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Here are the new stories for Xerath and Azir! I’ve also added some discussion with Narrative Editor Jaredan on Shurima’s developing story.

 

 

Jaredan Final PortraitHey all,

As a member of the Narrative discipline that works on ideation & story, I’d like to follow up with you about where we currently are with champ bios and backgrounds.

Previously, we’ve communicated two main ways in which the presentation of champ backgrounds is changing: format & location. A while back we started moving away from the older style of ‘historical’ bios in favor of character stories (think Braum & Gnar), but we’ve found that issues like character limits and formatting constraints are preventing us from really pushing things further in the in-client lore tabs. Given that the lore tab is also intended to give players a quick feel for a champ’s thematic and identity, we’ve decided to morph it into more of an introductory space that links to deeper story experiences on the website’s champ info pages.

That said, we’re frankly behind on all of this. We recently released in-client champion intros for Shurima champions without having their deeper story pieces ready to go. We know this is frustrating and we’re working to get them all out as soon as possible.

Additionally, as I mentioned last week, we’ve run into some tech issues preventing us from de-linking the champ info pages from the lore tabs. We hope to have this fixed very shortly, but for now we’re actually unable to deliver completed stories in the way we’ve promised.

Because of this, we’ve taken the interim step of stickying the new Azir and Xerath short stories on this board. We hope you enjoy them, and deeply appreciate your continuing patience as we work to bring you the stories you want and deserve.

I’ll be hanging out in this thread for a bit, so feel to leave any questions you may have and I’ll do my best to address them.

Azir

Xerath

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When will you show us this new Shurima narrative

Jaredan Final PortraitOur aim is to bring you stories with much more regularity than we have in the past. We’re learning and leveling up, but we want to deliver stories to you. While we’re working out a few things, including tech issues, it’s not gone as quickly as we would like, hence putting these first two stories here on the boards while we sort things.

More will be coming.

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If Azir emancipated Xerath, why did Xerath kill him

Jaredan Final PortraitIt was already planned out, wheels that had been in motion for years were set to bring Azir and Shurima crashing down. Xerath couldn’t stop what he had started.

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Did Xerath show sadness in the end

Jaredan Final PortraitI think sadness is one of the many emotions that Xerath was feeling at that moment. Part of him meant it, but how much of him is full of regret is something we’ll have to explore.

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Will we see new lore about Sivir

Jaredan Final PortraitWorking on it!

Sivir was left in a very interesting and precarious place by events in Shurima, we will definitely be following her story further to show the immediate aftermath.

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If Azir's family was killed, who did Sivir descend from

Jaredan Final PortraitThat’s an excellent question—that I will in no way, shape or form answer right now. I’ll leave that tale to play out.

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What are you plans for Kayle

Jaredan Final PortraitThere are no immediate plans for Kayle.

We’re trying to do better, frankly I’ve just been a really busy bloke, but just speaking personally I should be able to hop on more regularly in the coming weeks.

We want to do stories for all of our champions; events give a good focus for a cluster of them, but we do want to explore those characters who exist outside of specific factions.

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Azir Arisen


 

 

Azir walked the gold-paved Emperor’s Way. The immense statues of Shurima’s earliest rulers – his ancestors – watched his progress.

The soft, shadowy light of predawn seeped through his city. The brightest stars still shone overhead, though they would soon be snuffed out by the rising sun. The night sky was not as Azir remembered it; the stars and the constellations were misaligned. Millennia had passed.

With every step, Azir’s heavy staff of office struck a lonely note, echoing through the capital’s empty streets.

When last he had walked this path, an honor guard of 10,000 elite warriors had marched in his wake, and the cheers of the crowd had shaken the city. It was to have been his moment of glory – yet it had been stolen from him.

Now, it was a city of ghosts. What had become of his people?

With an imperious gesture, Azir commanded the sands beside the roadway to rise, creating living statues. This was a vision of the past, the echoes of Shurima given form.

The sand figures looked forward, heads tilted toward the immense Sun Disk hanging above the Dais of Ascension half a league ahead. It hung there still, declaring the glory and power of Azir’s empire, though no one remained to see it. The daughter of Shurima who awakened him, she who bore his lineage, was gone. He sensed her out in the desert. Blood bound them together.

As Azir walked the Emperor’s Way, the sand-echoes of his people pointed up at the Sun Disk, their joyful expressions turning to horror. Mouths opened wide in silent screams. They turned to run, stumbling and falling. Azir watched this all in despairing silence, bearing witness to the last moments of his people.

They were obliterated by a wave of unseen energy, reduced to dust and cast to the winds. What had gone wrong with his Ascension to unleash this catastrophe?

Azir’s focus narrowed. His march became more resolute. He reached the base of the Stairs of Ascension and began to climb, taking them five at a time.
Only his most trusted soldiers, the priesthood, and those of the royal bloodline were allowed to step foot upon the Stairs. Sand versions of these most favored subjects lined his path, faces upturned, grimacing and wailing in silence before they too were swept away by the winds.
He ran, taking the steps faster than any man could, talons digging into the stonework, carving furrows where they caught. Sand figures rose, and were then destroyed, to either side of him as he climbed.

He reached the top. Here, he saw the final circle of onlookers: his closest aides, his advisers, the high priests. His family.
Azir dropped to his knees. His family was before him, rendered in perfect, heartbreaking detail. His wife, heavy with child. His shy daughter, clutching his wife’s hand. His son, standing tall, on the brink of becoming a man.

In horror, Azir saw their expressions change. Though he knew what was to come, he could not look away. His daughter hid her face in the folds of his wife’s dress; his son reached for his sword, shouting in defiance. His wife… her eyes widened, sorrow and despair writ within.
The unseen event blasted them to nothingness.

It was too much, but no tears welled in Azir’s eyes. His Ascended form rendered that simple act of grief forever lost to him. With a heavy heart, he pushed himself to his feet. The question remained as to how his bloodline survived, for it most assuredly had.

The final echo awaited.

He advanced, halting one step below the dais, and watched as it all played out before him, reenacted in the sand.

He saw himself, in his mortal form, rise up into the air beneath the Sun Disk, arms wide and back arched. He remembered this moment. The power coursed through him, infusing his being, filling him with its divine strength.

A newcomer formed in the sand. His trusted bondsman, his magus, Xerath.

His friend uttered a silent word. Azir watched himself shatter like glass, exploding into motes of sand.

“Xerath,” breathed Azir.

The traitor’s expression was unknowable, but Azir could see nothing but the face of a murderer.

Where did such hate come from? Azir had never been aware of it.

The sand image of Xerath rose higher into the air as the Sun Disk’s energies focused into his being. A cadre of elite guards rushed toward him, but they were all far too late.

A brutal shockwave of sand flared out, disintegrating the final moment of Shurima. Azir stood alone among the dying echoes of his past.

This is what killed his people.

Azir turned away, just as the first rays of the new dawn struck the Sun Disk overhead. He’d seen enough. The sand image of the transformed Xerath collapsed behind him.

The dawn sun reflected blindingly off Azir’s flawless golden armor. In that instant, he knew that the traitor still lived. He sensed the magus’s essence in the air that he breathed.

Azir lifted a hand, and an army of his elite warriors rose from the sands at the base of the Stairs of Ascension.

“Xerath,” he said, his voice tinged with rage. “Your crimes will not go unpunished.”

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This was the moment.

The singular moment that had cost him so much, that had taken a lifetime of planning. A corrupt empire and its strutting princeling would be struck down under the blankly idiotic sun symbol they both so trusted. The key to immortality, jealously guarded and miserly offered, would be his alone, stolen in front of the entire world. A singular moment of perfect vengeance that would finally free the slave known as Xerath.

Though his master’s helm revealed no human expression, and knowing that the lovingly etched metal could not respond in kind, Xerath smiled up at the soulless hawk’s face just the same, his joy genuine. A life spent in servitude, first for a mad emperor and now a vain one, endless manipulations for and against the throne, a near-damning quest for barely remembered knowledge that almost consumed him—all of it led to this grotesque masquerade of Ascension.

The very word when spoken aloud was an assault: We will Ascend, while you are chained to the broken stone as the sands of time swallow you all. No. Not anymore, and never again. The chosen golden lords will not be taken into the sun’s embrace and made gods. A slave will do this; a simple slave, a boy who once had the misfortune to save a noble child from the sands.

And for this sin, Xerath had been punished with a horrible, maddening promise: freedom. Unobtainable. Forbidden. Should the thought even dart through a slave’s mind, it would be punished by death, as the Ascended could gaze past flesh and bone, deep into one’s very soul, to see its dim traitorous glow. And yet, there it was, spoken by the young princeling he dragged from the embrace of the mercurial mother-desert. Azir, the Golden Sun, vowed that he would free his savior and new friend.

A promise unkept to this day. The words of a grateful child, innocently oblivious to the impact they would have. How could Azir upend thousands of years of rule? How could he fight tradition, his father, his destiny?

In the end, the young emperor would lose it all by not honoring his word.

And so, Xerath was elevated and educated, eventually becoming Azir’s trusted right hand—but never a free man. The soured promise ate into what he was, and what he could have been. Denied a small, simple thing, the right to live his life, Xerath decided to take everything, all of the things denied to him, all of the things he deserved: the empire, Ascension, and the absolute purest form of freedom possible.

With each step taken toward the offensively grandiose Dais of Ascension, positioned respectfully behind his emperor and flanked by the inept sentinels who supposedly protected Shurima, Xerath felt an unknown lightness he was genuinely shocked by. Was this joy? Does vengeance bring joy? The impact was almost physical.

At that very moment, the overwrought suit of golden armor that was his tormentor abruptly halted. And turned. And walked toward Xerath.

Could he know? How could he possibly know? This spoiled, self-obsessed boy? This righteous, falsely benevolent emperor whose hands were just as bloody as Xerath’s own? Even if he did, there was no staying the killing blow that was already in motion.

Xerath had planned for every contingency. He had bribed, killed, out-maneuvered, and plotted for decades—he even tricked the monstrous brothers Nasus and Renekton into staying away from the event—but he had not planned for this…

The Emperor of Shurima, the Golden Sun, Beloved of Mother Desert, soon to be Ascended, took off his helmet, revealed his proud brow and smiling eyes, and turned to his oldest and most trusted friend. He spoke about the love of brothers, the love of friends, of hard fights won and others lost, of family, of future, and finally… of freedom.

At these words, the guards flanked Xerath, moving in, weapons drawn.

So the princeling did know. Had Xerath’s plans had been undone?

But the fools in armor were saluting. There was no menace to them, they were honoring him. They were congratulating him.

On his freedom.

His hated master had just freed him—he had freed them all. No Shuriman would ever wear chains again. Azir’s last act as a human was to unfetter his people.

The foundation-shuddering roar of the assembled masses drowned out any response Xerath could have had. Azir donned his helmet and strode out onto the Dais, his attendants preparing him for the godhood that would never come.

Xerath stood in the shadow of the monolithic Sun Disk, knowing that an empire-destroying doom was but seconds away.

Too late, friend. Too late, brother. Far too late for us all.

