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Sion QA Banner

Riot hosted a Q&A answering questions the community has about Sion’s rework. Here’s the summary:

 

Sion Q&A:

 



Design Relaunch Sion Banner


 

 

Why won’t there be a

Fruity Sebbles Final PortraitLike I mentioned in other posts, we’re not doing a Traditional skin for Sion, because ultimately we don’t believe that we can faithfully and fully deliver on an “Old Sion experience” with the Sion update within scope. For this particular post I’ll focus on the VO aspect:

 

Some players are really attached to the Arnie quotes, but that’s only really describing the English voice-over experience, for a reference most meaningful to only specific players around the world. I’m not saying that delivering on that isn’t valuable, but rather that we decided it was more valuable to focus on the more advanced and full VO experience for all Sions and skins that would be meaningful regardless of region or language.

Sion’s updated VO is more cohesive with his identity, and for the first time in League of Legends, he is able to ramp up and down in overall intensity as the battlefield conditions change. Retrofitting his existing Arnie VO into this new system and supporting it long-term so that the few players that currently own Sion are able to have what we believe to be a low-quality (non-cohesive and extremely short-script) experience, was not worth it, especially when taking into account how little the existing Traditional skins are owned or used in-game.

[ Link to Post ]

 

 

So old Sion didn’t fit LoL’s theme at all

IronStylus Final PortraitPersonally, my feeling is no. It’s the reason we didn’t just upgrade him in terms of fidelity. We broke him down and rebuilt him in probably the most intense of champion updates ever, and most likely ever to happen. While we have love for old Sion’s charm, I feel in my heart of hearts that the new Sion adds significantly more value than the old charm possessed.

[ Link to Post ]

 

 

What inspired his new ultimate

Scruffy Final PortraitWe tried a few different ultimates before we eventually found the one you see now. The first few focused on him smashing the ground and creating massive areas of new terrain (think of a giant trundle pillar). As you have likely inferred, those didn’t work out because they blocked off too much of the map space creating some awkward gameplay spaces.

We then decided to try the slowly accelerating charge that gave him CC immunity.Then we added the steering, then we made it go a huge distance etc. These things usually start in one place and over days of iteration we end up with something awesome.

[ Link to Post ]

 

 

Do you think his art style differs too much from LoL’s

IronStylus Final PortraitPersonally I see him fitting in with our current style and setting a bar as to how we execute in the future.

[ Link to Post ]

 

 

 

Will you be making a Pre-Death Sion skin

Fruity Sebbles Final PortraitSion from the Glory Days would indeed be really cool. For this project we focused entirely on the existing skins to make sure the funny ones were as funny as possible and the badass ones were as badass as possible, but who knows what’s in store for future skins .

[ Link to Post ]

 

 

Will Sion get an increased price and Traditional Skin

Fruity Sebbles Final PortraitFirst of all, Sion will definitely not be getting a price increase with the update. We’re still considering how the increased Champ update pipeline might affect overall pricing (if at all), but that’s still pretty long-term at this point.

As for your other question, Sion will not be getting a Traditional skin. We focused 100% of our effort on the base Sion and his existing skins, to make sure our new Sion is the best version of Sion we can possibly deliver.

[ Link to Post ]

 

Follow Up

Why did Karma, Sejuani and Trundle get Traditional skins

Ququroon Final PortraitHey Arkhammer,

As you’ve said, we did create three traditional skins a while back. In the past, we used Traditional skins as a way of allowing players to represent the older merits of a character that we may have glazed over during the creation process. We weren’t always confident in what we were shipping, and in extreme cases, necessitated a traditional skin to execute on them in a way they should have been done. This is shown to an extreme in the case of Karma’s fans, something that we know we could have done better.

The team has been doing updates for two years or so now, and we have a bit more moxie as to how this whole rodeo goes. We feel we’re able to better respect the old, while pushing the bar as hard as we can. We didn’t up and change Sion from an undead to a frozen warrior. He’s still the same exact fantasy he was before, just executed in a way that he was originally meant to be.

If the team as it is now existed in the past, there are mistakes that we wouldn’t have repeated. Karma wouldn’t have lacked her fans. Trundle would have better enveloped the ‘leper jesus’ he was so affectionately known for. Sejuani would have just realized that a bikini wasn’t appropriate snow wear. These are things that could be fixed in the future, but we prefer to continue moving forward, as there are still a large amount of characters that need some love coughpoppycoughevecough.

Essentially, we don’t feel like traditional skins are the correct answer- the only way to show our love for older content. We still push for constant and continuous improvement in our updates, but we want to do so in a way that best shows respect for older content as a whole package.

[ Link to Post ]

 

 

Will we at least get to play Sion with his old voice-over

IronStylus Final PortraitI’d like to see our sound gent C3sound speak to that but I know there were some serious technical issues in getting all that hooked up. Also, speaking to the audience of Sion players, the voice is really specifically an NA component, and considering the amount of work it would take to technically add back in the old VO, that effort was directed entirely to giving players the world over a quality experience.

[ Link to Post ]

 

Follow Up

The majority recognize the Arnold Schwarzenegger humor

IronStylus Final PortraitSorry, let me clarify. English is what I’m referring to. (sorry to lump all that together :P)

Yes, while English speakers and fans of Western media that involves Arnold is charming to us, we’re sort of in the minority actually. By a wide margin the accent, the mannerisms, the reference, aren’t understood by a huge chunk of the world.

Again, I appreciate the charm, but 1) those fairly “cheesy” chunks of old content don’t really translate, and 2) we wanted to really let the new Sion shine and not be diluted by things we wanted to evolve past. We have a lot of confidence in new Sion. This is indeed a bit of a blank slate, but we decided that after a huge discussion on the matter. The call was not made easily.

[ Link to Post ]

 

 

Who was in charge of Sion's rework development

IronStylus Final PortraitWe don’t really have anyone “in charge”. The entire team is there to make sure they’re making a holistic product. Though we do have this guy Fruity Sebbles who’s our producer on the team. It’s ultimately his responsibility that we make the thing we’re trying to make.

[ Link to Post ]

 

 

Were Sion’s looks inspired by The Mountain from GoT

HUGEnFAST Final PortraitFrom a visual standpoint I can definitely say that the personality, tone, and imagery that I got from The Mountain when reading A Song of Ice and Fire was very inspirational when designing Sion’s look.

[ Link to Post ]

 

 

 

Backstory Sion Banner

 

 

What's the relationship between Sion and Galio

Riot Entropy Final PortraitThere’s a natural opposition between the two that I wanted to lay the groundwork for. The dichotomy between the eternal guardian and the undying destroyer felt really compelling for a rivalry that would endure ages. Plus there’s a certain irony to the fact that Galio is an artificial being who’s gained a sense of humanity and Sion is a man who’s become more of a warmachine than anything.

“Time to cut your strings, puppet.” If only he knew.

[ Link to Post ]

 

 

What was the story behind old Sion’s peg leg

HUGEnFAST Final PortraitThe main idea behind the peg leg was to show history. After decades upon decades of battle, even the greatest warriors are bound to lose a limb or two (or heck, even die once or twice in Sion’s case).

[ Link to Post ]

 

 

 

Is Sion’s new axe the one he used in life, or a newer one

HUGEnFAST Final PortraitIt is the very same. The statue, in a way, is art; a stylized interpretation of Sion by a Noxian master sculptor. Also, just like Sion changed and evolved over the years, so did his axe, in its own way.

[ Link to Post ]

 

 

 

What are those red energies emanating from Sion’s torso

HUGEnFAST Final PortraitThey are the life essence of his slain enemies. They are souls stripped of all but what he needs. He’s like a soul juicer.

[ Link to Post ]

 

 

 

 

What role in the ritual did the dagger in Sion’s head serv

HUGEnFAST Final PortraitIt’s like a key in an ignition.

[ Link to Post ]

 

 

 

 

 

Gameplay Sion Banner

 

 

Will Sion be stunned if he ults into player-made terrain

Fruity Sebbles Final PortraitYes, he’ll stun himself on Anivia walls and such. If you have the reactions to to put a Cataclysm around him, then more power to you!

Related note: being stuck inside a Cataclysm with a Glory in Death Sion is not a positive experience.

[ Link to Post ]

 

 

Do stuns cancel the channel of Sion’s new Q

Scruffy Final PortraitThe spell does not go off, but he is given a cooldown refund (sets cooldown back down to 2s).

As a Sion player, I often feel like if I’m eating CC for my team I’m doing my job. He’s great at “soft taunting” enemies to focus him instead of his squishy allies.

[ Link to Post ]

 

Fruity Sebbles Final PortraitIf the Sion player is is stunned, knocked up, or silenced during his Q, the channel is interrupted but he is refunded a bunch of his cooldown so he can use it again more quickly. That way, it’s satisfying for the opponent to be able to stop his Q, but not crippling to Sion’s combo.

[ Link to Post ]

 

 

Why does Sion spin his axe if he hasn’t channeled his Q

HUGEnFAST Final PortraitThe Q only knocks up enemies after being charged for more than 1 second. The different animations are to indicate the difference between a partially and fully charged Q.

[ Link to Post ]

 

 

 

What’s with the weird mechanics on Sion’s new E

Scruffy Final PortraitThe E was a move that we wanted to be both a soft setup for his Q and provide some interesting play for him in lane around the minion line. It’s early iterations actually had an extremely short (almost melee range) initial cast and he could only hit far away opponents by punting minions. This was actually working out very well when he was in lane, but in mid/late game when a lot of fights were happening away from minions he didn’t have much use for it. This resulted in us extending the first cast’s range a bit to allow for some medium range use without minions.

[ Link to Post ]

 

 

Does the hitbox on Sion’s Q follow the indicator area

Scruffy Final PortraitThe Sion Q actually matches the indicator area, It’s a truncated cone.

[ Link to Post ]

 

 

 

 

 

How do we know much we’ve charged the knock-up on Q

Scruffy Final PortraitCurrently the best way to see how much charge you have reached is to look at the cast bar that appears right above the ability icons (bottom center of screen). We didn’t really come up with any ways of showing the actual knock up number as he charges without it appearing overly “HUD” like or gamey. I think players will likely get a feel for how much power they will get out of different length charges.

[ Link to Post ]

 

 

Why does his passive use a static Attack Speed

Scruffy Final PortraitWe want to let Sion player build pretty tanky and still feel like their passive gives them significant damage threat. This is where the attack speed and % health on hit come in.

[ Link to Post ]

 

 

 

How does Sion’s passive interract with revives

Scruffy Final PortraitSimilar to Karthus and Kog’Maw, Sion will first revive with Zilean or Yorick’s ult. After those have expired (or he dies again) he will go into his passive.

[ Link to Post ]

 

 

 

 

How does the hitbox on Sion’s ult match his model

Fruity Sebbles Final PortraitThere is a little bit of forgiveness if you “shave” the edge of a wall, but you’re right Sion is a big dude now. Threading the needle between walls and turrets for example is not recommended, though technically possible for the most elite Sion pilots.

