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Soraka Rework Banner


 

 

Vesh New PortraitSoooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.

 

Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you.
“Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ;
This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks.

W:

This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.

Passive:

This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.

Q:

Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly

E:

Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.

R:

This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose.
So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive.

We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

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Viktor Rework 2 Banner

 

 

The Truer Evolution - Viktor Rework

Solcrushed New PortraitHi everyone, a couple of weeks earlier I shared some preliminary peeks into what the Viktor gameplay update will bring. Today I am here to talk in more detail regarding the kit changes as we near completion.

OBLIGATORY THIS IS NOT FINAL THINGY

 


Evolving Technology PassiveEvolving Technology [ Passive ]

We’ve already talked about the passive, and not much has changed from what I spoiled back then. Viktor is able to upgrade his Hex Core 3 times, and each upgrade will allow him to augment a basic ability & grant AP and mana. The completed item will be certainly slot efficient and grant a load of AP in the late game.

 


Power Transfer New IconPower Transfer [ Q ]

We talked about the Q somewhat in intentionally vague terms. The Q is gaining a significant increase in range in exchange for significant reduction in damage. The lost damage will be made up as Viktor will gain a strong damage modifier on his next basic attack, akin to Lich Bane.

This is intended to divorce the utility portion of the Q from the damage portion while keeping it a targeted spell. Viktor should be able to gain access to his shield and speed boost (with augment) from a safer distance, and decide whether he can risk coming in closer to deal the bulk of his damage.

but Viktor’s autoattack sucks!

Not THIS one

The augment on the Q remains the speed boost. The divorce of the utility and damage opens up offensive use cases of the augment (to get closer to land your other spells with higher accuracy), and should be a strong contender for 1st augment.

One last thing, the shield, speedboost and on next hit are all granted upon cast. You can finally shield an enemy’s spells on reaction.

 


Gravity Field New IconGravity Field [ W ]

This is all in all a fine spell with very strong potential. However its lack of range makes it very difficult to utilize in non-defensive ways. The spell has also had its range increased significantly (but not as much as live Augment W) to clarify Viktor’s engagement range to be around his R range. In exchange, the enemies will be warned earlier that the trap is opening beneath them. This should both increase usability of the spell for Viktor but keep it feeling fair for the enemy.

The W augment no longer increases range but sucks in enemies that are stunned by it to its center. This will allow Viktor to both function as a very strong follow up AOE burst (someone else probably needs to initiate for him) and enhance his kiting gameplay against the front line of the enemy who he ends up fighting against due to lack of jumps. This is probably the 3rd augment to take in most situations but if you need to kite a lot or foresee a mid level teamfight it could be taken earlier.

 


Death Ray New Icon Death Ray [ E ]

The Lazer of Death is an iconic spell on viktor and we have fought very hard to keep its numbers intact on the base spell. Nothing much has changed, it is still the thing we all love and hate.

The E augment on the other hand, has undergone significant changes. It will no longer apply a DOT on hit, but instead an explosion will follow the initial laser’s wake. If Viktor hits both the laser and the explosion, Viktor will deal more damage than the Augmented E on live. This will be a net nerf as the reliability hit is significant, and the spell will be weaker as poke, but stronger for waveclear or in combination with other spells .

 


Chaos Storm New Icon Chaos Storm [ R ]

I said back then that the R is also undergoing a big change, unfortunately the change we planned did not pan out and the R will stay very similar to what it is on live. Not much more to talk about here.

 


So there it is, the updated Viktor should become a strong followup mage that excels as a secondary AOE wombo, and deals strong sustained damage against the front line with his Q and R. Hopefully we will meet again soon when phase 2 of the Glorious Evolution commences as I will leave you with one last tease.

wSRKprx

[ Link to Post ]

 

 

LCS Season 2015 Banner


 

Next season, we’re excited to officially announce that we will be expanding the NA LCS and EU LCS to 10 teams. We’re looking forward to this team expansion to bring more diversity of talent and new gameplay into the professional scene in North America and Europe.

 

EXPANSION TOURNAMENT

 

In order to fill these new team spots, we’re introducing a onetime event called the Expansion Tournament. The tournament will take place after Worlds and will pull teams from the ladder. Teams that lose in the Promotion Tournament will still have another chance to qualify for the LCS as they will automatically be entered into the Expansion Tournament. We’ll confirm official dates, tournament structure, and format soon, but we wanted to let everyone know it was happening before we all get swept up into the excitement of Worlds.

 

POSSIBLE CIRCUIT POINTS

 

We also wanted to share that we’re seriously considering introducing some form of circuit points to the LCS tournament structure. Points would bring more weight to the Spring Split and help make every playoff match more significant due to the awarding of these valuable points. We do have some concerns about the intuitiveness of this point system, specifically as it pertains to new viewers.

We want to ensure the point system enforces that teams should always play their best as well as gives all teams from both splits a fighting chance at advancing on to the NA Regionals and Worlds. We’re currently running simulations to find the ideal solution, but we’d like to open it up to the community for point distribution suggestions and feedback. Tell us what you want to see around potential LCS circuit points.

 

CONCLUSION

 

Based on more teams entering the LCS, we will be updating the format and some policies for next season, and we’ll share the final details after Worlds. We’ll continue to provide insights into some of our thinking and considerations for 2015 along the way to Worlds.

Don’t forget to share your ideas for potential circuit point systems in the comments below. We’ll also be watching the forums and other community channels.

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Have you considered Blind Pick in the final game of a Bo5 like in OGN

Magus New PortraitYeah I highly doubt we’ll be implementing blind pick in a bo5 series. Teams earn side choice advantage during the regular season and we want that to be an incentive to finish higher in the standings.

Also the team has certain issues with the validity of the format in that it’s a much different type of strategic planning that rarely is used during the season – doesn’t seem like a great way to end an epic best-of series.

[ Link to Post ]

 

 

Rework Updates Banner

 

 

What happened to Urgot’s W scaling off mana

Meddler New PortraitDecided to go for a set of high confidence changes and then assess how they’ve affected Urgot before looking at more experimental changes such as the W mana scaling. Urgot still has some core issues unaddressed, lack of sufficient counterplay at times in particular, so we need to be cautious about just giving him raw power.

[ Link to Post ]

 

 

Follow Up

Regardless of the changes to Urgot in 4

Meddler New PortraitWe’ll do a rework and it’ll almost certainly include some substantial changes. That’s still quite a long way off though, hence these smaller changes in the meantime to try and get Urgot into a better spot until then.

[ Link to Post ]

 

 

What happened to the Gangplank and WW reworks

Ghostcrawler New PortraitThere are a lot of champions that we need to update. Many factors to into determining what the order of attack is, including art resources, coordination with visual updates, waiting for engineering support, or sometimes just the passion of the designer or having a clear idea for how to update someone.

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Why not skip the VU for Warwick and just rework his abilities

Meddler New PortraitCombining reworks and VUs together is both more efficient and gives us a lot of more options in terms of how we can improve a champion’s kit. A VU means we’ve got the freedom to create new spells, get different animations, get new sounds etc. Without that we’re working within a much narrower space. Sometimes that’s fine – some champions just need numbers adjustments (even if substantial). For a champion like Warwick though that’s not the case, there are some solid changes we’d like to make but they require a combination of both art and game design changes.

[ Link to Post ]

 

 

Will you make Gangplank’s ultimate more consistent

Meddler New PortraitYeah, we’re going to test out a more consistent version of the ult, hopefully for a patch soon (needs some visual adjustments since the timing’s changing a bit, so can’t commit to an exact timeline). It’s a change that’s part of his rework and has tested well that’s probably a good fit for being pulled forwards by itself.

[ Link to Post ]

 

Follow Up

When will this change to GP occur and what will it include

Meddler New PortraitMight be within a couple of patches, that’s very much a guess though.

Removal of RNG (which here generally provides a chance for failure without giving GP a way to play around it).

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Single Posts banner


 

 

What do you think of abilities that require 0 decision making

Ghostcrawler New PortraitVlad’s Q is often the example we also use of an ability with no decision making. Shameless plug: I think we mention it in the design PAX panel this Saturday. It’s the kind of thing we are likely to eventually update.

Not every decision needs to be a huge decision and not every interesting decision needs to have huge consequences for using it wrong. As an example, many Qs are on a pretty short cooldown, because while it is rewarding to use an ability at the right time and feel smart for doing so, it also feels unrewarding to not be able to hit hotkeys very often.

[ Link to Post]

 

 

Schedule for Double IP Weekend for All Regions

RiotWingfield: Hey Everyone!

Just wanted to clear up what’s going on here. All regions are getting 3 days of double IP. NA is 8/30 – 9/1 while all other regions are 8/29 – 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.

[ Link to Post]

 

 

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

 

 

PBE Update August 27 Banner
 

PBE 27/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Previous updates from Patch 4.16 Cycle:

 

PBE-Update-August-26-Banner (1)

 

 

Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)

  • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
  • At 150 stacks, Cassioepeia gains 30% CDR
  • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

 

Noxious Blast New IconNoxious Blast [ Q ]

Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage overtime.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

Now a notably more powerful slow tool but has a higher cooldown and deals less damage overtime.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.

 

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

 

 

STASHU New PortraitHey guys! Coupled with all these other upcoming Shurima releases, we’ve got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

 

  • Emphasize Cassiopeia’s carry potential

Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we’ve taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal– take a look at her new passive for more information here.

  • Increase reliability

The reset mechanic on Twin Fang often feels like it doesn’t work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable– and from what we’ve seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  • Tone down her lane bullying

Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We’re looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  • Channel her damage potential into her single target spell, Twin Fang

We plan on giving Cassiopeia a lot of late game power– way too much to comfortably fit into her spammable aoe spells. Don’t worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we’ll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

 

And that’s it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I’d like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated
    • This has huge implications on her DPS potential. More E’s with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you’ll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible
    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia’s damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game
    • This’ll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress– which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we’d love to hear your feedback in case there’s anything not already on our radar.

Alright, that’s all for now, but I’ll be around! I hope you enjoy Cassiopeia on the PBE!

 

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

 

Guardian of the Sands Kha'Zix Skin


khazix02mv

 [ 975 RP Cost ]


GalettaA guardian rises!

After a long slumber, Guardian of the Sands Kha’zix arrives on the rift! His golden carapace shimmers in the sunlight as he leaps upon his prey! This skin includes:

  • All new golden scarab themed model!
  • All new sand and jade themed particles!
  • New recall animation!

