Archive

Archive for the ‘Red Posts’ Category

 

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!

[ Link to Post ]

 

 

Fighter Rework Banner


 

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

Single Posts Banner

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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

Azir-QA-Banner

Shurima-Event-Banner

Promo-Series-Banner

 

PBE Changes 4 17 Banner

 

 

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.

 

Kha'Zix Final Portrait

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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?

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

Can we expect the Poppy gutting for this patch

Riot Jag Final PortraitRight after we crush Hecarim.

P.S. Just kidding.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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 :(

[ Link to Post ]

 

 

 

Visual Rebalancing Banner


 

 

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.

[ Link to Post ]

 

 

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?

[ Link to Post ]

 

 

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! 

[ Link to Post ]

 

 

 

 

Can we also expect updated Splash arts

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

[ Link to Post ]

 

 

 

 

 

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

Ququroon Final PortraitMost of them? :D

And Legacy skins are included in this.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

 

 

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

PBE-11-09-Banner

Shurima-Event-Banner

Stale-Meta-Banner

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

When will he be released

Zenonthestoic New PortraitBirds will not be rushed.

[ Link to Post ]

 

 

 

 

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

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

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

 

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!

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

 

Does the Sun Disk focus targets like a turret

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

[ Link to Post ]

 

 

 

 

Do Azir’s Soldiers push Champions aside when placed

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

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

 

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

Squad5 New PortraitAzir’s soldiers become his auto attack.

[ Link to Post ]

 

 

 

 

Can the Soldiers attack one target and Azir another

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

[ Link to Post ]

 

 

 

 

 

Is there a damage reduction for multiple Soldiers’ attacks

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

[ Link to Post ]

 

 

 

 

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

Squad5 New PortraitDepends on how you cast it…

[ Link to Post ]

 

 

 

 

Can Azir knock up multiple enemy champions with one E

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

[ Link to Post ]

 

 

 

 

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…)

[ Link to Post ]

 

 

Can Azir’s Soldiers proc the Support

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

[ Link to Post ]

 

 

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

Azir QA Creative Banner

 

 

Was Azir the kind of ruler that people flocked to

Riot Opeli Final PortraitHEH

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

Were his legs always bird-looking

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

[ Link to Post ]

 

 

 

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

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

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!

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

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. :)

[ Link to Post ]

 

 

What does Azir think of Yordles

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

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

Did Azir rule alone, or would there have been a

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

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

 

 

Did Azir suspect Xerath would betray him

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

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

Does Azir sleep in a bed or a nest

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

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

 

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. :)

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

 

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.).

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

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

[ Link to Post ]

 

 

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?

[ Link to Post ]

 

 

How about a parrot skin where he summons pirates

Reach4theSkylar Final PortraitHaha I love this idea. Rito Plz!

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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.

 

 

News 10 09 Banner

 

Summary

TL;DR in featured comments.

 

Recent News

Patch-4-16-Notes-Banner (1)

PBE-09-09-Banner

Skin-on-Sale-New-Banner

 

 

Stale Meta Banner

 

 

If Melee is so problematic, why is the Marksman class the only mandatory role in pro-play

Ghostcrawler New PortraitIt seems apparent to me that League wasn’t designed with melee carry as a viable alternative to a Marksman. We have melee carries in the game, but they fill sort of a questionable role at the moment.

I’m not saying that’s how League should be, but in terms of why there is a must pick Marksmen in most games, the answer is tradition.

If you ask me how League should be, that’s a much larger question that requires a big discussion. For starters, maybe it would be nice if players picked positions (top, middle, bottom, jungle) but not roles for those positions. Would players be ready for something like that? Is there benefit in having the tacit agreement that if you pick a Marksman, she’s probably going bot? Would you want to see games with two Marskmen or none at all? Does that sound exciting or destablizing?

[ Link to Post ]

 

 

The meta has

Ghostcrawler New PortraitRight, something like that. The current melee = top etc. setup has been in place for so long that teammates will call you out if you’re “doing it wrong” and they will certainly report it to us as something broken. (The pros are often more adventurous in trying what works rather than what is expected.)

 

But there are definitely benefits in having an assumed configuration. It’s easier to coordinate a pickup team for example because you can infer a lot of position intent just from their role choice. The question is whether those benefits outweigh some amount of fatigue for every game ending up melee-top, mage-mid, ADC-bottom.

[ Link to Post ]

 

Follow Up
Ghostcrawler New PortraitI’m not saying players are ignorant and choose ADCs because they don’t know any better and cling to tradition. I’m saying Riot has ended up supporting ADC mandatory bottom because it’s a relatively stable configuration of the meta. There is no reason that has to be the only configuration. It’s just the one we have traditionally used for at least the last couple of years.

[ Link to Post ]

 

 

Support means a team role, a Champion type and a position

Ghostcrawler New PortraitWe have discussed whether we should rename the role of support to something else (“utility?”) just to avoid the potential confusion there. So “support” would be a position, as you describe, when you share a lane but don’t go for CS, and could conceivably be performed by a melee like Alistar or a mage like Annie or a “role-formerly-known-as-support” like Sona.

It may cause more disruption just trying to change it though.

[ Link to Post ]

 

 

LoL over the years has lost some of its replayability

Ghostcrawler New PortraitYes. This is exactly the sentiment we’re trying to improve for next season.

[ Link to Post ]

 

 

 

 

Promo Series Banner


 

 

Promo Series should not exist and here’s why

Originally Posted by Lil Soybean View Post
Before we go on, let me ask you guys something honestly.
Recall the last time you reached a Series. Whether it be from Bronze IV to Bronze III, or Diamond II to Diamond I, it doesn’t matter – just think back to that time.

Now tell me, honestly – which of these two feelings were you leaning more towards?

1) Super excitement at how important these next matches are!
2) Extreme frustration at the possibility of feeders/trollers/AFK’ers in your following promo matches.


As I recall, it has been Riot’s stance in the past that they have Promo Series between divisions because it makes certain games feel more important and more exciting.
But with the end of the season coming up, I feel like one of the big changes for S5 should be removing the existence of Promotional Series.

Please, hear me out.

I honestly think the existence of Series is at the core for a lot of the games major issues. Trolls, feeders, AFKers, etc. would not be as harmful if Series didn’t exist, simply because they couldn’t completely ruin your work by forcing you to lose that one important series match. Toxicity and raging would be lessened in a similar way – if you’re super-anxious and frustrated because you’ve proved you deserved to be a rank up, but have to win a select few specific games in a Series just to actually go up that rank, then you’re more likely to rage/be toxic to people who don’t do well in that game. Why? Because the stakes are so much higher, for no good reason. Because you’re not just losing more LP from that one feeding botlaner, you’re losing your entire series. You’re not just losing more LP from that one ‘Diamond I Smurf Warwick Mid’. You’re losing your entire series.
While much of the player base is capable of handling these situations without resorting to toxicity, if a player is going to rage, it’s liable to be in that moment; when all of their hard work is crushed by one other allied player, because of the way Riot’s ‘Series’ System functions.

Another benefit of removing series is that it’d help destroy the concept of ‘ELO hell’, whether it exists or not, by making transition between divisions much smoother. Currently, a player could effectively win almost every single one of his games, but still be stuck in Bronze V because he had 1 or 2 AFKers on his team in each series. This situation is highly hypothetical and unlikely, but it isn’t unlikely that players are often screwed out of ranking up because of a troll/feeder/afker in their Promos. In fact, I’d say this probably happens a lot.

Last but not least, lag. Lag is obviously a major factor in winning or losing in a game like this, especially lately with all of the apparent DDOS attacks and major server lag spikes. The Loss Prevented system is helpful but we all know how unreliable it can be. Lose a game due to lag, lose full LP – win the next game, have your LP cut in half because of loss prevention? Those sort of issues. The biggest problem is that Loss Prevention doesn’t actually apply to series. Correct me if I’m wrong, but even if everyone in your game lags out and the servers are being DDOS attacked and Riot turns on Loss Forgiven, you’re STILL counted as having a ‘loss’ for that game in your Promo Series.

Basically, Promo Series increase the excitement of the game on a small scale, by making certain games more important. I believe Riot has specifically said this is their reason for wanting series in the game.

But that increase in ‘excitement’ comes at the cost of;
  • Increased stress & anxiety
  • Increased punishment from trolling teammates
  • Increased punishment from AFKing teammates
  • Increased punishment from feeding teammates
  • Increased toxicity
  • Increased rage
  • Increased belief in & rage over the concept of ‘ELO hell’
And finally, 

Increased factor of ‘random chance’ in determining your placement, rather than skill.

