring today!
For the full scoop on the Portuguese-language server, transfer options and more, check out this FAQ.
Red Post Collection
Read below for a discussion on the future changes to Rod of Ages and the Tear of the Goddess (consequently to Archangel’s Staff and Manamune) in Dominion, the state of LoL’s PvP Client and the recently deceased Achievements tab.
Item changes in Dominion
Tear of the Goddess + Manamune: 8 mana per charge (SR: 4)
Archangel’s Staff: 10 mana per charge (SR: 6)
Rod of Ages: 40 seconds per charge (SR: 60)

Super Nomegeta: Champions with persistent drain effects (Singed, Amumu, Swain, Karthus) will charge the new Tear extremely quickly, but it should still help other champs out a bit. Feedback is welcome!
Can’t the Tear upgrade quicker?
I’d rather have it take a smaller charge threshold to upgrade the item and keep the current gains in max mana.
So they’ll change to muramana/seraphs at 500 mana, but still have a 1000 mana possible gained and keeping current gains.

Xelnath: I think the overall excitement of these items is the capability to trigger the upgraded item.
How realistic is it to trigger that upgrade with the new upgrade rates? I personally think you achieve the goal with both changes.
Ward tracking and more!
Are you that diligent support that never gets credit for warding the map? Xelnath is here to reward you for your efforts!
I’m coding up some stat tracking for wards now. I want to give support and solo lane players some more recognition for amazing warding. Specifically, following up on the rule to prevent people from spamming wards in their base to cheese warding stats.
I plan to add: “Placed a new ward” and “Killed a ward” as end of game stats.
Is there anything else obvious you guys feel is worth noting at the end of the game?
Disclaimer: Everything we intuitively “get” as players may not be as easy to detect procedurally for a computer.
Do both Sight and Vision wards count?

Xelnath: I can separate Pink wards from Green wards, but I don’t want to encourage losing players to sell all of their items to buy wards.
Why not display a Damage Shielded counter on the Stats Screen?

Xelnath: I’ll take a look, but no promises here. This could be a deep rabbit hole.
A complete list of things to display
Individual:
- Green Wards placed;
- Pink Wards placed;
- Wards destroyed;
- Time of effective warding (time that enemies spent under your wards’ vision);
- Item activations;
- Potions consumed;
- Damage shielded;
- Time spent cc’d;
- CC time inflicted.Team:
- Total Wards placed;
- Total Wards killed;
- Total Baron Nashor kills;
- Total Dragon kills;
- Total Ancient Golem kills;
- Total Elder Lizard kills.On another note, the Pickpocket buff in-game should show how much gold you have done by using that mastery. Oh, and make gp10 items count the gold you make from them only when you actually start getting gold from them (sry for the OCD).

Xelnath: This is an awesome list. Concise, effective and actionable.
Time of effective warding is too vague to track to everyone’s satisfaction.
I’ll see how far I get through this list before I run out of time (or willpower).
But wait there’s more!
- Green wards purchased
- Pink wards purchased
- Total gold spent on wards (sightstone + total wards)
- Enemies Revealed
- Objectives warded (Baron/Dragon/Buff Camps)
- Wards destroyed

Xelnath: K. Just finished tracking gold spent and recieved from wards and ward killing.
Might be able to do “enemies revealed when you dropped the ward” as a one-time pulse. Do the same thing for Clairvoyance. No promises on that one.
What would you guys like displayed after the end of the game? (minus Teemo kills)
Newsflash: Adobe Air Sucks!
If you despise Riot’s PvP Client and wish it were improved, this post is just for you!

Damiya: I feel your pain on the crashes guys, I do. We’re always looking for ways to correct any errant crashes, and whenever we get something concrete that we can work with, it’s assigned the highest priority.
WhattayaBrian‘s explanation is far more eloquent than I could manage; there’s a lot of passionate people on the Riot team who are all committed to delivering the best player experience. Everyone plays the game on a daily basis, from Brandon Beck and Marc Merrill all the way down to that one QA dude who started last Friday. I can’t speak to long term strategy or the reason why decisions were made long before I got here but I can say that the process of improving the quality of our Front End is ongoing.
The Item Sets feature is on PBE, there’s a whole new replay system that has a bunch of Air client tech, and we recently replaced the Login screen (cleaning up a buncha messy things and getting rid of that ever-frustrating “The server is busy” dialog). In 3.7 the team has upgraded the Air SDK and moved away from the Adobe Debug Launcher; that should provide some gains in both stability and performance.
None of this makes up for the frustration of seeing “Adobe debug launcher has stopped responding” when you go to view the profile of your favorite Pro or Challenger Tier player. But you’re not alone in that frustration, and there’s a lot of really smart people doing their best to ease that pain in ways both big and small.
R.I.P Achievements Tab
You’re probably aware that as of Patch 3.7, the Achievements Tab has been replaced by the Custom Sets tab.

Damiya: Keep in mind that the Achievements tab has been sitting there for a very, very long time without being touched. Item Sets are an excited new feature, and logically they fit best into the Profile alongside other customization processes like Runes/Masteries.
We’re still actively evaluating the benefits and risks of incorporating achievements into a team-based, competitive game like League and didn’t want to let that stop us from taking advantage of that tabular real estate.
What are your thoughts on this? Do you want Achievements in League of Legends?
Madred’s/Wriggle’s Rework!
Remember Madred’s Razor and Wriggle’s Lantern? Of course not! That’s not the case with Game Designer Statikk, who recently put up a poll asking the community what they think will be good improvements.
Just wanted to ask those of you who use Madred’s Razors or Wriggle’s Lantern, what direction you would like us to take the Maim passive proc?
I’ve attached a poll here. Feel free to both vote and post below describing why you chose that option.
Note: the numbers used in the poll are not finalized and would be subject to iterative changes.
The results are in aaand…
Won’t the first option make last hitting too easy?