Invisible corners on the map can be more annoying to Sion than to most other champions. Thankfully the Summoner’s Rift Update will help this quite a bit by cleaning up some of collision zones and better matching the map visuals to the gameplay space.

[ Link to Post ]

 

 

Funny Unrelated Sion Banner


 

 

Any hilarious bugs you encountered while testing Sion

Fruity Sebbles Final PortraitMy favorite was when Azir and Sion were both in testing, and when Sion would ult the Azir wall, he’d get knocked back– but he’d still be in the charge. So he’d bounce off the wall over and over, trying to get through faster and faster. It looked like an enormous Noxian fireball jumping on a Shuriman trampoline!

[ Link to Post ]

 

 

In the splash art, is Sion seen through the eyes of Helmet bro
Ququroon Final PortraitYeah… Helmet Bro isn’t exactly the luckiest dude around. I’m not sure how they keeps finding themself in these situations.

[ Link to Post ]

 

 

 

Will Sion get a train skin

Riot Entropy Final PortraitConductor Sion WOULD LIKE TO SEE YOUR TICKET RIGHT NOW!

[ Link to Post ]

 

 

 

 

Now that Sion’s reworked, will you move on to Urgot

IronStylus Final PortraitHonestly I’m looking forward to work we’ll eventually do on Urgot :D

[ Link to Post ]

 

 

 

 

Are Fiora’s and Warwick’s reworks still being worked on

Fruity Sebbles Final PortraitAs of this moment, Fiora and Warwick are not in progress. Soon after Sion is out, we’ll be updating this page that documents upcoming Champion updates with who’s coming up next.

https://support.leagueoflegends.com/entries/40116190-Champion-Update-Schedule

[ Link to Post ]

 

 

 

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

 

 

Fnatic Skins Banner

 

Season 1′s World Champions now have their skins in the store!


Three years ago, eight teams clashed in the inaugural League of Legends World Championship. Barons were slain and towers toppled over the course of three days as a new bar was set for high-caliber League play. After the smoke of the final destroyed nexus cleared, it was Fnatic who remained to lift the Summoner’s Cup for the first time. And now they’ve the skins to immortalize that moment.



Pick up the Fnatic skins for 750 RP each, or score all five with the Fnatic Bundle to get 25% off at 2812 RP (5688 RP if you need the champions). These skins go on sale September 24 at 1pm PDT before heading into the vault on October 31 at 11:59pm PDT.



Commemorate the first League of Legends World Champions!

 

Splash Art & In-Game Look of each skin


Karthus_Splash_5

 

From left to right: Fnatic Corki, Janna, Gragas, Jarvan IV and Karthus


 Corki_7 Janna_6 Gragas_8

JarvanIV_6 Karthus_5

 

Fnatic Corki

 

Fnatic Corki Updated 2Fnatic Corki Updated

 

Fnatic Gragas

 

Fnatic Gragas Model 1 Fnatic Gragas Model 2Fnatic Gragas Q

 

Fnatic Janna

 

Fnatic Janna Model 1 Fnatic Janna Model 2

 

Fnatic Jarvan IV

 

Fnatic Jarvan Updated

Fnatic Jarvan E

 

Fnatic Karthus

 

Fnatic Karthus Model 1 Fnatic Karthus Model 2

 

 

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

 

Dunkmaster Darius Banner 2

 

Dunkmaster Darius, teased a long while ago, has received an official… teaser.

 

With the first pick in the draft, Noxus selects… Dunkmaster Darius!

No surprise there. 6 feet 5 inches. 266 lbs. 34 ½ inch arms. His signature dunk, the Guillotine, cleaves through defenders – one guy actually died trying to guard him at the scouting combine. He’s the best player in the history of the game and he knows it.

When Dunkmaster Darius hits the court, the entire League is going to stand up and take notice.

[ Link to Post ]

 

Here’s a preview of Dunkmaster Darius, who’ll be available for 1820 RP sometime in the future:

 

Dunkmaster Darius Splash Art

Dunkmaster Darius Model

Dunkmaster Darius Q

Dunkmaster Darius W

Dunkmaster Darius E

Dunkmaster Darius R

Lots more on the making of Dunkmaster Darius:

DM (15)

DM (14)

DM (13)

DM (11)

DM (9)

DM (8)

DM (7)

DM (5)

DM (4)

DM (2)

DM (1)

DMSplash

DM (26)

DM (25)

DM (17)

DM (6)

 

 

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

 

 

Patch 4 17 Notes Banner

Patch 4.17 will be up tomorrow; here are the official notes:

 

Patch 4.17 Notes:

 

 

Riot Pwyff Final PortraitHi Summoners,

Welcome to patch 4.17, THE PATCH OF CHAMPION UPDATES. We don’t have a lot of high-level balance tweaks in the mix (small taps for Nidalee, Maokai, Tristana, and Talon), but there are some cool “pump up the unique!” changes for champs who may have been lacking in that category. Much in the vein of promoting more meaningful choices, our hope is that by giving champions like Garen and LeBlanc more uniqueness (like out-of-combat health regeneration or stealthy deception), they’ll be able to feel a little more interesting in their roles.

Speaking of meaningful choices, our two new gameplay updates (Viktor and Soraka) are also in 4.17, with both focused on creating a little more unique gameplay for their respective champion. For Soraka – what’s it mean to be League’s premiere healing / banana throwing champion? Or for Viktor – what, specifically, is a GLORIOUS EVOLUTION!? A lot of questions we can potentially answer in 4.17, so be sure to check out our new champion reveal pages for Soraka and Viktor.

Final note, we’re continuing to patch out bits and pieces of the updated Summoner’s Rift as we start polishing up on work. Once again, this doesn’t mean you’ll get to play on the updated Summoner’s Rift right now, but just that you won’t get hit by a mega-sized patch in the distant future. In anticipation of this, we’re also rolling out some updated character textures for older champions so they can still look good when their environments change.

And that’s all for now! Remember that the World Championships are happening right now, so head over to the lolesports.com page to keep up!

[ Link to Post ]

 

 

Viktor Rework Banner

 

Viktor_Splash_0

Viktor Model Viktor All EmotesAll stages of Hexacore

 

Glorious Evolution New IconGlorious Evolution [ Passive ]

Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +20 AP, +150 Mana and +1 AP per level, cumulating in +75AP, +6 AP per level, +500 Mana for the Perfect Hex Core.

Each upgrade will allow Viktor to augment one of his basic abilities and when Viktor has upgraded all 3, the Chaos Storm will be augmented also.

 

Icons of Hexacore’s evolution, from levels 1 to 4:

 

3200_HexCore1 3196_Hexcore2 3197_Hexcore3 3198_Hexcore4

Hexcore 1

Hexcore 2

Perfect Hex Core

Viktor Auto AttackViktor Q
Viktor Enhanced Q

 


Siphon Power New IconSiphon Power 
[ Q ]

Cooldown10/8.5/7/5.5/4 seconds || Mana Cost: 45/50/55/60/65 || Range: 700 

Viktor blasts an enemy unit for 40/60/80/100/120 (+0.2AP) magic damage, granting him a 30/50/70/90/110 (+0.2AP) damage shield for 2.5 seconds. Viktor’s next basic attack deals 15-250 (scales with Viktor’s level) (+0.5 AP) bonus magic damage. 

 

Viktor W

 

Gravity Field New Icon Gravity Field [ W ]

 Cooldown: 17/16/15/14/13 seconds || Mana Cost: 65 || Range: 700

Viktor deploys a gravitational imprisonment device for 4 seconds, slowing enemy units by 28/32/36/40/44% and adding a stack every .5 seconds. At 3 stacks the target is stunned for 1.5 seconds.

 

Viktor E

 

Death Ray New IconDeath Ray [ E ]

Cooldown: 13/12/11/10/9  seconds || Mana Cost: 70/80/90/100/110 || Range: 700

Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a line, dealing 70/115/160/205/250 (+ .7 AP) magic damage to every enemy in its path.

[ Note ] Missile speed of base and augmented version decreased from 2000 to 1500 compared to live.

 

Viktor R

 

Chaos Storm New IconChaos Storm [ R ]

Cooldown: 120/110/100 seconds || Mana Cost: 100 || Range: 700

Viktor conjures a singularity at target location, dealing 150/250/350 (+ 0.55 AP) magic damage and interrupting enemy channels.

Viktor can redirect the singularity for 7 seconds, causing 30/60/90 (+0.2 AP) magic damage every second to nearby enemies. The singularity will move slower as it attempts to move farther away from Viktor.

 

Augment Q

 

Augment TurbochargeAugment – Turbocharge [ Q ] : Viktor gains 30% Movement Speed for 2.5 seconds.

 

 

 

Augment W

 

Augment ImplosionAugment – Implosion [ W ] : Enemies stunned by Gravity Field are dragged to the center.

 

 

 

Augment E

 

Augment AftershockAugment – Aftershock [ E ] : An explosion follows the Death Ray’s wake, dealing 70 (+ 0.7 AP) magic damage. Enemies already hit by Death Ray will take 40% damage.

 

 

Augment R

 

Augment Velocity Augment – Velocity [ R ] : Chaos Storm Moves 20% faster.

[ Note ] Automatically granted when the Hexacore is fully upgraded.

 

 

Soraka Rework Banner

 

 

Soraka New Portrait

General

  • Base HP reduced from 405 to 398 (lvl 0)
  • HP-per-level increased from 76 to 78
  • HP-per-second per level decreased from 0.16 to 0.14
  • Mana pool increased from 240 to 250
  • Mana-per-second increased from 1.36 to 1.56
  • Base Movement Speed decreased from 340 to 325
  • Base Magic Resist still 30
  • Base Armor still 17
  • HP-per-second decreased from 0.9 to 0.7

 


Luminary New Icon
Luminary [ Passive ]

Soraka gain 70% Bonus Movement Speed when running towards allies who are below 40%.

 


Starcall New IconStarcall [ Q ]

Cooldown: 10 / 9 / 8 / 7 / 6 seconds || Cost: 70/75/80/85/90 Mana

Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35 AP) magic damage. Enemies standing in the center take 150% damage ( 105/165/225/285/345 (+0.52 AP) ) and are slowed by 30/35/40/45/50% for 2 seconds.

 

Soraka New Q

 


Astral Infusion New IconAstral Infusion [ W ]

Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds || Cost: 10% of Max HP  + 20/25/30/35/40 Mana || Range: 450

Active: Restores 120/150/180/210/240 (+0.6 AP) Health to target ally. Cannot be cast if Soraka is below 5% Health.
Passive: Each enemy Champion hit by Starcall heals Soraka for 25/35/45/55/65 (+0.4 AP) - 50/70/90/110/130 (+0.4 AP), depending on Soraka’s missing HP.

 


Equinox New IconEquinox [ E ]

Cooldown: 18/17/16/15/14 seconds || Cost: 70 Mana || Range: 925

On Enemy Cast: Creates a zone at target location for 1.5 seconds. Enemies standing in the zone are silenced until they leave. When the zone disappears, all enemies still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s). The zone deals an initial 70/110/150/190/230 (+0.4 AP) magic damage to Champions where it’s cast and deals the same damage again when the duration ends.