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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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EUW Community Coordinator Draggles hosted a Q&A today on all manner of topics. Here’s the breakdown.

You can read the most important details of the Q&A here.

 

 

Draggles New PortraitHey guys,

3 red posts in the last week on EUW? I suck. It’s been a busy weekend as I went to Play Expo in Manchester to check out some university esports, followed by a short spate of illness (curse you, Irish weather!) but I’m back. 

I feel we’re due for an impromptu Q&A! Feel free to ask anything and I’ll do my best to answer! 

Draggles reserves the right to not answer any question that he deems to be dangerous to his future career prospects or to Riot as a company… or anything that will make him look stupid. Trolls beware!

EDIT: You can also ask me anything, at any time, on Twitter at https://twitter.com/RiotDraggles

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When’s the first major content patch for the preseason

Draggles New PortraitSo it’s just over 3 weeks to the end of the season (November 11th 00:01 GMT). A lot of the proposed changes can be found on the PBE Boards and more specific stuff on this post. There’s a hell of a lot of changes – most will need to relearn the jungle as there are brand new items that build out of Hunter’s Machete. There’s also the possibility of a new, roaming camp in the river, as well as repeated-Dragon-killing buffs. Not all of this is going to make it in to the final preseason patch but it’s certainly an idea of our direction. 

I think this may all be hitting on the 11th but there might be a small delay between end of the 2014 Season and the preseason changes. We’ll be giving you more context on these shortly before we push the patch to live.

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Will there be more new Champions this year

Draggles New PortraitYep! But this shouldn’t really be a surprise considering our previous release schedule 

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Will Supports get some kind of love during preseason

Draggles New PortraitAs a support main, I feel you. Supports are getting the following items (as it stands currently):

Raptor’s Cloak

  • Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead
  • Grants bonus movement speed when near turrets


Ohmwrecker

  • Recipe: Raptor Cloak + Kindlegem
  • Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
  • Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)

and the ones I’m most excited about:

Crystalline Bracer

  • Recipe: Rejuvenation Bead + Ruby Crystal
  • Grants Health and Regeneration.

Righteous Glory

  • Recipe: Catalyst + Crystalline Bracer
  • Grants Health, Mana and Regeneration
  • Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

^ This, to me, screams “ALISTAR”. It’s like a charging Randuin’s! I am excited!

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Will you be nerfing specific Champions

Draggles New PortraitI think we’re holding off on rebalancing specific champions until we see how the preseason plays out – it’s going to radically change the meta overall. Obviously we have a couple of patches to go before the 11th November (providing we keep to the biweekly schedule), so any last-minute tune-ups could still come about then.

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Do you think Solo players will appreciate Season 5’s meta

Draggles New PortraitCompletely understand your concerns, but I feel it’s best to see how the first couple of weeks of preseason play out before you make too many judgements. Strategic diversity/multiple win conditions are our aims for preseason, but it’s honestly something we’ll have to wait and see as to which way it goes.

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What happened to the Shaco rework teased this year

Draggles New PortraitI don’t remember seeing it announced, and the crazy thing about reworks is sometimes they fall through, or something else takes priority. I’d love to see Shaco reworked; put some character into his moveset that compliments his actual lore in the same way that Braum’s and Jinx’s moves are representative of their characters. The problem with a Shaco rework is that his stealth, his boxes and his clone are all iconic features of his moveset and so it would be tough to distance him from these.

Like in the case of Sion, before he was a axe-wielding zombie Schwarzenegger with a pink shield and a stunning look. Like, what? HOW DOES THIS MAKE SENSE? Now he’s much more thematically cohesive – much like his story where he is an unstoppable juggernaut, he has so many moves that fully represent that, while still keeping his quintessential shield/axe. I’d like to see this sort of thing happen to Shaco if and when a rework goes ahead.

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How does MMR work and how does it affect LP gain loss

Draggles New PortraitWe keep MMR calculations under wraps. I’m being completely honest here when I say that this information is also kept from most people, including me. Everything I know about matchmaking comes from this Knowledge Base article. I do know that op.gg or any third party sites don’t have access to this info, so any figures they associate with your account are estimations only.

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Is it technically possible that patches can affect ping

Draggles New PortraitIt is very rare for patches to affect ping unless we drastically change our infrastructure. Unfortunately there are so many jumps in each connection from your PC to our platform that it’s very difficult to give an “overall diagnosis” for any problem. Needless to say if the problem is immediately fixable from our end, we get on it straight away. If it’s an ISP issue we will reach out to ISPs to find out what’s going on. It could be the backbone ISP (the one that services all the ISPs in a region) or a degraded connection somewhere along the line.

Honestly your best bet, when experiencing high ping or packet loss, is to run this tool, and look for high numbers along the way. If you don’t want to do that, feel free to post them on the forum and it becomes a hell of a lot easier to specify just what’s giving your connection the hump.

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Why is Shyvana blonde in her Championship skin

Draggles New PortraitI think it fits the colour scheme of the “Championship” line of skins. Little did you know, Thresh was hiding a giant blond afro.

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What is with the recent EUW server instabilities

Draggles New PortraitWhat sort of hiccups in particular are you experiencing? We had a brief moment of downtime and a server restart a couple of weeks ago, but we’ve actually been able to really improve the quality and quantity of the uptime we have – so much so, that we’re planning to move EUNE to the datacentre in the not-too-distant future.

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Will there be more Red activity on EUW forums

Draggles New PortraitThis is always something that has affected us on the EUW forums. The fact of the matter is that EU just has fewer employees than NA, as well as having different specialisations. With cross log-in on Boards, however, this problem should be a thing of the past for English-speaking players. And in fact, if you wanted to talk to some devs right this minute, you can use your EUW login to discuss gameplay and champion/item balance or talk to the story/art team. Just make sure your region is set to EU West in the top left. Also remember timezones are a thing. With the majority of the main game devs 8 hours behind at the minimum, the crossover “quality time” period is a matter of 2 or 3 hours each day.

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How about a chat no one on either team can read

Draggles New PortraitI’d say it would be a good outlet for anger. A therapy, if you will. Also, your Summoner name seems relevant.

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Any plans on creating an item with an active dash effect

Draggles New PortraitOoh, interesting thought! Would open up a lot of champions to be viable, but then it would also become a “must buy” on every champion. Not sure we want to enforce something this heavily that it would be useful for ALL ROLES. Aside from wards, of course.

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Suggestion Sightstone grants ward charges per minute

Draggles New PortraitI don’t know if there’s anything coming for Sightstone, but I feel with some of the new jungle vision changes (killing the Raptors (currently Wraiths) gives you the ability to see invisible units for a short time the next time you are caught by an enemy ward, for example), the vision game may change all over again.

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Who are the main Rioters that represent the UK

Draggles New PortraitThe UK community team consists of BoltonYukaNavigator and myself. Our plan for this year is to give you guys way more heads up on which events we’re going to be at. 

Additionally none of us are “PR”, so to speak. Every Rioter essentially controls their own PR as we’re all allowed to speak out about stuff whenever we want… within reason, of course.

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IF you could nerf one Champion, who would you choose

Draggles New PortraitOlaf. Honestly I’m glad he’s not in the meta right now because he is an absolute nightmare. *shudder*

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Do you still think about LCS Recap sometimes

Draggles New PortraitAll the time. I miss it a lot of the time. In some ways I miss the crazy late nights and the caffeine overload but I’m glad I’m now with the company that made it all possible. In fact, I’ve been here 10 months today!

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Why does Morello hate Irelia

Draggles New PortraitBecause much like Lee Sin, no matter how much you keep Irelia down, she keeps coming back.

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How do you feel about the return of the Shurima Empire

Draggles New PortraitMy thoughts on Shurima can be summed up in the form of these cakes. (Seriously I have no idea how our head office allowed me to make this contest considering the terrible pun)

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Who do you think is the best player in the world

Draggles New PortraitBest player in the world may well be DanDy. He just… doesn’t make mistakes, ever.

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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 15 10 Banner

 

 

Summary 

 Several Champions have dust covering them on their official pages, so look forward to reveals soon! Riot have posted up new job applications for Research and Development and have now confirmed they’re looking into making new games; in another official blog, players who’ve referred 10,000 people or above will finally get their chance to design a Champion (note that 2% of Champion designs actually make it in the game). 3rd Party Apps are now allowed, lots of lore and story progression is heading to League’s client and official website, a discussion on the removal of Janna’s tattoo and a bug where some spells were automatically cast after others is being resolved.

TL;DR in featured comments.

 

Recent News

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Smoke surrounds the splash arts of several Champions up on League’s official website. Here are links to all of them:

 

 

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Today we posted this somewhat ambiguous job description for talented, risk-taking pros who love the open-ended path of R&D (research and development). Of course, we’re also still seeking those who love the ongoing challenge of constantly shipping content and maintaining a live service like League of Legends, but R&D teams require folks eager to work in a more experimental kind of dev environment.

We know posting a JD calling out R&D initiatives will raise some questions and kick up some speculation, so we’re sharing a few thoughts about all of our open development roles, including R&D.

We’ve mentioned developing games other than League of Legends in the past, but we’re not ready to announce, discuss, or launch any new games yet or anytime soon™. When we are, League of Legends players will be the first to know. These future games might be from large teams or smaller teams at Riot, but no matter the size of the team working on them, they will be the types of games that we all love to play.


WHAT IS R&D @ RIOT?


At Riot, R&D involves small teams working without constraints, with the freedom to fail and learn, incubating great games and great ideas. The idea isn’t blind trial and error, but a scientific method that relies on instincts, experience, and process to discover a creative result.

We’ve only got a few R&D projects going at a time, with a handful of people on each team. We’re exploring some familiar genres and some experimental ones, but all of them are genres we expect core gamers love. We don’t know how many (if any) of these explorations will ever ship.

So does this mean we’re pulling Rioters away from League of Legends? Definitely not. League of Legends is still our #1 priority and will be for a long time.

As an R&D team member, you’d ideate, explore, debate, and develop across game genres and concepts that’ll eventually help Riot Game become Riot Games. We’re looking for veteran developers and gamers from a wide variety of disciplines, so if you have a passion for the R&D phase of game development, expertise that can contribute to bringing a project to life, a high tolerance for setbacks and changing direction, then check out the gig, here: R&D JD.

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About five years ago, not long after the debut of League of Legends, we launched the refer-a-friend program to reward players who invite their friends to play the game. For bringing friends into the game, players could reap rewards from forum flair to free skins (50 referrals) to a commemorative plaque in Riot’s office (500 referrals) to a piece of named content (1,000 referrals) to a trip to Riot’s offices in Los Angeles to help us develop a champion (10,000 referrals). 


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Thanks in large part to passionate players telling their friends about the game, League of Legends grew faster and larger than anyone could’ve predicted. We’re extremely grateful to every player who encouraged even a single friend to play League of Legends – we couldn’t have done it without you.

As we sunset the original refer-a-friend program, we’re checking in to make sure we’ve fulfilled all of these promises. At the higher reward levels, we’ve still got some work to do. We’re nearly finished with the plaques. The wall of plaques outside the Riot PC Bang looks great and is a frequent stop on tours.