Your feedback and bug reports are extremely helpful to us, so please check out Guardian of the Sands Kha’Zix and let us know what you think! Feel free to drop any bugs (heh) you find in this thread as well, and definitely give him a go on the Summoner’s Rift Update!

See you on the Rift!

Note: Sorry guys, this is not the ultimate skin. :D

NOTE 2: Due to a bug (heh) Guardian of the Sands Kha’zix will not be playable today 8/27/2014, we are working to resolve this issue as quickly as possible. Thanks for being patient. :<

 

 

New Akali Splash Art

 

Akali_Splash_0 (1)

Akali_0 Akali_Square_0

 

 

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

 

 

News Update August 27 Banner

 

Summary

Meddler continues the Q&A on the newly released on the PBE Champion, Azir, going over how his kit interacts with turrets, the mechanics of his ult and lots more. Lyte announced a new feature of the Tribunal: restrictions and bans for intentional feeding and elaborated with Neurocat on how the system will differentiate between players who have bad games and players who play to ruin other people’s games. Over on the community beta forums, we have a confirmation that bought accounts will be permabanned when they’re found out and another announcement of a system that will be coming to the PBE – Ranked restrictions.

 

Recent News

Ascension-Banner

PBE-Update-August-26-Banner

Patch-4-15-Notes-Banner

 

 

QA on Azir Part 2 Banner

 

Part 1 of Azir Q&A:

 

QA-on-Azirs-Kit

 

 

What happens if Malphite or Nocturne try to ult past Azir’s wall

Meddler New PortraitChampions who are in an unstoppable dash/leap will go through the wall (Malphite, Noc, Hecarim, Vi, J4 etc).

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Can you W+E to an enemy and then push them backwards with the ult

Meddler New PortraitIt’s possible, the timing’s going to take some practice to pull off given the ranges involved though.

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Does the Sun Disc passive scale with any stat

Meddler New PortraitLike other towers its stats go up with game time. Intent is to also have its damage scale slightly with Azir’s AP, though I can’t recall if we’ve got that in for the build that’ll hit PBE soon or not.

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Is the passive cooldown applied to a ruin, or is it internal

Meddler New PortraitThe CD’s on Azir himself (think of it like Anivia’s passive for example).

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Can an enemy use Ohmwrecker's active on his passive turret

Meddler New PortraitThey’ll be able to by the time he gets released, we haven’t hooked that functionality up to Ohmwrecker yet though.

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Does his passive have any use if Azir’s team is winning

Meddler New PortraitYou can also use it on enemy tower ruins (take their outer tower, place your own, siege their inner etc).

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How long do the passive turrets last

Meddler New PortraitCurrently one minute if not taking damage from any other source (their health gradually decays over time).

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Will his tower give true sight like regular towers

Meddler New PortraitIt will! It also gets the other tower effects too (more Armor/MR when no enemy minions around etc).

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Azir seems too focused on split-pushing

Meddler New PortraitWe’re still playing around with exactly how Azir interacts with enemy towers and will be trying out a couple more things before his release, some of which you may see on the PBE. Having him be able to threaten towers is something we’d like, being a strong split pusher without sufficient counterplay or role elsewhere on the other hand isn’t.

 

One version of what that might look like we’ve been talking about is a kit where his soldiers can’t attack towers directly for example but can instead be sacrificed to deal a burst of damage to a tower, giving him some anti power potential but in exchange for temporarily reduced capability to push, team fight, maneuver.

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Can the passive be active on more that one ruin at a time

Meddler New PortraitOne passive tower up at a time, followed by a long CD.

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Is the ult cast behind Azir, like Thresh’s Flay

Meddler New PortraitThe ult appears a bit behind Azir and then pushes forwards in the direction of the cast.

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Does Arise W replace his auto attacks

Meddler New PortraitThe soldier auto attacks do indeed replace his if there’s a soldier in range of his target (if not he’ll use his own auto attack, which isn’t as strong). Soldiers scale with AP.

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Will Disc of the Sun prioritize targets like regular turrets

Meddler New PortraitSame target picking logic as regular towers and yes, physical damage.

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How did the idea for his passive come about

Meddler New PortraitCombination of thematics (tie in to Azir’s backstory, not sure if that’s out yet so I’m being vague on the details) and a new gameplay space we wanted to explore more (moments of power at specific map locations).

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Could you explain how the other part of the passive work

Meddler New PortraitSame as something like Singed passive – Azir gains bonus AS based on the amount of CDR he has (bonus, not conversion).

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Can enemy Champions still blink over Azir's wall

Meddler New PortraitBlinks are not affected by Azir’s ult.

Having other champion created terrain also block dashes/jumps is not something we’re intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir’s ult or come with multiple other effects.

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Is there a visual indicator that his passive can be used

Meddler New PortraitThere is, it’s a glowing visual effect on tower ruins, visible to all players.

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What about Vayne's Tumble

Meddler New PortraitIf a champion moves/is moved using an ability Azir’s ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion’s position all in one go (e.g. Ezreal’s E or Elise’s Spider E)

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Bans for Feeding Banner

 

 

Detecting and banning extreme Intentional Feeders

Lyte New PortraitHey everyone,

As some of you may have heard, the Tribunal is a system that addresses many types of player behaviors but is currently in extended maintenance while we upgrade a lot of the core functionality. You can read more about it here:http://na.leagueoflegends.com/en/new…ading-tribunal

In the meantime, we’ve launched several test systems that have begun aggressively reducing negative player behaviors in League of Legends including a system with the ability to instantly escalate high severity behaviors such as excessive verbal abuse, racism, sexism, homophobia and worse to a 14-day or permanent ban. After several weeks of testing in North America, we are now ready to start these tests on the European servers. We’ll continue to monitor the results of these tests as we prepare to roll them out in other regions.

The reason I’m here today though, is because while these systems are effective at reducing negative verbal behaviors in League, we’ve been working on ways to address negative gameplay behaviors in League.

Starting 8/26/2014 in North America, we’ll be rolling out a test system capable of immediately escalating extreme intentional feeders straight to a 14-day or permanent ban. Like our other punishment systems, we’ll start with conservative tests to minimize false positives, and then expand the system to be more aggressive. As with our other experiments, depending on the results, we’ll roll out similar tests to the other servers.

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How will you differentiate between feeders and legitimately bad players

Neurocat New Portrait We’re taking into account a large number of different variables, which should properly distinguish between the two. Minimizing false positives is really important for a system like this, where the line between poor play and intentional feeding can be blurry.

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Why wasn’t this system implemented sooner

Lyte New PortraitWe’ve been working on several systems in parallel and depending on the various design and tech challenges, some features are easier to do than others.

For intentional feeders, many players tend to confuse intentional feeding with just playing a poor game, so there’s a lot of nuance to figuring out when an offense is actually intentional feeding and deserving of a punishment.

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Will the system punish players who are just having a bad day

Lyte New PortraitNeither system relies just on reports. There are multiple checks in systems to minimize false positives, which is why there are very few players that get punishments when they do not deserve it.

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But the system could take a 0

Lyte New PortraitWe’re happy to dive into details when some initial tests are complete, but players have nothing to “fear.” We’ve seen billions of games of data of what a bad, outrageously bad, and crazy once in a lifetime bad game looks like, and are willing to give players huge benefit of the doubt in a system like this.

If you are banned by these types of systems, it’ll be very clear why.

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If I’m dying a lot as Singed, will I still be punished

Lyte New PortraitDon’t worry, it’s not just about dying. There’s numerous factors that go into determining what’s an intentional feeder.

I posted a relevant response on Reddit recently:

Our #1 concern is separating intentional feeders from players just having a bad game. We have access to billions of games worth of data, and can easily see for every player, every champion, every role, what the variations in the data are.

For example, what are the average game stats (gold per minute, actions per minute, kills/deaths/assists per minute, etc) for you in a game when you play Ashe? What are the average game stats for an Ashe of your skill level? What is the worst game you’ve had so far on Ashe? By analyzing huge datasets like this, we can begin to figure out what is a bad game (even if it’s a once in a lifetime bad game) versus someone intentionally out to ruin a game.

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Why are you working on intentional feeders and not AFKers

Lyte New PortraitWe do have a system in the works to aggressively attack Leavers and AFKs. We’re just not ready to talk about it yet as it’s a ways out.

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Bought accounts will be permabanned

WookieeCookie New PortraitBuying accounts is strictly against the Terms of Use. Not only that, but it’s really silly given that we can easily track it and ban it. Even worse, I doubt the person you purchased the account from is going to be willing to give you a refund, unfortunately your pain is their gain.

But hopefully the lesson learned here can help other players who might be tempted to do the same thing. Buying accounts is wrong and we’ll permanently close them without any exceptions. Not only do they create the opportunity for fraud, but they are frequently leveled with 3rd party modifications or scripts which ruin the games for other players who are trying to enjoy our game legitimately.

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Ranked Restrictions

Socrates New PortraitHey all,

For a while now, the Competitive and Player Behavior teams have been working together to develop ways to improve the quality of the ranked play experience, and we’re now ready to test a new feature on PBE. This experiment involves a feature called Ranked Restrictions. Negative players will have their in-game chat restricted, and also be temporarily prevented from joining ranked queues entirely.

In this test, restricted players will be unable to play ranked until they’ve completed a certain number of games in Normal Draft queue. As with Chat Restrictions, after finishing the predetermined number of games, we’ll perform a final evaluation to make sure they’ve actually improved their in-game behavior. (This is to prevent negative players from merely transferring their negative behavior to another queue, AFKing for 5 games, and then jumping right back into ranked).

Since this is a test, we’re looking for volunteers to be Chat and Ranked restricted on PBE. If you have current PBE access and would like to participate, please email lyte@riotgames.com to join in.
As always, thanks for helping us with the PBE, and GLHF!

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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.

 

 

News Update August 26 Banner

 

Summary

 Lead designer L4T3NCY has shared details on a New Game Mode – Ascension, Ghostcrawler weighs in on splitpushing in the current meta and how buffing/nerfing affects Champion diversity, Meddler continued his Q&A from yesterday with thoughts on Poppy, Diana, Veigar and lots more and answered some questions on the forums regarding the newly previewed Champion – Azir.

 

Recent News

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Ascension Banner


 

 

Ascension - New Game Mode - coming soon to PBE

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!

 

  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

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Will Xerath be disabled for

L4T3NCY New PortraitYou can totally play as Xerath. :)

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What are your thoughts on split pushing currently

Ghostcrawler New PortraitWe like split pushing as a potential alternative to team fighting, but don’t like the way it currently exists in the game, so we’d want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy — like you aren’t being outplayed by a team with a better strategy or execution, but just that you can’t be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today.