 

Soraka New E

 


Wish New IconWish [ R ]

Cooldown: 160/145/130 Seconds || Cost: 100 Mana || Range: Global

Calls upon divine powers to restore 150/250/350 (+0.55 AP) Health to all allied Champions. Wish’s power is increased by 50% on each Champion below 40% Health and it removes any Grievious Wounds debuffs from allies before healing.

 

 

16 09 Champion Changes


 

 

 

Cassiopeia Final Portrait

[ Note ] Cassiopeia was reworked in Patch 4.16. You can read a summary of the feedback Riot got on her here.

  • Base mana increased from 250 to 270
  • Mana-per-level increased from 50 to 60

 

Noxious Blast New IconNoxious Blast [ Q ]

  • AP ratio increased from 0.35 to 0.45

 

 

 

Garen Final Portrait

 

Perseverance New IconPerseverance [ Passive ]

  • When Garen reaches level 11, damage from non-epic monsters will no longer stop Perseverance, the cooldown between taking damage is decreased from 9 seconds to 6 and the health-per-second is increased from 0.4% to 0.8% (per second)
  • When Garen reaches level 16, the cooldown is decreased to 4 seconds and the healing is increased to 2%

 

 

LeBlanc Final Portrait

 

Mirror Image New IconMirror Image [ Passive ]

  • When dropped to 40% HP, LeBlanc goes invisible for 1 second, increased from 0.5 seconds

 

Distortion New IconDistortion [ W ]

  • Time during which LeBlanc can re-activate Distortion increased from 3 seconds to 4

 

 

 

Maokai Final Portrait

 

Vengeful Maelstrom New IconVengeful Maelstrom [ R ]

  • Maokai can now store up to 100/150/200 magic damage, decreased from 200/250/300

 

 

 

Nidalee Final Portrait

General

  • Base Attack Damage reduced from 49 to 44
  • Base Attack Speed reduced from 0.670 to 0.638

 

Takedown New IconTakedown [ Cougar Q ] 

  • Attack Damage ratio reduced from 1.0/2.5/3.33 to 0.8/2.0/2.67  (min/max/max Hunt)
  • Ability Power ratio increased from 0.24/0.6/0.8 to 0.3/0.75/1.0  (min/max/max Hunt)

 

Pounce New IconPounce [ Cougar W ]

  • Pounce cooldown reduction mechanic added to Hunted Pounce (removed from Hunted Swipe)
  • Pounce cooldown reduction mechanics baseline effect increased from 1.0 seconds to 1.5
  • Cooldown reduction mechanics on Pounce now affected by Nidalee’s Cooldown Reduction stat

 

Swipe New IconSwipe [ Cougar E ]

  • No longer affects the cooldown of Pounce when used on a Hunted target


 

Rammus New Portrait

 

Powerball New IconPower Ball [ Q ] 

  • Activating Defensive Ball Curl while in Power Ball will now continue the Power Ball for one second instead of canceling it instantly (doesn’t add extra duration to Power Ball).

 

Defensive Ball Curl New IconDefensive Ball Curl [ W ]

  • Activating Power Ball while in Defensive Ball Curl will now continue the Defensive Ball Curl for one second instead of canceling it instantly (doesn’t add extra duration to Defensive Ball Curl).

 

 

Talon Final Portrait

 

Cutthroat New IconCutthroat [ E ]

  • Now slows the target by 99% for 0.25 seconds
  • No longer silences

 

 

 

Tristana Final Portrait

 

Buster Shot New IconBuster Shot [ R ]

  • Cooldown increased from 60 seconds at all ranks to 100/85/70

 

 

Texture Rebalances

 

everybody looks at home on the Rift as its style and color palette continue to evolve.Over the next couple patches we’re taking a broad pass at the game’s older character textures with the goal of improving parity with newer releases and making sure

[ TEXTURES ] The following textures have been updated:


Ahri

  • Base, Dynasty, Midnight


Akali

  • Base, All-star, Blood Moon, Crimson, Nurse, Silverfang, Stinger


Ashe

  • Base, Amethyst, Freljord, Sherwood Forest, Queen, Woad


Corki

  • Base, Hot Rod, Ice Toboggan, Red Baron, UFO, Urfrider


Fiora

  • Base, Royal Guard, Nightraven


Galio

  • Base, Commando, Enchanted, Gatekeeper, Hextech


Graves

  • Base, Jailbreak (for now)


LeBlanc

  • Base, Prestigious, Mistletoe, Wicked


Leona

  • Base, Defender, Iron Solari, Valkyrie


Nautilus

  • Base, Abyssal, Subterranean


Orianna

  • Base, Bladecraft, Gothic, Sewn Chaos


Xerath

  • Base, Battlecast, Runeborn





Worlds Login Screen Banner


 

 

Here’s this year’s Login Screen for Worlds (video by FrostyNinja):

 

 

cs_bg_champions




Worlds 2014 Icons


 

 

profileIcon696 profileIcon697 profileIcon698 profileIcon699 profileIcon700

profileIcon701 profileIcon704 profileIcon705 profileIcon706 profileIcon707

profileIcon708 wallpaper_760px_1522 profileIcon702 profileIcon703 (1) profileIcon694

profileIcon693 profileIcon694

 

 

Ranked Updates

 

Master Tier


When we implemented Master Tier, we removed clamping from Diamond 1. One side effect of this has been that players who ride win streaks into Master incur pretty harsh LP penalties if they fall back into Diamond. This new LP loss cap is meant to soften the experience while players strive to enter – and remain in – Master Tier.

[ NEW LP LOSS CAP ] Players who quickly drop back into Diamond 1 after being promoted to Master Tier now retain a minimum of 50 LP


Ranked Decay


Ranked decay is meant to ensure that only the best active players can hold on to their position through a season. While this makes sense for the most competitive tiers, it just ends up as source of stress for the rest of the ladder. To that end, we’ve removed decay for silver and gold (bronze was already immune – we fixed a bug where this wasn’t the case for promo series).

[ QUALITY OF LIFE ] Silver and Gold players are now immune to decay
[ BUGFIX ] Fixed a bug where Bronze players who went inactive during a promo series were decaying out of their series


Ranked Duo Queue


Following a brief hiatus last patch due to a bug, we’re reactivating the limiter that prevents ranked players from duo queuing with partners more than one tier above or below them.


Ranked Restrictions


We recently posted about a few new measures coming to ranked play as part of our ongoing effort to encourage positive behavior. Head to the discussion for the details!



Bugfixes


  • Nomad’s Medallion now properly shows up under the “Other Movement Items” category
  • In line with previous fixes, Relic Shield and its upgrades no longer execute Shaco boxes
  • Fixed a bug where Ichor of Illumination was removing cooldown reduction when it wore off
  • Fixed a number of patcher crash issues
  • Fixed an issue with multitouch scrolling in the Mac patcher
  • Players no longer lose access to the patcher’s Repair tool after closing the menu via the ‘x’ button

 
Order of the Lotus Karma Banner

 

[ Note ] Order of the Lotus Karma will be available for 975 RP after Patch 4.17 hits live (September 23rd).

 

Karma_Splash_4 (1)

 

Lotus Karma Model

 

Lotus Karma Mantra State

Order of the Lotus Karma in her Mantra‘d state.

 

Lotus Karma Recall

For her recall animation, Lotus Karma fans herself and a string instrument plays.

 

Inner Flame Lotus Karma

Inner Flame [ Q ]

 

Focused Resolve Lotus Karma

Focused Resolve [ W ]

 

 Inspire Lotus Karma

 Inspire [ E ]

 

Soulflare 1Soulflare 2 Souflare 3Soulflare 4

Soulflare [ Mantra Q ]

 

Lotus Karma Mantra E 1

Lotus Karma Mantra E 2

Defiance [ Mantra E ]

 

 

Fnatic Skins Banner

 Fnatic are getting their team skins for winning Season 1′s World Championship.

 

 

Fnatic’s skins will be available for 750 RP each after Patch 4.17 hits live (September 23rd).

Karthus_Splash_5

 

From left to right: Fnatic Corki, Janna, Gragas, Jarvan IV and Karthus

 Corki_7 Janna_6 Gragas_8

JarvanIV_6 Karthus_5

 

Fnatic Corki

 

Fnatic Corki Updated 2Fnatic Corki Updated

 

Fnatic Gragas

 

Fnatic Gragas Model 1 Fnatic Gragas Model 2Fnatic Gragas Q

 

Fnatic Janna

 

Fnatic Janna Model 1 Fnatic Janna Model 2

 

Fnatic Jarvan IV

 

Fnatic Jarvan Updated

Fnatic Jarvan E

 

Fnatic Karthus

 

Fnatic Karthus Model 1 Fnatic Karthus Model 2

 

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

 

Patch 4 17 Maintenance Banner

 

Patch 4.17 is coming on Wednesday for NA and Thursday for EU; here’s the time schedule for every zone.

 

Here’s what you can expect to see in Patch 4.17:

PBE-Roundup-Patch-4-17-Banner (2)

 

 

Patch 4 17 Maintenance schedule for NA

Riot Noc New PortraitOn 09/25/2014, starting at 01:30 AM PDT, ranked queues will be disabled in preparation for patch 4.17. At 03:00 AM 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 September 24th – 25th):

  • 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 ] 03:30 – 05:00
  • RU ] 01:30  - 03:00

 

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

 

 

News 23 09 Banner

 

Summary

 

Recent News

Reborn-Banner

PBE-Roundup-Patch-4-17-Banner

 

Worlds Coverage:

 

 

Ranked Restrictions Banner

 

 

Shalkar New PortraitHey all,

Having announced the End of Season Ranked Rewards, interest in our most competitive game mode is rising, and as a result we wanted to share with you all one feature we’re developing to help improve the quality of the ranked play experience.

For a while now, the Competitive and Player Behavior teams have been working together to emphasize the competitive nature of ranked play, and we recently tested a new feature on PBE. Known as Ranked Restrictions, the experiment restricted the in-game chat of negative players and prevented them from joining ranked queues until they’d completed the required number of games.

With the feature proving successful on PBE, we’re rolling it out to test on live servers in NA and EU. Depending on the results of the live test, we’ll continue to add regions globally. With Ranked Restrictions now live-testing on NA and EU, restricted players will be unable to queue up for ranked until they complete a certain number of games in Normal Draft.

One thing we specifically wanted to address is that Ranked Restricted players will be Chat Restricted in other queues, and they can and should still be reported if they continue to display negative behaviors while playing through their restrictions. As with Chat Restrictions, after they finish the predetermined number of games, we’ll perform a final evaluation to make sure they’ve actually improved their in-game behavior. Players who haven’t shown improvement will continue to be restricted from playing ranked.

Related to Ranked Restrictions, we’ve determined that Ranked Rewards should reward positive sportsmanship just as much as they reward great play, so the most negative players who are Ranked Restricted at the end of the season will be ineligible to earn ranked end of season rewards such as the loading screen borders or Victorious Morgana champion skin. While the majority of players will not be affected by this ruling, we wanted to message it well in advance so that players concerned about their behavior have more than enough time to adjust and reform before the end of the season.

