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Archive for the ‘Red Posts’ Category

 

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PBE Updates Patch 4 21 Banner

 

 

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A few changes I missed between the recent PBE updates.

 

[ 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.

 

Legend of the Poro King HUD

The recently-introduced game mode, “Legend of the Poro King”, has received a HUD update:

 


HUD Update Screen 2

 

Update to Dragon Buffs

The stacking Dragon buffs have received a few changes:

  • The bonus AD and AP from the Tier 1 buff has been decreased from 8% to 6%;
  • Tier 2 and Tier 4 buffs have swapped places.

 

Dragon Slayer Change

 

 

Single Posts 27 11 Banner

 

 

New champions have mechanics that Riot has been against

Morello Final PortraitAdditionally, we said we’d never do a healer. Instead, “what will it take to do a healer” was the better question.

I’ll say it straight. You guys were right on some of this stuff and helped us understand our limitations we’d created. It’s a hard ship to turn, but I’m glad we are doing it.

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Meddler Final PortraitA big +1 to this from me. We’ve been pushing on some particular things for new champions as you’ve mentioned and player feedback calling out where we should improve/where our past releases have sometimes fallen short of the mark’s been enormously valuable.

Also wanted to say thanks for the thread. Discussion can get pretty focused on what’s problematic at times, and while that’s really useful to hear it’s also very helpful to cover the what’s going well side of things sometimes too.

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Have you considered an isolation mechanic that prevents pings

Morello Final PortraitWe have, but think this is overcame by third-party voice and chat programs. Since that can eliminate the certainty that the character is “silenced,” we’ve avoided that one.

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Will there ever be an Invoker type champion in League

Morello Final PortraitIt’s less of a rule than a lack of perceived value outside of “cool” in this case.

For these champions, even being more unique, they have a purpose and goal around HOW they evolve the game. If we get to the point on that for an Invoker-style champ, we’d consider it, but not for its own sake.

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Why isnt the damage on Nautiluss W instant

Meddler Final PortraitThe intent behind Nautilus’ damage on W being split between the initial impact and a follow up DoT is to make getting some attack speed rewarding, but not mandatory (e.g. if Wit’s End is in a spot where it’s considered a useful item to pick up on some champs it should be worth considering on Nautilus, without being a ‘get this or fail’ item).

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Given that AS items are popular can his W be made to burst

Meddler Final PortraitThat’d be an option if looking to buff Nautilus certainly. He’s one of the junglers the live balance team are currently tracking to see if they’re too weak given the jungle changes. Main question to ask would be whether there are better places to put power on him instead if he needs it – which buffs address where he needs power, when, leave build options open where possible, give him a distinct niche as a tank etc.

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Chogath Banner

 

 

Does Champion size change abilities or stats

Meddler Final PortraitIt does not, with one or two specific exceptions (e.g. Cho’s E as mentioned below, which is called out explicilty on the E’s tooltip). Size modifies how easy you are to hit with various abilities, whether line skillshot, ground targeted or whatever and can make it harder for enemies to target your allies instead of you, it doesn’t inherently change your stats or abilities though.

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Doesnt it change your Auto Attack Range

Meddler Final PortraitAuto attack range is calculated from the edge of your hitbox, it’s also calcuated to the edge of the enemy hitbox however. From the perspective of how far you can hit from the center of your model your auto attack range does increase as your model gets larger, the range you can be hit at also increases however so your effective range doesn’t change (e.g. a Lulu ulted target can attack targets slightly further away, but can also be hit by enemies slightly further away as well).

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Have you settled on a direction for Evelynns VU

IronStylus Final PortraitMy hunch is to go more into the.. um.. well.. sorta hybrid succubus, seductive vampire-like sorta thing. I would make her a literal vampire, but I feel she needs that shadowy, creature of the night feel. I’ll say right up front that I’m not a fan of the BDSM look, I also think that’s kind of a misnomer because it’s hard to simplify a sexual affinity into like.. a single look. Don’t get me started on 50 Shades of Grey. puts gun in mouth

All that said, the other full time concept artist on the ChampUP team, Lonewingy (concept artist for Nami & her skins, Azir, and part of the Rek’Sai team also) is focusing on Eve. I leave it to her discretion because shes a better everything than I am.

Again, we’re still really early on in development, so there’s still no solid direction.