The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We’d get a little more diversity and it would probably let some other kinds of champions shine.

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Buff towers when there are less than 2 Champions defending it

Ghostcrawler New PortraitSeveral of you guys have mentioned some kind of tower change to let split pushing be possible, but take more commitment or otherwise be less effective. While I don’t think we’d use these specific examples, the general strategy of messing with towers somehow is something we discuss. I’m sorry we don’t have more concrete plans that we can discuss yet. I was gambling that some of you would still find the discussion interesting.

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QA on Game Design Part 2 Banner

 

Part 1 of the Q&A:

 

QA-on-Game-Design-Banner

 

 

What do you think of the

Meddler New PortraitMelee champions generally need higher stats from one source or another. Sometimes that’s raw stats on their kit somewhere, sometimes it’s in the form of a multiplier, sometimes it’s just base stats. Having such an effect doesn’t automatically make a champion a ball of stats, it’s when that’s all they really bring, and you just smash them into the enemy directly without any interesting play and hope your numbers are better, that they hit problematic ball of stats territory.

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Would you ever revisit old, scrapped champion concepts

Meddler New PortraitWe do revisit old concepts, sometimes with success, sometimes only to put them aside again. Usually when we go back to an idea it’s with a different spin though (Elise for example was another take on ‘spider lady’, but as a transforming predatory spider rather than the half spider/half woman refined lady with a parasol that Priscila was). Occasionally we’ll go back to something multiple times. We tried out a sand mage concept a few years back, but weren’t happy with the result.

Tried a very different approach a year or two ago but that didn’t hit the mark either. Fingers crossed we’ll get a successful champion from that space at some point, it’s one we still think has a lot of potential, odds are if so it’ll be something pretty different to the prior ideas though.

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What’s your opinion on Veigar’s infinite scaling

Meddler New PortraitI like Veigar’s infinite power growth potential, particularly since it taps into his theme (tiny, underestimated, but truly dangerous master of evil!) so well. Also a fan of his E conceptually (like the ‘trap someone in a stun ring’, don’t like the ‘edge for insta stun).

On the negative side his counterplay (E and R especially) is lower than it should be and his Q and R both offer too similar an experience. His passive’s also pretty low on the engagement front. Overall makes him a character with an appealing core who’d benefit from a moderate sized rework someday, but doesn’t urgently need one right now as much as a number of other champions.

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How do you balance dual-form Champions

Meddler New PortraitYeah, champs with multiple sets of spells have been tough to balance, both because of how hard the spike early (6 spells at level 3!) and because we’ve generally given them really broad skillsets and the ability to swap to whichever form they want almost at will. Amongst other things Gnar’s been an exploration of what forms with really meaningful strengths and weaknesses look like, with the multiple spell issue avoided due to shared CDs.

Elise we need to define better strengths and weaknesses for, she’s a bit much of a generalist. Jayce by contrast is a bit too much defined by one skill/combo with that skill for his viability.

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Why doesn’t Varus’ Q deal more damage

Meddler New PortraitVarus was originally intended to be more focused around his Q than he is now, and it’s a direction I’d like to see if we can push him further in. At the time that amount it bullied others in lane was one of the big things that had us hold it back, would be inclined to look at late game damage scaling and either mana cost or a way of regaining mana late game as a result. Would want to avoid turning him into a character that never engaged/took any risks though, so wouldn’t want to reduce his power elsewhere dramatically to compensate.

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What changes do you think Diana needs

Meddler New PortraitI feel she needs appropriate strengths and weaknesses more clearly identified and exaggerated. She suffers at the moment from having a number of assassin and fighter aspects mixed together which, while it can be fun to play and a good mix with her theme (which I personally think’s pretty cool), does mean we’ve had to pull back her power pretty hard.

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Why did you make Vel’Koz an immobile caster

Meddler New PortraitOur intent with Vel’koz was to create a somewhat target agnostic (hence the true damage passive) sustained damage mage that could steadily melt through the enemy team in full on fights and contribute meaningful poke before hand but would need to be protected (Kog style) from enemy divers. Overall I feel Vel’koz occupies that space relatively well, but he’s not quite distinct enough to have a really clear gameplay identity – we’ve made a few too many non mobile mages that bring relatively similar things and haven’t always ensured mobile damage dealers pay a sufficient price for their mobility.

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What are you thoughts on Poppy

Meddler New PortraitWe’d like to make substantial gameplay changes to Poppy at some point. She does some cool stuff (her E especially’s fantastic), but she can get shut down a bit too hard early and lacks sufficient counterplay (late game especially).

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Q&A on Azir's Kit


 

Here’s a preview of Azir, The Emperor of the Sands:

 

New-Champion-Revealed-Banner (1)

 

 

How is Azir’s turret passive triggered

Meddler New PortraitRight click on the ruins – same style of control as using a Thresh lantern.

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What’s the current uptime on the passive

Meddler New PortraitCurrently 25% from memory, assuming you’re using it the instant it comes off CD. Usually you’ll want to be more strategic about it than that thought. And, as you say, that value’s not final yet of course.

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If he uses it on the inhibitor tower, will it attack the inhibitor

Meddler New PortraitEnemy inhibitor and nexus tower ruins can’t be targeted. 

This is effectively an additional ability, we felt it was a good choice though since we’d like to offer more situational abilities like this that have a high strategic impact if used well, without having to make such tools always applicable or leaving a champion without a sufficient set of tools during regular play.

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What does Azir’s ultimate counter

Gypsylord New PortraitThe general rule on Azir’s R is: “I stop units that try to physically move through me.” This means it will cancel most dashes. There are a few exceptions:

  • Dashes that are classified as “unstoppable” will go through (Vi, Hec, Noct, J4, and Malph R’s).
  • Champions that can go untargetable while moving can get through (Vlad pool and Fizz pole).
  • Teleports can get through because they blink over the wall(Ez E and Kass R).

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Do Asir's sand soldiers count as allies

Meddler New PortraitThey do not – same as Orianna’s ball/other untargetable minions.

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Does Azir's passive only work once per tower

Meddler New PortraitNope, you can use it multiple times on the same tower ruins. It’s got a long CD though.

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Why doesn’t MMR take into account my score after each match

Socrates New PortraitAttaching MMR gains to a high KDA on loss or any stat other than winning would shift decision making to favor personal gains instead of team gains. For example let’s say your team is about to get a kill and you have to make a decision about whether to let your ADC (who is pretty far behind) take the kill, or take it yourself. In a world where we’re taking KDA into account, you would always favor the decision to get as big as possible even at the expense of your teams overall power. This creates competition within teams rather than between them that would ultimately make the game less fun.

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Affects of buffing nerfing on Champion diversity

Ghostcrawler New PortraitBuffing and nerfing is unlikely to lead to vastly improved champion diversity. We are likely to have better luckk by updating the roster of old champions so that each one is more unique. When we buff or nerf, we often just push players to swap from one mage, melee or ADC to the next most powerful one. Sometimes that is still worth doing in the short term to keep the state of the game healthy, but it’s not a long term solution.

Long term, making sure champions are more distinct from each other will improve diversity in two ways: one, it will give players a reason to play different dudes because they will just do different things orbring different benefits for the team, and two, it will make the game easier to balance because we will have more axes in which to tune without it frequently coming down to damage done.

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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

 

 

News Update August 25 Banner

 

Summary

Meddler hosted a Q&A on the forums, talking about the process of designing new Champions, balancing current ones, wacky mechanics the team is considering, taking player suggestions into account, balancing numbers on new Champions and lots more. Over on Reddit and forums, Developer Relations Manager Sargonas issued Riot’s stance on “scraping”, or using spoofed LoL clients instead of Riot’s designated API service to mine data about Summoner accounts.

TL;DR in featured comments.

 

Recent News

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Want to know what to expect in Patch 4.15? Here’s a list:

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QA on Game Design Banner

 

Meddler Q&A Summary

 

 

Reworks

 

 

How is Sion’s rework coming along

Meddler New PortraitI’ll leave sharing timelines/details up to the Sion team, don’t want to spoil any of their plans. Can say that it’s coming along really well though, overall a pretty different kit but with some familiar elements.

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Will Ezreal’s W be changed into something more interesting

Meddler New Portrait Agreed, Ezreal’s W is the least interesting and least satisfying part of his kit. We’re certainly open to improving it, though would want to do so in a way that didn’t remove an intended weakness or just straight out overpower his kit (hence the removal of the old attack speed slow for example – strong duelist against other marksmen’s not a core part of Ezreal’s intended identity.).

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How do you feel about a Champion’s damage being tied to a single spell

Meddler New PortraitTying too much of a champion’s damage up in a single spell can lead to some power curve problems (Zilean for example bullies incredibly hard early while he’s maxing Q and then falls off unsatisfyingly hard). Having said that though having high damage on a basic ability isn’t necessarily problematic in my eyes – not every character needs to be three damaging abilities plus a high damage ult, even if they’re played in a damage role, and non damaging abilities can open up a lot of gameplay space (e.g. Anivia’s wall). Are there particular problems you see with such abilities?

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At what point do you say

Meddler New PortraitOur goal with signature abilities is to distinctive skills that are situationally extremely powerful (if used right) but not universally overwhelming. Something we’re working on at the moment is making our champion roster, both new and existing champions, more distinct where possible, and putting power into iconic abilities tends to be a great way to do that. Having said that there are still a lot of general design principles it’s important to follow despite that.

Counterplay’s one of the big ones, and somewhere Vi’s ult, cool skill though it is, is a bit narrow (counterplay’s too dependent on the skillset of the target, abilities are usually healthier where there are some accessible universal counterplay options).

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How do you calculate the base damage for new Champions

Meddler New PortraitA champion’s initial damage numbers in early testing are usually just a rough estimate based off somewhat similar abilities (e.g. if creating a single target click to hit ability a designer might look at Annie’s Q as a starting point). Early prototyping’s not focused on numbers much though, it’s the concepts of what the skills might do (is this fun, interesting a good thematic fit for the character, adding some new to the game etc) that we focus on. As a result numbers just need to be balanced enough to give useful testing on that stuff/not heavily distort the test for other test points.

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How do you decide the cutoff point between base vs scaling damage

Meddler New PortraitBase versus scaling damage depends on how item dependent a champion should be, how snowbally or not they should be, at which phase in the game they should get their damage, how strongly we feel certain builds should be incentivized etc.