- Riot Socrates

[ Link to Post ]

 

 

Reborn Fall Banner

 

Sion’s promo page now features his second of four teasers. I assume after the fourth we’ll see his reworked abilities.

 

REGRETS

 

DARKWILL

What did you do?

LEBLANC

Provided you with what you desired, nothing more.

DARKWILL

This is not what I desired!

LEBLANC

You sought to raise this corpse to do your bidding once again. In that, we have succeeded.

DARKWILL

Look at him! This… thing has no place at the head of an army.

LEBLANC

Not as a leader, no. But your friend was never so much a leader as a killer. And he has never been more perfectly suited to that role than he is now. He does not fear, he does not question—he does not die!

DARKWILL

Damn you. I have no other choice.

 

DISSENT 

To the office of the Grand General,

There is no doubt the revenant is an effective weapon. It almost razed the fortress at Andras singlehandedly. However, it’s also responsible for nearly as many casualties among our forces as the Demacians. The thing seems to feast on the very act of slaughter. It took a company of heavy infantry to subdue it this time, and it’s only getting stronger, hacked to pieces or no.

The toll on morale has been heavy. The soldiers find it disquieting to see one of their heroes turned into a monstrosity. It causes them to contemplate how they might be rewarded for their own service. I’ve had to cull three score regiments for refusing to march aside the thing in battle. I fear the situation will only get worse with time.

Respectfully, Grand General, some things are better left buried.

 

BURIED 

ACCESS TO THIS MEMORIAL AND THE SURROUNDING AREAS IS HEREBY FOREBIDDEN WITHOUT EXPRESS PERMISSION FROM THE GRAND GENERAL. VIOLATORS OF THIS ORDER FACE PUBLIC EXECUTION

 

day2-bg-2

 

 

New GD Banner

 

 

Tamat Final PortraitToday we’re launching a new General Discussion-inspired board designed with the classic forums in mind. As we’ve worked on the boards over the last several months, we’ve received a ton of feedback on what you’re looking for in a community platform. We’re excited to share that chronological view, classic Red Tracker within threads, quoting, comment voting and more have already been added to the new GD board. 

While we’ve added the most requested components, we need your ongoing feedback because our goal is to work alongside the community to create a platform that can be home for all League of Legends players, whether they prefer classic style or the new Boards sorting options.

Everything’s designed to be flexible, so it’s much easier to create new features and options during this beta period. And, unlike the classic forums, we’re developing the Boards in-house. So when player feedback from surveys and posts makes it clear moderation is paramount, we can immediately build new tools and amp up our moderation efforts. That means getting notifications when content is deleted, more transparency around moderation actions, and an even bigger team dedicated to keeping the boards an engaging, safe and entertaining experience for anyone who stops by.

Moderation is only one example of where we can adjust and iterate on the fly, so please, check out the new GD, tell us where we’re dialed in, and where we might still be missing the mark.

[ Link to Post ]

 

 

Can I easily check my posts and comments

RiotNoyz Final PortraitWe’ve actually incorporated this exactly: when you’re logged in, click on your profile/icon in the top right and it will take you to a profile page that displays all of your comments!

[ Link to Post ]

 

 

 

Quoting still isn't very easy to follow

Tamat Final PortraitWe’ve heard that a few times already. Probably something we’re going to address, but want to get a better understanding of all the feedback first before we continue to iterate.

[ Link to Post ]

 

 

 

What is your plan concerning forums other than GD

Tamat Final PortraitGreat question! We’re going to be kicking off a New Player / Tips & Tricks type board this week. We definitely want for there to be a home the most active communities over here in the Boards.

[ Link to Post ]

 

 

 

Single Posts 23 09 Banner

 

 

Update on post-rework Cassiopeia

STASHU New PortraitHaven’t been posting lately, but I’ve read a lot of the recent responses. General consensus: Upcoming buffs seem insufficient. 

I’m on board here, they were a little bit on the conservative side, primarily because we are unsure of how much the E bugfix will affect her strength. But please know that I’ll be continuing work on Cassiopeia until we get her into a competitive place.

If these changes don’t do that, then we’ll add in some more next patch! I understand a lot of the same concerns from earlier are still in place (Q/W damage, mana costs, range, etc), and that these changes do not fully address them, but I do think they’ll help.

I’ll likely be starting a new post in Boards soon about all this, but I’ll be sure to post here when I do that. Thanks for continuing the discussion here, even though I haven’t been too visible and playing Cassiopeia has been a bit tough– it means a lot to me. And, lastly, sorry she’s been so weak, we clearly missed the mark here :/

-Stashu

[ Link to Post ]

 

Bonus! Awesome Leona portrait drawn by our favourite parrot IronStylus.

LeonaPractice

 

 

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

 

 

PBE Roundup Patch 4 17 Banner

 

Here’s a round-up of the PBE updates for this patch cycle. Patch 4.17 (most likely) lands this Tuesday, September 23rd.

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

 

Content for Patch 4.17:

 

 

Viktor Rework Banner

 

Viktor_Splash_0

Viktor Model Viktor All EmotesAll stages of Hexacore

 

Glorious Evolution New IconGlorious Evolution [ Passive ]

Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +20 AP, +150 Mana and +1 AP per level, cumulating in +75AP, +6 AP per level, +500 Mana for the Perfect Hex Core.

Each upgrade will allow Viktor to augment one of his basic abilities and when Viktor has upgraded all 3, the Chaos Storm will be augmented also.

 

Icons of Hexacore’s evolution, from levels 1 to 4:

 

3200_HexCore1 3196_Hexcore2 3197_Hexcore3 3198_Hexcore4

Hexcore 1

Hexcore 2

Perfect Hex Core

Viktor Auto AttackViktor Q
Viktor Enhanced Q

 


Siphon Power New IconSiphon Power 
[ Q ]

Cooldown10/8.5/7/5.5/4 seconds || Mana Cost: 45/50/55/60/65 || Range: 700 

Viktor blasts an enemy unit for 40/60/80/100/120 (+0.2AP) magic damage, granting him a 30/50/70/90/110 (+0.2AP) damage shield for 2.5 seconds. Viktor’s next basic attack deals 15-250 (scales with Viktor’s level) (+0.5 AP) bonus magic damage. 

 

Viktor W

 

Gravity Field New Icon Gravity Field [ W ]

 Cooldown: 17/16/15/14/13 seconds || Mana Cost: 65 || Range: 700

Viktor deploys a gravitational imprisonment device for 4 seconds, slowing enemy units by 28/32/36/40/44% and adding a stack every .5 seconds. At 3 stacks the target is stunned for 1.5 seconds.

 

Viktor E

 

Death Ray New IconDeath Ray [ E ]

Cooldown: 13/12/11/10/9  seconds || Mana Cost: 70/80/90/100/110 || Range: 700

Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a line, dealing 70/115/160/205/250 (+ .7 AP) magic damage to every enemy in its path.

[ Note ] Missile speed of base and augmented version decreased from 2000 to 1500 compared to live.

 

Viktor R

 

Chaos Storm New IconChaos Storm [ R ]

Cooldown: 120/110/100 seconds || Mana Cost: 100 || Range: 700

Viktor conjures a singularity at target location, dealing 150/250/350 (+ 0.55 AP) magic damage and interrupting enemy channels.

Viktor can redirect the singularity for 7 seconds, causing 30/60/90 (+0.2 AP) magic damage every second to nearby enemies. The singularity will move slower as it attempts to move farther away from Viktor.

 

Augment Q

 

Augment TurbochargeAugment – Turbocharge [ Q ] : Viktor gains 30% Movement Speed for 2.5 seconds.

 

 

 

Augment W

 

Augment ImplosionAugment – Implosion [ W ] : Enemies stunned by Gravity Field are dragged to the center.

 

 

 

Augment E

 

Augment AftershockAugment – Aftershock [ E ] : An explosion follows the Death Ray’s wake, dealing 70 (+ 0.7 AP) magic damage. Enemies already hit by Death Ray will take 40% damage.

 

 

Augment R

 

Augment Velocity Augment – Velocity [ R ] : Chaos Storm Moves 20% faster.

[ Note ] Automatically granted when the Hexacore is fully upgraded.

 

 

Soraka Rework Banner

 

 

Soraka New Portrait

General

  • Base HP reduced from 405 to 398 (lvl 0)
  • HP-per-level increased from 76 to 78
  • HP-per-second per level decreased from 0.16 to 0.14
  • Mana pool increased from 240 to 250
  • Mana-per-second increased from 1.36 to 1.56
  • Base Movement Speed decreased from 340 to 325
  • Base Magic Resist still 30
  • Base Armor still 17
  • HP-per-second decreased from 0.9 to 0.7

 


Luminary New Icon
Luminary [ Passive ]

Soraka gain 70% Bonus Movement Speed when running towards allies who are below 40%.

 


Starcall New IconStarcall [ Q ]

Cooldown: 10 / 9 / 8 / 7 / 6 seconds || Cost: 70/75/80/85/90 Mana

Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35 AP) magic damage. Enemies standing in the center take 150% damage ( 105/165/225/285/345 (+0.52 AP) ) and are slowed by 30/35/40/45/50% for 2 seconds.

 

Soraka New Q

 


Astral Infusion New IconAstral Infusion [ W ]

Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds || Cost: 10% of Max HP  + 20/25/30/35/40 Mana || Range: 450

Active: Restores 120/150/180/210/240 (+0.6 AP) Health to target ally. Cannot be cast if Soraka is below 5% Health.
Passive: Each enemy Champion hit by Starcall heals Soraka for 25/35/45/55/65 (+0.4 AP) - 50/70/90/110/130 (+0.4 AP), depending on Soraka’s missing HP.

 


Equinox New IconEquinox [ E ]

Cooldown: 18/17/16/15/14 seconds || Cost: 70 Mana || Range: 925

On Enemy Cast: Creates a zone at target location for 1.5 seconds. Enemies standing in the zone are silenced until they leave. When the zone disappears, all enemies still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s). The zone deals an initial 70/110/150/190/230 (+0.4 AP) magic damage to Champions where it’s cast and deals the same damage again when the duration ends.

 

Soraka New E

 


Wish New IconWish [ R ]

Cooldown: 160/145/130 Seconds || Cost: 100 Mana || Range: Global

Calls upon divine powers to restore 150/250/350 (+0.55 AP) Health to all allied Champions. Wish’s power is increased by 50% on each Champion below 40% Health and it removes any Grievious Wounds debuffs from allies before healing.

 

 

Order of the Lotus Karma Banner

 

[ Note ] Order of the Lotus Karma will be available for 975 RP after Patch 4.17 hits live (September 23rd).

 

Karma_Splash_4 (1)

 

Lotus Karma Model

 

Lotus Karma Mantra State

Order of the Lotus Karma in her Mantra‘d state.

 

Lotus Karma Recall

For her recall animation, Lotus Karma fans herself and a string instrument plays.