How is it worth it?

EDIT: An excellent compromise has been suggested. Keeping Promo Series only between ranks, but not between divisions. 
So, for example, there’d still be the increased stress & excitement of going from Platinum to Diamond, or even just Bronze to Silver – but you wouldn’t have to go through that stress for every division, between Bronze V, IV, III, etc.

 

Socrates New PortraitThanks for the feedback. A few of the reasons you called out for removing promos are issues that should be addressed across all ranked games and not just in promos. For example, whether you’re in promos or not, having somebody rage or AFK on your team isn’t a great experience. Also, lagging out in the middle of a ranked game whether you’re in promos or not totally sucks. 

We’ve been working with the player behavior team to create a more robust system to address behavior related issues in ranked. For example, we’re testing a feature on PBE called Ranked Restrictions that blocks players with a consistently negative behavior from playing ranked games. We will have more details to share on this in the coming weeks.

I’m not able to speak to lag issues in a super educated way, but I do know there is a team at work to address those issues. When we see connection issues, we enable compensation mode which forgives lost promos and lost LP, but still counts wins. This isn’t a perfect solution, but it does help shield players from a situation outside of their control.

One of the reasons you called out I disagree with. That is making ranked a more smooth experience. There is a bit more to series than just making the matches feel important and exciting. Division promotions reinforce the value of achieving competitive milestones. If we removed promotional series it would be easier to climb. In ranked easier doesn’t mean it’s strictly better though. Ranked play is about accepting the challenge of being measured by your skill. This is really what separates it from normals. Every change to make the system easier undermines what the accomplishments mean. What separates you from the players in lower tiers is not only the LP gains, but the series you fought through where you proved yourself and came out on top. 

If you consider the example you gave where a player is at the top of Bronze V and wins consistently, then fails to win his promos repeatedly, should he really qualify for Bronze IV? Probably not. If he’s going 1-1 assuming equal gains and losses he’s at 100 LP still. If he’s going 1-2 he’s lower than 100 LP, which is why LP can be lower after failing a series (especially in the case of going 0-2). There are a also number of safeties in place to ensure if you’re more than qualified to move on to the next tier you can either skip two tiers after completing your promos, or skip them entirely. If you’re in promos and not skipping it’s because the system isn’t confident enough in your skill to move you to the next tier yet.

[ Link to Post ]

 

 

You can climb the ladder with winrate as low as 52

Socrates New PortraitThere is a misconception around this being true. In reality promotion series win rates are about ~47%.

[ Link to Post ]

 

 

 

Win Streaks are counter-logical in SoloQ for a team game

Socrates New PortraitRanked solo isn’t for everybody, this is why it’s an opt in experience. Some players want to know how they measure up to the competition as an individual. It exists to serve this purpose. I challenge your assumption that solo queue position doesn’t reflect skill because it’s a team game though. Players consistently climb or fall to an accurate position on the ladder even after resets or when playing on alts. 

[ Link to Post ]

 

 

Cass Rework Banner

Not familiar with Cassiopeia’s rework? Here’s the changelist.

 

 

If Twin Fang E lands on a dead target, will you be healed

STASHU New PortraitYes it should function in the improved way you describe here. If it’s not as forgiving as it needs to be, we can make it more so or less so as necessary. But yes, this problem was in the scope of these changes ;D

[ Link to Post ]

 

 

You’re reversing Cassiopeia’s power curve and changing her

playstyle, when Cass players only wanted bugfixes

STASHU New PortraitGreat thinking here, you bring up a lot of interesting points. The ones I’m most interested in talking about are 1) 180 degree shift in play pattern , 2) that her damage is no longer reliant on her skill shots, and 3) that the update was just tacked on to bugfixes/reliability changes.

 


1) We tried to pay very careful attention to this one in our brainstorming. The reason the passive grants LOTS more stacks when hitting champions than minions/monsters is to preserve a lot of her old play pattern. That is, in order for lane bully Cassiopeia to be successful, she needs to land her abilities on her lane opponent carefully and frequently, and in order for scaling Cassiopeia to be successful, she needs to land her abilities on her lane opponent carefully and frequently. In terms of actual play pattern, not much has actually changed. The outputs (or, what her opponent notices) has changed a bit– Cassiopeia is less of a threat early in the game but more of a threat late game.

2) While her damage (number wise) will mostly come from her Twin Fang, she is entirely dependent on consistently landing Noxious Blast for both poison application and the movement speed to stay in range of Twin Fang. Miasma also helps her here, in much the same way.

So, where her damage is coming from in particular and at which points of the game her damage will be high arechanging, I think we’re preserving much of the traditional Cassiopeia play pattern.

3) So, I can definitely see how this update comes across as a misguided attempt at making a character ‘better’ for no good reason. I assure you, this is not the case! There were problems on Cassiopeia’s kit that, while not on the level of some other champions in the game, still needed to be addressed. Shurima and her texture update provided a great opportunity to do all of these things. I wont go deeply into the problems here, but they generally involve non-interactive lane bullying patterns, game-stalling, and problem with unsatisfying or under-appreciated DoTs (though, not by all people).

I hope all of this makes sense/seems fair. I also don’t seek to invalidate the concerns you expressed, as they are all certainly valid. I just wanted to provide some context on the changes and hopefully explain that there was a reason for everything. It’s true that all of this comes at costs, and as you explained, it may have left “her feeling like not-Cassiopeia for some people.” This is probably true for some people, and I’m sorry for that . However, in the end, I think Cassiopeia will still feel a lot like Cassiopeia in many of the ways that people love, express less problems than she has historically, and have a stronger identity overall. Time will certainly tell, and I promise to be around to make right anything that goes wrong.

[ Link to Post ]

 

 

You’re turning Cassiopeia into a 2

STASHU New PortraitI could definitely see how some of the changes come across like this, but I’d have to disagree on a few points. Primarily, I think she has more of a kite pattern now than before, with her kiting tools having more power in their movementspeet related aspects and with her ult being more reliable.

I the end, it’s true, a lot of the math and comparison points for this update were ADCs, but I’m very confident that there are enough defining and distinct features in Cassiopeia’s gameplay (i.e, the way her kit comes together) to make her feel significantly different than ADCs.

As for mana, maintaining the mana to cast spells in lane should be very doable with some practice on priming minions with poison/basic attacks and last hitting them with E. If this turns out simply not to be true, then we’ll have to retune things accordingly.

I think we landed on a coherent kit that flows well, especially when you invest time into mastering it, so I encourage you to play around with it a bit. I really do hope that you enjoy it, as it definitely makes me sad to disappoint Cassiopeia players 

[ Link to Post ]

 

 

Will Cassiopeia’s passive stack additively with Deathcap

STASHU New PortraitSo this is a little unclear, but the way these stack is as follows:

Base AP.
Aspect of the Serpent AP boost.
Archmage on top of Aspect of the Serpent AP boost.
Deathcap on top of Archmage and Aspect of the Serpent AP boosts.

So, the way the numbers break down, when both Deathcap and her passive are both giving 30% amped AP, Deathcap will actually be giving more, numerically, because it stacks on top of her passive.

Does that make sense?

[ Link to Post ]

 

 

Why are you focusing her passive around farming

STASHU New PortraitIt’s not a farming passive D=. Well, it does include farming but…

The minion/monster farming part of the passive functions almost entirely as a fallback pattern. Though, it does come across as being the primary stacking mechanism. I found this very difficult to solve through messaging, but I assure you, if you crunch the numbers or just play enough games on her you’ll quickly realize that farming minions/monsters in hopes of stacking your passive is MUCH less efficient than hitting enemy champions with your abilities.

The minion/monster part of it is just so that when you can’t find any champions to fight, you have something to do to work towards your end goal. If this wasn’t the case, enemy champions could just play keep away all game and you’d get reallllly frustrated. That said, this is still an effective way of slowing down Cassiopeia, but at least she won’t be full-stopped.

[ Link to Post ]

 

 

Suggestion Cassiopeia’s passive to evolve her spells

Cassiopeia gains a stack of Aspect of the Serpent 
for each second that an enemy champion is poisoned, 
for each poisoned unit that she kills and when she 
hits an enemy champion with Twin Fang, 
up to a max. of 400 stacks.

  • 75 STACKS: 5% increased ability power.
  • 150 STACKS: 10% increased ability power.
  • 225 STACKS: 15% increased ability power.
  • 300 STACKS: 20% increased ability power.
  • 350 STACKS: 25% increased ability power.
  • 400 STACKS: 30% increased ability power.