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Are there any champions that you want to see being played more and less

Meddler New PortraitWe’d like to see a greater variety of champions played and a lot of our changes in patches 4.13 and 4.14 were focused on bringing down picks that were too dominant or adding some power to champions that were close but not quite there. Our goal’s not to have all champions played equally though. Some champs are always going to be more or less popular than others of equivalent power depending on how broad or niche their themes are and that’s not a problem.

We would like to see a greater variety of jungle picks, tanks in particular, our current thinking is that that’ll need some changes to the jungle itself, not just individual champions though – need to create more ways for different jungle strengths to matter.

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Game Design Banner

 

 

What was your intended vision for Gnar

Meddler New PortraitA transformation you had only limited control over was the core starting point for Gnar, with that then allowing each form to have really distinct strengths (since you couldn’t swap back and forth as needed). Goal was to offer a really distinct play experience, both for the Gnar player and for all other players in the game (whether working with Gnar or fighting against him). That sort of distinctness is something we’re focusing on a lot more with new champions now than we have in the past.

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Follow Up

Meddler New PortraitWhen coming up with a new champion we’ll start by looking at what our goals are. With Gnar for example we wanted to explore both a classic man/monster contrast (Jekyll/Hyde, Banner/Hulk etc), add a different take on a playful personality and investigate how a young child might be able to survive in a dangerous world.

 

We don’t have firm quotas, but do want to offer a range of champions to appeal to a variety of players (so variety in theme, role, gender, age, mindset, appearance, difficulty etc). Sometimes that’ll mean we make concepts with broad appeal (dual gun weilding fighter of the undead on a quest for vengeance), sometimes ideas that are more niche (highly intelligent tentacle monster researcher scout).

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Can role combinations like Urgot’s Marksman

Meddler New PortraitAt the end of the day the role tags are there as general indications of what you can expect from a champion, not as perfect descriptors of what they’ll be or limiters of what they should be allowed to be. For some champs, Urgot being a good example, they’re only going to be somewhat accurate as a result. Marksman/tank for example implies some pretty contradictory things – squishy to protect versus front line initiator or fight controller, builder of primarily offensive items versus primarily defensive items, high value squishy target to kill if you can versus hard to kill target to kill if you must etc.

It’s possible that that combination of tags may still be the best shorthand to describe a champion though, the overall message being more important than the details. Also as a side note Urgot should probably be a marksman/fighter rather than marksman/tank.

In terms of design space there there’s definitely a lot to explore. Support/assassin is one I feel’s got a lot of potential in particular – imagine a character with an assassin like play style (squishy, active defensives instead of toughness, flanks the enemy) who, after going in, grants various team utility effects, rather than trying to explode a single enemy. Lot of problems you’d need to solve, but lot of potential for a really different, fun, interesting experience too.

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What was the thought process behind designing Yasuo

Meddler New PortraitWe wanted to explore the samurai archtype with Yasuo, but didn’t just want to do the classic swordmaster thing by itself. Control over the wind was something the Yasuo pod (a group of developers working on a project) hit on pretty early, which resonated well both with the themes we were going for (wanderer, speed, power) and with the way the art was going.

 

Double crit chance was identified as a way to offer a melee champion a needed steroid while also changing up how the character thought about itemization a bit (Yasuo’s early item choices are very different than they’d be if he had a +AD steroid for example, which leads to a different set of choices and experiences than on other champions).

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Follow Up

Do you regret giving him double crit chance

Meddler New PortraitIt’s not a mechanic we regret. As above it does useful things for his playstyle, plus it also gives him a consistent, rather than random crit based, damage output late game, which has some advantages (and some disadvantages). I can understand it being a target for concerns about Yasuo being OP, if there’s an issue we should be fixing there though I feel there are better levers to use on Yasuo than removing that part of his passive.

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How do you decide what part of a Champion’s kit is committed to one role

Meddler New PortraitFirst we do goal setting at the champion level. That means we’ll start by identifying what the intended role of the champion is – what do they bring to the game that’s new, what are their strengths and weakness etc. From there we’ll then break that down to figure out what tools they’ll need. If for example one of the goals is ‘this champion is consistently hard to kill, protective of others’ then we’ll look at skills that offer non item reliant tankiness and defensive team utility.

One thing that’s important to watch for though is that you’re giving a champion just the tools they need, not all the tools they want (which leads to kits with no clear weaknesses, an issue we’ve run into at times).

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Are you considering a Sand Mage concept for a Champion

Meddler New PortraitWe took a swing at a sand mage concept a couple of years ago but weren’t happy with the results and put him on hold as a result. That was with the intention of returning to him someday though to see if there was a different take on the idea that might work out better. Fingers crossed that’s something we’ll have success with at some point, it’s a cool space to work in.

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Have you considered adding player suggestions to Champions

Meddler New PortraitIdeas aren’t the hard part of champion creation, figuring out how to make those ideas work, testing, rejecting, replacing, polishing, aligning with other parts of the process (visual goals, intended storytelling opportunities) etc are. For the average champion only one, or rarely two things, from the initial kit created on paper, survive to the final released kit, and even then generally in heavily modified form. Just directly implementing someone’s idea isn’t a practical approach as a result unfortunately.

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Will you do a flight mechanic for a future Champion

Meddler New PortraitWe’ve explored what we were calling ‘true flight’ (to distinguish it from characters that appear to fly but are really just moving like any other) a bit. Personal feeling is that it’s an interesting ability provided it’s got sufficient downtime/chances for enemy counterplay, need to find the right concept and kit for it to go with though.

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How about a Champion with low damage but really high Attack Speed

Meddler New PortraitExtremely fast attack speeds with low damage scale incredibly well with on hit effects, meaning you have to balance with those effects in mind, whether that’s reducing on hit effects too or giving the character almost no damage otherwise. As a result you basically end up with an experience like normal auto attackers but harder to last hit with (low damage per hit) and kite with (more time spent auto attacking/less moving).

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Follow Up

Will you explore a

Meddler New PortraitIt’s not a direction I’d be very hopeful about. The ability to auto attack while moving’s incredibly powerful alone, add that to a character that would be an extreme hypercarry if that effective with items and you’re leaving the enemy with a very limited set of options. A dual shred passive like Kayle’s would then diminish those options further again.

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What reaction do you like to see when a champion comes out

Meddler New PortraitSome concepts are naturally going to have broad appeal, others niche, and that’s something we’re fine with. Generally though we’re looking to make characters that appeal deeply to some people, rather than characters that appeal a bit to almost everyone.

No strong preference between overtuned and undertuned release states, ideally we’d be hitting balanced, but some variation either way’s going to happen given it’s just not possible to balance beyond a certain degree using internal testing/PBE alone. Regardless a champion’s first couple of weeks especially are going to be more about people learning to play with/against a new champ, giving us some time to adjust their balance if needed.

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How early in the process does a champion have a role assigned

Meddler New PortraitRoles we’ll generally identify pretty early. It’s not uncommon for a champion to change roles during development though – if a concept works better as a support than a mage for example we’ll want to make the better version of course. Roles do serve as a useful starting point when looking at what sort of actions a champion could be expected to perform, tools they might need. what their visual appearance should communicate etc.

Position by contrast isn’t something we try to design for, though sometimes a champions goals will strongly guide them towards certain circumstances (e.g. ‘this champion does well in a lane against a single other opponent’ or ‘this champion is best utilized when playing with at least one ally’).

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What actually sparks the design of a Champion

Meddler New PortraitCharacters can start with a piece of concept art, an intended story or personality, a role we need to fill, an ability or kit etc, all of which have lead to successful champions in the past. Art’s been the most common starting point historically though.

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Do you browse through the forums for Champion suggestions

Meddler New PortraitI don’t browse the champion concepts section myself, can’t speak for other Rioters though. Have certainly seen some good suggestions for champions elsewhere though (such as the suggestion for a champion that controlled a mobile fireball that I believe influenced Orianna’s development back in the day).

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Is Ao Shin still in development
[ Context ] Ao Shin is an elemental dragon Champion who was teased by Riot awhile ago.

Meddler New PortraitAo Shin’s still a long way off, so nothing to report at the moment sorry.

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Others Banner

 

 

What courses do you feel are most important for a job at Riot

Meddler New PortraitDepends on the sort of design you’re interested in and the environment you’re working in. At Riot for example we’re usually after people with strong analytical and problem solving skills. Those can come from a range of backgrounds, though engineering and hard sciences are some of the most common. Some other companies by contrast place a much higher emphasis on designers also having a programming background or, depending on the genre of game, creative/writing experience. Is there a particular sort of game design you’re most interested in?

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Do you often run into technical limitations when designing Champions

Meddler New PortraitTech constraints are a regular part of the design process, though most of the time we’ll either find a way around them or get help from our software engineers to add the functionality we need. Yasuo’s windwall was indeed such a case, with an initial designer created version we used for testing that was sufficient to prove the concept (but incredibly server intensive and buggy) that got replaced with a properly coded alternative. A lot of the time though it’s smaller stuff as well. Kha’zix’s release was shifted around a bit for example because we needed to get some new tech for the Evolution UI.

More than happy to talk jungler diversity, though can’t guarantee I’ll be able to answer everything in detail.

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Riot on Scraping Banner

 

 

Riot’s stance on scraping

Sargonas New PortraitHey all, figured I would chime in here rather than make you have to dig around in our slightly more technical dev forums for some clarity! Forgive me if parts of this feel like a copy of some of the statements I’ve made there in part, but I’m trying to be consistent in what I say to avoid confusion.

First.. a little background for folks who are unfamiliar with some of the terminology in play:

Some third party League sites use a method called “scraping” to get data from our servers for use in their applications. Scraping uses spoofed LoL clients to grab data from things like Spectator Mode, account profiles, the store, and more. This results in tens of thousands (sometimes hundreds) of concurrent extraneous sessions on our platform.

Because of this, scraping can cause occasional stability issues, and it also increases the complexity and difficulty for Riot to detect and fix problems without first sorting through the “white noise” of these extraneous connections. 

Third party developers are aiming to provide League players with value and enhance the experience, which is awesome – and we’ve developed the Riot API (link) in order to help third parties do just that, without causing harm to the live service. Many sites that you know and love have already moved over to the API, but there are still some third parties that are actively scraping our live service today for a variety of reasons.

In the interest of protecting the League of Legends service for players, we’ve asked all third party developers to end the use of scraping by October 1st, 2014. In reality, this has always been our position (as stated in the API terms of use and other legal guidelines), but we’ve elected not to enforce them until we brought the API to where it’s at today.