 

Inner Flame Lotus Karma

Inner Flame [ Q ]

 

Focused Resolve Lotus Karma

Focused Resolve [ W ]

 

 Inspire Lotus Karma

 Inspire [ E ]

 

Soulflare 1Soulflare 2 Souflare 3Soulflare 4

Soulflare [ Mantra Q ]

 

Lotus Karma Mantra E 1

Lotus Karma Mantra E 2

Defiance [ Mantra E ]

 

 

Fnatic Skins Banner

 Fnatic are getting their team skins for winning Season 1′s World Championship.

 

 

Fnatic’s skins will be available for 750 RP each after Patch 4.17 hits live (September 23rd).

Karthus_Splash_5

 

From left to right: Fnatic Corki, Janna, Gragas, Jarvan IV and Karthus

 Corki_7 Janna_6 Gragas_8

JarvanIV_6 Karthus_5

 

Fnatic Corki

 

Fnatic Corki Updated 2Fnatic Corki Updated

 

Fnatic Gragas

 

Fnatic Gragas Model 1 Fnatic Gragas Model 2Fnatic Gragas Q

 

Fnatic Janna

 

Fnatic Janna Model 1 Fnatic Janna Model 2

 

Fnatic Jarvan IV

 

Fnatic Jarvan Updated

Fnatic Jarvan E

 

Fnatic Karthus

 

Fnatic Karthus Model 1 Fnatic Karthus Model 2

 

 

Texture Rebalances

 

Don’t know what “texture rebalancing” means? Here’s a summary of red posts on the topic:

Visual-Rebalancing-Banner

 

[ Note ] I didn’t have a PBE account with all content unlocked when these changes took place, so I was only able to screenshot very few changes, as an example. For a full comparison of the old-new textures, check out the coverage the folks at Surrender@20 have put up.

 

 

Classic Akali

 

Classic Akali Updated

Classic Akali Updated 2

 

Red Baron Corki

 

Red Baron Corki Updated

Red Baron Corki Updated 2

 

Jailbreak Graves

 

Jailbreak Graves Update 1

Jailbreak Graves Update 2

 

 

Worlds Login Screen Banner


 

Here’s this year’s Login Screen for Worlds (video by FrostyNinja):

 

 

cs_bg_champions

 

 

Worlds 2014 Icons


 

profileIcon696 profileIcon697 profileIcon698 profileIcon699 profileIcon700

profileIcon701 profileIcon704 profileIcon705 profileIcon706 profileIcon707

profileIcon708 wallpaper_760px_1522 profileIcon702 profileIcon703 (1) profileIcon694

profileIcon693 profileIcon694

 

 

16 09 Champion Changes


 

 

Cassiopeia Final Portrait

[ Note ] Cassiopeia was reworked in Patch 4.16. You can read a summary of the feedback Riot got on her here.

  • Base mana increased from 250 to 270
  • Mana-per-level increased from 50 to 60

 

Noxious Blast New IconNoxious Blast [ Q ]

  • AP ratio increased from 0.35 to 0.45

 

 

 

Garen Final Portrait

 

Perseverance New IconPerseverance [ Passive ]

  • When Garen reaches level 11, damage from non-epic monsters will no longer stop Perseverance, the cooldown between taking damage is decreased from 9 seconds to 6 and the health-per-second is increased from 0.4% to 0.8% (per second)
  • When Garen reaches level 16, the cooldown is decreased to 4 seconds and the healing is increased to 2%

 

 

LeBlanc Final Portrait

 

Mirror Image New IconMirror Image [ Passive ]

  • When dropped to 40% HP, LeBlanc goes invisible for 1 second, increased from 0.5 seconds

 

Distortion New IconDistortion [ W ]

  • Time during which LeBlanc can re-activate Distortion increased from 3 seconds to 4

 

 

 

Maokai Final Portrait

 

Vengeful Maelstrom New IconVengeful Maelstrom [ R ]

  • Maokai can now store up to 100/150/200 magic damage, decreased from 200/250/300

 

 

 

Nidalee Final Portrait

General

  • Base Attack Damage reduced from 49 to 44
  • Base Attack Speed reduced from 0.670 to 0.638

 

Takedown New IconTakedown [ Cougar Q ] 

  • Attack Damage ratio reduced from 1.0/2.5/3.33 to 0.8/2.0/2.67  (min/max/max Hunt)
  • Ability Power ratio increased from 0.24/0.6/0.8 to 0.3/0.75/1.0  (min/max/max Hunt)

 

Pounce New IconPounce [ Cougar W ]

  • Pounce cooldown reduction mechanic added to Hunted Pounce (removed from Hunted Swipe)
  • Pounce cooldown reduction mechanics baseline effect increased from 1.0 seconds to 1.5
  • Cooldown reduction mechanics on Pounce now affected by Nidalee’s Cooldown Reduction stat

 

Swipe New IconSwipe [ Cougar E ]

  • No longer affects the cooldown of Pounce when used on a Hunted target

 

 

Clarity on PBE Nidalee changes

Repertoir New PortraitHey all,

Now that Nidalee has been out and about on the Live environment for awhile, we wanted to make some changes to her to address a few issues. There are all sorts of ideas floating around out there as to what to do about her, ranging from ‘leave her alone’ to ‘please just delete her.’ Not too surprisingly, I’m sure, we haven’t opted for either of those, but here’s what we have decided to do.

One of the paramount problems with Nidalee in from a playing against perspective is that she doesn’t offer opponents meaningful windows during which they can put their guard down or feel like they have the upper hand, especially during the laning phase. Nidalee is intended to have short periods of time between Javelin Toss cooldowns where she is somewhat less dangerous, but when she builds primarily AD duelist items, that weakness seems like it’s hardly there anymore. To that end, the approach we are taking is one that will hopefully help to emphasize her windows of strength and weakness, and we feel that moving her more toward the direction of AP or AP bruiser will help with that. AP builds almost always have lower power from basic attacks, so we think that if she can move a bit in that direction, she won’t pose a such a high constant level of threat to opponents, particularly in the lane phase.

One final thing to note is that Nidalee is not exactly known for her incredible teamfighting capabilities, and a large contributor to that is that she actually offers opponents so many ways to play against her in a teamfight environment. As such, we’ve made a small change to the way the Pounce reset on Hunt works to give Nidalee players more consistent results on the mobility end when Hunting.

[ Link to Post ]

 

 

Rammus New Portrait

 

Powerball New IconPower Ball [ Q ] 

  • Activating Defensive Ball Curl while in Power Ball will now continue the Power Ball for one second instead of canceling it instantly (doesn’t add extra duration to Power Ball).

 

Defensive Ball Curl New IconDefensive Ball Curl [ W ]

  • Activating Power Ball while in Defensive Ball Curl will now continue the Defensive Ball Curl for one second instead of canceling it instantly (doesn’t add extra duration to Defensive Ball Curl).

 

 

Talon Final Portrait

 

Cutthroat New IconCutthroat [ E ]

  • Now slows the target by 99% for 0.25 seconds
  • No longer silences

 

 

 

Tristana Final Portrait

 

Buster Shot New IconBuster Shot [ R ]

  • Cooldown increased from 60 seconds at all ranks to 100/85/70

 

 

 

 

News 12 09 Banner

 

Summary

Azir has been delayed on the live client because of bugs, Ghostcrawler explains the goals of the Fighter rework and Lyte notes that extending chat restrictions for neutral players is a mistake of the system. Lastly, IronStylus with clarity on texture rebalances and why the end result seems less detailed than the original.

TL;DR in featured comments.

 

Recent News

Patch-4-17-Forecast-Banner

Visual-Rebalancing-Banner (1)

Azir-QA-Banner

PBE Changes 4 17 Banner

 

 

Azir Delay Banner

 

 

Are you delaying Azir because his Shurima story isn’t over

sixtwo Final PortraitHey guys, not sure where the quote comes from, but Azir isn’t out yet because he’s not done – bug fixes are being checked in around me as I type this. Now carry on!

[ Link to Post ]

 

Baconhawk Final PortraitI was not clear in stating Azir is not available yet because of “reasons” (he is getting bugfixes). I did not mean to insinuate we are waiting for a lore story part 2… just to give some sort of hope and looking forward. My wording was ****.

I’ll try to be more clear next time. Let me know if you have any more questions.

[ Link to Post ]

 

 

He shows up in Champ list but is unavailable for purchase

Baconhawk Final PortraitThis is because he was shipped in the patch but not switched on. This is normal.

[ Link to Post ]

 

 

 

 

Can’t you give us detail on issues or at least a timeline

Baconhawk Final PortraitI totally understand. Unfortunately, we’ve gotten really burned when trying to give you guys dates on when x will come out (or if it even will at all, RIP Magma Chamber, so say we all), so to save us all the the heartache, its best if we just get him ready and unlock him when he’s finished.

 


You DO know there’s a champ coming. There was a time before PBE when surrender@20 and other sites wouldn’t be able to do all these great screencaps and preview videos, and set the hype stage for champs, skins, game modes, etc. We have a lot to deliver and we’d like to make sure it’s ready before we say YES IT IS GOING OUT ON THIS DATE and then what happens when we get an Azir and he ends up with some last minute bugs that just absolutely cannot ship? We look bad, you’re upset, we’re upset, and no one wins. The expectation is that we will release everything perfectly, meet everyone’s expectations 100%, release on time AND let you know ahead of time when that is. IN A PERFECT WORLD!

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What are the exact goals for the fighter rework

Ghostcrawler New PortraitThe goals are to agree on what is the strategic identity – the strengths and weaknesses – of melee champs, as well as figure out how many categories of melee we actually have (e.g. Is a bruiser different from a diver? What is a melee carry?)

The list of champs that we’d want to adjust to meet these goals is beyond the scope of a forum post. Generally those who are largely balls of stats with limited counterplay or those who seem mirror images of other melee are the ones most in need.

We haven’t decided yet on the future of red buff. As a general guideline, I think we do throw around movement speed debuffs too readily.

It’s okay for someone to have good or weak laning, within reason, as long as there are trade-offs elsewhere. Our general concern about melee is they don’t have any trait to offset their lack of range. The two characteristics that we have tried (hard to kill or eats your face if they manage to close) have been problematic. The former erodes a niche for true tanks and the latter makes the counterplay pretty binary, as well as making melee on melee engagements slow slugfests.

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How would you define a “tank” in League

Ghostcrawler New PortraitA common thread we’ve found with tanks is that they are good at initiating. The problem is that the word “tank” also carries a strong connotation from other games that they have a ton of survivability as well. If we renamed the role it would be easier to define, but we’re not sure players would react well to redefining a whole lot of roles in the game (as I mentioned for fighters above).

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Why don’t you name the Fighters you plan to rework

Ghostcrawler New PortraitNot sure I agree with that.  Even stating that we think a champ is overtuned feels like a mic drop without a lot of context. The other challenge is that when we mention we want to work on something (like say a fighter rework) and then it takes a lot longer than expected, players get frustrated and want even more context for the delay. Believe me, my inclination is to be as honest and open as possible. If we can earn enough trust with the community that changes we mention will eventually come to pass, I’d love to be able to talk more about long-term plans.