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We’re still naming content after players as promised. So far, we’ve named seven pieces of in-game content after players, and have 11 more to go. As we head into the 2015 season, we’ll be looking for opportunities to name some more content after players and we’ll continue to do so in future seasons as well.

Regarding the ultimate promise to develop a champion, the idea itself was pretty flawed — we were a young company five years ago, and didn’t really think through how we were going to successfully deliver the “develop a champion” promise. We now know that champions take an average of about six months to develop, during which time close to a hundred people have a hand in the design and development of that champion, cumulatively contributing well over 10,000 hours of work to each champion that ships, so the idea that a single person could completely develop a champion in a two-day trip was frankly rather silly, but we still want to fix this in a meaningful way.

Some time ago, we did make an attempt to to fulfill the ten thousand referral promise, but we didn’t really hit the mark. We flew uber referrers to LA for a day including a tour, review of work-in-process content, a collaborative design sesh, and a trip to an amusement park.

We’re going to try again, and this time we think we’ve got a way to make it truly reflect the weight of champion development as was intended with this program reward. We’ll be reaching out to everyone who legitimately earned the top reward, but we’re sharing the plan here as well.

So here’s the idea. There’s this thing Rioters do called Thunderdome. We’re going to invite every uber-referrer to a Thunderdome event next year in which they’ll get to spend at least three intense days designing and developing a champion, getting it to at least “paper prototype” status.

Working with a dedicated team of Rioters including a champ designer, narrative writer and concept artist, the participants will build concept art, a paper kit (champion abilities), champion bio and any extra story elements that help define the character.

After Thunderdome, we’ll commit to carrying these champion concepts forward into further design and development. We do need to set expectations by noting here that fewer than 2% of champion concepts ever make it into the game and can’t show any favoritism. The Thunderdome concepts will have the same chance as any internal design to make it into League as a realized champion. However far the concept makes it, we’ll keep reward winners updated.

We’re also going to add a bunch of bonus extras to the trip including swag, noms with Rioters, a visit to the NA LCS, and gaming with Rioters in the PC Bang. We’re still hammering out the specifics, but we’re going to make damned sure that the core champion design experience delivers on our promise.

We all know League is more fun with friends, and these players brought tens of thousands of friends into the game. We want to make sure that these players feel that Riot’s a company that keeps its promises. We didn’t want to just say sorry and move on. It might’ve taken five years, but we’re gonna do it right.

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Single Posts 15 10

 

 

Update on Riot’s Policies on 3rd Party Apps

Sargonas New PortraitHey everybody!

I wanted to jump back into this discussion to share some updates. As those following this topic know, back in the spring we made some clarifications that 3rd party applications with particular functions were considered against our Terms of Service (that link goes to the old Forums thread, which is a mirror of this one), and that the use of such applications was prohibited (and could even potentially lead to disciplinary actions). One of the several contributing factors to this topic was the early beta of Curse Voice and recent updates to Razer Comms, and the conversations that arose around them.

Over the past few months we have been working with the developers of many applications, including Curse and Razer. Because of this, the latest revision of Curse Voice (version 6.1.X) and Razer Comms (version 2.1.X) no longer violate our current guidelines. I should note, however, that with all third party apps these situations are subject to change as programs evolve, and this issue may be revisited in the future if the situation warrants it. Also… Curse Voice, Razer Comms, and all other 3rd party programs are not supported by Riot. Because of that, we can never guarantee the user experience when they and other programs are run in tandem with League of Legends. We always suggesting disabling such programs in your first step towards any troubleshooting, should problems arise

Hopefully this clears up any remaining confusion out there.

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Bug with spells being cast immediately after one another

SuperFoxMan Final PortraitHey all,

We’re currently aware of a bug where cone targeted abilities (e.g.: Annie’s Incinerate, Nidalee’s Swipe, Kassadin’s Force Pulse, etc) are reversing their direction when castimmediately after using another ability (e.g.: the Flash Summoner Spell, Nidalee’s Pounce, Kassadin’s Rift Walk).

Champions who rely on cone targeted spells to finish their combos are most impacted by this, like: Nidalee, Kassadin, Pantheon, Annie (Flash + W), Darius (Flash + E), Singed (Flash + E), Riven (2nd cast of R), among others.

We’re currently tracking this to find a proper fix (due to the nature of the bug we can’t make any promises on a timeline) but, in the meantime, the best workaround is to slightly delay your cast combinations to accommodate.

Sorry for the inconvenience!

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Will you update Janna’s new splash with her tattoo

[ Note ] Some players have noted Janna doesn’t have a shoulder tattoo in her new splash art. Here’s the old art and the new one.

Baconhawk Final PortraitFYI Splash tends to take more liberties with artistic content, but is always based on the in-game model.. In-game models do not change (often) based on splash.

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Follow Up

Why, then, did you re-add Pentakill Sona’s tattoo

Baconhawk Final Portrait

These are good points, but note I didn’t say we never alter an in-game model to match the splash. I said rarely. Janna’s tattoo, as I understand it, was an addition to an otherwise plain splash. Sona’s tattoo was really prominent and added a lot to her character (Pentakill band member…? yeah, tattoos work there). A tattoo on Janna is not really befitting of her pure, windy self. (That last part is totally my opinion). Does that make sense?

This is not to say we won’t ever add it. But as it stands now, we are not adding it to the ingame model.

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There will be short lore on the client and long lore on the site

Carnival Knights New PortraitThis. We’re also hoping to serialize lore on the website, so that in addition to the ‘long bios’ we can add new stories as we go without erasing anything.

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Follow Up

So we’re getting story progression

Carnival Knights New PortraitYes, story progression. Champs doing things that progress forward on a linear timeline. With the in-client tech issues we (sadly) could not showcase this, but with the website we can.

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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

 

Via LoL eSports:

Over the past several weeks, the world has paid witness to some of the finest League of Legends play in the game’s history — and the moments of brilliance have been startling. Who could forget OMG’s 71-minute slugfest with Season 1 Champs Fnatic, with the match turning on a single hit of the Nexus? Or Samsung White Imp’s Quarterfinals pentakill against North American powerhouse TSM, his second of the tournament? Now all roads lead to this one fateful day. Who will achieve League of Legends immortality? Here’s everything you need to know about the 2014 Worlds Final.

 

Who Will Be In The Finals?

Last year it was the teams now known as SK Telecom T1 K and Starhorn Royal Club, the year before Azubu (now CJ Entus) Frost and the Taipei Assassins. During the first World Championship it was Fnatic and Against All Authority, and now it’s time for the fourth League of Legends World Championship to find it’s victor.

As described by Riot Games:

The Final consists of one triumphant Best of 5 series between the two battle-hardened teams that emerge from the Semifinal. After running the international gauntlet, here are the contenders still left standing:

 

When Are The Finals?

On October 18th, at 1PM PDT Riot Games will be holding a Worlds Preview Show for the finals, to lay down all the information and predictions for the legendary upcoming match. The Analyst desk that has been running throughout the World Championship will be joined by other guests to lay down what they think about the Final set of matches. At 10:30PM PDT, the preview show will be rebroadcast and then coverage of the show for the finals can begin. Imagine Dragons will be there, performing “Warriors”

At approximately 11:45 PDT, the match will begin, and afterwards the analyst desk will be there to break it all down. In the morning, at 10:30AM the whole event will be rebroadcasted for those who miss it.

 

How do I Watch The Finals?

You can watch every Worlds Final match on lolesports.com, Twitch, Azubu, and Youtube, along with various other channels for other languages. If you find yourself in Korea and are interested in seeing the show live, tickets are still available. And in addition to the rebroadcasts of the live show, you can visit Riot’s spoiler-free VODs page for full videos of every game from Worlds 2014 as well as the rest of the 2014 season.

 

 

 

Categories: Esports, LoL News, Red Posts Tags:

 

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Summary

Stashu, the designer behind Cassiopeia’s rework, has made a lengthy post regarding her future direction. Following yesterday’s gigantic PBE update, Xypherous, FeralPony and Ghostcrawler have all joined on the forums to discuss the preseason balance changes and how League will play out in Season 5. Like EUW, an EUNE server migration has been announced, we also have post-game gifting coming to the PBE and a request to the community to come up with interesting biographies for LoL’s Champions.

 

Recent News

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STASHU New PortraitHey everyone! Sorry for not having the Cassiopeia discussion on Boards earlier. The discussion on GD has been going pretty strong for a while now, and I’ve learned a lot from it, but it’s definitely about time I brought this over here. (Also, sorry for not posting there in the past week or two).

 

I’d love to discuss everybody’s experience on Cassiopeia since the update, but I think I should first address the concerns about her identity and power level. Also, as it’s come up a number of times, I’ll include a more detailed background about what inspired this update and how we got to where we are today. It’s quite long, so I’ll throw that at the end of this post for those of you who are interested.

Let’s start with the more pressing issue. On top problems from a balance perspective, Cassiopeia has lost a lot of her poison feel. This is the bigger pain point for most, and we definitely understand where everyone is coming from. Much of what has historically contributed to Cassiopeia feeling like the ‘Snake Mage’ is her poison DoT’s, and, as these have been deemphasized, she’s lost some of this — well, to be more specific, we inadvertently took it away. It was never the intention to strip her Snake Mage identity, but we agree that we’ve done so in trying to meet other goals with the kit. This has left Cassiopeia in clear need of our attention, and we’re really sorry about that.

Further, while she’s statistically in line with several other champions in League (Twitch, Lee Sin, Elise), there are still some power concerns regarding her kit. That is, skilled players can take advantage of many of the challenging aspects of these champions’ kits in order to overcome their inherent weaknesses (Lee Sin and Elise can overcome their lack of innate tankyness with mobility and cc, and Twitch can overcome his range disadvantage by using his stealth to get in range of his opponents). It has become abundantly clear that on top of being rather difficult to play, Cassiopeia has weaknesses which her kit can’t answer. In isolation, this is okay or even good, champions should have clear weaknesses, but they should also have appropriately powerful and relevant strengths. Cassiopeia’s strength, her damage, is gated sufficiently that despite how high it can be, it’s not contributing enough to overcome her clear and often crippling weakness (namely a combination of range and mobility that just leave her terribly unsafe, particularly in lane).

With all this is mind, the primary reason why we had no changes for 4.18 is that we still haven’t fully determined which tools to add to/bolster on Cassiopeia’s kit. We know that we can buff her stats to a point where she’s strong, but we’re spending some extra time to ensure that our changes do everything we want them to (namely, reinforce her Snake Mage identity). We’ve been moving a bit more slowly than we (and I’m sure all of you) would like, but resources have been a little tight (we have a lot of awesome stuff in the works for pre-season! Coming to pbe soon :D).