We are not attempting to kill any sites with this.. It’s true that some technological shortcuts used by many sites can no longer be employed – You can’t put in a single player name and get a live dump of every player, champion and the associated team in one shot, for example. 

However the second step of the process, looking up those players individually by the API, still works the same way it always did. Industrious developers should have little trouble coming up with a different method for looking up the players on the opposing team to glean the same data.

We understand this will require some user experience tweaks to these sites and may possibly make the process less streamlined in some cases, but we feel this is an acceptable trade-off in return for the value provided to players in the form of better platform reliability.

EDIT
Thought maybe I’d also add in, we just earlier today also announced that some of this desirable data obtained from scraping is already on it’s way to the API! Details are over on the PBE forums:http://boards.pbe.leagueoflegends.co…history-builds

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Does this mean LoLNexus will disappear

Sargonas New PortraitNot necessarily… if you go back through my previous post, I’ve gone over how it will affect these kinds of sites. The TL;DR is that no, it wont cause them to go dark, but simply change how we interact with them and may affect portions of the data made available.

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Follow Up

Sargonas New PortraitIt should have little impact on the majority of sites. Some, like LOLKing, have moved almost entirely over to an API powered system long ago. Others are in the process and use a bit of both. We are simply delivering on something we told them long ago would be coming, a deadline to only use the API to relieve strain on our systems. The majority of functionality you expect should still be there, but perhaps with tweaks to the overall user experience on how it’s handled.

The end result should be primarily the same. One of the biggest examples of lost functionality I can think of is the loss of knowing who is in a pre-made group in a game, which to be honest, is not information we feel should be had in the first place.

EDIT As to the OP.gg spectating issue, this does not apply to the spectating and generation of replay files by op.gg. They are welcome to keep this functionality for the time being and we hope one day to maybe even add this to the API to make it easier for all, possibly.

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Lolking is pretty notorious for how long it takes to update games that have already finished while sites like OP.GG are instantaneous. Is that a result of the API?

 

Sargonas New PortraitIt’s symptomatic of older tech we had in the API, yes. However we rolled out new portions in the last two weeks to greatly improve this… this is part of the reason we’ve moved forward with the long standing plan to enforce this existing policy finally.

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Will we be able to control whether our account info is leaked on these sites

Sargonas New PortraitI can’t speak deeply on this subject with a lot of knowledge on some of the finer points of the thinking behind it, but I can say the following, having been part of this discussion…

Our philosophy around player and match data lately has broken down into two categories… normals/customs and ranked. With normals and customs, that is “protected” data that should only be made available between friends. Normal games are where people try new things, experiment with builds, and just have fun. The player data behind that then of course should be kept between friends only and not aggregated publicly for analysis and consumption… only by the player in question for self growth and learning.

>With Ranked games, it’s a bit different. Ranked is highly competitive, where you are putting yourself out there in a high visibility environment. Just like how with traditional sports player stats are publicly available and scrutinized by them, other players, fans and analysts, the same should apply to the Ranked queues as well. While I don’t think it is likely we would be allowing to electively hide profile data, I’m not in a position to say that is definitely the case forever with any concrete stance.

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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

 

 

News Update August 22 Banner

 

Summary

A small patch containing bugfixes for Kayle, Sona and Yasuo, Lyte answers a complaint on the forums that players are “too sensitive” and punishment is being handed out for unjustified cases, Ghostcrawler addresses numerous balance issues in LoL such as Champions who can fill multiple roles, lack of diversity and unique mechanics and the age-old topic of Ranged vs Melee, more on ARAM’s fairness for re-rolls, EU LCS moves from Cologne to Berlin, identifying and fixing targeting bugs in League, clarity on the instability issues NA has been suffering and how to get a job at Riot by attending PAX Prime.

TL;DR here.

 

Recent News

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VZZ8I1v

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

20th August Patch Update


 

General

  • [ BUGFIX ] Targeting is now more reliable in cases when units are stacked on top of each other
  • [ BUGFIX ] Resolved Spectator Mode choppiness that appeared after using time controls to jump forward or backward in the match

 

Kayle New Portrait
  • [ BUGFIX ] Fixed a bug where Kayle was unintentionally gaining too much attack speed per level

 

Sona New Portrait

  • [ BUGFIX ] Fixed a rare bug where Sona’s auras were refreshing indefinitely with too many nearby allies
  • [ BUGFIX ] Fixed a UI bug where allies with togglable or multi-cast ultimates (ex. Karma’s Mantra, Maokai’s Vengeful Maelstrom) would see their ult buttons light up when shielded by Sona’s W – Aria of Perseverance

 

Yasuo New Portrait

  • [ BUGFIX ] R – Last Breath now properly applies CC to Alistar, even when Alistar is ulting

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Ingame Behavior Banner

 

 

LoL players are too sensitive, which leads to undeserved punishment

Lyte New PortraitThis is a really challenging topic, and there’s no answer that will make every type of player happy.

In real life, there are laws for almost everything. However, one of the biggest problems with this model is that changing laws takes a lot time, and it can almost never keep up with the rapidly changing trends in the world. So, an example of what happens in real life is that some behaviors become “unacceptable” by society, but it can’t be enforced for years.

In online societies, trends change even faster. We could write a Summoner’s Code that lists out every single behavior that is allowed or not allowed in League of Legends, but would it actually do anything? Most human beings don’t know about every law in real life societies, and only some lawyers have a robust understanding of all the laws while most are specialized in some niche of law. You can Google “random laws” to find a huge list of things that are “illegal” depending on the country or state, or sometimes even depending on the city. For example, one random law in a city is that you cannot wear cowboy boots without owning at least 2 cows! Similarly, most players aren’t going to be able to memorize every single Summoner’s Code item or keep updated on new additions to the Code.

To give an example of how rapidly online societies change, a lot of players are using the phrase “rekt” now, but this phrase didn’t even exist in matches as recent as 6 months ago. Is this phrase offensive? Is it considered verbal abuse if you spam it? What if you said it once in a game? If we wrote a new “Summoner’s Code” to include this phrase, how many players would visit the Summoner’s Code frequently enough to see the new addition?

At the end of the day, most people get along fine in real life societies just using common sense. They don’t know all the laws, but they have mutual respect for one another. As gamers, we already have a pretty bad rep from those outside the gaming community. That’s our fault. We’re actually a pretty awesome community, but we need to respect each other more; after all, we’re all gamers and we have something in common that only we understand. Why is “Definitely Not Blitzcrank” a hilarious skin? Non-gamers have no clue what we’re talking about. 

It’s not about being babied. It’s about respecting the fact that we’re all here to have fun. No one deserves to be b*tched at just because they play the game differently than you. You know what? A lot of us play soccer or basketball differently too. Some players believe in half-court ball, and prefer bigger line-ups in basketball. Others believe 100% that fast-paced run and gun strategies are king. If players disagree with you on the court, do you start going “moterf*cker why are we doing a 3-guard lineup that sh*t is whack, you’re f*cking retarded for even trying that.” No. 

The majority of the world doesn’t tolerate random acts of jerk. I’m not sure why online societies need to either. People don’t always play nice in real life, but the answer isn’t “If you can’t handle it, go find another activity.” Maybe the people should stop being aggressive jerks. On a separate note, let’s stop spreading rumors that we’re banning things like “gg ez” or banning things like “plz stop feeding.” Right now in League, only the worst offenders (the bottom 1%) have been hit with any penalties at all. In a recent survey, a majority of players thought the penalties were too light. 

We’ve said this time and time again: the community agrees that excessive verbal toxicity isn’t tolerated here. It’s not tolerated in real life societies either. If a player doesn’t agree, they need to take their time elsewhere. They don’t have the right to tell everyone else to leave, when they are the outcast in the community.

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Riot draw the line on what’s a bannable offense and what’s not

Lyte New PortraitActually, we’ve (almost) never drawn the line.

Players have always informed exactly where the line is. We use information like Reports, Honors, Tribunal, LeaverBuster and more to determine what the community agrees is OK or not OK.

Every time you report a behavior, you’re voting.

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Balance Issues Banner


 

 

Can we hope for an overhaul of the boring meta the game is in

Ghostcrawler New PortraitI hesitate to use the word “meta” because that means so many different things to different players. However, we are hearing a lot from players that games are feeling a little stale. Part of that is from us occasionally over-zealously stepping in when players try something unexpected. But beyond that, we’re probably going to have to make some deeper, more fundamental changes to bring about diversity.I’m not talking about making random changes for the sake of change, and I’m certainly not talking about making League unrecognizable, but more that we would make some specific changes to keep the game from going stale in the future.

I know that’s vague, but it’s what I meant when I said we’d start using PBE to try out some crazier ideas that may not actually ship. We’ll start talking about some of these ideas pretty soon… maybe after worlds.

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Why don’t you remove Lulu from mid

Ghostcrawler New PortraitYou quoted me just above your question, so I’m going to re-quote myself. “Part of that is from us occasionally over-zealously stepping in when players try something unexpected.” We don’t feel the game really benefits when we slap champions that dare to stray from their assigned lanes. Maybe players will come up with counter strategies. Maybe having a less predictable game is more fun. If Lulu (or anyone’s) win rates or ban rates or play rates etc. go up and stay up and we feel the new strategy is going to stifle diversity, then we can step in. I’m worried we do it a little too quickly at the moment.

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Melees are at 50% win-rate

Ghostcrawler New PortraitYeah, when I say “need some love,” it’s not just buffing their health and damage. I tried to explain our point of view a few weeks ago that it isn’t just a matter of buffing melee until they dominate ADC or mages. It’s more about improving their kit, really deciding what they’re good at, and making sure ranged champs can’t do everything melee can do on top of fire from a distance. Unfortunately, that means it’s not a quick fix that we can do in one patch. Fortunately, it means that once we fix the problem that balance may be more stable and not require so much whack-a-mole.

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Do you think that is there low diversity and champions need more unique mechanic

Ghostcrawler New PortraitYes, we do think that. Note that it doesn’t need to be a different skill shot between the two, but there does need to be more distinction between champions in the same role. You should consider whether you want to play Graves or Lucian based on what you would have to do as those champions, what your team would do differently, and what the other team would do differently.

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How about adding Champion turnspeed to solve the melee vs ranged issue

Ghostcrawler New PortraitI don’t want to dismiss any potential idea out of hand, but overall we’re not convinced that is the right solution for League. It seems to work for DOTA.

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ARAM Banner


 

 

ARAM isn’t truly random

L4T3NCY New PortraitHeya guys ^.^/ I realised we’ve never explicitly called this out before, so in the spirit of transparency, here we go! :D

ARAM’s RNG is truly random from within the champions you have available at champ select.