At start of the game, and for each milestone she will also get 
an evolution point. These points can be spent on 7 
different upgrades. She will eventually get every 
upgrade, but the order is completely player dependent.
(Sort of like how Kha’Zix evolves)

  • Twin Fang now heals for 6 / 8 / 10 / 12 / 16 (+ 10% AP).
  • 25% bonus cooldown reduction.
  • 15 (+ 2% AP) bonus flat movement speed.
  • +15 HP/lvl (+ 25% AP)
  • 150 bonus range to Noxious Blast
  • 3 second lower cooldown to Miasma

Latent Venom – 5% of the damage from her basic abilities will be
added as Latent Venom, which will then burst 4 seconds after
the last damage taken from these abilities, refreshing with every new
instance of damage. (Imagine a refreshing Zed ult)

 

STASHU New PortraitI have to say, this is super exciting. However, if the passive we landed on had complexity costs, boy does this one haha. It would be fun to try something more like this, but it would require implementing all sorts of new systems to work with evolving a trait from a pool of 7 and all sorts of stuff like that, which the game currently doesn’t support. Maybe this could be a cool project some time in the future, but seems unlikely for now.

That said, I like the way you think!

[ Link to Post ]

 

 

Why did you give her power spikes at

STASHU New PortraitWe actually had a version like you describe in testing, and the first version of Cassiopeia to hit PBE did this smooth scaling for the AP bonus. However, neither tested well, as the incremental increases were simply unappreciable, and other bonuses are intended to come into effect at specific points in the game and not until then. The stack mechanism and numbers that we landed on solved all this pretty well.

[ Link to Post ]

 

 

In teamfights, Cass will be using

STASHU New PortraitIt’s true, things might be overtuned. However, itemizing one large many item (seraphs or RoA, say) allows you to over come this pretty handily because of how valuable they make the mana restore. As you grow your mana pool, you grow the rate at which you recover it, which should mean that both Cassiopeia has more ‘ammo’ and takes less time to ‘recharge’ as the game goes on. 

But it’s true, we’ll have to see if the numbers are just a little off.

[ Link to Post ]

 

 

Her ability icons should be updated as well

STASHU New PortraitTotally agree here, but sadly they are on the backburner for now (they are there, though).

[ Link to Post ]

 

 

 

You should be responding to criticism of the rework

STASHU New PortraitYeah, this seems to be how everyone is reacting. I see that I replied to one particularly positive one, and can see how that drew some suspicion. Though, I believe the rest of my posts have largely been in response to dissenting opinions. Maybe I’m wrong here. If that’s the case, I’m really sorry, that wasn’t my intention =[

[ Link to Post ]

 

 

 

Is her new passive adjusted for Dominion

SSTASHU New Portraithe has not been adjusted on alternate maps. We could take an awkward stab at the numbers and hope they are close, but we simply don’t have enough data on how she would perform on those maps to make an accurate guess. The levers are in place to adjust her accordingly (namely, the number for her breakpoints changing based on the map), so we should have an easy time adjusting her for the different maps as we get more information.

[ Link to Post ]

 

 

There should be visible particles for her passive stages

STASHU New PortraitI totally agree with you on clarity. There should be some particles in to more accurately represent this, like a poison explosion around her when it happens and snakes spiraling around her for each tier she has hit.

[ Link to Post ]

 

 

Dominion Banner


 

 

If you don't want to support alternate game types, why did Twisted Treeline get a Ranked queue

Lyte New PortraitA lot of players have mentioned that “indication of improvement” and Ranked as a measurement of skill might be key drivers of player growth, but I haven’t found that to be a compelling argument for a few reasons.

One, when we look at Normal Summoner’s Rift versus Ranked Summoner’s Rift, we can see that most players prefer to play Normal Summoner’s Rift (and that the queue has done really well over the course of time).

It may surprise some, but Ranked is not the the mode the majority of players play! Although I agree that some players would play Dominion more if there was progression and a measurement of skill in something like Ranked, to say that it would drive general player growth is a stretch because most players prefer not being faced with high-intensity, high-stakes games every time they play League.

In fact, depending on how you slice the data, it’s possible that removing MMR in Dominion/Normal Summoner’s Rift actually increased the engagement of these modes because you’re removing the constant “stakes” in each match. 



Regarding Twisted Treeline Ranked, in retrospect, it’s hard to say whether it was the right choice. As a games studio, I think it’s OK sometimes to admit mistakes, and try to learn from them. Game design and game development is really hard, and it’s pretty difficult to predict exactly how players will receive a new feature, system or queue. In the old days, it seemed obvious that we should open a Ranked version of Twisted Treeline, but did it actually damage the overall growth of Twisted? Did players get frustrated with the queue times and lopsided matches, and quit Twisted altogether? These are key questions that help us learn from the choices we make.

[ Link to Post ]

 

 

ARAM succeeded because it was heavily advertized

Lyte New PortraitI intend on reading the full post, but am curious about this point. How do you explain the growth of ARAM when it was a Custom Game? This was before the blog post, before being able to queue for it, before any support at all.

[ Link to Post ]

 

 

 

How about replacing Normal Draft Dominion with Ranked

Lyte New PortraitThis is another interesting data point. If there was a large number of Normal Draft Dominion players, you might be able to argue that most of these players would be interested in Ranked Dominion and that would be the “starting” playerbase of Ranked Dominion plus some additional group of incoming players. 

However, Normal Draft Dominion is completely unplayed and has never had any engagement. In fact, after reviewing the data, we should probably close Normal Draft Dominion completely.

[ Link to Post ]

 

 

Has Dominion's population ever drastically

Lyte New PortraitI didn’t see any times when Dominion’s population drastically rose. However, the official release of Howling Abyss did reduce the numbers on Dominion. This could suggest that players that enjoy “alternative” maps that have different pacing prefer Howling Abyss to Dominion, and that these maps fill the same need for these players. I understand that some players might think of Dominion as a competitive map, but it might not be the majority opinion. For example, I bet there are some players that think Howling Abyss is a competitive map and would prefer to play Ranked Howling Abyss too–but, it’d be a far stretch to say the majority of players think that way.

[ Link to Post ]

 

 

How has ARAM's popularity fared over time

Lyte New PortraitHowling Abyss has done really well over time. 

[ Link to Post ]

 

 

 

 

How many players prefer Normals to Ranked Games

Lyte New PortraitUnfortunately, I can’t release the exact orders of magnitude, but the vast majority of players still prefer Normals compared to Ranked.

[ Link to Post ]

 

 

 

How has Team Builder affected queue populations

Lyte New PortraitInterestingly, Team Builder hasn’t pulled much from the alternative maps like Dominion and Twisted Treeline. Team Builder has mainly split the Normal Blind Pick population, which is something we’re very sensitive to. We have some key design choices we want to make in Team Builder to make the queues as fast as Blind Pick, and want to see how these changes play out before discussing the replacement of Blind Pick. For example, we may run some experiments where we do have players only select Position and see if the experiences are just as positive, but queue times are much lower.

[ Link to Post ]

 

 

Are players not punished after being reported in Dominion

Lyte New PortraitThis is false. Players aren’t immune in any mode.

[ Link to Post ]

 

 

 

 

Any short-term solution to Bot accounts in Dominion

Lyte New PortraitYes, we’re working on a few short-term things to combat Bots in Dominion. Drevarius is a designer that has been working on that problem. As you might know, we usually don’t discuss anti-hacking or anti-botting measures because it typically is an arms race.

[ Link to Post ]

 

 

Ranked gives legitimacy to modes and ups their popularity

Lyte New PortraitIntroducing Ranked Dominion might translate to an increase in the population that plays Normals, but the question is what the increase might be? Secondly, would the increase in Normal Dominion players be enough to compensate and overcome the pull that Ranked Dominion would have on current Normal Dominion players? 

As an aside, realistically, turning on new queues isn’t as simple as flipping switches. Rioters might have trivialized this in the past, but as someone directly involved in Team Builder, new queues require continuous monitoring and maintenance by a team.

[ Link to Post ]

 

 

Single Posts banner


 

 

Master Tier now live on NA

Socrates New PortraitHey all, with the launch of Master Tier Diamond players may notice some changes to their LP gains and losses. Here’s what is going on in these cases:

* The top 200 challenger spots were protected by a concept called ‘clamping’ before Master Tier was introduced. This ensured the top 200 dudes on the server had both the highest LP and MMR. This greatly slowed gains and losses, making small gains appear normal. Removing clamping means gains (both up and down) are more fluid now. Since in some cases clamping was actually protecting players from falling down too quickly, these players will see some larger losses and smaller gains until they’re back where the system expects them to be.