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Why can the enemy see RekSais tunnels in the fog of war

Meddler Final PortraitIntent is that the tunnels are visible through fog of war once you’ve seen them once. Goal there is to make it possible to hide tunnels for future use while also ensuring enemies are able to track tunnel locations once they’ve discovered them.

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Can you improve the clarity of her tunnels

Meddler Final PortraitTeam specific mini map colors for tunnels will be in by the time she launches, we’re just sorting out a few code issues with that at the moment.

As far as the tunnels themselves go there are team indicators on them (color of mist emerging from them). I get the impression from your post those are too hard to read at the moment though?

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When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

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Is it likely that his name wont be Ao Shin on release

Meddler Final PortraitHis name’s certainly something we’d want to talk about, assess whether ‘Ao Shin’ is still a good fit for the final version of him we get to. Can’t offer you any thoughts on likelihood of that though at the moment, it’s not something we’ve looked at yet.

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Meddler Final PortraitInternal names can be pretty placeholder ish at times and many champs spend a while being referred to as something else before we figure out a final name for them. Sometimes that’s a moderately serious name like Seth, sometimes it’s something jokey (Vel’koz was ‘Professor Eyebeam’ for a few months for example).

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Is the Institute of War gone from the rebooted lore

Jaredan Final PortraitHiya Giggle, I hope I can add at least a little clarity:

The Institute of War is no longer in the story world. Champions who are inextricably tied into the IoW as a core part of their motivation will be receiving changes. Champions who have some mention of the IoW will be receiving relatively minor edits. Summoners are not what they were as their prime interaction with the story was through the IoW. That does not mean that the concept of Summoners will never be seen again within the story world, they just won’t be taking the same role as previously. So nope, Summoners are not deleted from Runeterra.

I can understand the confusion. We want to reveal things through the course of Runeterra’s story rather than through mainly biographical content or by outlining plot points that would undercut stories when they are released. Also, frankly, there are things we just want to explore more and hone until we think they meet our increasingly stringent measure of quality. In other words, we’re making a lot of changes to level up our storytelling and to get more stories to you.

Since September, we’ve released story content pertaining to the Shurima event, Azir and Xerath, The Harrowing, Kalista and Rek’Sai. We’ve learned lessons from all of them and we’re attempting to deliver stories with more regularity and consistency through the end of the year and 2015. We have a couple of technical challenges, and we’re working to ensure an increasingly high quality bar, which means sometimes we just look at a story and decide we need to work on it more before it can go to players.

We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

FInally, Jax is cool anytime, anywhere.

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Issues with the new lore that havent been solved

> We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

All due respect, the anger stems from a lot more than just “we’re working on it” posts. It’s that you say you’re working on things, but we’re not seeing the results we should be expecting.

• Of all the short lores posted on the PBE (Shurima and Shadow Isles), we’ve seen two full ones (Azir and Xerath, and only after much pressure) and one reverted (Maokai). We’re still waiting for the other 14 (Amumu, Rammus, Skarner, Ezreal, Cassiopeia, Renekton, Nasus, Karthus, Mordekaiser, Thresh, Evelynn, Elise, Hecarim and Yorick). Are these stories ready for release or are you lot still “working on it/them?”

• Of the new champs and reworks, we’ve seen Kalista (possibly under duress) and Sion (a mistake by someone).

• Singed, a champ whose story has been broken since the first Soraka rework (September 2012), was only just acknowledged as a “problem” very recently. Yet, we see no foreseeable progress from Riot/Narrative in fixing his story after 26 months.

I’m sorry for any “snarkiness” found in this reply, but how can we trust you guys when you “say” that you’re working on things when we’re not seeing any progress on this and the myriad of other issues Narrative needs to deal with?

 

Jaredan Final PortraitWe still haven’t got the tech issue sorted. Kalista came out on the boards because we couldn’t get her story out in the way we wanted, but putting those stories out on the boards just isn’t ideal so we don’t want to do it for all of them. We put the stories out because it’s what we desperately want to do. We’re not being forced to do it against our will, which would be odd.

 

The stories for the Champions you outline are at various stages of completion. Some are done, some are in final revision stages (mostly heading into tech edits), some are being rewritten. All of them have had initial treatments that have either moved forward or haven’t yet met targets for quality.

After we’ve released stories for Shuriman and Shadow Isles Champs, we’ll be looking at stories for Champions not tied to any specific faction, particularly for Champions who are currently inextricably tied to the IoW. Other Champs who have contradiction issues will be given attention also.