Statikk: True, we might have to change it to only be monsters if we go this direction.
A review of all possible choices

Statikk: I’ll post a little more in-depth about the variants to give some more explanations.
1) Every basic attack deals 125 bonus magic damage
This is very straighforward. This makes the mechanic very consistent and reliable, but does remove those big chunks of damage. It would also probably have to be nerfed / removed for minion use due to lane implications as pointed out earlier in the thread. It may also need to be nerfed for monsters slightly due to it doing much less useless overkill damage.
2) Every 4th basic attack deals 500 bonus magic damage
This removes the randomness of the proc and retains the big bursts of damage. This version allows players to optimize the proc through techniques such as “priming” where you can say build up stacks before a Baron steal and then use it with Smite when you go in. Due to the fact that the proc would be more controllable and have higher optimization patterns, we would likely have to nerf the proc damage to say 400.
3) Every 4th consecutive basic attack within the next 3 seconds deals 500 bonus magic damage
This has similar gameplay to #2 except it removes the optimization patterns described above. This means we would be much less likely to nerf the damage.
4) 25% chance to deal 500 bonus magic damage
This is just the current one on Live.
Why do you want to change these items?

Statikk: Mainly we want to increase the consistency of the item. We don’t really like the idea of Dragon fight being extremely easy or impossible due to an insane lucky or unlucky streak. We like the idea that good junglers are able to gauge when they can and cannot accomplish objectives and use their knowledge to optimize their gameplay.
Focus on buffs!
Ashe is in a bit of slump, her Passive being about the worst thing that you could bring to a teamfight. Let’s see what gypsylord has proposed as a solution!

gypsylord: IMO Ashe as a whole is in a pretty good spot. She sees decent play and maintains a decent win rate across all elos while also being a niche pick in the competitive environment. Her kit has clear strengths and weaknesses and offers Ashe players many opportunities for extreme high moments.
What is NOT in a good spot is Focus, Ashe’s passive. As far as the majority of Ashe players are concerned it provides one singular moment of play and power to Ashe over the duration of the entire game. This is during the level one team fight/lane engagement. For the rest of the game the Ashe player tends not to notice or care about Focus and if she does notice it she feels as though she has no way to be proactive and take advantage of the power it is providing. Not cool.
So what to do? CHANGE IT OF COURSE! Here’s something CertainlyT and I just put into testing:
Ashe gains 3/6/9/12/15/18 stacks of Focus for every 3 seconds spent not attacking. At 100 stacks her next attack is guaranteed to crit. Her Focus stacks will then reset to her current Crit Chance.
Note – Attacking no longer causes Ashe to lose focus.
The goal here isn’t to do a massive Focus overhaul but instead make a lighter change that turns Focus into a binary mechanic that you can plan and play around in lane. If you have full stacks of Focus you get a free crit on your next attack. If you have 90 stacks of Focus then go hide in a bush for 6 seconds, get Focus, and R+W+Crit the enemy Sona.
What does 3/6/9/12/15/18 stacks for every 3 seconds mean?

gypsylord: To clarify, stacks per 3 seconds are a function of Ashe’s level. At level 1 she gains 3 stacks per 3 seconds. At level 18 she gains 18 stacks per 3 seconds.
Some examples of how the new Focus will work
So her focus stacks reset to her current crit chance, meaning if you have 30% Crit chance then Focus will only need 70 stacks to charge? Do the stacks function as basically 1% crit chance each?

gypsylord: The first part is correct. If you have 30% Crit chance Focus will start stacking at 30 and you will effectively only need to charge 70 stacks.
The second part is wrong. Focus stacks do not give crit chance like they used to. If you have 99 stacks of Focus you get +0% crit. If you have 100 stacks of Focus you get +100% crit.
The new Focus is still bad in teamfights as you have to stay idle to stack it

gypsylord: Ashe doesn’t have to be “standing around doing nothing” to stack Focus. Only autoattacks cause it to stop stacking, using Volley and other spells does not. That said you are right that it is not the best passive out there for the teamfight scenario. I would respond that it really isn’t intended to be. She has 600 range, great base AS, R, and perma-slows for teamfights. Focus will however still give her the odd bonus crit in late-game Volley kiting situations.
Isn’t it better for her stacks to rise per second, rather than per three?

gypsylord: Oops should have clarified that. It will almost work like you’re suggesting.
After 3 seconds of not attacking Ashe’s Focus stacks will update every second.
Timeline after not attacking looks like this at level 18:
1 Sec – 0 Stacks
2 Sec – 0 Stacks
3 Sec – 18 Stacks
4 Sec – 24 Stacks
5 Sec – 30 Stacks
6 Sec – 36 Stacks
etc…
If she has 55% Crit it will look like this assuming she starts @ zero stacks.
1 Sec – 0 Stacks
2 Sec – 0 Stacks
3 Sec – 73 Stacks (55 + 18)
4 Sec – 79 Stacks
5 Sec – 85 Stacks
6 Sec – 91 Stacks
7 Sec – 97 Stacks
8 Sec – 100 Stacks, Next attack will Crit and clear Stacks.
If you have any questions, feel free to ask below!

















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