* In other tiers (bronze – plat) league standing is a very accurate mapping of player skill, but there is a buffer to slow players LP losses temporarily if they start to go on a losing trend. Since clamping was removed, but challenger and master must contain the very best players, the loss shielding is thinner in diamond than other tiers. In other words, gains and losses can feel more swingy.

Gains should become more stable over time. We’ll be monitoring how LP changes stabilize over the next few days and evaluating if we need to make adjustments or not based on the results.

[ Link to Post ]

 

 

Patch Rundown – 4 16

Want to check Patch 4.16′s notes? Here’s a link:

Patch-4-16-Notes-Banner

 

 

 

 

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

 

 

Patch 4 16 Notes Banner

 

Patch 4.16 is coming tomorrow; here are the changes listed:

 

Patch 4.16 Notes:

 

Schedule for Patch 4.16 Maintenance:


Patch-4-16-Maintenance-Banner (2)



Scarizard New PortraitHey y’all,

Welcome to patch 4.16! We’ve got a sizeable Gameplay Update to everyone’s favorite snake lady Cassiopeia, but aside from that we’re going pretty light on the balance side. Similar to 4.15, a lot of the changes you’ll see below are focused on smoothing out some champion interactions, or just plain ol’ bugfixin’ goodness (Check out the context below for what’s happening with Wall-Slams!)

For all things non-balance though, we’ve got a little more meat for you. First up, in addition to her Gameplay Update we mentioned earlier, Cassiopeia is joined by Renekton for updates to their visuals! Follow that up with new base splash arts for the desert-dwelling duo and Akali and Orianna, and this patch is set to delight all the art fans out there.

As we mentioned last patch, we’ve started patching some finished pieces of Summoner’s Rift to the live environment in order to minimize the size (and download times) of the eventual Summoner’s Rift launch patch. These pieces aren’t usable and we don’t have an official release date – for now these pieces will just be preemptively sitting on your hard drives.

That’s it for me! Check out the full breakdown in the notes below, and be careful out on the Rift – there’s been a lot of sandstorms recently…

[ Link to Post ]



Ascension, our next Featured Game Mode, is coming shortly after the release of patch 4.16! More information soon – keep an eye out for all the details!



General

[ ANNOUNCEMENT VISUAL UPDATE ] In-game announcements (killing sprees, map objectives, etc.) have received a visual update!
[ SHIELD CLARITY ] Minion and turret health bars now display shield strength

 



New Champion - Azir, The Emperor of the Sands


Azir_Splash_0

Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.

Azir Passive

Will of the Emperor [ Passive ]

Azir Basic Attack

Basic Attack

Azir W

Arise! [ W ]

Azir Q

Conquering Sands [ Q ]

Azir E

Shifting Sands [ E ]

Azir R

Emperor’s Divide [ R ]

 

Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 1.25% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun -Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.5 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 19/18/17/16/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, butAzir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.

 

Azir Voice-over (full credit to SkinSpotlights)

 

 

Login Screen Animation

 

 

 
 

New Splash Arts


 

Classic Akali

 

Akali_Splash_0 (1)

 

Classic Cassiopeia

 

Cassiopeia_Splash_0 (1)

 

Classic Orianna

 

Orianna_Splash_0-1

 

Classic Renekton

 

Renekton_Splash_0 (1)

 

 

New Summoner Icons


 

profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688

 

 


Extra Shurima Lore


 


Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.

 

Amumu New Portrait

 

Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.

 

Cassiopeia New Portrait


 

“Cassiopeia is a terrifying creature – half woman, half snake – whose slightest glance brings death. The youngest daughter of one of Noxus’ most influential families, she was once a beautiful and cunning temptress capable of manipulating the hardest heart. Transformed by the venom of an ancient Shuriman tomb guardian, she continues to serve Noxian interests as she always has, just in a more… visceral way.”

 

Ezreal New Portrait

 

The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.

 

Nasus New Portrait

 

To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.

 

Rammus New Portrait

 

The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.

 

Renekton New Portrait

 

Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.

 

Sivir New Portrait

 

Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.

 

Skarner New Portrait

 

Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.

 

Xerath New Portrait

 

Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.

 

 

Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

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

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

 

Noxious Blast New IconNoxious Blast [ Q ]

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

  • Damage: 75/115/155/195/235 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

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

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 14/13/12/11/10 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

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

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

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

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

 

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

Renekton Texture Update

[ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.

Renekton Texture Update 2

Renekton Texture Update

 

Upcoming Ward Skins


Following the release of the new Shurima-based game mode – Ascension – and the extra Shurima lorea lot of Champions got, here are some thematic wards.

 

wardskin_27 wardskin_26 wardskin_25

 

Sun Disk Ward Skin

 

Sun Disk Ward

 

Armordillo Ward Skin

 

Armordillo Ward Skin

 

Sad Mummy Ward Skin

 

[ Note ] Amumu’s ward skin makes a sighing noise when you place a ward.

 

Sad Mummy Ward SKin

 

 

Match History

  • The graphs below the scoreboard have been collectively labelled as the Match Overview tab.
  • We’ve added a tab for Player Builds. This tab will retroactively populate for all matches played since the release of patch 4.14, displaying:
    • Item Purchase Order (including item selling)
    • Ability Order (including Kha’Zix evolutions)
    • Runes
    • Masteries
  • The Match Data section has been moved into its own tab, labeled Statistics.
  • The advantage graph in the Match Overview tab now shows point advantage instead of gold advantage for Dominion (as well as the upcoming Ascension featured game mode). This change will apply to matches played from 4.16 onward.

 

Bugfixes

  • Fixed various bugs with the patcher and landing page update
  • We’ve made a number of adjustments and fixes to the reskinned chat system based on your feedback:
    • Private chat windows once again display online presence
    • Group chat rosters now indicate online presence as well
    • Increased the size of group chat windows
    • Both private and group chat windows can be minimized by clicking the chat window header bar
    • The friend list scroll bar is now easier to click and drag
  • The Reconnect button should now always display for players who crash out of a game
  • Fixed a bug where dragon was dealing more damage than intended
  • Fixed an issue that caused enemy item purchases to sporadically never update on the scoreboard
  • Fixed a bug where, for a given trap ability, the in-game model of some (not all) placed traps permanently disappeared for players who reconnected to a match

 

 

Guardian of the Sands Kha'Zix Skin

 

Khazix_Splash_2 (2)

 

 

Galactic Azir Skin

 

Azir_Splash_1 (1)

 

 

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

 

 

News Update 09 09 Banner

 

Summary

Viktor‘s third rework has been posted on the forums and with that – a new splash art. In other map topics, Dominion has been receiving a fair bit of criticism lately for being largely abandoned by Riot and Ghostcrawler and ManWolf took to the forums to explain the company’s priorities and why a Ranked queue in Dominion would harm the mode. A thread was open on GD to collect feedback on Cassiopeia’s rework and finally, lore pieces for Xerath’s ascension and Azir – the new Champion coming with Patch 4.16 – were posted on LoL”s FB page.

TL;DR in featured comments.

 

Recent News

PBE-Round-up-Patch-4-16-Banner (1)

Patch-4-16-Maintenance-Banner (1)

Listening-to-Players-Banner

 

 

Shurima Lore Banner

A series of lore pieces were posted on LoL’s facebook page, detailing Xerath’s Ascension lore and the involvement of Nasus, Renekton and Azir in his story.



10661785_10154704926910556_3675604022854656595_o

“In ancient Shurima, young emperor Azir was persuaded by Xerath, his magus, to attempt the fabled Ascension ritual – despite ancient warnings to do so only in times of direst threat.”

 

906366_10154704927670556_7031880323372844621_o

“Azir’s hubris proved disastrous. As the Sun Disc focused the dawn rays into a transformative beam, Xerath betrayed Azir, shoving his emperor aside and stealing its power for himself.”


10688233_10154704928225556_6080297303211475103_o

“In an instant, Azir was obliterated – and Xerath remade as a spectral being of pure, malevolent energy – as the city around them was swallowed whole by the desert.”

 

10688275_10154704929310556_6177128467653466325_o (1)

“Nasus and Renekton, Ascended heroes of Shuriman legend, sensed in an instant that something had gone terribly wrong and rushed to the Sun Disc. They hurled Xerath into a chained sarcophagus – but the magus shattered it into shards.”