If you’ve been paying close attention to recent events, you’ll have a good idea of where we’ll be going next in regard to the next larger story in Runeterra—which we’re also currently working on.

We want you to share your ideas on what you would like to see from Champions who will fall into the areas I’ve outlined, and we’d love to read and join in discussion wherever possible, but I have to be honest: if the main thrust of the ideas are tied to the IoW then it’s very difficult for me, or other members of Narrative, to engage with them. We’ve outlined where we are headed and we’re committed to developing Runeterra as a story world in the way we’ve laid out.

Also, we are not going to be giving you early breakdowns of stories before we tell them as that would defeat much of the purpose of the stories themselves.

You and I in isolation, as well as members of the Story and Art community and Narrative, have disagreed on some of the changes made this year, and I’m sure we will have differences of opinion on some of the stories we tell in the years ahead. I’m trying to be as open as I can be, while being responsible to the work being done.

Until we are releasing stories at the pace and quality that the community is looking for, and that we are working towards, we will have recurring discussions on the issue that can become more annoying because it’s hard to give you different answers to ones that have already been provided. The stories will be the answers, the details and the points to discuss, and until we have a large enough number of them it’s difficult not to feel like a broken record. That’s completely our responsibility and one I take very personally. We have started on that journey, but we have a long way to go.

I know you’ve heard this before, but it’s honestly where Narrative as a team is currently, and it’s all I’m able to divulge right now. We’re evolving our team, our processes, our means of delivering stories in different media all in order to get more, better stories to you.

Whenever I’m able to give concrete answers, I will, but I hope the frustrations of a lack of specificity will diminish mainly due to compelling stories.

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How should Taric be updated

IronStylus Final PortraitHello again (again).

So something interesting came up in this thread:

http://boards.na.leagueoflegends.com/en/c/story-art/HALQfHsu-marvelous-portrait-of-taric-on-surfer-singeds-updated-textures

 

Namely, a discussion around hair. Yes. Hair.

 

 

Bur seriously, there’s a thought swimming in my head about slanting Taric a little more “modern”. Even the term “metrosexual” came up, mainly referring to a well-kempt, good looking gentleman that’s fashionable and, for lack of a better term, “modern”. Some of my explorations lean this way. I’ll emphasize explorations as this is super early concept stuff.

In part II of this discussion…

http://boards.na.leagueoflegends.com/en/c/story-art/a7ulBkBM-so-what-do-you-guys-wanna-do-with-taric-part-ii-pics-or-it-didnt-happen

..we talked about visual reference, asking what people were looking for in our favorite gem knight. A lot of fancy paladin art came up, sort of standard fantasy fair. The traditional suit of armor that’s nicely ornamented and beautiful. But, it begs a question. What can separate Taric out from a standard paladin? One idea that’s been floated in giving him that “modern” twist I mentioned. What does this mean? Well, it can mean a lot of things. One thing is his hair. Hair often can define modernity and current fashion trends. The way I perceive it is that the poof that Taric sorta has now dates him quite a bit. The suggestion was made to give him more of a modern cut, and therefore, give him more relatable, and current, style.

I’m wondering that maybe we don’t stop there. Maybe we push him to feel “modern” and fashionable all over. I’m not talking about futuristic, or runway high-fashion, but I’m wondering if it’d be a valuable exercise to ask for ideas about what people think a “Modern Paladin” could look like. Maybe supply some images that stress Taric’s beauty and charm, but also set him apart from sword-and-sorcery fantasy. Not that that sort of fantasy is bad, but I’m looking to see what sort of spin we might be able to put on Taric that isn’t just an armor set. I think exploring fashion, modern trends, and more contemporary looks might yield some results.

What do you think?

 

 

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

 

Kalista Fan-Art Roundup

November 26th, 2014

 

Fan Art Kalista Banner

Here‘s a collection of amazing Kalista fan-art done by amazing artists:

 

 

Jynx Final Portrait As Kalista’s eternal search for retribution continues, her spectral image haunts and inspires those who encounter her. Check out these eerie community creations featuring The Spear of Vengeance herself!

 


nkinesss

inkinesss

 

Jess

Jess

 

Neo-TK

Neo-TK

 

Roach_P

Roach_P

 

Artsed

Artsed

 

suppa-rider

suppa-rider

 

Nanna

Nanna

 

ipaanbaa

ipaanbaa

 

Jununy

Jununy

 

Skaera

Skaera

 

Crown

Crown

 

Sharkies

Sharkies

 

brunonic

brunonic

 

MonoriRogue

MonoriRogue

 

Zhyphrus

Zhyphrus

 

ArtisticPhenom

ArtisticPhenom

 

We suspect some of you are still working on your Kalista creations, so share them in the comments below when you’re done!