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Can we have specific information on the Fighter reworks

Ghostcrawler New PortraitIt’s just a big project that touches a whole lot of champions. At our current cadence for gameplay updates, it would take a long time to reach them all. In the meantime, if we introduce say counterplay for one fighter and not another, then the second one becomes overpowered in the interim. It’s not just fighters either. If we decide that we offer too many slows, then a lot of ranged champs would need to be touched as well. This is the kind of thing we’d love to be able to hit with some sweeping changes all at once, but we’re still working out how that could be possible.

I’ll talk to Morello and some of the other designers. Maybe we can put together a dev blog that explains our current thoughts so long as we can provide sufficient caveats that we haven’t ironed out all the details yet and would welcome plenty of feedback before those thoughts turned into patch notes.

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Issues with Muting Banner

 

 

Chat Restrictions shouldn’t be extended if you’re neutral

Lyte Final PortraitCompletely agree. We recently tuned the system to try to be more accurate up front, but it’s clear we might be up to ~20 games off still in some cases.

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Can you provide an example of toxic gameplay

Lyte Final PortraitAt the end of the day, are you a neutral player, or a negative one? If you’re still negative, your account will continue to get chat restrictions.

Have you actually reformed after going ~50 games in silence? The answer is probably no. Even how you communicate with others here on the forums shows that your behaviors really haven’t changed.

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Lyte Final PortraitThe idea that the system expects toxic players to be “positive” is a misunderstanding. If a player is “neutral,” their account will eventually be clean of any penalties or punishments.

The actual problem with the system is with situations like these, where the system should have probably just given the player 78 chat restrictions right off the bat; however, that’s a tuning problem that we’ll need to continuously work on to get right.

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Why texture rebalances seem less detailed

IronStylus Final PortraitGotta remember that detail frequency often works against us. Excessive detail, especially detail that is highly contrasted against it’s adjacent material leads to “flickering” and “buzzing.”

That a) hurts they eye, b) generally feels low quality, c) doesn’t fit in with our changing style.

While it can be sometimes confused with feature removal, it results in a cleaner asset, it’s for the overall health and quality of the game.

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What are some of the more known Rioters working on

FeralPony Final PortraitSure, no real spoilers here (sorry) but CertainlyT is still working on Champions. From what little I’ve seen the next one he’s working on looks pretty awesome. Xypherous and myself are working on “Systems” which is primarily working on the next pre-season patch change with a number of other folks.

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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 Banner 12 09

 

Summary

Patch 4.17′s forecast is here, detailing a shift in Nidalee‘s balance from AD lane bully to an AP bruiser, possible nerfs to Kha’Zix‘s W, minor buffs to LeBlanc and Rammus, nerfs to Tristana‘s early and mid game and the recent PBE reworks of Viktor and Soraka. Also, all 111 Champions released before 2013 and their skins will be color-fixed to match the visuals of the new Summoner’s Rift. This doesn’t mean particle changes or texture updates, just a rebalancing of the colors.

TL;DR in featured comments.

 

Recent News

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Patch 4 17 Forecast Banner

 

 

Live Gameplay: Saludos Invocadores!

Spinning these Patch Forecasts back up as more changes come hurtling to the PBE. In the future we’ll be experimenting with the forecast to see what’s the best way to communicate pre-PBE changes, but for now we’ve got some neat things on the way that we wanted to talk about.

The overarching narrative for this patch is to reduce stagnation in the live environment by targeting highly banned champions and (finally) looking at those champs who make for a low-counterplay game (looking at you Talon). Speaking to the latter (low counter play dudes), it’s worth mentioning they’ve always had low counterplay, but that we’ve traditionally let them be due to their low visibility and (occasionally) lack of current-meta strengths. More below!

There’s also the GLORIOUS EVOLUTION of Viktor with his gameplay update (PBE friends, check that feedback thread) and the still-glorious-but-not-named-glorious evolution of Soraka with a larger gameplay update of her own (PBE friends, once again).

So some forecasting:

There are a few oppressive champions out there who have been climbing the ladders in terms of ban rates, play rates, and win rates, and we’ve finally decided to get into the weeds to make them a bit healthier to play against. Between 4.17 and 4.18 you can expect some small changes to champs like Akali, Talon, Yasuo, and Fiora (oh man Fiora), with most focused on reducing some in their low-counterplay abilities (maybe not eliminating, but reducing at the very least).

Speaking of strong dudes, there’s a few more on our radar that we wanted to address specifically:

 

Nidalee Final Portrait

Cat lady’s doing pretty well in all levels of play, specifically when she’s thrown into top lane as a low counterplay bruiser-bully. We’re looking for ways to reduce some of Nidalee’s high AD / auto-attack focused strengths while maybe giving some love back to her AP bruiser / AP burst builds.

 

Tristana Final Portrait

Don’t really need to say much beyond this, but Trist’s pretty good right now. Specifically her early / mid-game tradeoffs just aren’t being made when she’s got such a monster lategame potential. We’re looking for ways to fix this, specifically by adding windows to actually beat her up throughout the game.

 

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As an opportunistic assassin, Kha’Zix’s gone back to his missile-bugging days of prioritizing W to poke away at people. Given W’s got tons of utility already piled on top of it (slow, vision, aoe), we’re a little concerned that as missile-bug picks up, Kha’Zix will go back to losing a lot of his counterplay, especially since he can poke for high damage on grouped up individuals. We’ll be keeping a close eye on Kha’Zix as our changes develop, but if he needs help assassinating people, we’re prepared to give him some love in those areas!

 

Rammus Final Portrait

Not really a nerf or a huge buff, but just in case anyone mining PBE files gets confused, we’re making it so that Powerball and Defensive Ball Curl can now overlap by 1 second, so if you use one to cancel the other you get 1 second to consider your mistake before it actually happens.

 

LeBlanc Final Portrait

LeBlanc changes! Since we removed the silence from her sigil of… malice, LeBlanc hasn’t been in the best of places. We’re looking for ways to give LB a bit more power in a healthy way, so we’re talking more deception and cleverness rather than more damage.

 

And that’s it for this forecast! Remember that we’ve got champion update forecasts going on with their own separate contexts here:

Viktor: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/2Hxh1fnf-the-truer-evolution-3rd
Soraka: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/BTP5uwf1-this-rework-is-going-to-be-bananas-soraka-rework-preview-and-discussion

As for followup discussions, today we’ll be throwing Riot Jag into the mix to answer any followup questions you may have.

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You’re hitting Kha’Zix’s W just because players use it now

Riot Jag Final PortraitThe direction we’ve always wanted to take Kha’zix is that he has to be an opportunistic assassin. To exert his power on the field, he needs to find the correct windows of vulnerability on the enemy team instead of brute forcing his way. Much like DR on his earlier versions of evolved ultimate, or the damage profile on his old Q, this version of W gives him the ability to force action.

I sympathize with you that continuous nerfs to a champion can be frustrating. That said, we’ve tried to reorient Kha’zix’s power in ways that are healthy for the game while still giving him the opportunity to be picked. We don’t plan on nerfing him to the point where he does not feel viable.

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You can’t force players to isolate themselves as Kha’Zix

Riot Jag Final PortraitYou bring up some good points. The part that is questionable to me is asserting that teams can ensure they literally never will prevent themselves from becoming isolated. I think the natural chaos of teamfights means that positioning is a dynamic state, and opportunities will always present themselves, even against top-level players. Furthermore, certain champions control space or just create disruption and isolation naturally (e.g.: Gragas), so I think teams that play Kha’zix will always have tools to make certain he’ll find his spots.

That said, isolation has often been challenging to tune correctly, both in terms of range of isolation and in terms of payoff to Kha’zix. The clarity issue is made worse by the concept of isolation being difficult to understand. I wonder how you’d feel Guardian of the Sands Kha’zix feels in this regard?

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Why are you nerfing Champions

Riot Pwyff Final PortraitForgot to add this in but we’re prepared give Kha’Zix some compensatory assassin-y buffs if he needs it. Q is important to note with regards to isolation (so Kha’Zix is more of a strategic counterplay than an in-the-moment tactical counterplay, I suppose), but yeah back to that first point.

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What about Cassiopeia, will she receive changes in 4 17

[ Note ] Cassiopeia was reworked in a recent PBE update. Link to changelist.

Riot Jag Final PortraitDefinitely keeping a close eye on her. We get more playtests of a champion in the first hour they’re out on live than we ever did internally, so RiotStashu will have plenty of data to look at and assess what state she’s in. Keep giving him feedback.

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Can we expect the Poppy gutting for this patch

Riot Jag Final PortraitRight after we crush Hecarim.

P.S. Just kidding.

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Morello Final PortraitI’m not sure if we’ll club her or not – I’d prefer to stop abusing her if we can manage or if there’s some team strategy that makes this interesting as opposed to dominant. I need to speak to the Live Gameplay dudes as this develops.

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Are you aiming to nerf Akali or give her counterplay

Riot Pwyff Final PortraitWhile Jag is out, I think we’re exploring lighter changes to give her more directionally-relevant strength while potentially giving her just a bit more opportunity for counterplay. That said, Akali’s a tough gal to strike the right balance. Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that’s pretty anti-counterplay.

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All-ins and Reset mechanics don’t fit Akali’s ninja theme

Riot Pwyff Final PortraitShe collects their essences and becomes stronger. Isn’t that what Ryu Hayabusa does? Ninja stuff.

In all seriousness, I think the shroud/stealth aspects of her kit really do fit with what you’d expect of a ninja (aside from giving resistances, cough) and there may be changes we can make to it to play up that a little bit more. We’re still looking at options.

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How do you plan on giving Talon counterplay

Riot Pwyff Final PortraitI don’t think we have anything concrete to commit to as of yet, more that we are considering both and hashing through proposed changes / playtesting them. Sorry :(

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Ququroon Final PortraitHey everyone!

As the update to Summoner’s Rift continues to percolate on the PBE, we’re looking to address the fact that many of League’s older champion and skins were created using the Rift’s current look and color palette (or even older ones), which continues to evolve over time. At this point, many champion and skin textures need a bit of rebalancing to ensure they look nice regardless of where they’re standing, or who they’re standing next to.

We’re talking just about every champion and skin released before 2013 (with a few outliers). This may seem scary, but I want to emphasize that these will generally be small tweaks; corrections rather than major changes. Due to the scale of the project, this won’t all be coming at once, so don’t despair if you don’t see your favorite champion in the first batch! Here’s an example of what you’ll eventually see (old on the left, new on the right):


This then ties back to the update to SR, as one of our primary goals with the update is fleshing out LoL’s visual hierarchy. Put simply, this means that particles should have the highest visibility, followed by characters, then finally the environment and map. Rebalancing characters’ colors and textures gives us the chance to also better execute within that visual hierarchy.

We also aim for hierarchy on the characters themselves, drawing attention to key areas like heads and weapons through highlights, while dropping the values on less visible or important areas so it doesn’t distract from characters’ focal points. At the highest level, we want to ensure that everything looks consistent, and that the art always adds to, rather than detracts, from gameplay.