 

10697163_10154704929720556_4505507435591498360_o

“Renekton dragged Xerath into the Tomb of the Emperors and shouted to Nasus to seal the door. With a heavy heart, Nasus entombed his brother with a madman in the buried ruins for all eternity.

Or so he believed…”

 

 

Why is Xerath a traitor and a villain in this lore

Runaan New PortraitHey, look! Stuff I wrote! :O Blast from the past. Xerath was actually the first character I wrote for entirely (Talon’s judgment was my first), so this is a fun flashback. 

So, no spoilers, but look at it this way: the Shurima event is largely going to be Azir’s story, from Azir’s point of view. Events will be colored in a way that may paint Xerath as the “villain” in this scenario, but that doesn’t necessarily tell you the whole side of his story. 

Imagine what the mages who imprisoned Xerath in his original lore thought of him: a guy who more or less betrayed his people, nuked their civilization, all for what? For power? They didn’t have all the information that you guys have from his Judgment, for example. To them, he was also a very clear-cut “villain.” 

We always wanted Xerath to have a sympathetic backstory, even if he does cross a moral event horizon at some point. Remember when you hated Severus Snape for most of the Harry Potter series, only to have “his side” revealed much, much later, and how game-changing that was? Keep in mind that a story isn’t always told with 100% of the information front loaded. Just because it’s not immediately there, spelled out, doesn’t mean it doesn’t exist within the character, or we’ve forgotten about it.

[ Link to Post ]

 

 

Follow Up

Runaan New PortraitI think the Snape example still applies – sometimes it’s worth it to save character details for later down the story, where the reveal might hold more meaning. Snape was pretty much a bad guy for most of Harry Potter (as it was from Harry’s PoV). Don Draper may seem like an excessively misogynistic jerk through a lot of Mad Men, but revealing details about his upbringing sheds light on why this is a part of him – something that’s not done until much, much later in the series. 

What you seem to be asking for is all the details on every character up front. That isn’t a story… it’s an encyclopedia entry.

[ Link to Post ]

Tell us the perspective before writing one-sided lore

Runaan New PortraitErr, stories are never really ABOUT facts, stories are stories – again, it seems like you’re asking for super objective stuff when stories are subjective things. Also, it would feel clumsy (and again, more like an encyclopedia) to have a “list of points of view” – the story should imply that for itself. In this case, I’m speaking ahead of the story that’s going to unfold for you guys. Hopefully it comes across that the story is primarily about Azir, thus colored by who he is as a character.

[ Link to Post ]

 

 

Viktor Rework 3 Banner

 

 

The Truer Evolution - Viktor Rework

Solcrushed New PortraitFleshlings, the time of the Glorious Evolution is nigh!

Viktor will be hitting the PBE very soon (hopefully tomorrow). and I am here to give you the numbers & mechanics changes we have for the upcoming PBE patch.

Here are screenshots of the tooltips, I will be adding notes for the changes that cannot be discerned from them. Are you ready?

General

  • Basic attack frames sped up

 

Evolving Technology PassiveGlorious Evolution [ Passive ]

Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +25 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.

 

Power Transfer New IconSiphon Power [ Q ]

  • Range changed to use bounding boxes (Effectively 100 range increase)
  • Cooldown changed to 10/8.5/7/5.5/4
  • Damage reduced to 40/60/80/100/120 (+0.2AP)
  • Empowered autoattack that deals 15~250 (depending on Viktor’s level) (+0.5AP) bonus magic damage on next basic attack.
  • NOTE: The entirety of the damage of the next basic attack is converted to magic (ex: Poppy Q)
  • Shield amount changed to 30/50/70/90/110 (+0.2AP)
  • Shield and speed boost (Augment) duration reduced to 2.5
  • Shield, speed boost and empower all granted immediately upon cast

 

Gravity Field New IconGravity Field [ W ]

  • Range increased to 700
  • Particle starts playing as soon as Viktor starts cast, time between start of cast and enemy being slowed is unchanged
  • Stunned enemies are no longer affected by the slow

 

Death Ray New IconDeath Ray [ E ]

  • Augment Explosion missile speed significantly faster than the original laser

 

 

Chaos Storm New IconChaos Storm [ R ]

  • Cast time reduced to 0.25 (from 0.33)
  • Cooldown reduced to 120/110/100
  • Radius of initial impact increased to 325 (from 250)
  • Radius of DOT zone reduced to 325 (from 350)
  • Storm always moves at maximum speed when moving towards Viktor
  • DOT damage changed to 30/60/90 (+0.2AP)
  • DOT damage interval now 0.5 seconds (from 0.25)
  • No longer silences on impact, interrupts channels instead

 

FEEDBACK POINTS ONCE YOU HAVE THE CHANCE TO PLAY HIM IN PBE

  1. How do you feel about his abilities working with each other, do they have a natural flow to them?
  2. How enticing are the augments in various points in the game? When / what do you think is the best time / order to upgrade them?
  3. Do you notice an improvement in the usability of Chaos Storm? / How does Chaos Storm feel to use for you as a player new to Viktor?
  4. Is the damage on the empowered attack on Siphon Power adequate during all phases of the game? If not, when does it feel out of line?

 

New Viktor Splash Art

 

bBtDMim (1)

 

 

State of Dominion Banner

 

How to preserve Dominion and increase its audience

Ghostcrawler New Portrait Hey guys,

We appreciate the passion, and we’re going to try to address this with a one, two punch. I’m going to talk high-level League design philosophy and Manwolf will jump in with some Dominion specifics.

First, Dominion isn’t going anywhere. Ascension is a new temporary game mode that we hope you’ll enjoy, but it is just using some Dominion assets, not replacing the game.

However, this is a good opportunity to reaffirm why we like temporary game modes in the first place. League is largely centered around Summoner’s Rift. That focus lets us design the game specifically for that map. We can make decisions about everything from movement speed to ult cooldowns with SR in mind. We constrain ourselves if we have to make sure a design change will work on any number of maps, and it bloats the game and introduces bugs when we make a lot of special case rules about items or abilities for the alternate maps. We still do it, but it’s a last resort.

Now that’s largely an argument for why it’s easier for us to develop with a single map focus. But we think there is also benefit for players above and beyond our just being able to offer a better experience. The more maps and alternate game modes we offer, the more it subdivides the player population. We’re at a state where that situation isn’t too bad, but imagine what League would feel like with a dozen maps, and players split among all of them. It’s one of the challenges of matchmaking that the more game modes you support, the harder it is to find a good game for anyone. Furthermore, it just divides up the mind share. Games like soccer and chess aren’t played on a variety of “maps.” There are some variant rules, and they serve similar goals as ours do: to give players something more when they’ve gotten a little bored of the standard way to play.

This is one of the reasons we spun up a team to specifically focus on temporary game modes, such as URF, Doombots and now Ascension. We feel like we can offer a fun and novel way to play League, without the commitment to eternal upkeep, especially for those modes that end being less awesome than some of the others. I mention this, because we think the future of alternate maps for League lies with alternate game modes (and I’m specifically talking maps with different rules — cosmetic art changes to existing maps is a different topic). In the meantime, we do have Twisted Treeline, Crystal Scar and Howling Abyss, and we want to keep supporting them, recognizing that they aren’t as central to the game as Summoner’s Rift and therefore will probably never have the audience of Summoner’s Rift. We also understand the perception of a vicious spiral here. Specifically, the less attention Riot pays to those maps, the less likely the audience is to grow, which means Riot is less likely to pay additional attention, and so on.

[ Link to Post ]

 

 

Why there’s no Ranked queue for Dominion

ManWolf New PortraitHey dudes,

Let’s chat.

First off, I want to reiterate what Ghostcrawler said. We won’t be removing Dominion nor the Alternate Maps team. We’ve accomplished a lot this last year with both Dom and TT – They’re both in a much better state of balance and overall health than they ever have been. 

Secondly, I’ll be frank. Dominion does not have the player base to support a ranked queue right now. It’s not a matter of diluting the primary game mode or needing extra dev support, the population just isn’t large enough to sustain a healthy queue. How do we know this? Well, we’ve actually done quite a bit of research on how many players are needed for a healthy queue. When it’s not met, we see stuff like increased toxicity, higher turnover, decrease in queue size and a generally degraded play experience. Splitting the already small community into two queues would create a poor experience for both sides. Waiting 30 minutes to play with people with a 500 elo disparity is no fun for anyone. 

tl;dr – Unless something changes, we won’t be enabling ranked.