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

 

 

News 26 11 Banner


Summary Final Banner

The community’s questions regarding Rek’Sai’s mechanics have been answered on both Reddit and forums. Also, we have a few discussions on Warwick, Lissandra, knock-up CC and the colors of Blood Moon Elise, as well as an offer to participate in an online study on teamwork done by MIT and Riot. Apologies for no TL;DR, rough day.

 

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PBE Updates Patch 4 21 Banner

 

 

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Don’t know about Rek’Sai? Check out her official preview:

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Is RekSai invisible invulnerable while burrowed

DanielzKlein Final PortraitYou can totally see her and interact with her in every way you normally can: attack, hit with skillshots, hit with AOEs etc.

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Will RekSai play like a bruiser or an assassin

Beat Punchbeef Final PortraitShe’s a fighter but her pattern operates more like an assassin. Her passive gives her the ability to enter a fight, mosh a little bit, back out and wait for cooldowns, and then go back in.

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How many tunnels can RekSai have at any one time

Beat Punchbeef Final PortraitCurrently she can have 8 on the map at any given time.

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How long do tunnels last

DanielzKlein Final PortraitRight now tunnels last 10 minutes. You can destroy them by standing on them as the enemy. You even get some gold.

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Follow Up

Do these 10 minutes count down separately for tunnels

DanielzKlein Final PortraitYes, each tunnel has its own cooldown when used.

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Can enemies destroy her tunnels

DanielzKlein Final PortraitYes, enemy champs can destroy tunnels by standing on them, currently takes 1.5s (totally subject to change). She is completely visible underground.

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Follow Up

So if an enemy steps on one end RekSai can exit from the other

DanielzKlein Final PortraitYou kill the pair by stomping on either end.

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Does a knockup when burrowed unburrow her

Beat Punchbeef Final PortraitGetting knocked up does not un-burrow her. Tried this at one point but forced state changes just end up confusing the player as to which state they’re in.

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Is her ult canceled if a tunnel shes ulting towards is destroyed

Beat Punchbeef Final PortraitHer ultimate can be difficult to set up. It also has a global sound effect attached to it. Due to these reasons, we defer to the Rek’Sai player once the ultimate is cast.

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Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

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DanielzKlein Final PortraitThere was this one ultimate once upon a time…

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Does the burrowed detection give info only to RekSai

Beat Punchbeef Final PortraitRek’Sai’s team sees her Tremor Sense as well.

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Does RekSai need Fury to burrow

Beat Punchbeef Final PortraitShe doesn’t need it to burrow. It gives her health based on how much Fury she has when she burrows.

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If burrowing only limits vision isnt it useless

DanielzKlein Final PortraitIf you’re calling regeneration, extra movement speed, and an enemy movement sensing ability with nearly a full screen’s range useless, then yeah, totally! Also you only get to make tunnels while burrowed, and unburrowing knocks people up.

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If global ults are bad for the game why does RekSai have one

Meddler Final PortraitFree movement global ults are something we felt needed to be removed and something we don’t have any plans to make more of. Those with conditions to be used by contrast, such as Shen ult or Rek’Sai ult, don’t generate the same problems.

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Sign up for Online Study on Teamwork by MIT and Riot

Lyte Final Portrait We would like to invite you to a study conducted by researchers at the Massachusetts Institute of Technology (MIT) in collaboration with Riot Games. We’re interested in exploring the ability of a team to perform a wide range of collaborative tasks, and will measure this using an online battery of tasks your team will work on together.

To qualify for this study, you have to be part of a Ranked 5s Team that has played at least 20 games together this season on the NA Server. Once you complete the following tasks below, we will grant you a reward on your main accounts:

  • An online screening survey individually (takes approx. 20 minutes); AND
  • An online battery of tests with ALL members of your team simultaneously (takes approx. 1 hour).

At the end of the study, we’ll also send you a scorecard of your team’s ability in skills like decision-making, execution, sensing and memory.

Participation in the study is completely voluntary and all information used in the study will only be linked to your summoner name. Privacy is one of our highest priorities and all data gathered during the experiment will be stored securely. We will only publish data in summary form, so it will not be possible to link the data to an individual person. The study has been accepted by the Institutional Review Board at MIT.