I’ll elaborate a little here. ARAM’s RNG is truly random from the champions you own + the free weekly rotation champs. There is no weighting on any groups or champs whatsoever. When using a reroll, you obviously can’t reroll a champ that someone on your team already has, so the system randoms again from your remaining pool (you are also guaranteed to not reroll the exact same champion again, so your pool is technically n-1). Rerolled champs go back into the available pool for everyone else to random if they use any subsequent rerolls.

Remember though, as pointed out previously in this thread and others, asymmetry in people’s champion pools (whether intentionally manufactured or naturally occurring through varied champion pricing) will probably cause certain champs to come up statistically more often than others. This is what we’re hoping to address by exploring the idea of unlocking all champions for ARAM.

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If all 10 players don’t own their Champions, what happens when someone re-rolls

L4T3NCY New PortraitOk. So if all 10 players own 0 champions, at first, everyone would be perfectly distributed across the 10 free champs on rotation that week. If you clicked ‘reroll’, here’s what would happen:

1. You CAN’T receive the same champ consecutively when rerolling, so that champ’s out. 9 left.
2. You can’t receive a champ that one of your team-mates already has, so that’s another 4 out. 5 left.
3. You would randomise one of the 5 remaining champs (which are all represented on the other team at this point, although you wouldn’t know that yet) and end up with a mirror match against one of those players. :D

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You can re-roll and get the same Champion several times in a row

L4T3NCY New PortraitTo clarify, you can’t reroll the same champ consecutively in the same game. Of course, in the next game you play and use a reroll, you have equal chance to potentially reroll whoever you had last game, as much as any other champion you own. Using 2 rerolls in one game back-to-back, there is a slim chance to reroll the champion you first started with on your 2nd reroll, but not consecutively.

If you do happen to reroll the same champ consecutively in a single game again though, that isn’t intended behaviour, so be sure to let us know by filing a bug with Player Support!

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EU LCS Moving to Berlin Banner


 

As part of our ongoing efforts towards full transparency with our LCS audience, we’re confirming that later this year our Riot Germany office and EU LCS studios will be moving from Cologne to Berlin.

Although Cologne has been an awesome home for us for the past year, we couldn’t be more excited about the move and to usher in a new season of EU esports in our brand new base.

We’ll be back later this year with a glimpse of our new studio once details are squared away – but suffice to say we’re excited to offer more space and a better entertainment experience for fans across Europe. We’ll be up and running in our new home by the start of the new EU LCS season.

Leaving Cologne wasn’t an easy decision. Cologne is often considered the capital of esports but Berlin is the German city with the biggest concentration of LoL players.

Although moving away from Cologne will doubtless be a disappointment for local fans who lived nearby, we’re confident that our newer, bigger studio will allow us to create a better entertainment experience for fans in Germany and across Europe. In Cologne, a large majority of our attendees came from throughout Germany to join us in studio, and we expect to see the same thing in Berlin.

We’ve been working closely with and talking to LCS teams about this move for a few months. Moving to an international capital city like Berlin offers LCS teams and players the opportunity for more sponsor attention and visibility, better cost of living and broader domestic and international media exposure.

We’ll be back within the next few weeks as we get the details ironed out, but wanted to give LCS fans from EU and around the world a glimpse of where our thinking is around the future of the EU LCS. Above all, we believe this move to Berlin will allow us to continue to grow and level up the EU LCS ecosystem and experience for teams, players and fans.

[ Link to Post ]

 

 

Targeting Bugs Banner

 

 

Targeting is completely inconsistent

Boourns New PortraitHey guys, I think I identified what was going on with this. The BotRK post from last week rang some alarm bells for me. What happened was that the pixel perfect targeting part of the code was broken so the targeting system was making decisions based only on the bounding volume around models.

How this manifests is that when you have targetable objects near each other (like Taric near a tower, or minions packed in a wave) you will get imprecise targeting even though your mouse is over the model of the thing you’re trying to target.

I just checked in a fix and it’s going through the QA process.

Thanks to all of you for raising awareness on this. I’d been thinking that something felt “off”, but I thought I was just a baddie or had intermittent lag. Your comments helped narrow things down. This video is really helpful for providing a solid test case for us.

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Follow Up

Boourns New PortraitAlso, can you help us out by digging up any past threads on this. It’s a really tricky issue to test and I want to make sure we’re hitting all the right cases.

I already have g30therm’s thread and the BotRK post. Please reply here with any more that you folks remember.

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Will the fix address targeting BotRK’s active

Boourns New PortraitIt should improve this! Although the fact that this was a problem for BotRK implies that our bounding box selection algorithm might benefit from some tweaking. Even if we broke the pixel perfect selection part, the bounding box selection should still prefer to target something that your ability would work on even if you are touching other non-targetable things.

Either way with this fix, if you are over an enemy champion it should target them with BotRK.

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When will the fix be released

Boourns New PortraitNot completely sure, I don’t normally do engineering or release related things (UX designer by day) so I am not familiar with our hotfix policy. It should go out with the next patch based on my current understanding.

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Single Posts banner

 

 

Regarding Recent Instability on North America

ArmiesofZNight New PortraitHey Everyone,

Over the last couple of days, many of you have experienced some problems while playing the game. You’ve seen reconnect spikes, issues with game starts, and very large login queue in many occasions. We wanted to take some time to give you all a little more information on what’s going on, since we haven’t spoken much about this since the issues started occurring.

In the last couple weeks our datacenter and game have been the target of some DDOS attacks. The results of these attacks have caused instability in our service. We’ve been experiencing large attacks that have been filling up a significant chunk of bandwidth and causing parts of our system to lose connection to each other. The end result is a poor play experience for you all. While we’ve been able to turn on our loss forgiven feature as soon as the attack is detected, this does not equal a good play experience.

While we can’t share the details of the work we are doing internally to combat this (since it would give the attackers information to circumvent it), we want you to know that we are tackling this from many different angles. This includes working with our datacenter and internet service provider partners, as well as developing tools and services internally to make our service more robust against these types of attacks. Defending against DDOS attacks is an arms race that we will always be engaged in, and we are committed to reducing the pain you all feel as swiftly as possible when the service is being impacted by malicious attacks.

We want you to know that this is the top priority for the Live Services team. We share your frustration at the impact of these attacks, and we are working to make sure you can play the game every time you want to.

[ Link to Post ]

 

 

Attending Pax Prime

Dannamoth New PortraitWe are currently looking for high skilled players (platinum+) to help us build out a Gameplay QA group. This is a great opportunity for someone looking for an entry level job who is bright, passionate, and wants to help shape League of Legends. Working with others and being able to give effective feedback are critical components for this role. You will have the opportunity to work with design, engineering, and art to influence the creation of new game modes, champions, and champion updates, among other things.

The QA Recruiting team will be at PAX Prime at the end of this month. We will be setting time aside on Friday and Saturday(29th and 30th) to meet up with interested folks. We will be spending time somewhat close to the Esports entrance. If you aren’t attending PAX Prime, but will still be in the area, also reach out! I’ll do my best to answer any questions in this thread in the meantime.

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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.

 

 

News Update August 16 Banner

 

Summary

Socrates announced on forums that Master Tier will soon be coming to the PBE and an explanation on how it will work, Solcrushed shared a direction for Viktor’s Rework and what the updates will be focused on, Tiki details work that needs to be done before the Summoner’s Rift update can be released on live servers and Lyte answers why 2-week bans and permabans are necessary in certain cases.

TL;DR here!

 

Recent News

eSports-Today-August-15-S4

Gnar-in-Store-Banner

2014-World-Draw-Banner

 

 

Master Tier on PBE Banner

 

 

Master Tier coming to PBE, details

Socrates New PortraitHey all,

We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.

Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.

While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.

At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.

For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.

Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.

We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!

Riot Socrates

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Do I have to play Ranked on the PBE to be promoted to Master

Socrates New PortraitYou’ll have to play to earn master, although the thresholds are very low atm for entry on PBE.

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Viktor Rework Banner

 

 

The Truer Evolution - Viktor Gameplay Update

Solcrushed New PortraitVER1.1 as of 8/15

I will continue to edit the original post as I go on my diabolical quest of stringing you along with hints


Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I’m here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his  Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection.

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph’s, Mejai’s passive effects ofc). The Hex Core is the source of Viktor’s powers and it should feel POWERFUL.


So we have Viktor’s Q on live. It’s a spell that is intended for Viktor to deal sustained damage while his big guns are on cooldown.

Also helps him survive a little bit better with the shield and if you have the augment, opens up kiting and repositioning.

But at the end of the day, it is not a really interesting spell. Especially if you don’t augment it.

The weirdest part of Viktor’s Q is that it is the shortest of his spells by a large margin. By the time you are using Q, your other spells are presumably on cooldown.

So what are you getting the shield and speed boost for? “To run away” is a valid answer I guess, but having a spell that only works in a specific situation (and not being particularly powerful) is not ideal.

In lane you autoattack after you get the shield for marginal benefit, in teamfights they are worth even less. Well?

(If you love the effects as much as I do please give a shoutout to the talented Riot Kesyerito! Yeah I know his naming skills are kinda suspect but the man knows his particles)

The initial Q will have higher range, but the benefits will be focused on the utility than the damage. As for the damage part? See the above image

Wait you want me to buy Lich Bane on him?

It’s a good thing the Hex Core has ridiculous amounts of AP no?

Oh btw, the Q augment is currently the same. It’s the only one that has carried over atm.

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Any alternative roles that Viktor will be able to fill

Solcrushed New PortraitAs of right now, top seems definately viable, support on the other hand not so hot. (IM NOT PROMISING THAT HE WILL BE A VIABLE TOP WHEN HE RELEASES)

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What's keeping the Summoner's Rift update from going live

Tiki New PortraitHey all! Wanted to get back to you about this 

There are a few things we’re still working on to make sure it’s great for players:

1. Bugs: Gotta make sure these are worked out. As CynicalGiant said, it’s gonna be played by lots of players so we have to make sure it works. Players on PBE have been helping us identify and destroy evil bugs! So thanks all 

2. Performance: Similar to the point above we want to make sure this performs just as well or better than the current SR does for as many players as possible. We don’t want people to have to upgrade to play.

3. Addressing player feedback. I’ve been working with the Summoner’s Rift Update team to collect feedback about the map in development from players in multiple regions. Some really good feedback coming in related to creatures, tone and specific areas on the map. Again, fixing helps us make sure it’s awesome for as many players as possible.