BUT – Let’s talk about what ranked means to you guys and why you want it. Is it the end of season rewards? Is it quantifying personal skill? Is it about competition? Perhaps there’s an alternative to ranked that can achieve that goal.

[ Link to Post ]

 

 

Cassiopeia Rework Banner

Not familiar with Cassiopeia’s rework? Here’s the full list of changes.

 

 

STASHU New PortraitHey guys! Sorry for taking so long to move this discussion over to GD, finally made it though! So, let’s recap. Cassiopeia’s getting some changes soon. For a full rundown of the changes, check out my earlier post on the PBE forums. In this post, however, I’d like to address a few notable concerns that have come up here and there, and hopefully ease some worries. I’ll highlight the main changes to her kit at the bottom of the post for those who are unfamiliar with them, but first, the issues:

Most importantly, I’d like to reassure all of our Cassiopeia players that this is not intended as a nerf. If anything, these changes seek to increase her viability. That said, I know a lot of people have put significant efforts into crunching the numbers and comparing them to her old values, and I know her damage numbers may seem a little low. We are pretty confident that these changes have dramatically improved her effective damage output in the late game, though mostly through utility and usability.

For example, imagine if Kog’Maw could not use his basic attack unless he hit his target with his ult beforehand, and then we made a change to allow him to freely use his basic attack– even if we reduced his AD, he would still be doingdramatically more damage. Now, the usability changes to Twin Fang are not quite on this scale, but we believe they really aren’t too far off. Of course, it is fully possible that the damage is tuned too low. If this turns out to be true, we will definitely not hesitate to amp up her numbers. We want Cassiopeia to do tons of damage– so, if her damage doesn’t go crazy come mid-late game, don’t worry, we’ll fix that.

Another common concern is that Cassiopeia is no longer the DoT poison mage that she once was. Honestly, yes, there will be less cases where Cassiopeia throws all her DoTs on her opponent, walks away, and laughs as they slowly perish >=D. I know that this pattern was something that many of us enjoyed, but sadly there were a lot of problems with it. Damage over time is generally under-appreciated, particularly for poisoned the opponent who never has an easy time identifying what’s killing him or what to do about it. Cassiopeia’s abilities were particularly scary versions of this, with incredibly high damage and very low visceral feel–again, especially for the opponent. So, this had to be addressed, at least in some ways. That said, we really want to preserve Cassiopeia’s poison identity, and that’s part of what inspired the new passive.

So, with the changes we arrived at, we believe poison will still do enough damage for the occasional turn-and-burn kill, be less punishing to unsuspecting opponents, AND be an even more important part of Cassiopeia’s consistent engagement with enemies.

Those are the two big concerns I wanted to address here. I’d love to discuss these (and others) further, so please feel free to post below! I’m headed home now, but I’ll take a look tomorrow morning when I get back in and likely hang around here tomorrow to discuss and answer questions. Thanks for reading, and change recap below:

——————————

Here are the main changes:

Old passive: removed!

New passive: Cassiopeia permanently gains a stack of Aspect of the Serpent for each second that she has poisoned an enemy champion, for each poisoned unit that she kills, and every time she hits an enemy champion with Twin Fang. Caps at 400 stacks.

  • 75 stacks: 5% increased Ability Power. Twin Fang restores 6/8/10/12/16 (+0.1 ability power) health.
  • 200 stacks: 10% increased Ability Power. Cassioepeia gains 25% CDR
  • 400 stacks: 30% increased Ability Power.

Noxious Blast:

  • Cooldown increased by 1 second at all ranks
  • AP ratio down to 0.35


Miasma:

  • Damage and ratio down a little
  • Slow up by 10% at all ranks
  • CD up by 5 seconds, but scales with rank, down to approximately the old values


Twin Fang:

  • Ratio now scales with rank, overall increase by 0.05 at rank 5
  • Now checks for poison (and resets cooldown) on cast and on missile arrival
  • Added several smaller checks to make the reset less buggy feeling and unreliable


Petrifying Gaze

  • Now more accurately hits units directly on top of/in front of Cassiopeia (this is a pretty sizeable buff)
  • Cooldown down a little
  • Damage down a little

[ Link to Post ]

 

 

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

 

 

Patch 4 16 Maintenance Banner

Patch 4.16 is coming tomorrow; here’s when you can expect it to hit for every region.

 

Here’s what you can expect to see in Patch 4.16:

PBE-Round-up-Patch-4-16-Banner

 

 

Patch 4 16 Maintenance Schedule for NA

Riot Noc New PortraitOn 10/09/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.16. At 03:00 PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]

 

And here is the schedule for the other regions (patching starts on September 10th – 11th):

 

  • EUW ] 03:30 GMT – 05:00 GMT
  • EUNE ] 03:30 GMT - 05:00 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 ] 06:30 – 08:00
  • RU ] 23:30  - 01:00

 

 

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

 


PBE Round-up Patch 4 16 Banner


 Here’s a (very late) wrap-up of the content you’ll see in Patch 4.16. I’ve explained previously why I couldn’t cover some of the content in this PBE cycle, so this article won’t be as complete as my usual wrap-ups.


Patch 4.16 Wrap-up:

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



New Game Mode - Ascension

A new game mode on the Crystal Scar mode will be coming with Patch 4.16, featuring sandstorms and Xerath:

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

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

 

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

Known issues:

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

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

[ Link to Post ]


Ascension In-Client Artwork


image-171


Ascension Loading Background


AscensionBackground (2)




New Champion - Azir, The Emperor of the Sands

Azir_Splash_0

Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.

Azir Passive

Will of the Emperor [ Passive ]

Azir Basic Attack

Basic Attack

Azir W

Arise! [ W ]

Azir Q

Conquering Sands [ Q ]

Azir E

Shifting Sands [ E ]

Azir R

Emperor’s Divide [ R ]


Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 1.25% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun -Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.5 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 19/18/17/16/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, butAzir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.


Azir Voice-over (full credit to SkinSpotlights)



Login Screen Animation




New Splash Arts


Classic Akali


Akali_Splash_0 (1)

 

Classic Cassiopeia


Cassiopeia_Splash_0 (1)

 

Classic Orianna


Orianna_Splash_0-1

 

Classic Renekton


Renekton_Splash_0 (1)



New Summoner Icons


profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688




Extra Shurima Lore


 

Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.

 

Amumu New Portrait

 

Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.


Cassiopeia New Portrait


“Cassiopeia is a terrifying creature – half woman, half snake – whose slightest glance brings death. The youngest daughter of one of Noxus’ most influential families, she was once a beautiful and cunning temptress capable of manipulating the hardest heart. Transformed by the venom of an ancient Shuriman tomb guardian, she continues to serve Noxian interests as she always has, just in a more… visceral way.”

 

Ezreal New Portrait

 

The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.

 

Nasus New Portrait

 

To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.

 

Rammus New Portrait

 

The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.

 

Renekton New Portrait

 

Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.

 

Sivir New Portrait

 

Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.

 

Skarner New Portrait

 

Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.

 

Xerath New Portrait

 

Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.



Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

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

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

 

Noxious Blast New IconNoxious Blast [ Q ]

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

  • Damage: 75/115/155/195/235 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

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

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 14/13/12/11/10 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

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

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

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.

 

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

 

 

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

 

  • Emphasize Cassiopeia’s carry potential

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

  • Increase reliability

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

  • Tone down her lane bullying

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

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

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

 

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

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

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

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

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

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

 

Renekton Texture Update

Renekton got some shiny new texture in the PBE update.

[ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.

Renekton Texture Update 2

Renekton Texture Update

 

 

Upcoming Ward Skins

Following the release of the new Shurima-based game mode – Ascension – and the extra Shurima lorea lot of Champions got, here are some thematic wards.

 

wardskin_27 wardskin_26 wardskin_25

 

Sun Disk Ward Skin

 

Sun Disk Ward

 

Armordillo Ward Skin

 

Armordillo Ward Skin

 

Sad Mummy Ward Skin

 

[ Note ] Amumu’s ward skin makes a sighing noise when you place a ward.