That said, I plan on getting some Cassiopeia changes into testing with the target of finalizing them by the next patch or two. Our goals here are to preserve the direction Cassiopeia has gone in (high mechanical skill, combo-casting, late game carry mage), but add back some of the poison feeling that was lost along the way. These changes won’t be on the scale of the original update, but we won’t be hesitant to change mechanics/abilities more significantly where appropriate. The primary candidate here is Twin Fang– we’re considering having Twin Fang play into the DoT game somehow, perhaps through increasing poison damage to its target. Not sure if this is going to be what we ultimately land on, but that should give you an idea of how we’re thinking here.

I know it may feel like we’ve abandoned or forgotten about Cassiopeia to some degree, but I promise you it’s something I think about every day. I’m eager to bring Cassiopeia into a place where people are happy with her, especially those who used to love playing this Champion. While the GD discussion got a bit overwhelming, know that I’ve read the majority of your feedback and we’re trying to figure out how to best respond to the problems you’ve all helped to identify.

Thanks to everyone who has been raising visibility on and contributing to the discussions surrounding Cassiopeia, and thanks for caring. We’ll do our best to make her the best Champion she could be.


Main post: over. Detailed history of the project below for those who are interested. It’s really long, so, sorry about that!


Background: Cassiopeia was in line for a texture/art update since she was a bit old-fashioned and could use a little work both in general but also for her appearance as it will fit on the new Summoners Rift. With this in mind, we saw a good opportunity to add some gameplay updates to Cassiopeia, so we decided to look into it and see if she could benefit from any. This led to some deep analysis, and after a lot of discussion, we identified some problems on the kit. Casseopia’s damage profile (spamable, high damage, AoE DoT’s) made her impossible to balance and fight against when strong and had some readability/satisfaction problems on top of that. Additionally, much of Cassiopeia’s kit was nondistinct and, though she was unique in some ways, we felt she could be more interesting than a ‘vanilla’ mage than she already was.

Hence, our planned changes primarily revolved around identifying and clarifying her identity. Our results: Cassiopeia had good AoE damage, but she wasn’t the AoE mage. She also had good control, but she wasn’t the control mage. She used damage over time, but she wasn’tthe DoT mage– Brand, Rumble, Swain, Zyra, Malzahar, and even Mordekaiser compete in many/all of these fields. However, it was quite clear that compared to other mages, Cassiopeia stood nearly alone when it came to consistent DPS output.

Even previously, those who knew her well feared Cassiopeia as the highest damage output mage in the game– and this occasionally led to some very interesting strategies, even in the competitive scene, like the Yorick/Cassiopeia Zombie-Snake combo. Karthus admittedly was a close competitor here, but we recognized differences between him and Cassiopeia wanted to push them a bit further (have to mention Ryze as well, but his thing is tanky/reliable damage, more than the highest damage possible).

For Cassiopeia, this meant emphasizing her single target damage and her utility surrounding it. On the flip-side, this also meant de-emphasizing her AoE damage (and as a result, her DoT damage). In some ways, we were certainly happy about this, as there are some design problems surrounding the satisfaction/power ratio and readability of DoTs. In others, we were less happy. Poison has been an important part of Cassiopeia’s thematic identity, and a part of it that many people have deeply enjoyed, so this direction was dampening that a bit and thus costly in that sense. However, truthfully the poison aspects of her kit were not integral to its gameplay even as it stood before–one could argue that Twin Fang depends on the target being poisined, but her Q/W could just as easily applied a non-poison marker which enabled E-resets and retained nearly identical gameplay. I could imagine a Champion’s kit that depends on a thematic poison identity to work with its gameplay (a debuff-focused champion comes to mind), but Cassiopeia would likely have to change dramatically to become this. Our changes here were focused on driving Cassiopeia into a unique area which emphasized many of the things she already was doing, not switching her role entirely.

As a brief aside, I’d like to explain a bit about how why we decided to push Cassiopeia so far in one particular direction– bare with me for a moment. Consider Cassiopeia, and, side-by-side, consider a nearly identical champion, except one who uses nukes instead of DoTs (imagine all the other mechanics stay the same, like her Q applies a 3 second marker to the target that resets her Twin Fang when it hits them). Do these champions bring anything different to a team? Of course, there are some differences between DoTs and Nukes that would likely result in minor number changes, but, overall these champions would be doing largely the same thing, with largely the same damage. Now consider Cassiopeia again, but with half her damage and twice the crowd control effects, and compare that to a Cassiopeia with twice the damage but no crowd control (forgetting for a moment whether or not these champions would be balanced). These two champions have clear strategic differences, as they bring dramatically different things to a team (in this case, general damage vs general crowd control). As the League roster grows and grows, Champions need to occupy more and more specific niches to be unique, and this general damage vs general crowd control difference is no longer meaningful.

This is the line of thinking that brought us to distilling Cassiopeia to the highest — single target — late game — consistent damage — mage. This is a particular space that Cassiopeia can maker her own, not shared with any other champion; unlike DoT mage, for example. It does have some differences compared to her pre-update identity, but it comes directly from the unique things about her that we identified and wanted to support. We may not have gotten the numbers right here for her to hit each of these aspects, but that’s the goal and we’re still working towards it.

Now, there may have been better ways to tie the poison thematic (or more importantly, the DoT feel) into this identity than the ones we landed on (the ones we settled on being certain aspects of her passive and Miasma slowing more). One idea that has arisen both internally and on the forums is something like making E into ‘Corrosive Fang:’ Deals some minor damage to the target and increases all poison damage to the target by x% for y seconds, stacks up to z times. This wouldn’t change her gameplay at all (she would still mark targets with Q/W then hit them with a bunch of E’s, and continue to try to land Qs, just as she does now and even before), and thus wouldn’t add anything particularly poison-y to it, but it certainly goes some way towards amping up her poison thematics and adding back some poisony feel. While this particular version has some problems, I quite like the goals and direction and it’s something I’d like to take a stab at.

In any case, that’s a more detailed look into our thought processes and the story behind this update. Hope that helps/explains some stuff!


TLDR; We could meet our goals of keeping Cassioepeia’s use case (namely, late game single target mage carry) unique and special while amping up her thematics and making it more of what everyone wants from the Snake Mage. And that’s where we’re going in the next set up updates!

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Will you be looking at champions with low base regen

FeralPony Final PortraitThe short answer is yes. We’ll be doing a pass on health and mana regeneration statistics.

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So will games start like Dominion

FeralPony Final PortraitWay less extreme than that. Assuming a champion had 500 starting base health and 100 per level under the old system their stat growth would something like this.

Level – Health
1 – 500
2 – 600
3 – 700
….
18 – 2200

The new system might look more like this -

1 – 550
2 – 625
3 – 700
….
18 – 2200

There are a few advantages to this approach, but the biggest one is it allows to curb some of the really crazy snowballing power seen in level advantage from statistics – You’ll still gain a ton from levels (lots of stats, new spell etc) but this allows us to keep the laning phase more in check which gave us the opportunity to remove some of the more heavy handed rubberband mechanics we weren’t happy with but felt necessary to include like reduced first blood gold. First blood gold will be worth the full 400 gold regardless of how early you get the kill. Murder away!

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Will these base stat changes address snowballing

Sotere: Xypherous touched on it in his context a bit. Early level advantages create crazy power swings and we wanted to tone that down slightly. You can still create good opportunities for yourself by leveling up and having access to an extra or stronger spell, but no longer will you simply outstat your opponent(s) to the same degree.

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Xypherous Final PortraitExactly right – this reduces early snowballing by level advantage as levels are far easier to acquire earlier than later. If you can maintain a level lead, being 18 when your opponents are 17 will (relatively) matter more than on live. We’ve pulled back the really unpopular first kill gold rubberbanding stuff though.

So, roughly speaking, level advantage from 1-9 is lessened but the harder it is to maintain a level advantage (due to the increase XP requirements per level) the more a level advantage will be worth.

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Don’t you think map vision is being overdone for Season 5

Xypherous Final PortraitIt is a lot of vision, but the uptime on these effects vs. the respawn time of these effects generally keep it down. There are periods of time when its down because the thing just hasn’t respawned yet.

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Riot Axes New PortraitThere’s a lot of vision on the map in the spots you’re successfully controlling, which ends up making for more of a map control war through early/mid game than before. You do have to spend a pretty decent amount of time establishing all that vision if you want it – it isn’t free (burn your smite on a wolf, spend a while hunting down crab is a lot of vision but also a lot of time spent getting it).

It’s different for sure, but we haven’t generally been seeing teams that just have vision everywhere or anything like that unless they have a counterjungler who is just owning the map. And ganks still work.

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Sotere: This is something we’re excited to get feedback on and will be a careful tuning point as we continue testing. The number of ways to gain vision has increased. Gift of the Eagle Eye (Raptor smite reward) counteracts this to some degree by allowing vigilant junglers to remove vision but we’re still feeling out the balance.

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Do you think laners will be playing with Smite items

Riot Axes New PortraitIt’s conceivable that a few laners might occasionally take smite with the intent of applying some jungle pressure, and use the item as an added bonus to that strategy, but yeah, I would be pretty surprised if taking Smite just for one of these items was ever worth it. 750 gold and a summoner spell until you spend that 750 gold is a STEEP price to pay, even if the gating is somehow a non-issue.

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Why can’t we place wards with the new jungle items

FeralPony Final PortraitThe ability to place wards from the jungle items was a bit overkill with the addition and modification in the smite rewards several of which grant vision in various forms. The trinket system as a whole also goes a long way in covering for this need.

 

I don’t think anyone is opposed to adding these again if needed. Some of the elements of the older items – feral flare stacking etc could very well sneak back into either the items themselves or into the enchant system. I know it’s been a topic of discussion recently. Feedback on what specifically you miss from either a functional or simply a fun perspective is always helpful.

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Do you think the PBE changes will diversify  jungle picks

Ghostcrawler New PortraitI would argue Jungler diversity isn’t particularly good on live. What we are trying to do is having multiple axes on which a Jungler can be good so that the same champions don’t keep rising to the top. One champ may be better at traditional camp clearing, but another might be better at counter jungling or even farming Feral Flare-style.

In any case, we will have to adjust the tuning on some champs for sure if we go through with these changes. It isn’t worth taking those steps until we feel pretty solid about the changes themselves or the target will just be constantly moving. I would focus on your feedback on the system overall and not necessarily which champs have become better or worse at jungling. That information is still important, but it’s easier to iterate on than the new jungle design overall.

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End of game gifting up on the PBE

Saberprivateer New PortraitHey guys!

We’ve released end of game gifting to the PBE for testing. This is a new way for players to gift fellow Summoners via the post-game lobby. Now, whether you want to thank a friendly player or reward someone’s first Pentakill, you can show your appreciation after the match! Here are the details:

 

• You do NOT have to be friends to send a gift
• You can send gifts to players on both teams
• Only mystery skins and mystery gifts are available at this time
• The prices will be the same as in the store
• Gifts will count towards the daily gifting limit. In other words, you can only send/receive up to five gifts each day (For example, sending three mystery skins from the store and two end of game gifts hits your limit)
• Available in all queues except for custom games

The Unlock team is looking forward to your feedback so please respond to this post with questions and let us know what you think!