With these goals in mind, we’ve locked several character artists in a room (no, they’re really in there – they’ve got classic rock playing on a loop, and we’re occasionally throwing them some food or something), and they’re cranking away in order to finish things up by the time the update to SR hits Live. We’ll be rolling these out over time, and you’ll see the first batch of ~10 tomorrow on the PBE (barring any hitches!).

Please let us know any feedback and questions that you have on this. IronStylus and I will be hanging out and chatting!

 

FAQ:

 

Q: Could you explain a little more of the technical details of this?

While making these changes, we’re reassessing the finer details and making calls to emphasize certain areas of characters with the goal of increasing overall visual fidelity. Because we have a very zoomed out isometric camera angle, we want to communicate the important parts of a character without detracting from them as a whole. In other mediums (minigames, Udyr comic, cinematics like ‘A New Dawn,’ etc.) characters will also show a level of detail suitable for the angle in question.

This is something we’ve already been doing with new champions and skins to increase readability and clarity, while minimizing pixel flicker and excess noise. Our goal is never to take something away from our characters. We continue to develop and iterate on all our characters so they look like they fit inside of the same world, and in this case so they’ll have visual consistency on the Rift.

Q: Are you updating skins as well?

Absolutely. We always consider skins when working on champions, although in this case most recent skins already reach the quality standard that we’re shooting for on this project.

However, there will be a few instances where we’ll deliver some changes to a character that will only affect their default appearance. An example of this is a metal shader that we’re adding to Orianna’s base texture, which will not be applied to the skins at this time. This is being done opportunely where we see a chance to do justice to the character’s core identity.

Q: Will this affect the releases of Champion Updates?

Nope! This isn’t a project done by ChampUp, so it won’t affect any of the upcoming projects in the slightest.

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What’s the difference between this and texture updates

Ququroon Final PortraitThis isn’t the best example, but this might help.

A TU would be repainting your car. You might even add a spoiler during the process. Man, what a cool car!
A Rebalance would be more like… repairing any sun damage, or filling in any chips in the paint.

Does that make sense?

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Will there be any particle changes to the updated skins

Ququroon Final PortraitNot at this time. This is just texture rebalancing, not particles and not really any model work. Sorry! 

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Can we also expect updated Splash arts

Ququroon Final PortraitThat is apart from this, but the Splash team is working super hard.

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How many of the 111 pre-2013 champions are you adjusting

Ququroon Final PortraitMost of them? :D

And Legacy skins are included in this.

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Will all these updates be live before the new SR visuals

FQuquroon Final Portraitor the most part, yes. We might miss a couple by a patch or two, but it should be at least very close.

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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.

 

 

 

Azir QA Banner

Here’s a breakdown of the 3 AMAs that were hosted on Riot’s site about the League’s newest addition – Azir!

 

Azir Q&A Breakdown

 

Recent News

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Azir Gameplay

 

 

What are some abilities you tried on Azir and scrapped

Zenonthestoic New PortraitOne of the earliest kits that Colt “Ezreal” Hallam worked on had an ultimate we called “sand hands”. Two giant hands of sand would rise from the ground and after a delay move together, pushing everyone in between together and squishing them in. The TL;DR here is that vacuum skills are insanely powerful. The kit had other issues as well, but everyone remembers sand hands. THE HORROR.

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What’re some other abilities you considered using

Zenonthestoic New PortraitI had a super complicated Ritual of Ascension ultimate on him once. He spawned three obelisks of light in an equilateral triangle, lasers spawned to link them together, and all enemies inside the triangle who took damage from Azir were also zapped by the obelisks. Crossing the lasers damaged you, and Azir received a shield based on the additional zap damage. If the shield hit a certain number, Azir ascended, gaining a massive chunk of spell vamp, AP, a doubled shield, and crazy move speed.

This is probably the most disgustingly overloaded and overcomplicated skill I ever designed. On the plus side, I learned the formula for quickly detecting whether or not a point on a 2D plane is inside a triangle, so I got that going for me, which is nice.

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When will he be released

Zenonthestoic New PortraitBirds will not be rushed.

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Will Yasuo's Wind Wall W block Azir’s turret shots

Zenonthestoic New PortraitNope. It will however stop soldiers in their tracks.

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Will Azir transition into a Support mage late-game

Squad5 New PortraitAzir’s late game sustained damage is incredibly high. His allies might find it beneficial to protect him late game as if he were an AD carry.

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How did you make Azir’s gameplay match his theme

Zenonthestoic New PortraitIt’s… messy.

In Azir’s case, we had a bunch of old kits that were basically straight-forward mage kits (AOE spell, utility spell, CC spell) that we knew we didn’t want to ship. We have more than 120 champions in the game now, many of whom fulfill the “I want to be a midlane mage and burst/aoe people down” fantasy perfectly well. We don’t need another one of those.

So for Azir, we sat down in the beginning of this current kit’s lifetime with champion team and split into 4-5 smaller teams, sometimes just two dudes, jamming on different takes on Azir. The kit I worked on had a sand resource that you had to gather, made a triangle of obelisks for the ultimate fight arena, and spammed sand missiles from sources of sand, for instance. GypsyLord made a kit with a sandstorm ultimate that literally covered the entire map and slowed all enemies in the game. We’re talking that level of crazy prototyping.

One thing that all the kits had in common were soldiers; the kit I worked on had a skill that summoned three targetable guards that moved in formation in front of you, blocking skill shots, until you reactivated the ability to send all surviving soldiers forward as skill shots. Another kit summoned two walls of soldiers that immediately charged forward, knocking enemies back (sound familiar?) Squad5 made that ability and it obviously strongly inspired my ultimate. CertainlyT’s kit had a spawn soldier mechanic where you could order soldiers to turn into skill shots by attacking enemies: all soldiers in range of an auto attack target would charge toward that target. This clearly turned into my Q (and the idea of ordering soldiers with your basic attack).

This was a really, really cool exercise (we called it AZIRDOME — THE SHURIMARING, named after the THUNDERDOME code jam we do two-three times a year here at Riot) and it quickly taught us a lot of things that were cool about Azir, first and foremost being soldiers and controlling them. I don’t think I could have come up with a kit this unique without the help of the entire team. Champion design is a huge team effort!

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What would happen if I click on a Champion outside Azir’s AA range but inside one of his soldiers’

Squad5 New PortraitIf the enemy is within the soldier’s range, Azir will stand still and the soldier will attack.

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Why can’t both Azir and his soldiers AA at once

Zenonthestoic New Portrait The emperor doesn’t get his hands dirty! As a matter of fact, he USED to attack alongside his soldiers, but it was only when Roku played him and said “you know wouldn’t it be cooler if your soldiers attacked INSTEAD OF you” that we had our “oh shit” moment of “this is something entirely new and exciting”. This allowed us to decouple the soldier attacks from Azir’s attack range, for instance, and it’s just COOL to point at dudes and have your sand army stab them.

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How long does Azir have to proc his passive on a tower after it’s destroyed

RickVanPrim New PortraitWhen Azir’s passive isn’t on cooldown, dead towers will have a clicker as soon as they die that he can use to summon the Sun Disc. There isn’t a limited window of opportunity and he can summon a Sun Disc on the same dead turret multiple times (cooldown providing).

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How is Azir’s ultimate used in teamfights

Squad5 New PortraitI’ve seen Azir’s ult used in a number of ways effectively. I think the most common use case is to peel for either himself or other carries on his team, throwing back people who would dive into the backline. However, uses of the ultimate to wall of an area to split the team or halt their approach without even hitting an enemy with the initial cast are really cool to pull off in the jungle, and the aggressive “move behind the enemy team and wall off their escape” play is sometimes incredible (though it will often get you killed).

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Does the damage of Azir’s Sun Disk Passive scale

Squad5 New PortraitAzir’s Sun Disc’s damage scales a bit with game time, but also with Azir’s AP.

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Does the Sun Disk focus targets like a turret

Squad5 New PortraitThey should behave in the exact way a regular turret would.

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Do Azir’s Soldiers push Champions aside when placed

Squad5 New PortraitAzir’s soldiers will move slightly if placed on another object.

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Can Azir’s Soldiers be stacked on top of each other

Squad5 New PortraitYes, but you would limit your area of control, so unless you are trying to ambush someone this is not the optimal strategy.

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Do the Soldiers apply Q’s slow if they’re walked through

Squad5 New PortraitThey do not slow if they are not being directed by the Q, so if they are idle they will not slow you.

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What’s the maximum number of Soldiers you can have up

Squad5 New PortraitMax CDR and constant casting of abilities can get you up to 4 soldiers at times. 3 is much more common though.

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How do Azir’s Soldiers interact with Azir’s Auto Attacks

Squad5 New PortraitAzir’s soldiers become his auto attack.

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Can the Soldiers attack one target and Azir another

Squad5 New PortraitNo, Azir must direct his soldiers to attack each time.

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Is there a damage reduction for multiple Soldiers’ attacks

Squad5 New PortraitYes, every soldier after the first will deal reduced damage.

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Can Azir’s ult go over short walls, blocking two paths

Squad5 New PortraitDepends on how you cast it…

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Can Azir knock up multiple enemy champions with one E

Squad5 New PortraitHe could, but they would need to be very close together.

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Why DON'T Azir's soldiers proc on-hit effects

Squad5 New PortraitOne thing that was an issue brought up early was determining whether the soldier’s attacks were actual attacks or spells. We felt in general that encouraging Azir to build as a mage was the appropriate direction, and so the stab uses spell effects from items as if it were an AOE spell. Since the soldiers use the spell archetype, for clarity they should not use on hits. The primary reason really is that we want Azir to build mage items though. (Nashor’s is still pretty good on him though…)

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Can Azir’s Soldiers proc the Support

Zenonthestoic New PortraitThey do not proc anything that procs on auto attacks. Sorry.

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Were there concerns during design about distinguishing him from other champions that use clones

Zenonthestoic New PortraitYeah absolutely! We started out from the very beginning with a many page long document where we broke down what a zone control mage can / should do in league, what current kits do, which aspects of this we like and which aspects we don’t and so on.

We quickly identified that dropping zones and forgetting about them leads to super defensive kits that often make not engaging with the champion the correct choice. This is why you have to right click to access the soldiers’ power (this and it feels super cool to point at someone and have your minions skewer them).

Yeah absolutely! We started out from the very beginning with a many page long document where we broke down what a zone control mage can / should do in league, what current kits do, which aspects of this we like and which aspects we don’t and so on.

We quickly identified that dropping zones and forgetting about them leads to super defensive kits that often make not engaging with the champion the correct choice. This is why you have to right click to access the soldiers’ power (this and it feels super cool to point at someone and have your minions skewer them).

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Can Azir be a viable Support

Squad5 New PortraitAzir support is definitely an interesting way to play him. I do think he can be played there (I also just like to play lots of random supports) but in general he will bring more to the team if taken as a mid laner. A lot of his power is tied up in scaling, so if you don’t mind losing out on that his other abilities can be useful as a support. I’ve seen tankier builds succeed, but in general I find an ap centric build on him much more exciting. I will say that slightly more than others he relies on his team to succeed if you do go down the AP path.