 

Sad Mummy Ward SKin

 


Guardian of the Sands Kha'Zix Skin


[ Note ] I couldn’t get around to covering the new Kha’Zix skin, so here’s a video preview by SkinSpotlights:


Khazix_Splash_2 (2)

 

 

Galactic Azir Skin



[ Note ] I couldn’t get around to covering the Galactic Azir, so here’s a video preview by SkinSpotlights:


Azir_Splash_1 (1)


 

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

 

 

Champion Skin Sale September 12 Banner

The following Champions and Skins will be 50% off until September 12th:


Champions


Lulu New Portrait

Leona New Portrait

Singed New Portrait

 

 

Frostblade Irelia – 487 RP


Irelia_FrostbladeSkin


 

Jurassic Kog’Maw – 487 RP


KogMaw_7


 

Tango Twisted Fate – 260 RP


TwistedFate_4

 

 


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


 

News Update September 8 Banner

 

Summary

Ghostcrawler answers forum drama regarding players being ignored in the development process of League and delves into the community split on reworks and who the game should be balanced for. Morello continues the discussion regarding Soraka’s upcoming rework and, more specifically, her passive making her squishier. Finally, a few suggestions about more functions for the Smart Ping wheel and an explanation on Reddit by Socrates regarding the extreme LP losses Diamond players in EUW have been experiencing lately.

TL;DR in featured comments.

 

Recent News

Dev-Blog-Design-Values-Banner

Tristana-Nerfs-Banner

GC-Talks-Balance-Banner

 

 

Listening to Players Banner

 

 

Riot needs to listen more to its player base

Ghostcrawler New Portrait One of the things that really infuses the workplace here is value that players are the most important thing, period. I am convinced that Rioters really believe that in their souls and we’re pretty good about not hiring people who aren’t bought into that value. If it has felt lately that we’re putting ourselves up on a pedestal over you guys, then that’s just a communication failure on our part. I love that aspect of Riot. We aren’t the VIPs; you guys are. If you don’t feel that way, then we’re just going to have to work harder to convince you.

Now, I’m not going to comment on the story elements at all. That’s not my gig and I’m not armed with the proper context to have that conversation. Apologies in advance.

I can talk about the champion updates and related issues about gameplay such as the Fortify and defensive play topics mentioned by the OP. 

First, we don’t know better than players. We have some experience making games and hopefully we’ve hired folks with some natural talent for game development, but at the end of the day players are going to decide if they play the game or not. To put it in a bland business sentiment, this product is for you. The biggest challenge here is that players rarely speak with one voice. It may seem to you that “everyone” wanted a champion changed in a certain way or even all the “X players” really liked a specific identity that we decided to change. It’s just rarely that cut and dried. (And man, this job would be so much easier if it were.)

Remember that only a small minority of players ever post on forums, or reach out to us on Reddit or Twitter, and also remember most of you are only viewing those conversations in one or two languages at most. What may seem like universal consensus is rarely anything close to that.

And that’s okay! We’re not trying to design a game based on community vote, and you probably wouldn’t be happy with the results anyway. We do very much value player feedback and we use it to make informed decisions. That’s the reason I cracked open this (long) thread this morning — to see what you guys thought.

To provide some context on champion updates specifically, here is the way I view player sentiment. Feel free to disagree. 

Player response, again IMO, generally falls into one of these categories:

1) I am indifferent to this champion or her changes.
2) I play the champion because she is broken, so I’m not going to be happy once she is fixed.
3) I believe the champion needs to be updated, but I am excited about one particular direction, which is unlikely to be the one Riot chooses.
4) I believe the champion needs to be updated, and either Riot managed to pick the direction I liked, or I was happy just to see an update period.

Out of those four categories, you’re going to see a lot of communication from players in groups 2 and 3. Indifferent group 1 dudes are unlikely to post that they are still indifferent. Group 4 might post a little. As a result, it can feel like there is a lot of negative sentiment every time we make a change. We keep gathering data though, to make sure in the long term that the champ is getting more play and that players are enjoying playing her. To be fair, we sometimes miss the mark, or frequently a champion requires a few subsequent rounds of updates to really deliver on the promise of the update.

I’m not sure of a better way to operate other than considering player feedback in this way. I don’t think polls or votes would really be a strong way to design a game. I’m not sure how we could isolate the most hardcore or passionate players of a specific champion and redesign her with the aim of pleasing those dudes. We’re totally open to suggestions though. How would you determine the best way to update a champion? I’m not asking because we are without a process, but because some of you don’t seem happy with that process.

[ Link to Post ]

 

 

He’s not wrong to say that

Ghostcrawler New PortraitThe point I was trying to make was that forum posts aren’t good quantitative (numeric) sources of data. They are excellent qualitative (value) sources of data.

Saying “everyone is saying X” doesn’t provide a ton of information, and is almost certainly not technically true. We get less information out of something like “100 posters agree with me that Nidalee sucks” and a lot more about reading something like “What I really liked about Nidalee was how she threw spears across the map. If I had wanted a champion that changed into an animal, I would have picked Shyvana.”

Again, there is a difference among “we know better than you” and “we make decisions informed by what you’re saying” and “we go implement whatever you want.” We shoot for the middle option if that wasn’t obvious. 

[ Link to Post ]

 

 

Some people are happy with their favourite Champion and don’t want a rework

Ghostcrawler New PortraitOkay, that’s fair. I was describing the feedback once we’d already announced that we’re working on an update, but there are players who are reasonably happy with the state of a current champion and think he or she needs tweaks at most. Point taken.

[ Link to Post ]

 

 

Why is Cassiopeia’s rework taking priority over Sion’s, Urgot’s or Poppy’s

Ghostcrawler New PortraitA lot goes into determining the order of champion updates. Here are just a few elements:

– Maybe someone is already working on another champion, but it’s taking longer.
– Maybe we’re trying to coordinate a visual update with a gameplay update.
– Maybe we don’t have a good idea yet for how to update a particular champ.
– Maybe an update won’t help because the champ in question is being dominated by another in the same role with even worse counterplay, so nobody is going to play the former until the latter is always fixed.

[ Link to Post ]

 

 

Summary of player complaints on Riot’s control over League’s design

Ghostcrawler New PortraitThis is one of those threads that has gone on so long in so many different directions that it’s difficult to respond to the variety of comments. Nonetheless, I’ll try to hit a few common responses.

 


“You guys need to engage with us more.”

We’d love to, but what specifically do you mean by that? I don’t have the breadth of knowledge or even the bandwidth to debate point-by-point every topic that comes up in GD. I don’t want to get into the situation where we have to convince the community to allow us to make a change. That would be remarkably inefficient and risks feeling like the crowd sourcing model that I said we wanted to avoid. However, if there are specific opportunities to talk to players that you think we are missing, we’d definitely consider those. I am thrilled that some of you mentioned you feel like we have gotten better about providing context for design changes. That’s awesome, but there’s still a lot more we can do.

“You’re just making an argument for why you don’t have to listen to us.”

This makes me sad, because it’s the exact opposite of the impression I was trying to make. Let me try another angle. How many times do you make a point on GD or anywhere and have someone else disagree? Many of those threads go on quite long because you might think a champ is oppressive while someone else thinks they are fine, or underpowered, or just needs a small tweak. In these frequent situations where there is a lack of consensus, how are we supposed to navigate the right path, when almost every design change (or even lack of change) is going to disappoint someone? (And if you think you’ve seen a thread where “everyone” agrees on a design change, I’d love to see it.)

Again, this is how feedback works. If you tell us your concerns, your goals, your ideas, then we will consider them as we make changes. We also seek feedback after a change to see if it’s hit the mark, and then frequently iterate over the course of a few patches before we feel like we’ve really accomplished the goal of the update. Do you really want a game where we implement every change that gets posted on GD? Wouldn’t that be terrifying? If not, how would you decide who to listen to or not?

We love feedback and we do appreciate it when you take the time to post something. For all the complaints you may still have about League, I suspect you’d have a whole lot more if the feedback cycle didn’t work to improve things over time.

“You’re calling us a vocal minority.”

The point I was trying to make is that quantifying this or any forum is challenging and prone to abuse. In the end, the numbers don’t really matter. It comes down to the strength of arguments. We aren’t trying to make the majority happy. We’re trying to make everyone happy, without watering down the game, as ridiculous a goal as that sounds.

Here is another example. A couple of months ago, USA players were taking us/me to task for not nerfing Lee Sin. While he had some defenders in that thread, it was, to be fair, pretty one-sided. I said we thought he was too good at too many things. The next day the Chinese forums exploded with a lot of players who love the way Lee plays that were outraged that we would consider him broken. Were there more of them than there were US players? Was the overall passion of the Chinese players greater or less than those of the US players? I have no idea. How to you even measure something like that? In the end, we tried to figure out how we could tone him down without wrecking those aspects that players really liked about him. Nearly every change to the game plays out similarly.

“You only talk in generalizations, not specifics.”