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EUNE Server migration on its way

Dromaius New PortraitHey guys,

We’ve said it before, but our main goal for 2014 is to provide you with the quality, reliable League of Legends service you deserve. We haven’t posted any major status updates as of late, but rest assured that the efforts we’ve begun in our new Amsterdam data center are progressing according to plan, and the EUNE service will soon be getting a new home! Our engineers continue to work on all aspects of service migration and we should be ready to launch EUNE from the new location sometime in November of this year. We expect to have a firmer go-live date as the project nears completion.

Our Amsterdam data center already hosts the new EUW service, and our quality uptime has improved. EUNE stands to reap similar benefits from the facility’s new infrastructure, hardware solutions, stability and network security. This will enable us to safely increase EUNE’s capacity, expand every part of the service, reduce patch deployment times and boost Internet connectivity.

Another important aspect of this his change involves the consolidation of the EUNE service – both platform and game servers – in Europe, removing the dependency between globally shared services and reducing vulnerability when third-party service providers experience disruptions.

Our teams in Europe and North America will continue working together to deliver on the promise we’ve made of increased service stability. Do note however that setting up a new data center is a massive undertaking, and while we are currently on track to complete it in the November timeframe, there’s always the potential for unforeseen delays.

Stay tuned for more updates on the progress, final maintenance date and expected downtime involved in this transition for EUNE players. We appreciate your dedication to League of Legends. Thanks for playing!

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Singed’s PBE Balance Changes

 

[ Note ] Here’s a link to the PBE update where Singed was tweaked.

 

SmashGizmo Final PortraitHey guys, SmashGizmo here from the Live Gameplay team, and I’m here to just give you guys a little heads up on some Singed changes coming to PBE soon. We don’t think Singed needs a big push to make his way back into the mix in top lane, so we’re looking at some small scale changes, both to give him something new and cool to do and to give him a little nudge up in power. The main changes we’re looking at here are:

  • When Singed Flings an opponent into his Mega Adhesive, they are snared for 1 second
  • Slight buff to rank 3 Insanity Potion stats bonus

The first change is about adding some cool thematic utility to Singed and opening up some big play-making potential when he gets creative with comboing his abilities. We like the core stuff that Singed is doing and we didn’t really want to change that too much, but we wanted to give him some new ways to think about his E and W usage and reward players for using them well together. The second change is just a slight nudge up to his late game effectiveness, as Insanity Potion’s rank 3 isn’t quite as noticeable in the late game as the earlier ranks are in the early-mid game.

Also, Singed is receiving these kit changes in tandem with some visual changes! The model and textures for all of his skins have been updated, so you can look all spiffy as you run by people and throw them onto disgusting puddles of goo.

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Thresh would be a viable pick even if he did no damage

Zephyreal New PortraitNo damage would be brutal in laning phase, but the concept is kind of the same late game where he (generally) doesn’t build damage so his entire fight contribution is CC, saving mispositioned allies, and area control with his ultimate. Personally, I am of the latter where some of the older supports just aren’t at Thresh’s level as opposed to Thresh being super OP, but obviously that’s not a hard-fact statement, just a subjective thought. And if the main problem is the flashy feel (which some people pointed out is their primary concern as opposed to wanting more gold or assists to give more power), then utility as opposed to damage or item power reliance is one way to go about it.

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Fun facts about Diana

IronStylus Final PortraitDiana is named so because the name Diana is derived from the Roman goddess of the moon and hunting.

Also! Diana’s weapon, the Moonsilver Blade is a “reverse khopesh”, making it a stylized scythe, alluding to it being a metaphorical reaping tool, alluding to the harvest, another aspect of the moon.. and also the murder of the Solari elders in her case whom she “reaped”.

Bonus art tidbits! Diana’s character design utilizes forms and shape language which are antithetical and opposing of Leona’s design language. While Leona’s design flairs out in many aspects (the Solari symbol, her crest/crown/faceguards, dress, etc) Diana is comprised of inwardly converging circles or ovals (chest guard, gauntlets, dress, etc).

:)

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Let’s talk Champion biographies

Carnival Knights New PortraitContinuing an interesting discussion from this thread here, I’d like to talk about some characters we’ll be taking a crack at soon as a natural course of the revamp. As pointed out earlier we still have a lot of champs that have outdated lore, but for the sake of keeping a clear focus I’d like to hold this discussion primarily to champions whose biographies are completely dependent or intricately entwined with the Summoners/the IoW. Without the aforementioned institutions, where did they come from? Why are they here? What do they want? Nocturne, Fiddlesticks, Lee Sin, fourth example. All the champs. All your favorite champs (I make a lot of bad jokes, by the way. I apologize in advance).

To give you some insight into our motivations, we’re looking at stories holistically, rather than storytelling in a vacuum. What that means is, our goal is to preserve core personality aspects of characters while reinventing the how and why of their stories to create an interesting and vibrant world. For the sake of this discussion, you do not have to adhere to those rules. Offer any crazy idea you can think of! I’ll try and check in as often as I can and respond as often as possible.

A couple points of note: this is not a promise to act on any of these suggestions. As well, I’d like this to stay as positive as possible – if you have criticisms feel free to voice them, but I’d rather have a friendly, focused discussion of these champs. Besides their core personalities, they’re almost blank slates! Mostly blank. Kind of sort of blank. Ish.

I’ll get it started: where should Nocturne come from? Is he a living shadow that kills people in their dreams and impresses nightmares on the waking world in the form of hallucinatory episodes? Or something… more? Share your thoughts! Lets do 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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Summary

The balance team has detailed major balance changes to objectives and items during preseason, including a Dragon Buff and the removal of Dragon gold, an item that helps with split-pushing, updates to existing items and lots more. Following yesterday’s post regarding the NA server infrastructure upgrade in November, we now have a list of goals Riot wants to accomplish to ensure stability in the server region. Lastly, we have some clarity on the upcoming jungle items during preseason, one of which will be able to Smite champions.

TL;DR in featured comments.

 

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Feral Pony New PortraitHi there!

Riot Reinboom and Feral Pony here to bring you an objective look at the objective changes we’re making for the 2015 season.

Philosophically, our big goal this season is to encourage more strategic diversity in League of Legends. This touches a lot of different areas but it all boils down to making your high level decisions matter (versus tactical decisions like last hitting, fight mechanics, etc). What champions can I bring? Where do I go on the map? How do I respond when the enemy team takes an objective? What can I do now that we’ve secured dragon? How does my build impact my interactions on the map? These things currently do matter, but we feel there’s room for improvement and we’re excited to explore some of these opportunities with you.

Along with this goal, we also want to ensure that we have more options in place to better balance the game. We want to be able to tone down problematic strategies and enhance weaker strategies without having to nerf or buff every champion involved in that particular playstyle (if anyone remembers Shen or Rengar pre-rework).

It’s kind of hard to talk about these changes without directly referencing some specifics, so I’ll highlight a few changes that speak to the above philosophy. Also worth repeating: all of the below are rough examples and very subject to change / may not even ship!:

One opportunity we have is examining the currently similar rewards of Dragon and Turrets - that is, gold. Often teams will trade these objectives and end up in roughly the same spot that they were at prior. Our hope is that by differentiating these rewards when a trade occurs, both teams can end up with different strengths and options as to how they progress the game from that point on.

Dragon

In more specifics: we’re going to be piloting a change where killing the Dragon grants a permanent “Dragon Blooded” buff that increases in power and function as your team kills more dragons. Since this reward increases the more times a team slays the Dragon, this puts an increasing value on the Dragon as the game progresses, both for the dragon-slaying team seeking greater buffs and for the opposing team trying to prevent them from powering up to take the victory. This change should add additional tension as the game progresses while also keeping the Dragon a more relevant objective as the game continues.

Turrets

With Turrets, we took a slightly different perspective. They already do their job well when it comes to shaking up the game; taking a turret means the enemy has less vision and defense to return to, and their playstyle changes accordingly.

So instead of changing the reward, we wanted to take a look at how teams were taking turrets. Our current idea is based on the concept that teams will need to play slightly different with each turret layer they encounter. For example, a strong split pushing team might be well-equipped at taking outer turrets but will need to switch up their tactics as the fight moves deeper into the enemy base. This allows for more variety when a team is trying to opt into a fast-pushing strategy, as they’ll have multiple layers of objectives to account for.

And more to come

The above are just two examples of the space we’re investigating when it comes to strategic diversity in League of Legends. There’s a lot more on our preseason plate as we look to things like Baron Nashor, early game objectives versus late, new forms of objective rewards (e.g. map utility), and more.

In the end, our hope is that by creating uniquely incomparable rewards for different objectives, we’ll be able to differentiate each game based on the accomplishments therein. A team who controls map objectives and wins by mounting pressure should see victory in a different way than a team who, for example, fast-pushes their way to a win.

Also remember that objectives aren’t the only way we can pursue this goal. While Fearless and Axes spoke about the new item changes for the jungle in the 2015 preseason, we also have a some additional changes to items to assist with the above goals, so without further ado…

Hi!

We’re back again with news of what’s in store for items with season 2015.

A Choice Most Strategic

When we looked at all of the high-level strategic opportunities in League, some questions and opportunities arose. Through items, could we follow the same path as objectives in allowing teams to opt into different strategies? Where would the meaningful choices be found? What would they be? Could there be a method to protect yourself against opposing strategies?

We set out to investigate.

Ultimately, the philosophy we’re pursuing with preseason items feeds into the same goals as before: strategic diversity. As such, we want to create and retune items with a specific focus on macro-level value (ie: pre-fight, or out of combat) over micro-level contributions (more on this in a sec). If more teams can pick up the items they need to change course in a game (ie: switching to split pushing or sieging through item purchases rather than relying purely on champion composition), we hope to provide the right tools for strategic innovation to prosper in League of Legends.

‘Macro’ items versus ‘micro’ items

As a foreword: you can think of this preseason patch as a light ‘macro’ item revamp, in that we’re looking to create items that interact and enhance the broader game: a team’s ability to siege, initiate, split push, recover from a siege, etc, rather than items that interact on a fight-to-fight basis, like Zhonya’s Hourglass or Locket of the Iron Solari. By focusing our efforts here, we hope to see teams really branching out in terms of innovative strategies, and that we’ve created the proper ecosystem for opponents to react with unique responses of their own.

Radiant Glory

For soft initiation tanks, it can be tough to opt into the play pattern you’re expected to excel at (that is, aggressive initiation) if you’re not ahead. Historically, the ability to initiate with tanky ‘run-at-you’ champions was provided in the form of an old item of yore, “Shurelya’s Reverie.” The speed boost from Shurelya’s was often good enough for champions like Olaf to get into a fight without having to rely on Flash or Ghost. We want to give that strategic opportunity back while also focusing its design.

Zz’rot Portal

We want to give tanky dudes a way to rapidly devour turrets. With minions. As a team, opting in to a split push is your choice and we didn’t want to lock that in just at champ select. This items allows for better split pushing, as it spawns little dudes who go on to assault nearby turrets.