To participate in the study, please have one team member, on behalf of your team, sign-up your Ranked Team here: http://goo.gl/forms/Sv5mjpGGZw

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What happened to the announced Warwick rework

Vesh Final PortraitZenontheStoic (Daniel Klein) was actually working on a WW kit but he ended up shifting over to Azir. Since then, the Champion Update team has been formed and we will be doing projects like this. There’s so many champions that we want to update to various degrees that it’s a careful balancing act of what we work on first. Some projects can be worked on simultaneously and some cannot. WW will need new visuals and animations even if we were just talking about gameplay because at the very least we will need new VFX for new spells.

Some other characters like Trist have really clear spaces for improvement visually and need very little gameplay changes (or sometimes none in the case of Maokai).

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Will Lissandras passive be reworked

Meddler Final PortraitTried a number of variants on shield passives, didn’t find a version that generated engaging gameplay for her however (just added tankiness basically). Would still like to find a more satisfying passive for her, want something that creates some interesting decisions though, particularly if its adding significant power.

Not sure why her base mana wasn’t changed with the standardization of other mages, will follow up on that, check if deliberate decision or overlooked.

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Why arent new champions balanced before release

DanielzKlein Final PortraitThere is no amount of pre-release testing that comes close to the level of exposure a champion gets during the first two hours after release, when literally millions of players who take winning seriously try to make the champion work. The numbers just don’t work out. We can only ever get in the right ball-park, and for champions with game changing abilities (which is all we want to make now, of course) even that can be hard. We’ve erred on the side of undershooting since Braum, I think.

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Will a future champion use Rumbles Heat resource

Meddler Final PortraitWe’ve talked about using Heat on another champion occasionally, it’s not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble’s gameplay.

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Can you make Blood Moon Elise pink again

[ Note ] Blood Moon Elise got her color palette bloodied in a recent PBE update.

KateyKhaos Final PortraitThe feedback for Blood Moon Elise initially versus the changes that hit PBE yesterday were about the same, actually. (I’ve been collecting feedback for the skin.) The team’s aware of player feelings for both the initial color, as well as the color most currently on PBE. We’ve been discussing it.

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Knockups are becoming too common in champion kits

Meddler Final PortraitHey all,

Wanted to throw in some of our thoughts on displacements here for a bit of context, given they’re definitely a CC type we’re using more that has both some costs and some benefits to the game relative to other types of CC.

First off, some details on why we’ve been using displacements more/what we feel the benefits of displacements are:

  • Displacements are clear. Having the unit(s) affected move makes it clear who a spell’s hit and, provided the displacement arc or knockback distance is understandable, helps all players involved track the duration of the CC as well.
  • Displacements are visceral. A knockup can often feel better for the caster than a significantly longer duration stun, leading to better satisfaction from the same power budget.
  • Displacements, if there’s a noticeable amount of knockback included, add some extra play to how a spell’s used, giving players more ways to optimize and more options to play around. Not all hits are equal basically (e.g. a great knockback, versus an ok knockback versus a terrible knockback that helps the enemy), giving another point of mastery for players of the champion in question.

On the cost side:

  • Displacements over large distances can make it harder to track where champions, your own especially when moved suddenly against your will, are in a busy fight. Using relatively short range displacement helps avoid this being a significant cost however.
  • Displacements diminish the value of Tenacity and Cleanse. That means players have fewer responses against them.
  • With regards to Tenacity, item based counterplay tends to be relatively poor if the item’s not one that changes your gameplay noticeably (e.g. Zhonya’s via its active, Bloodthirster since sustain modifies how you look to trade/fight, Boots of Mobility significantly impact how you initiate, ward etc) since it’s otherwise just a single decision, based off team comp and lane match up. Tenacity items don’t have a particularly significant impact on playstyle however, so the loss of interesting gameplay there’s pretty limited.Tenacity’s also harder to access for many classes (deliberately), so often irrelevant, and the vast majority of the counterplay associated with CC is almost always to avoid the skill in question (whether by dodging, staying out of range, not being a tempting target etc).
  • Cleanses not removing displacements by contrast is a higher cost and one it’s important to be aware of, particularly with regard to champions with burst who’ll potentially kill a target within the duration of a single CC.