High level, long term design is what I do. That’s the only thing I feel comfortable discussing unless I’ve had a really recent discussion with someone on a specific topic. We have been trying to get more Rioters out here so you have a bigger chance of talking to someone who is working on your exact feature. But that’s also a two way street. I’ve been doing this a long time (sixteen years!), and it’s not really possible to scare me away from forums. But when we ask other Rioters why they don’t spend time doing it, the three most common answers are: I’m scared of saying the wrong thing, it takes a huge amount of time, and the environment feels hostile. To the extent you can make the environment more positive, you’ll see more participation. I’m not saying don’t criticize. I’m saying don’t be a stereotypical internet troll when you do. Yes, it’s part of our job and I will do what I can from my end to encourage more designers to be out here.

If there are other high level topics you would appreciate me tackling (not specifics like Cass reworks or the future of lore) I’d be happy do do so.

[ Link to Post ]

 

 

Why did Riot suddenly decide to rework the

Ghostcrawler New PortraitIf I am remembering correctly, the concern was that fear was really random. Sometimes a feared target would run toward you and sometimes they would run away (a particularly sad reaction for Fiddlesticks). A little bit of unpredictability provides situations in which players have to make on-the-spot choices for how to react, which is a good test of mastery and reflexes. But when it feels like RNG has more effect on your performance than your decisions, that can be really frustrating. Crit is another example, but that’s a very long discussion. 

[ Link to Post ]

 

 

Communicate with Challenger and Diamond 1 players on private message boards

Ghostcrawler New PortraitWe do some of this already, and may dive deeper into it. The main risks have to do with a sense of elitism. We already try to navigate a knife’s edge of perceptions about whether we design the game only for the pros or only for the average player. The thought that pros (or even top tiered players in general) might have a bat phone to reach the developers in a secret conversation in which other players can’t even participate rubs other players understandably the wrong way. The top-tiered players themselves get nervous of their comments being used against them, especially if it’s private correspondence that becomes leaked.

Finally, there are expert players who don’t have great insight into which changes would be good for the game overall, and there are Bronze players who can’t execute on plays but have a really good sense for specific changes that would improve the game for everyone. This is the whole “just because you eat a lot of good food, that doesn’t make you a chef,” argument.

[ Link to Post ]

 

 

Soraka discussion Banner

 

 

New Soraka won’t be able to build health and will loses resists

Morello New PortraitOh Linna, I’m glad to see that some thing never change. Our war shall never resolve!

On a serious note, I’m excited to crack open how to make a healer with gameplay in a PvP game. Vesh has worked very hard to try to make this a reality, and the previoust costs/downsides with things like blue healers or even other LoL champions don’t do well when you give a character bonkers haling to friends.

I’ve been against healing as a role a long time – I’ve learned my problems are with its execution and lack of decisions (for themselves or enemies) that’s problematic. So, we’ve take a stab at fixing that.

You should be scared as Soraka. You’re trying to heal people who should kill people and protect people for you. You can still buy GA and have 80% of the value in defense. You’re not going to have 4000 HP and 200 armor/100MR on Soraka. As a healer, being tanky WOULD be the natural build, so we have to prevent that case.

THIS can let us make a character who SUPPORTS by HEALING to an unprecendented degree in LoL. No one else can do this. You want support to change a game? You want new reasons to pick a character? I hear you – super clearly.

It’s not all buffs. It’s hard ass choices.

[ Link to Post ]

 

 

It’s a scary concept of how she may be too squishy with this passive

Morello New PortraitIt’s definitely scary – on this we agree. I think there’s three conversation points:

1) I fundamentally believe if Soraka is allowed to get tanky, we’ll have to gut her. This release valve is there to prevent this and allow her to be good.

2) New Soraka is both more narrow and more unique. Picking Soraka is very different than picking another support. If we want champions to have a unique strategic identity and have a reason “to be played,” this is important.

3) The current passive can be tuned into obliteration if it’s actually a problem, but we need a release valve. I know Soraka wants AR/MR/HP – that’s why we have to discourage it or it will run afoul of 1), and Soraka will be gutted, and we might as well have not done anything and left her in the dumpster.

Tradeoffs are a huge component of good design, and sustainable champions. We’ve chosen these ones because we believe it will allow us to actually make a real healer character.

[ Link to Post ]

Follow Up

Morello New PortraitThat’s basically how insane her HPS and saving gets. It’s unlike anything we have on heals…2s Cooldown, high AP ratio, and big gains. You NEED to kill Soraka or a fight is unwinnable in this model.

[ Link to Post ]

 

 

 

What if she’s so good at healing that she can't be allowed to be tanky

Morello New PortraitYes – this is the first time we’ve done that. My expectation is not that people get super excited about this, but instead it makes it so she can function and not get kneecapped as soon as she’s good.

This design technique acts as a release valve for bullshit scenarios without requiring us to murder the core functions and unique abilities of the character. A Critical Guideline of Soraka is that she must be vulnerable to being killed while healing to allow her to be an insane health-refiller. This means we have to put preventative measures in there to ensure she stays what way – especially as items will be buffed/nerfed/added/removed long after Soraka’s out.

So Soraka can’t get tanky. That’s the whole point.

[ Link to Post ]

 

 

 


 

 

 

 

 

So you don't think that we need a

Reinboom New PortraitOops! Most of my post was focused at the “Ult up in…” (mainly).

I actually like “Warded”, it’s very positional, very informative, and difficult to describe in current tools. It’s exactly the type of problem that the radial menu would be perfect to solve.

For that I think the issue there is more “Where do we put this?”. Which is solvable (Another radial menu perhaps?).

If a team looks at the problemspace in more depth, I think that’ll be the real difficulty, thinking out in the blue.

[ Link to Post ]

 

 

Why don’t you remove the

Reinboom New PortraitThat’s a consideration that’s been passed around quite a bit.

My worry there is that of familiarity.

Anecdotal case: When we were first developing the radial menu, the left and right were actually swapped.

We actually had it internally for nearly 9 months before we released it IIRC (the team prioritized the then new HUD and the item shop above the radial menu so it got set aside for awhile). That’s a LOT of time to get familiar to something in play behavior.

Even now, personally, I will accidentally ping as though it was what it used to be because the menu optimized around muscle memory. We flipped it for good reasons, but it’s still quite disruptive as an individual.

That’s a type of disruption I would rather avoid if possible for other players. Again, muscle memory is super significant here.

That said, a few of us have played with the idea of other types of ping as well. Establishing a different input behavior rather than replacing an existing one could open us up to do more. (And it means we don’t let you guys sink in to the muscle memory case in the replacement version).

[ Link to Post ]

 

 

Single Posts banner

 

 

Cassiopeia’s rework is expanding beyond her just being a lane bully

Morello New Portrait Very true – Cassiopeia - WHEN powerful – is a lane bully only. That’s why you pick her and what she does.

While we were doing a little texture update, we had a really fast, low-scope idea to help fix her up and make her into something other than a “remove ability to lane champion” and focus on the other identity she does have; AP super-carry.

We don’t balance around alternate maps. That’s why I don’t like the idea of more maps, because they erode the game for low benefit. I do think the proper way to FIGHT stagnation and staleness is to add identities to “why do I pick this champion instead of X?” Cass’s low-scope changes are an attempt to address that, as opposed to “I take her to beat the shit out of people when they can’t fight me.”

[ Link to Post ]

 

 

Extreme LP losses in Diamond EUW

Socrates New PortraitHey all, here is what’s going on in this case:

  1. The top 200 challenger spots were protected by a concept called ‘clamping’ before Master Tier was introduced. This ensured the top 200 dudes on the server had both the highest LP and MMR. This greatly slowed gains and losses, making small gains appear normal. Removing clamping means gains (both up and down) are more fluid now. Since in some cases clamping was actually protecting players from falling down too quickly, these players will see some larger losses and smaller gains until they’re back where the system expects them to be.

  2. In other tiers (bronze – plat) league standing is a very accurate mapping of player skill, but there is a buffer to slow players LP losses temporarily if they start to go on a losing trend. Since clamping was removed, but challenger and master must contain the very best players, the loss shielding is thinner in diamond than other tiers. In other words, gains and losses can feel more swingy.

Some of the gains and losses here do look a bit extreme but should become more stable over time. We’ll be monitoring how LP changes stabilize over the next few days and evaluating if we need to make adjustments or not based on the results.

This should have been more explicitly called out in our messaging around this to prepare players for the shift. I will work with the messaging team to update the original post around this.

[ Link to Post ]

 

 

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