Warmog’s Armor

An example where we’re trying to find strategic power in items that already exist is something like Warmog’s Armor, where we’re tripling its out-of-combat regeneration (although we’ll be reducing its maximum health bonus). The big goal here was to create an item with a strong focus on skirmishing and poke recovery rather than simply being a pile of regenerating combat stats. As to what strengths a Warmog’s purchase will offer, well, we’re leaving it to you to discover!

[ Link to Post ]

 

 

When will we see the stats of these new items

Feral Pony New PortraitWe’re not quite as new item heavy this preseason as we have been in previous seasons overall, but we’ll have specific numbers and changes as the game as we move onto PBE.

[ Link to Post ]

 

 

 

What stats will Radiant Glory give

Feral Pony New PortraitNo CDR currently, but yes health and mana. It builds out of Catalyst atm.

[ Link to Post ]

 

 

 

 

Won’t the split-push portal item be problematic

LtRandolph New PortraitThere is some amount of space for an item that helps a non-split-pushy champ split push that an innately split-pushy champ wouldn’t want. I would imagine that a Tryndamere would opt into just hitting faster and harder, rather than getting little helpers via the Portal. But a Maokai who’s going full tanky would be more likely to want some company.

[ Link to Post ]

 

 

Will Dragon still grant gold after these changes

Reinboom New PortraitThe last hitter gets the standard 25 gold. Otherwise – no. This could still change after some testing.

[ Link to Post ]

 

 

 

Feral Pony New PortraitIt does not currently give global gold. The dragon bonus is instead of the large sum of gold.

[ Link to Post ]

 

 

 

Won’t this Dragon buff lead to very one-sided matches

LtRandolph New PortraitOne thing to keep in mind is that dragon is already snowbally, just in a hidden and not very clearly differentiated way. By shifting power from global gold into other forms of power, it makes choosing between a tower and a dragon, for example, a much more interesting choice.

[ Link to Post ]

 

Reinboom New PortraitThey serve differing purposes now and their value is individualized to each team.

In some cases, you really need to setup and burn your control to ensure you get the next dragon fight, even if it might cost you baron.

Individually, Baron is still the boss of the map and the star of the “man, I really want to make this river purple” show, and as such still holds a generally stronger overall benefit.

[ Link to Post ]

 

 

NA Servers Banner 2

 

 

RiotPDB New PortraitHey, everyone. I’m on the NA projects team and we want to clarify plans around NA’s future as a server. Currently, service is not equal across the region, and that sucks. Even worse, it feels like we’ve talked about plans to improve things for a long, long time with no real visible action taken. We currently have multiple projects aimed at addressing ping issues in NA, so read on.

 

Yesterday, we were so excited to start talking about the new server infrastructure build, but we chose our words poorly. While technically we’re rebuilding the servers from the ground up somewhere new, the word “migration” naturally sounds like we’re moving to a central location, which we’re not ready for just yet.

We want to apologize for the confusion, and do more than say “we’re working on it,” because you’ve all heard that before. Allow us to put the infrastructure rebuild into context and map out the three-phase plan we’ve outlined for NA. We can’t promise to dish details about everything because we’re still finalizing some projects, but we can give you a better idea of what we’re doing behind the curtain.

Right now, there are three main issues with the NA server environment:

  1. Out-of-date infrastructure (poor stability)
  2. ISP traffic routing (network optimization)
  3. Server location (ping distribution)

Ideally, we’d tackle all three at the same time, but these are big changes and we want to make sure we’re getting each one right before moving on to the next step. Measure twice, cut once.

  1. The Infrastructure team is leading the charge on building a new server infrastructurefrom the ground up to make sure the game experience is stable and more secure. Instability causes cascading problems like fluctuating ping, downtime, and poor service, so we want to address this challenge first. Expect a more stable connection on these shiny, sturdy servers this November.

  2. The Internet Optimization team is actively working with ISPs across the US and Canada to build what’s known as an internet backbone for League players. This backbone will decrease variances and chokepoints in connections across the region, resulting in a better optimized connection to those shiny new servers. Expect these internet superhighways to roll out in early 2015.

  3. Finally, our team is dedicated to scoping out what will ultimately be the new locationthat the NA servers and optimized backbone connections will call home. We aren’t ready to share where this new home will be or when this project team will be ready for prime-time, but we want you to know that the ultimate goal is providing a comparable, stable ping no matter which coast you’re playing from. As these first two projects finalize, we’ll know more and will be ready to share additional details.

Stay tuned for more info from us in the future!

  • RiotPDB, NA Projects Team

[ Link to Post ]

 

 

Taric Banner


 

 

IronStylus Final PortraitGot my eyes on him as of late. This isn’t at all a confirmation of any release or production work any time soon, we’re just snooping around the concept potential now.

A lot of people have a lot of different opinions on Taric, and many of them differ. This discussion has been had before, I’m sure it will be had again, but I’d like have you guys spitball some ideas. This isn’t a mechanics discussion as much as it’s an art and theme discussion. Taric as a character, visually and thematically.

There’s a lot of nuance that people have gleaned from our Gem Knight, despite him being quite the old and outdated asset. Pizza feet, a whole 16 VO lines and a whole lotta gems. The line that we always have to walk is how to we retain/enhance/reconstruct what makes that champion special while also doing the hard work of an overhaul, which objectively, the character needs.

I maintain that Taric is an interesting and complex case. Almost a blank canvas due to how low fidelity and limited his in-game assets are and even the supporting story and themes around him. However, many people see different things when they see Taric. Be they enthusiasts or newcomers. It can be difficult to parse what’s objective reality and what’s been created and filled in by the player. Currently, one of my assumptions is that so many people have different projections as to what Taric is because right now there’s no solid foundation as he exists. You can pretty much project whatever you like to on him, and currently, that projection tends to be a bit of a joke.

Despite that, there’s great opportunity with Taric. But the question is.. what sort of opportunity? What do you see as important aspects to consider, to build upon, or to remake when it comes to Taric?

What would you do? Feel free to throw reference imagery here, personality write-ups, or just drop your 2 cents.

Thanks, guys!

EDIT: You guys are awesome. I’m reading every single one of these comments, just so you know. Keep them coming and don’t be hesitent to post even if it’s far down. I’m still skimming and reading! Gunna start another thread to ask for some reference that players think would help define Taric’s look. Thanks again!

[ Link to Post ]

 

 

Part 2 - Images you relate to Taric
IronStylus Final PortraitHey guys,

So that other Taric thread is an amazing gold mine (or should I say GEM MINE! AHH? GET IT? Anyways..) of ideas and suggestions. The sentiments and discussions are absolutely fascinating and extremely helpful. I’m always floored by how insightful and thoughtful, you, our players are, and how in depth you go. You have no idea how valuable that insight is.

What I’d like to ask for here is reference. As artists we constantly look at reference imagery for a number of reasons. Sometimes it’s to look at anatomy, to make sure we’re creating a body correctly. Other times it’s for light or color, so we can see how a scheme will serve an illustration. In this case however, I’m looking for design reference.

What does that mean? Armor! Gems! Motifs! Flourishes! Portraits! Anything that could be pointed to and said “Hey, I think Taric could incorporate elements from this!”, or, “This image really hits me in the feels, those are the sort of feels I want to feel when I look at Taric.”

So while the last thread (which is still going strong, please continue to post in there) there was a lot of visual suggestions, explanations in written format sorta dominated. That’s totally fine. Here I’d love to see you throw some images at me!

Thanks!

[ Link to Post ]

 

 

Jungle Items Banner

 

 

Missed the preseason jungle news? Here’s the announcement:

Jungle-Changes-Banner

 

 

Can you give us details on these new jungle items

Riot Axes New PortraitThe items will focus on your job as the jungler, augmenting the kinds of actions junglers need to take (invasion, ganking, etc). Can’t promise no junglers will ever just disappear into their jungle to farm forever, but the items generally encourage you to take action, not avoid it.

 

Now, a successful counterjungler on one team might mean relatively few ganks for lanes – but it will be because of another pvp match happening on the map (directly through combat or indirectly through camp stealing), not because the junglers aren’t interested in participating in a pvp game until 30 minutes go by or anything like that. We are looking at ways to let control of the jungle translate into better ability for your laners to roam, but that kind of system would be pretty light and you would not see ganking at today’s frequency.

[ Link to Post ]

 

Fearless New PortraitSo, we don’t want to throw out too many details, just because there are a ton of elements in actual flux, and setting the expectation that anything is for sure, or here to stay is a real risk when we release details.

With the caveat that this could still get pulled, changed, etc., one of the new jungle items allows you to use your Smite on enemy champions. Still figuring out what effect is going to be (damage + slow, just a crazy slow, ???). Mainly just very excited about the patterns that emerge when Smite has more pulls on its usage so that Smite becomes a multidimensional choice.

[ Link to Post ]

 

 

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

 

 

Patch 4 18 Notes Banner

Patch 4.18 is coming to live in a few hours; here are the changes:



Don’t know when Patch 4.18 hits live? Here’s the schedule:


Patch-4-18-Maintenance-Schedule-Banner (1)

 

Patch 4.18 Notes:

 

 

Riot Pwyff Final PortraitHi Summoners,

Welcome to patch 4.18. While we don’t have a lot of balance changes this patch, 4.18 is the launch date of one of our largest champion updates to date: Sion, the Undead Juggernaut. Be sure to check out his champion reveal page here, or just try him out in-game when he launches! But please, for the sake of you and your teammates’ sanity, maybe play a few normal games with him before you queue up for ranked. I get the feeling many of you won’t listen, but at least I’ve had my say.

Also of note within 4.18 is a whole pile of bugfixes for Azir (sorry!), a GANGPLANK BUFF!?, the removal of Pando Media Booster, a Smart Ping volume slider (look at this new audio technology we can implement!), and phase 2 of our mass champion texture rebalance! You can think of this patch as more of a small maintenance update as we look forward to the World Championships in Korea and the future of competitive League of Legends. Definitely some bigger things to come in the future, so stay tuned!

P.S. Same deal this patch about there being a larger than usual downloads. We’re shipping pieces of the updated Summoner’s Rift as we finish them but, once again, they won’t be available to play!

[ Link to Post ]

 

 

Sion Rework

Sion_Splash_0Sion Model 1Sion Model 2

 

Glory in Death New IconGlory in Death [ Passive ]

  • After being killed Sion will reanimate himself, but his Health rapidly decays while he is reanimated. He can move and attack during this time. He gains 100% Lifesteal, attacks extremely fast and will deal an additional 10% of his target’s maximum Health on hit. Max 75 bonus damage against monsters. All of his abilities are replaced with Death Surge, which grants him a burst of Movement Speed.

Sion PassiveSion Passive Text

 

Decimating Strike New IconDecimating Smash [ Q ]

  • Sion charges a powerful swing in an area in front of himself that will deal damage to enemies when released. If he charges for enough time, enemies hit by the swing will also be knocked up and stunned.

Sion Q 1Sion Q 2Sion Q Text

 

Soul Furnace New IconSoul Furnace [ W ]

  • Sion shields himself and can reactivate after 2 seconds to deal Magic Damage to enemies nearby.