4. Making visuals totally sweet: We’re psyched you think it’s looking good, and the artists are pouring their hearts into it looking for ways to make it look better. Some of it’s stuff like fixing weird shadows and seams, and then there’s still room to push the quality higher on individual areas as well.

So yeah, that stuff above! Definitely feel free to post questions and feedback, happy to chat with you about it!

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Release date, work left to be done

Tiki New PortraitRelease date: In all honesty this has not been set, I wish I could give you an exact date or anything close to it, but it’s kind of a double-edged sword. Even with it getting closer and closer to the level of quality we want to deliver, lots of things can happen in dev. The last thing anyone on the team wants to do is set an expectation and end up letting you all down. 

Stuff looks not-done: Yeah, some areas still need work quite frankly and it’s good to hear any and all thoughts on places you all think could use some love. Ground plane (bases included) in a few areas still need to brought up to the level of some of the other areas so it feels cohesive in quality and style.

The duck…. there is no duck. There is only Gromp in all its froggy majesty.

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What audio updates can we expect to the new Rift

Tiki New PortraitWe’ve already got some audio stuff in, but this is isolated to the creatures for now. They’ve all come with new sound effects. Other audio, like background music, is trickier. Partly because where it happens in the dev process, and also partly because of the sheer impact it has on the map. Some players play with music off, but a number don’t and the music of Summoner’s Rift, in my opinion, is both iconic and has a huge impact on the feel of the map. Any changes we make to that have to convey Summoner’s Rift, so we’re being really careful about how we approach any changes to the music.

Special interactions with champions aren’t planned as far as I know, at least not as part of the team working directly on the map. However the champ team is doing a lot of cool stuff with new contextual champ to champ interactions… Demagglio!!!

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Will you be able to switch between both purple

Tiki New PortraitI know this has been a big issue on the forums elsewhere, and I don’t want to dodge it, but I’m also not the person most qualified to answer. What I do know is that there are sooooooooo many implications for changing default view and/or player control over it. 

Personally, I think a swappable view might create a number of problems. I’m also happy to admit that I’m not fully clear on why some players really want the change. Would love to hear your thoughts on it.

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Why not let us test the new Rift to see if it runs well

Tiki New PortraitThis is one of the big parts of testing going on with PBE right now. We’re essentially trying to gauge how it performs on different spec machines. It’s pretty impossible to predict how it will work on every machine, but things are trending pretty well in terms of performance on most machines. We’re also curious about perception of performance and how it feels. Do things seem to play the same? It’s just as important in my mind.

As far as the actual rollout, that’s still being worked out. Lots of different ways to bring it out!

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Big Update on topics around the new Rift

Tiki New PortraitMorning all (for the west coasters anyway!)

Will cover a few things here!

- Camera + blue/red: Thanks for the context on that, made for some good reading last night and this morning and I think I understand where you’re coming from in regards to player pain on the purple side. As for the best way to solve it, I’m not sure. Swappable camera angle has some pretty big impacts ranging from the way the art looks (as one person mentioned) to how we deal with spectating matches, to disruption from what has been the norm for a while now. This isn’t to say that we shouldn’t do anything about it, mostly I’m not sure what the best solution is and considering all the implications of making a change, we’d have to be extremely confident in whatever choice we made.

- Spawn animations: Yep, these are only viewable right when a creature would normally spawn and we’ve back-timed them so creatures are targetable the exact moment they currently are on live. Since there are now moments during spawn where a creature is untargetable we’re working pretty hard to make sure it’s super clear when a creature is targetable vs. untargetable.

- Older champions: I have experienced this pain myself and it will definitely impact some champs harder than others  We’ve actually got a separate team that is doing tons of work to update the visuals on a number of older champ models and they’re working with the updated Summoner’s Rift in mind. So basically we’re already doing this, but there’s still a lot of champs to work through.

- Color blindness: This is absolutely on our radar in terms of making things look right on the map. Not sure what the final solution will be, but it also ties into clarity concerns around easily distinguishing friends from enemies….and frenemies. Got a pretty solid team of visual designers and user experience guys helping us through this space. If you are color blind and have a chance to view the map or play on it please please give us feedback on this!!

- Computer specs: For the higher end computers, I’m not sure honestly. I don’t expect work will stop on the updated rift once it goes to live, that will just be the point at which we believe the quality and health of the map is in a place to meet everyone’s high expectations and deliver solid value to you all. Our primary concern for now though is making sure it runs as well on players’ machines as the current map does.

- Regional: This hasn’t been talked about much but I wanted to point out that we’re also trying to collect a lot of international feedback on this. This will impact players all over the globe when it comes out and we want to mindful of players everywhere.

[ Link to Post ]

 

 

Why did you replace the red Lizard buff monster

Tiki New PortraitSo this is a question close to my heart because it gets to the deeper question of “What defines Summoner’s Rift for everyone?”. I do agree that Lizard is sentimental, and that we took a risk on changing it to something different – BUT I think the new creature is pretty sweet looking and matches the style & feel of the map well. I also think the new creature is more representative of the significance of the buff it conveys. Curious to know what you all think about the new red buff and other creatures!

[ Link to Post ]

 

 

Have you changed geometry

Tiki New PortraitWe have kept the core geometry of the map the same other than addressing a few weird bugs. So you should be able to flash exactly as you did before. That is not to say that perception of wall width isn’t a thing, we’ve been pretty careful to make sure things still seem flashable if they were before. Weirder cases are where we made it look more accurate to the underlying geometry and that altered perception (positively or negatively) around whether a thing was flashable… even though the core geometry is unchanged.

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When you update the neutral monsters

Tiki New PortraitThanks for reposting. Honestly I’m not sure! I will bring that up with the team. I could see it going either way, but I kind of like the thought of keeping the old icons and just making new ones. Creates a sense of continuity and evolution for those who have been playing for a while!

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Will the update fix ward vision in brushes

Tiki New PortraitThis is something we’re definitely looking at. We’re not happy with the clarity of bushes right now, so we’re experimenting with different solutions to make it easier to see what’s going on. If you guys have any suggestions toss them in here!

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14-day permabans are for people Riot don’t wish to play LoL

Lyte New PortraitUnfortunately, this player is saying the truth. For most players, we’ll try to use reform approaches such as warnings and chat restrictions.

For players getting 14-day or permanent bans, we’re no longer confident they are willing to improve their behaviors even if they are shown explicit, direct feedback. So, we’d prefer these players take their time elsewhere.

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False. This is a new, automated system.

Lyte New PortraitAll systems have multiple checks and balances. No systems are fully automated, especially when we’re dealing with harsher punishments.

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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.

 

 

Gnar in Store Banner

 Gnar, the Missing Link, has been unlocked for puchase:

 

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Armed with boomerang and boulder, and with his temper teetering on the brink, Gnar has made his way to the Rift.


Dino Gnar

“I wanna be the DINOSAUR!” The little blond boy skipped from class into the playground, picking up a small toy car before driving it up and down his forearm. Gnar hopped out seconds later, dressed in his bright dino onesie and grinning at the prospect of playtime. After making his way into the center of the playground, he tossed his trusty boomerang through the clear blue skies.

“No I wanna be the dinosaur! You be the ROBOT,” exclaimed a second child, a young girl covered in mud from an earlier trip through the nearby woods. The blond boy stamped his feet in consternation.

“NO! I wanna be the dinosaur,” he shouted, “you be the SAMURAI!” He ran ahead as Gnar’s boomerang arced back towards its owner. The prehistoric boy stood looking on, his tiny arms outstretched towards the incoming toy… only to watch the blond boy catch it. He turned to his friend, still grinning wildly as he held Gnar’s boomerang aloft.

“Oh! That reminds me! Why did the samurai never get locked out of his h…”

“RRAAAAAWWWWRRRRRRRRRR!”

The children stared on in horror as Mega Gnar tore through the skies, landing by the playground’s plastic playhouse. With a mighty roar, he tore the house from its bolts, slamming it into the nearby wall before launching it whole towards the fleeing blond boy. Through the screaming chaos, the young girl vacantly stared on, her eyes fixed on the terrifying colossus before her.

“…Okay. Gnar can be the dinosaur. Beep boop…”

 

 

Kite and fight your way through the enemy team as Gnar and his Dino Gnar skin for 1462 RP (normally1950 RP) until the end of the weekend.

 

Learn more about Gnar here:

 

 

Gnar Preview

 

 

Dino Gnar Preview

 

 

 

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

 

 

News Update August 13 Banner

 

Summary

This year’s group stage draw for Worlds will be held privately and confidentially, as a live draw would not fit in the schedule of booking flights and visas for players. I’ve added a comment from MonteCristo on the possiblity of Riot “rigging” the draw and my own opinion. Moving on, the Pando Media Booster peer-to-peer file delivery program will no longer be a part of Riot’s installer/patcher. Finally, the official rundown for Patch 4.14 is up, Scarizard comments on a suggestion to make Kha’Zix’s isolation damage on his Q scale with distance and Vesh talks how the new Soraka will deal with the “Grievous Wounds” debuff.

TL;DR here

 

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On the 2014 Worlds Group Draw – Why Live Draw is not an Option


[UPDATE 8/12/2014, 07:10 PM PDT: Based on initial community feedback, we wanted to clarify that the issue is getting teams from their home countries to Worlds. Doing a live draw after September 7 would mean there would only be a little over a week to organize travel plans, including visas, to get all 16 teams from their home countries to their respective group stage locations.]

As we get closer to announcing the final structure and lineup for Worlds, we want to address just how we’ll be approaching the draw for the Group Stage.

When we designed the system for determining the Group Stage for the 2014 tournament, we knew that preserving competitive integrity was the top priority. Furthermore, we knew that we were operating with a few timing constraints due to the disparate competitive schedules of all the regional leagues.

Due to the fact that each regional qualifier ends at a different time – with the last team qualifying on September 7 from China – a live group draw would mean that there would be just over a week to organize visas, travel, and full logistics for 16 international teams. Even when we looked into alternatives – such as double-booking flights and visas – we found that all of those options had insurmountable logistical, financial, and manpower issues that made them infeasible. A private group draw allows us to make travel arrangements for teams immediately after they are seeded from their respective regional qualifiers. As a result, we can minimize the effects of visa issues and other travel challenges that Worlds-qualified teams may face.

Given all of these factors, we decided that the best option was to conduct the group stage draw privately and confidentially, as we have done in seasons past. The draw will be completed before the first regional qualifier ends on August 14. We’ll also host a Group Reveal Show shortly after the final regional qualifier, in which we’ll unveil all the groups along with analysis of the upcoming match-ups.