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Zenonthestoic New PortraitWe did a lot of work to make sure Support isn’t Azir’s strongest role. Azir support probably works as a gimmicky off build, kind of on par with, say, Ahri support or Karthus support; like, yes, you can poke in bot lane, you bring some CC, but by not scaling as well as you would mid lane you give up a lot. Vel’Koz conversely has such great base damages that he doesn’t need to build scaling items to be effective. This is why support became his main role.

The levers we identified for support Azir (and correct me here if I’m wrong, Squad5) are:

  • Soldier attacks drawing minion aggro to Azir
  • Turret damage of the sun disc scaling with Azir’s AP
  • Relatively low slow amount on Q
  • Hard CC requiring ult or all-in
  • Low base stats, particularly armor

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How did you decide to make Azir an

Zenonthestoic New PortraitI kept joking that even though ADCs are my weakest role by far (never ask me to play Lucian–I SUCK) I can’t stop making them. But you’re right; in some ways Azir is MORE of an ADC than Lucian, in that his right clicks are so much more important than his spells. The decision to make his auto attacks so central to his kit came when we played around with different ways of ordering soldiers to attack. Basic attacking (even outside of range) felt like the most natural fit. The bugs this created though, oh boy. Sometimes I wished I could travel back in time and slap ambitious, naïve past me around the head.

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What was your main inspiration for Azir’s design

Zenonthestoic New PortraitPrimarily we wanted to have the archetype “sand mage” in the game–we always thought this was a cool thing we should do in league. We tried a lot of different kits, but only when he became the Emperor of Shurima and the soldiers entered the picture did we feel we had a cool enough dude to release.

For myself, I was always driven by the question of “what does it feel like to be the emperor?” Consequently a lot of my gameplay design was focused on creation and manipulation of underlings. Even if you have a bad game, even if you struggle to win your lane, I want you to come out of the game saying, well whatever else happened, I felt like I was an emperor, ordering my troops around.

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Azir QA Creative Banner

 

 

Was Azir the kind of ruler that people flocked to

Riot Opeli Final PortraitHEH

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Why does Cassiopeia want to serve her family and having Kat, Talon and Darius come after her

Jaredan Final Portrait Cass has very little interest in serving Azir or Shurima. She is certainly still Noxian and loyal to her family; she went into Shurima searching for wealth and power for her, her family and Noxus. As seen from the video today, she just didn’t get what she bargained for.

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Why would an emperor dash to his lowly soldiers

HiddenAce52 Final PortraitThe dash, to me, is a more aggressive skill that just so happens to double as an escape. Using E on a soldier that’s near a champion knocks the champion up briefly and grants you a shield, great for initiating and closing gaps. So, I see it as an Emperor coming to the aid of his soldiers, soldiers scouting an area for him, as well as him using them as a means of escape.

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Were his legs always bird-looking

Riot Opeli Final PortraitNo, he was human originally. But I also think he has fabulous legs. :P

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Tommy Gnox Final PortraitNope. When he was human, he had regular old legs that bent the normal way. :-)

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Are there other ascended Champions we’ve yet to see

Riot Opeli Final PortraitEntirely possible! They haven’t shown their faces lately, though, if there are others out there.

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How long has Azir been in the works

Riot Opeli Final PortraitFor three years, I believe. I think it started with a kit. Someone might have to correct me on that, though. He became the bird emperor you know today about a year and a half ago.

EDIT: NOPE I was wrong. Runaan corrected me. She pitched him as a character over three years ago. It wasn’t a kit, first.

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Runaan Final PortraitTo clarify, he started out as a really loose idea of a “sand mage” – Ezreal and I liked the idea of a sand dude who could sort of “envelop” people with the desert itself. The emperor idea came out of this, but the original kit/art direction weren’t working, so we went back to iteration town. We really knew what we wanted to do when the idea of “Ascended” Azir came about (yes, we were the most excited when we decided to make him a bird guy). :) From there, it took a lot of iteration to capitalize on the personality of an emperor as well as the game play – and here we are today!

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Will Azir receive lore other than his character description

Riot Opeli Final PortraitHe has a full story coming, but it’d spoil the rest of the Shurima event. So we’re waiting to reveal it until you guys see the full story.

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What was the original art direction

Runaan Final PortraitHe was kind of just a dude that happened to be made of sand (a bit Brand-esque; replace fire with sand). It was a decent start, but we knew we could push it further. :)

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What does Azir think of Yordles

Riot Entropy Final PortraitAzir would welcome their furry enthusiasm, provided they directed it toward expanding Shurima’s greatness. 

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Does Azir know Anivia at all or have any relation to her

Riot Entropy Final PortraitAzir was once human, so he’s a great deal younger than Anivia. Nasus on the other hand…

Birds soar to great heights, I can’t help but think Azir would admire that.

Also, Anivia X Azir OTP. Take that Valor.

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Did Azir rule alone, or would there have been a

Riot Opeli Final PortraitIt’s safe to say he was… popular with the ladies.

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Did Azir recognize his Soldiers’ equipment when he first summoned them

Riot Opeli Final PortraitYeah, he forms the image of them, so he wasn’t surprised.

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Did Azir suspect Xerath would betray him

Riot Opeli Final PortraitHe was blind to it. He totally trusted Xerath. :(

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Are Nasus and Renekton’s ults their Ascended powers

Riot Opeli Final PortraitTheir kits/characters were created before Ascension was something we discussed, so, maybe they were designed with a similarity in mind back in the day.

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Does Azir sleep in a bed or a nest

Riot Opeli Final PortraitI don’t think he sleeps! At all!

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Xerath’s betrayal seems uninspired and predictable

Tommy Gnox Final PortraitI wouldn’t say so. Keep in mind we may not know everything there is to know about Xerath just yet.

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What brought you to the concept of controlling soldiers

Riot Opeli Final PortraitThe fantasy of being an emperor. As an emperor, you have soldiers fighting wars for you, and you’d command them – so we went with controlling soldiers. :)

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Is it intended that all sort of animal features appearing on them

Riot Opeli Final PortraitYes! It’s intended. They were all human before Ascension. Because Xerath corrupted the ritual, he turned out, well… different.

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What sort of data influences your Champion design

Tommy Gnox Final PortraitIt’s not so much data as inspiration. The initial idea can come from anywhere — often it starts as an artist’s sketch — and gets ideated and iterated on by pods of gameplay designers, artists, and narrative writers over a period of many months. The strength of this approach is that all three aspects of each champion are developed in concert and constant dialogue with each other, so the end result hopefully feels thoroughly integrated and whole. To some degree we also look at evident gaps in our champion roster when conceiving and slotting upcoming champs (not enough tanks, not enough beasts, etc.).

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Azir QA Art and Sound Banner

 

 

Why did you choose a bird figure for Azir

Reach4theSkylar Final PortraitI’m not sure if the concept artist will be stopping by so I’ll try to answer this as best I can. We knew we wanted to create a new Shurima Champ. The 2 main Shurima Champs, Nasus and Renekton were both very beefy muscly dudes and the animals that they take the form of support that. We knew that we wanted to do something different, specifically make a Shuriman mage. Obviously a Hippo or an Elephant doesn’t really fit the bill in this case.

A bird was the best fit for a lot of the qualities that represent a mage. Birds are often associated with wisdom, magic, cunning, and charisma. They are also agile and sleek while at the same time being fragile. All of these qualities are things that seemed to fit really well for the mage emperor of Shurima.

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Lonewingy Final PortraitHi! Concept artist here! Good question! :)

When we want to make another Shuriman Champion, we decided to go through the idea that is something instantly relates (visually) to Renekton and Nasus. Just like what the other gentleman says (Blood91Raven) Nasus and Renekton are inspired from Egyptian iconic figures, Anubis and Sobek :)

Azir is inspired by the God of Radiance, Ra. It fits the puzzle perfectly for these Shuriman Trio, because it easily relates to both Nasus and Renekton, especially as the Emperor of Shurima.

We never meant to base these characters through real wild life :3

Hope this helps :D

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Will we see an Azir skin where he’s in his daily dress

Reach4theSkylar Final PortraitThere were some cool concepts of “pre-ascension” Azir. I think that could make a pretty sick skin. Maybe someday : D I would also like to see what this dude looks like in his bath robe smoking a cigar in front of the fire. R&R Azir anyone?

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How about a parrot skin where he summons pirates

Reach4theSkylar Final PortraitHaha I love this idea. Rito Plz!

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Was Galactic Azir inspired by StarCraft’s Protoss race

Reach4theSkylar Final PortraitI actually think the Galactic line of skins was mostly inspired by the movie/tv series “Stargate.” Azir’s skin obviously moves a little toward a high tech direction, but we really tried to give it a unique look/feel that felt like our own. We actually tried a bunch of crazy color schemes to try and make it feel even more unique (I think at one point he was sort of purple with glowing orange energy) but in the end the blue/gold/silver scheme seemed to read the best with the new color scheme on the updated summoner’s rift so we went that way.

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Have you taken steps to make Azir with 1not look absolutely weird

Reach4theSkylar Final PortraitAs for the soldiers, their attacks were just recently redone (last week) to accommodate some of the max attack speed situations we were seeing. I made some changes that helped them not feel quite as spastic. As for Azir’s pointing motion, I’m not super happy with how it looks at high speeds, but I also don’t currently have a great solution to make it look better. In that case, I’m hoping that most of your focus will be on the soldiers, so that’s where I put the most effort. If I come up with a better solution down the road for Azir’s command animation, as always, I’ll try and get it in the game.

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Reach4theSkylar Final PortraitI actually agree with you that it gets a bit wonky at high speeds. I do like the feeling of him “commanding” the soldiers as opposed to just sort of magically gesturing at them. He is after all their emperor. However if I get the chance at some point in the future I’d love to try and go back and figure out a solution for high attack speeds. At lower speeds I think it looks ok but at high speed it starts to look a little wonky.

With champs that have widely varying attack speeds it’s a big challenge to find an animation that works well for all cases. Azir has so many assets, Azir/Soldiers/ult soldiers/sun disk, so I really had to prioritize where I’d get the most bang for the buck. In this case, I spent more time focusing on the soldiers’ attacks instead of Azir, since most of your focus will be on the soldier’s location.

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What design motifs did you use to sell him as an emperor

Reach4theSkylar Final PortraitAs an animator I can speak to the movement. (I did talk about the staff design in an above comment so check that out). Azir is obviously has a lot of hawk or avian themes so I tried to queue off of things that would help him feel birdlike but at the same time regal. One of the big ways we accomplished this was by keeping his motions very conservative. Most of his motions are concise and efficient. A lot of the feeling of stoic power comes from a lack of motion or flourish.

On top of feeling regal and powerful, I also wanted him to also feel birdlike. To accomplish this, I tried as much as possible to give his cloth “feathers” the feeling of wings. This meant hand shaping them in every animation. I also wanted him to feel light and agile as if at any moment he could catch a gust of wind and lift off the ground. One of my favorite animations in his set is his home-guard run because I think it accomplishes both of these goals fairly well.

 

 

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