Sion W 1Sion W 2Sion W Text

 

Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Sion fires a short range shockwave that damages and slows the first enemy hit. If the shockwave hits a minion or monster, it will be knocked back, damaging and slowing all enemies that it passes through.

Sion E 1Sion E 2Sion E Text

 

Unstoppable OnslaughtUnstoppable Onslaught [ R ]

  • Sion charges in a direction, ramping up speed over time. He can steer his charge slightly with the mouse cursor location. When he collides with an enemy he deals damage and knocks them up based on the distance he has charged.

Sion R 1Sion R 2Sion R Text

 

Barbarian Sion

 

Sion Skin 1

 

Lumberjack Sion

 

Sion Skin 2

 

Warmonger Sion

 

Warmonger Sion Updated

 

Login Screen

 

Lore

 


BLOOD.

SMELL IT.

WANT. ACHING. NEED!

CLOSE NOW. THEY COME.

NO CHAINS? FREE! KILL!

IN REACH. YES! DIE! DIE!

Gone. Too quick. No fight. More. I want… more.

A voice? Unfamiliar. I see him. The Grand General. My general.

He leads. I follow. Marching. To where? I should know. I can’t remember.

It all bleeds together. Does it matter? Noxus conquers. The rest? Trivial. So long… since I’ve tasted victory.

The war wagon rocks. Rattles. A cramped cage. Pointless ceremony. The waiting. Maddening. Faster, dogs!

There. Banners. Demacians and their walls. Cowards. Their gates will shatter. Thoughts of the massacre come easily.

Who gave the order to halt? The underlings don’t answer. No familiar faces. If I do not remember, neither will history.

The cage is opened. Finally! No more waiting. WE CHARGE!

Slings and arrows? The weapons of children! Their walls will not save them!

I can taste their fear. They shrink at every blow as their barricades splinter. SOON!

Noxian drums. Demacian screams. Glory isn’t accolades; glory is hot blood on your hands! This is life!

A thousand shattered corpses lie at my feet, and Demacian homes burn all around me. It’s over too quickly! Just one more…

The men stare. There’s fear in their eyes. If they’re afraid to look upon victory, I should pluck those craven eyes out. There is no fear in the Grand General’s eyes, only approval. He is pleased with this conquest.

Walking the field with the Grand General, surveying the carnage, I ache for another foe. He is hobbled, a leg wound from the battle? If it pains him, he does not show it. A true Noxian. I do not like his pet, though; it picks over the dead, having earned nothing. His war hounds were more fitting company.

Demacia will be within our grasp soon. I can feel it. I am ready to march. The Grand General insists that I rest. How can I rest when my enemies still live?

Why do we mill about? The waiting eats at me. I’m left to my own devices. The bird watches. It’s unsettling. Were it anyone else’s, I would crush it.

Fatigue sets in. I’ve never felt so… tired.

Boram? Is that you? What are you whispering?

Where am I?

Captured? Kenneled like some dog. How?

There was… the battle, the razing of the fortress, the quiet of the aftermath. Were we ambushed? I can’t remember.

I was wounded. I can feel the ragged gash… but no pain. They thought me dead. Now, I am their prize. Fate is laughing. I will not be caged! They will regret sparing me.

Demacian worms! They parrot kind words, but they are ruthless all the same. This place is a dank pit. They bring no food. There is no torture. They do not make a show of me. I am left to rot.

I remember my finest hour. I held a king by his throat and felt the final beat of his heart through my tightening grasp. I don’t remember letting go. Is this your vengeance, Jarvan?

I hear the triumphal march. Boots on stone. Faint, through the dungeon walls. The cadence of Noxian drums. I shall be free. Demacian blood will run in the streets!

No one came. I heard no struggle. No retreat. Did I imagine it?

There is no aching in this stump. I barely noticed the iron boot. It’s caked in rust.

When did I lose my leg?

I still smell the blood. Battle. It brings comfort.

The hunger gnaws. I have not slept. Time crawls. So tired.

How long?

So dark. This pit. I remember. Grand General. His whispering. What was it?

Not who I think.

Fading. Mustn’t forget.

Message. Cut. Remember.

”SION – Beware ravens.”

FREE ME!

BLOOD.” 

 

 

New Splash Arts

 

Cho’Gath

 

Chogath_Splash_0

 

Lee Sin

 

LeeSin_Splash_0 (1)

 

Kog’Maw

 

KogMaw_Splash_0

 

 

Dunkmaster Darius

 

Dunkmaster Darius will be available for 1820 RP.

 

dunkmaster_darius_splash_finalv2 (1)

 

Video Preview by SkinSpotlights:

 

 

Darius Model 1

Darius Recall

When recalling, Dunkmaster Darius performs… well, a dunk.

 

Darius Passive

Hemorrhage [ Passive ]

 

Darius Q

Decimate [ Q ]

 

Darius W

Crippling Strike [ W ]

 

Darius E

Apprehend [ E ] 

 

Darius R

Noxian Guillotine [ R ]

 

 

 

Ravenborn LeBlanc

 

Ravenborn LeBlanc will be available for 975 RP.

 

 

Leblanc_Splash_4

Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.

 

Ravenborn LeBlanc Basic Attack

Basic Attack

 

LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]

 

Distortion

Distortion [ W ]

 

Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]

 

 

 

Underworld Wukong

 


Underworld Wukong will be priced at 1350 RP.

 

 

MonkeyKing_Splash_4

Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.

 

Wukong Q

Crushing Blow [ Q ]

 

Wukong W 1 Wukong W 2

Decoy [ W ] 

 

Wukong E

Nimbus Strike [ E ]

 

Wukong R 1Wukong R 2

Cyclone [ R ]

 

 

 

Championship Shyvana

 


Championship Shyvana will be available for 975 RP.

 

 

Shyvana_Splash_5

Shyvana Model 1Shyvana R ModelShyvana Recall

For her recall, Championship Shyvana steps on a blue pedestal. Nothing new on her Dragon form recall.

 

Shyvana QShyvana Dragon Q

Twin Bite [ Q ]

 

Shyvana WShyvana Dragon W

Burnout [ W ]

 

Shyvana EShyvana Dragon E

Flame Breath [ E ]

 

Shyvana R

Dragon’s Descent [ R ]

 

 

Texture Rebalances

 

 [ Note ] Texture rebalances are color corrections and texture smoothing; NOT texture updates, aka higher resolution textures, etc. They’re done to match the new looks of Summoner’s Rift.

 

Classic Blitzcrank

 

Blitzcrank TU 1

 

Boom Boom Blitzcrank

 

Blitzcrank TU 2

 

Piltover Customs Blitzcrank

 

Blitzcrank TU 3

 

Definitely Not Blitzcrank

 

Blitzcrank TU 4

 

Classic Brand

 

Brand TU 1

 

Apocalyptic Brand

 

Brand TU 2

 

Vandal Brand

 

Brand TU 3

 

Cryocore Brand

 

Brand TU 4

 

Classic Evelynn

 

Eve TU 1

 

Shadow Evelynn

 

Shadow Eve TU

 

Hired Gun Graves

 

Hired Gun Graves TU

 

Classic Nocturne

 

Nocturne TU 1

 

Ravager Nocturne

 

Ravager Noc TU

 

Frozen Terror Nocturne

 

Frozen Terror Noc TU

 

Void Nocturne

 

Void Noc TU

 

Classic Olaf

 

Classic Olaf TU

 

Forsaken Olaf

 

Forsaken Olaf TU

 

Glacial Olaf

 

Glacial Olaf TU

 

Brolaf

 

Brolaf TU

 

 

 

New Halloween Summoner Icons

 

1 (1) 3 2 (2)

 

 

Anivia Q Update

 

Anivia has received a skillshot indicator and a circle around the ice block to indicate the spell’s AoE.

 

Anivia Q 1

Anivia Q 2

Anivia Q 3

 

 

Champion Changes

 


 

Azir Final Portrait

  • Base Damage increased from 43 to 47

 

 

 

Akali Final Portrait

 

Twilight Shroud New IconTwilight Shroud [ W ]

  • Now grants Akali a 20/40/60/80/100% Movement Speed buff while in the shroud, which decays over 1 second after leaving the shroud
  • No longer grants Armor or Magic Resist

 

 

Ezreal Final Portrait

 

Rising Spell Force New IconRising Spell Force [ Passive ]

  • Attack Speed buff duration increased from 5 seconds to 6

 

Mystic Shot New IconMystic Shot [ Q ]

  •  AD ratio increased from 1.0 to 1.1

 

 

 

Gangplank Final Portrait

 

Cannon Barrage New IconCannon Barrage [ R ]

  • Now deals damage everywhere in the AoE, rather than at random locations in the AoE
  • Duration increased from 6 seconds to 7
  • Cooldown decreased from 120/115/110 seconds to 125/110/95
  • Now lists cannonball damage as damage-per-second.

 

 

 

Kha'Zix Final Portrait

 

Void Spike New IconVoid Spike [ W ]

  • Base Damage decreased from 75/115/155/195/235 to 80/110/140/170/200

 

 

 

Lucian Final Portrait

 

Relentless Pursuit New IconRelentless Pursuit [ E ]

  •  Added a 40/30/20/10/0 mana cost (no mana cost on live)

 

 

 

Tristana Final Portrait

  • Attack speed-per-level decreased from 4% to 2.5% (total loss is 27% Attack Speed at level 18)

 

Rapid Fire New IconRapid Fire [ Q ]

Duration decreased from 7 seconds to 5
Attack speed buff increased from 30/45/60/75/90% to  30/50/70/90/110%

 

Tristana’s new AS values, courtesy of fellow reader Jim Gunderson.

 

Tristana pre/post nerf AS values from passive and Q only
Lvl OLD PASS NEW PASS OLD + OLD Q (Duration of 7 seconds) NEW (Duration of 5 seconds)
0 0 30 45 60 75 90 30 50 70 90 110
1 4 2.5  34 32.5
2 8 5 38 53 35 55
3 12 7.5 42 57 37.5 57.5
4 16 10 46 61 76 40 60 80
5 20 12.5 50 65 80 42.5 62.5 82.5
6 24 15 54 69 84 45 65 85
7 28 17.5 58 73 88 103 47.5 67.5 87.5 107.5
8 32 20 62 77 92 107 122 50 70 90 110 130
9 36 22.5 66 81 96 111 126 52.5 72.5 92.5 112.5 132.5
10 40 25 70 85 100 115 130 55 75 95 115 135
11 44 27.5 74 89 104 119 134 57.5 77.5 97.5 117.5 137.5
12 48 30 78 93 108 123 138 60 80 100 120 140
13 52 32.5 82 97 112 127 142 62.5 82.5 102.5 122.5 142.5
14 56 35 101 116 131 146 85 105 125 145
15 60 37.5 105 120 135 150 87.5 107.5 127.5 147.5
16 64 40 124 139 154 110 130 150
17 68 42.5 143 158 132.5 152.5
18 72 45 162 155

 

 


Yasuo Final Portrait

  • Base Health decreased from 430 to 380
  • Base Movement Speed decreased from 350 to 340

 

 

Item Changes

 

Randuin's Omen New IconRanduin’s Omen

Passive Attack Speed decrease when hit increased from 10% to 15%

 

 

Featured Game Modes

Our next featured game mode, Hexakill: Twisted Treeline, will be released later this patch!