While holding a public group draw before the regional qualifiers have been completed solves some of the logistical hurdles, it presents its own set of severe problems. If teams yet to qualify for Worlds knew the seeds of the Group Stage competitors they would face, that could introduce an incentive for soft-play or match fixing. We didn’t want to put any teams in the position of having to choose between trying their hardest to win and trying to manipulate their standings due to a perverse incentive. We couldn’t risk any compromise to the competitive integrity of Worlds even though the current draw method is not as transparent as we’d like.

For next season, we’re focused on creating global alignment between all the regional leagues and their respective schedules. This will provide myriad benefits, including the ability to have a live draw that is logistically feasible, transparent, and doesn’t compromise competitive integrity.

Looking toward the future, competitive integrity will always remain our top priority. We look forward to aligning with our global partners to work toward a more transparent Group Draw experience.

[ Link to Post ]

 

 

Worlds Group Draw will be done privately and confidentially

Magus New PortraitUnfortunately, the risk of a leak is a huge deal to the point that we will not be inviting members of the community to observe. Only 3-4 people on the operations/logistics teams responsible Worlds will know the results of the draw to prevent any form of leaks (I won’t even know, for example). If a journalist or community member were to leak it privately to a team or the public, it would undermine the entire qualification process and be a huge blow to competitive integrity. The risks simply aren’t worth it to calm down conspiracy theorists.

At this point, players are going to have to decide whether they trust that we don’t have any intention to rig the brackets – this is a complicated tournament and our focus is entirely set on delivering a smoothly run Worlds event. For those who simply can’t believe our intentions, they will always come up with a way to insinuate that there is foul play going on (even in a live draw setting).

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Why don’t you record the group draw

Magus New PortraitCertainly a possibility, but I’m not sure that will even appease those who doubt… All we can do is let people know how we’re making the draw and release that information ASAP when it’s safe (after the last set of qualifiers).

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I’ve also included a response from coach/analyst MonteCristo, who members of the community accused of suspecting that Riot would “rig” the group draw.

 

Do you suspect Riot will

MonteCristo: NO.

I did NOT say that. The reason why I want transparency in group selection is that I want NO ONE to be able to say it. As an independent eSports journalist/caster I feel it is my duty to continue to push the industry toward greater competitive integrity. I could sit back and let everything slide, but that’s not how I believe that I should use my position.

I support this year’s Worlds format and I am extremely excited for the tournament. I am very happy Riot decided to implement best of fives at every stage of the bracket, that no teams get byes, and that no two teams from the same country can be in each group. These are solid steps forward in terms of structure.

I understand why Riot can’t broadcast a group draw live given the logistics surrounding the regionals qualifiers. It also makes sense that Riot won’t release groups until after qualifiers so that we don’t have the problem of teams fixing for specific seeds. After learning of the impossibility of a live draw, I suggested that independent journalists be given access to the group selection, under strict NDA of course, so that no one can question the results. To me, this is reasonable. I do not believe that journalists who survive on League of Legends would stake their careers on leaking group information.

As for who these journalists/independent parties could be, Riot could consider OnGamers reporters, Slasher, Inven reporters, or IeSF, an organization founded to help create global eSports standardization. Of course, there are many more options as well.

That’s my opinion. My opinion is NOT that Riot will fix groups.

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A look at both sides

 (Opinion) In situations like these it’s easy to forget there’s no black and white; you can’t guarantee that a notary who gives faith during the group draw will not be bribed to reveal the group stage before the NDA is lifted and you can’t guarantee that results will not be, indeed, rigged. I personally believe having a neutral journalist participate or recording the draw process are both viable alternatives and are much more transparent than group draw. At the same time, Riot risk a lot having the group stage disclosed early and putting faith in any entity, though great on paper if you have a recognizable face to offer assistance (like Travis or Monte), is asking a lot for questionable benefits.

 It’s a fickle matter to believe in company ethics; I think Riot have proven they can deliver, if not competence, than at least honesty so I support their choice to do a private draw. Let me know what you think in the comments, but remember to be objective, not dramatic; it’s easy to be the latter in cases like these, it’s a lot harder to be the former.

 

 

Pando to go extinct banner

 

 

In a few patches we’ll be removing a defunct 3rd party program from our installer and patcher, called Pando Media Booster, which used to help us with peer-to-peer file delivery. As a peer-to-peer service, Pando previously allowed players to get the patch files they need from other nearby League players, instead of pinging our servers which may be farther away. Though we’re no longer using Pando Media Booster, we’re planning to develop our own peer-to-peer solution in the future to speed up the patching process and get you in game faster.

When Pando Media Booster is removed, League of Legends will display a pop-up giving you the option to remove the program from your computer with a single click. We recommend removing it when prompted (or manually removing it now) since we no longer use this service and are in the process of building our own solution.

Before then, some of you might see a different pop-up from your operating system when you launch League of Legends. This is an information-gathering step in our peer-to-peer development process. The pop-up will ask for permission to modify firewall settings from an application called “Riot P2P”.  If you choose to allow this application, it will collect details on your network configuration while you patch (not when you’re in game) but will not record any personal or identifying information.  Specifically, it will let us know which types of network configurations are most common and how many players are typically on the same area network (home, office, PC café, etc.). We’ll use this information to guide development of our native peer-to-peer solution so LoL can eventually provide the benefits of peer-to-peer technology for patching.

We’ll continue to provide updates as we move closer to introducing our peer-to-peer solution. Keep an eye out for more details on the upcoming removal of Pando Media Booster in the Patch Notes!

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Patch 4 14 Rundown

 

 

 

What if Kha’Zix’s isolation damage varied based on distance

 

[ Context ] Here’s a link to the Reddit thread with the suggestion discussed by Scarizard.

 

Scarizard New PortraitHey Zanesbro,

Let me begin by saying that i appreciate the time you’ve invested took to write your thoughts here. I know this post has fallen off the front page, but this topic/suggestion in particular is one i’ve seen a number of times and so i hope you don’t mind me outlining my beliefs on the subject below!

Isolation as a mechanic has constantly suffered from readability – not particle-wise, mind you, but in terms of understanding where the power comes from. Variable isolation damage not only muddies the counterplay (I thought i was supposed to be near my allies? Sorry dude, you’re 23% too far from them so Kha’Zix hit you for 37% bonus damage with his Q!) – but also i think hurts the positive feedback loop for a learning Kha’Zix player (Catch them alone/out of position, massive damage). Q Evolution hits pretty damn hard now, but how would you really estimate your damage accurately? ‘I think i can all-in this guy, but he’s only 50 units away from his minions instead of 100 – wait, how much damage will i do again?’

It’s very likely a change like this would necessitate a nerf to his high end Q damage. That satisfying end-game ~1k chunk of Isolation damage for finding their AD mid-rotation? Sorry, we’re cashing that in so Kha’Zix can do slightly more damage playing sub-optimally. Kha’Zix’s Q having no downside is part of what got us here in the first place (Q evo previously did % missing HP /even when not isolated/).

We expect Kha’Zix players to adapt just as the champion does. Part of the intended experience of KZ is embracing his variable nature whilst being savvy and opportunistic to cover for it. If you value consistency, we have 119 other champions for you to play. If you value ingenuity and exploiting mistakes to murder the hell out of your opponent with a xenomorphic rainbow scyther, i have a bug i’d like to introduce you to. As a Kha’Zix main myself, i’ve found the Isolation range nerf tolerable – i actually have to find ways to draw them away from allies (or in the laning phase, finding ways to eliminate/manuever the minion wave), but i’m rewarded with an insane amount of damage.

TL;DR – I’m not at all afraid to hard commit and say that Variable Isolation damage will never happen. If Kha’Zix needs love after his changes (and we did increase his Q damage at all ranks recently!) – he’ll get it. I’m of the belief we don’t have to break fundamental rules of his play pattern and core satisfaction to get there.

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Will Soraka be able to remove “Grievous Wounds” post-rework

 

[ Clarity ]Grievous Wounds” is a debuff that reduces healing to targets by 50%. Given that Soraka will be reworked to be a core healer, the mechanic is a direct counter to her strengths.

 

Vesh New PortraitI’m not going to subvert an entire game mechanic on a champion I design. Grievous wounds should be addressed, but we need to look at it comprehensively. Making the most powerful healer in the game that also says “I remove the one thing you can do to stop my healing” is probably not ok if we are letting people buy into grievous wounds or pick champions they think will be good against her.

That said, I think one of the core problems with it is that we applied the mechanic a bit too liberally on some champions (like varus) who had the intention of negating lifesteal in 1v1 but unintentionally destroy characters like Soraka. This isn’t my expertise though. I’m sure someone on our systems team is already thinking about this problem and ways we can solve it.

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

 

 

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4 skins will be available at Gamescom and in the store! Below you can find previews and pricing.

 

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Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

Riot Kayle available at Gamescom, 975 RP in Store until August 31st

 

[ Link to Annoucement ]

 

 

Stop right there criminal scum – the Riot Squad’s got a new enforcer in town: Riot Kayle! Her first mission? Gamescom 2014. She’ll patrol the streets of Cologne with Riot Blitzcrank, Riot Graves and Riot K-9 Nasus, kicking in doors and delivering Righteous Fury with her overcharged baton. Lawbreakers, make no mistake. Riot Kayle is here for a Reckoning.

 

 

Join the force with Riot Kayle and her fellow squad mates Riot Blitzcrank, Riot Graves and Riot K-9 Nasus. They’ll be in the League of Legends store from August 13 through August 31 for 975 RP each.

 

Riot Kayle Preview

 

 

As the post suggests, Riot Blitzrank, Riot Graves and Riot K-9 Nasus will also be on sale. Here are spotlights of all 3 skins (videos made by SkinSpotlights):

 

Riot Blitzrank Preview

 

 

Riot Graves Preview

 

 

Riot K-9 Nasus Preview

 

 

 

Arcade Miss Fortune – 1350 RP (975 RP until August 18th)

 

[ Link to Annoucement ]

 

 

High score? Got it. Found the secret weapons? Yup. Beat the hidden minigame? Mmhmm. Guess there’s only one thing left to do.

Fill your inventory with potions and power ups; it’s time for the Final Boss.

 

 

Conquer the Final Boss with Arcade Miss Fortune, available now in the League of Legends store for 1350 RP (on sale for 975 RP through August 18).

 

Arcade Miss Fortune Preview

 

 

 

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