In-Game Announcement Banners

In-game announcements received a visual update back in 4.16. We’ve read through your feedback and are making a number of tweaks and improvements aimed at making announcements cleaner and less intrusive. For clarity.

[ CLARITY ] Announcements have been scaled down a bit and moved higher up on the screen
[ MORE CLARITY ] Increased the transparency of announcement background effects
[ EVEN MORE CLARITY ] Summoner names have been removed from some announcements for brevity. Killing spree callouts retain them for bragging purposes.

 

 

In-Game Options Menu

Volume Sliders


With our new audio engine up and running, we gained the ability to tie a lot of existing audio effects to new volume sliders. We’re implementing a slider for ambient sounds, as well as the often-requested ping slider. These new options are meant to give players more control over their audio experience in League of Legends.”

  • Added a new volume slider for pings
  • Added a new volume slider for ambience (ex. red buff’s campfire and the wind on Howling Abyss)

 

 

Removing Pando Media Booster

As we discussed a few weeks back, we’re removing Pando Media Booster from the installer and patcher this patch. Don’t know what we’re talking about? Pando is a defunct 3rd party peer-to-peer service we previously used to help players download new files faster.

If Pando Media Booster is on your computer, you’ll see a popup once you launch League of Legends that’ll prompt you to remove Pando from your computer with a single click. We no longer use Pando’s services in our releases, so we recommend removing it.

  • Pando Media Booster has been removed from the installer and patcher
  • Players with Pando Media Booster on their computers will be prompted to remove it with a single click

 

 

Suggested Players

[ PREMADE FACILITATION ] The Suggested Players invite list in premade lobbies now recommends friends of friends who are currently online and available for a game

 

 

Bugfixes

  • (Fixed during 4.17) Resolved a significant source of crashes introduced last patch which predominantly affected Mac players. This won’t solve every crash, but we remain committed to fixing as many issues as possible in every patch.
  • lot of Azir fixes. Head back up to his section for the full list!
  • Garen’s R – Demacian Justice will no longer cancel itself if the target enters the fog of war while Garen is mid-cast
  • Undoing a Ruby Sightstone purchase no longer interferes with Sightstone’s ability to place wards
  • Abilities blocked by spell shields no longer proc life steal or spell vamp
  • Improved Soraka Bot’s AI to better accommodate for her gameplay update
  • Soraka once again has recommended items on ARAM

 

 

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

 


Patch 4 18 Maintenance Schedule Banner

Patch 4.18 will hit live on October 9th (10th for OCE); here’s the time schedule for every zone.


Here’s what you can expect to see in Patch 4.18:

PBE-Roundup-Patch-4-18-Banner



Patch 4 18 Maintenance Schedule for NA

Riot Noc New PortraitOn 10/09/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.18. At 03:00 PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]



And here is the schedule for the other regions (patching starts on October 9th – 10th):


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



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


 

Jungle Changes Banner

The jungle is getting a major overhaul for Season 5; here are the changes we can expect on the PBE soon:

 

 

Here’s a link to a shorter version of the upcoming changes:

 

Fearless New PortraitHi all!

Riot Fearless and Axes here to talk about our goals for the jungle. In the 2015 preseason, we want to improve strategic diversity: both in which champions can get played in the jungle andwhat different options each one has.

This season, a jungler’s perceived strength is largely tied to their ability to gank. While there are those who are functionally better at clearing / counter-jungling / objective control than others, the impact that ganking junglers have can really overshadow other strengths.

To explain more: slow, health-focused junglers quickly lose their advantage after their first purchase because there’s so much sustain built into tier one jungle items. Objective-focused junglers rarely have the opportunity to flex their muscles when a ganking jungler can kill a lane and then take the objective with less risk. Finally, I’m sure all of you remember when we introduced Feral Flare to support heavy farming junglers, but quickly toned it down after release. It was here we realized we needed a larger suite of changes to make these different strategies actually viable, and we’re hoping that this preseason will be our opportunity to do that.

So what’s all this mean?

First, we’re going to be increasing the number of objectives for junglers to take and control, with the goal of giving them more tools to set up plays in a game. We’ll be testing a concept where each camp gives an extra reward when Smite is used on it, with rewards like counter-jungling protection, increased lane safety, or increased vision control of the map. These mini-objectives should create more variance in jungle routes while also leading to more jungler vs. jungler interaction.

Second, we’re planning to increase the base difficulty of the jungle. Up front: this does make the jungle a more complex place (especially for those new to it), but this is something we feel will be necessary as we continue to promote real diversity in the position. Ultimately we want to create a world where a player can pick up Xin Zhao, Warwick, or Hecarim in the jungle just as easily as they can find a place for Elise, Lee Sin, or Kha’Zix. By increasing the durability and damage of jungle camps, junglers will start to value a wider array of strengths. Jungle clear speeds end up having greater differentiation and gradation; area-effect vs. single target, sustained vs. burst, etc, where previously most had enough power to take any camp with similar, minimal costs. The balance between healthy jungling and fast jungling becomes extremely important as high sustain junglers can clear with less risk while fast junglers have the potential for big payoffs alongside higher chances of disruption.

Changes to the the jungle, however, are only half the story. To talk about jungle items, we have Riot Axes:

Right now, jungle items are almost entirely role-based – you’re a Fighter, you want Spirit of the Elder Lizard. There’s a little bit of flexibility, but you’re pretty much buying your baseline clearing power plus the stats you want most later in the game.

In the 2015 preseason, we want to overhaul jungle items to support all sorts of different playstyles. These new items will be oriented around how you want to specialize as a jungler rather than what kind of role you’ll fill later in the game. Your jungle item choice will give you more power as a ganker, say, or more incentive to invade the enemy jungle to steal camps.

Our hope is that some junglers might use these new items to ‘double down’ on their pre-existing strengths while others will use them to shore up some of their weaknesses. In the end, each will have to make a tradeoff. The premiere ganker who also buys ganking jungle items might run into trouble when being counter-jungled, while the jack-of-all-trades might have extra difficulties in a 2v2 gank against their specialized opponent.

Items also matter for the late game, of course, so we want your jungle items to upgrade into powerful and unique items that matter. We’re currently exploring an enchantment system – similar to that used on boots – with enchantments providing the late game power that you can expect from a real item without compromising your meaningful choices of jungler strengths.

Bottom line, we want you to be able to opt into the jungle strategy that best suits you and your team before then customizing your items to fit your champion later in the game. We want to make jungling more engaging by offering you real choices in how you go about taking camps, purchasing items, and punching/slapping/stabbing/smashing/anchoring/biting/draining/ponying/burning/puncturing/clawing/kicking/hugging your enemies in the face.

We hope you’ll check out these changes on the PBE, and let us know if we’re heading toward that target.

[ Link to Post ]

 

 

Won’t these changes hurt the clear speed of tanky  junglers

Fearless New PortraitThe systematic changes are very likely to cause some champs to have real trouble clearing, and some champs to do too well. As we get further along and start to have more data, we’ll be making champion changes if needed.

That being said, we’re expecting to see a lot more variance in the health and speed of junglers in their clear, especially in the cases of people who have crazy gank or team fight power.

[ Link to Post ]

 

 

So there’ll be a mix of camps for different jungler types

Fearless New PortraitPart of the goal of the changes, along with the preseason changes more generally, is to give us better mechanics on the design side to adjust the power level of playstyles that are lacking. In regard to tank junglers specifically Fearless and Axes have a number of mechanics in place that can be used to assist “tanky” junglers as a class should they prove too weak or underwhelming.

[ Link to Post ]

 

 

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

 

 

NA Servers Banner

NA servers will be moved on November to improve stability; here are the full details and some community questions answered:

 

Here‘s a short version of the announcement.

 

Natural20 New Portrait Hi NA players!

I’m Riot Natural20, a Senior Release Manager at Riot Games, and I’m a part of the team that’s rebuilding League’s server infrastructure and migrating players to this new environment. Earlier this year, our team performed the EUW migration to the Amsterdam datacenter, and now we’re ready to tackle NA. While this is a slightly different type of migration, we’re taking learnings from Amsterdam to deliver on the core advantages of the EUW migration: more stable connectivity, minimized downtimes, and improved service.

So, why are we doing this? Over the evolution of League’s growth, we’ve renovated the existing environment quite a bit. To accommodate this expansion, improve security, and upgrade our hardware and software, we’re starting from a blank slate and building everything from the ground up. This means an all-new, state of the art network and server infrastructure for NA!

Our number one goal with this migration is increasing server stability: allowing you to play the game whenever you want and with minimal service interruption. This new environment will also give us more tools to prevent malicious attacks, which means even more stability.

This migration is just one part of our commitment to get you the service you deserve, starting with increased stability. Latency is definitely on our radar, though ping isn’t what we should address right now. Instead, we’re tackling stability first because ping is sort of a moot point without a stable game foundation—low ping doesn’t really help if you’re experiencing disconnects or can’t even log in.

We’re in the last phases of our build out and migration testing period, so we’re tentatively scheduling the migration for early November. We’ll post another announcement on Boards about two weeks before migration day, and we’ll make a final announcement the day before migration.

As a heads up, during the migration, you won’t be able to log into the client or play League for about 12 hours. Don’t worry—we’re planning maintenance for the middle of the night, like we do for patch releases, so we’ll minimize the impact of our downtime. For NA, game time is typically at its lowest between 2:00-3:00am PST, which means we’d start migrating around 12:01am PST. We’ll give you a more specific date and time in our final announcement.

I’m sure you guys have a ton of questions. Fire away and I’ll do my best. I can answer most stuff, though I can’t divulge certain tech details and specs because that could jeopardize the stability we’re aiming for with this new environment.

—Riot Natural20

[ Link to Post ]

 

 

Where will the new servers be located

Natural20 New PortraitAll the servers will still be on the West Coast.

[ Link to Post ]

 

 

 

 

Will this also address the recent influx of client crashes

Natural20 New PortraitNo, the updating of our servers will not resolve any client side crashes. We do have people working on those as well, though!

[ Link to Post ]

 

 

 

Can we expect replays to be added

Natural20 New PortraitSo you are interested in the new client?

Seriously though, moving to our new datacenter is one of the steps to getting replays running. My team is not the one driving on that part, so I am afraid I don’t know any more about replays.

[ Link to Post ]

 

 

How will this impact East Coast players

Natural20 New PortraitNo, there are no changes to ping in this update, as the game servers will still be on the West Coast. We have people looking at the ping issue as well, though I do not know the status of that project.

[ Link to Post ]

 

 

 

What will be the average ping for East Coast players

Natural20 New PortraitI cannot tell you what your exact ping will be, since some of that is dependent on your local ISP. I can tell you that the new game servers are in the same location as the current ones, so I would expect similar ping times.

[ Link to Post ]

 

 

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