Some other notes:

  • CC durations on new champs/major reworks nowadays are generally significantly shorter than those used on the original 40 champs. In terms of raw numbers new champions will tend to have more displacements than the original lineup, but those will tend to be of shorter durations (we’re trending away from abilities like Morgana’s Dark Binding, Rammus’ Puncturing Taunt or Fiddlestick’s Fear with extremely long CC durations via a single skill).
  • Displacements do interrupt dashes/leaps in progress which gives them extra power relative to most other CCs. Having counter mobility options like that in the game as a common tool’s got significant value however and as above that power’s offset against shorter CC durations.
  • Like many other effects displacements do lose some of their value as a tool when used too often and we have certainly gone through a solid run of champions with displacement on their kits. The next champ up after Rek’Sai will almost certainly not have a knockback or knockup and it’s highly likely that the champ after that won’t either. We’ll definitely continue to use displacements where, as above, it’s appropriate, they’re not something that should be found on every new character however.

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

 

New Game Mode Banner

Do you like poros? Good news! You’ll soon get a new mode’s worth of poros. Check out the rules to “Legend of the Poro King”:

 

[ Note ] The new mode will reward players with these Poro Summoner Icons. Oh, and this one.

 

L4T3NCY Final PortraitThis year’s Snowdown brings with it our next featured game mode… and a legend. The “Legend of the Poro King”. We’ve dramatically changed what fights on the Howling Abyss will look like, so let’s get straight into the rules:

Played on the Howling Abyss, Legend of the Poro King is a 5v5 Blind Draft game mode, where your goal is still to destroy the enemy team’s nexus. However, you’ll have some Poro companions with you (to throw at each other of course), be diving deep to make #bigplays and work together to summon some help from the legendary Poro King himself.

New summoner spells

When playing the Legend of the Poro King, your regular summoner spells are replaced with two new ones, made just for the mode:

1) Poro Toss / Poro Dash:

Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds after it hits an enemy to cast Poro Dash, which will dash your champion to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

2) To the King!:

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to the Poro King’s side. Can only be cast when the Poro King is summoned for your team.

The Poro King

The Poro King is benevolent and will aid whichever team has summoned him. He can be dispelled, but only to return again when enough favour has been curried with him. As a tanky siege minion, he brings an impressive power boost to whichever team he’s aiding. His powers include:

– Tanky siege minion with a LOT of health. Let him be your front line!
– The Poro King absorbs all Poros within his range being thrown by the enemy team, making him a powerful pushing force.
– The Poro King will heal nearby allied champions every 5 seconds for health and a smaller amount of mana based on the team’s average level.
– Every 5 seconds, the Poro King will lob out Poros in an arc around him, dealing magic damage to enemies where they land.

Known issues:

– Play flow art placeholder. Coming soon.
– Loading screen art placeholder. Coming soon.
– Some VO still missing from the Poros.

Also, for fans wondering where Showdown is this year, never fear. We’re looking to make some tweaks to that one and hopefully bring it back at some point as a smoother experience than it was the first time around. We wanted to try something new and light-hearted this year and can’t wait to see what you guys can pull off with the Poro King. Your collective mechanics are waaaaay better than anything we can manage in our playtests, so we’re looking forward to it. The dives.. oh the dives…

See you guys on the Abyss. o^_^O

[ Link to Post ]

 

 

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

 

 

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Summary Final Banner

Not a lot of news today, but there is an awesome new cinematic you ought to watch. Also, if you’re a fan of Cassiopeia, you’ll be happy to know she’s getting her promised updates in the next patch.

 

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Follow Kalista’s journey to punish treachery in Riot’s new cinematic, “The Pledge“:

 

 

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Stashu Final Portraitnote: copying this here because the Cassio thread got lost

Hey guys, sorry I’ve been afk for so long! I’ve been waiting to get some PBE feedback. I’m finally able to make that happen now that 4.20 launched, so let’s get to it =D

 

I think we had some amazing conversations in that last thread thread. We’re keeping the changes to a medium scope for this patch, but I think we’ve gone a long way in the right direction. I know there are still many concerns, but let’s let this shake out on live for a bit and see where she ends up, then revisit the conversation.

Our thinking for this current changelist is:

  • Bring back poison as a core part of Cassiopeia’s damage profile
  • Curb the overly exaggerated hyper carry curve so that she can function early game
    • A few different things are happening here, like adding straight damage to her early game with the Twin Fang debuff, increasing Twin Fang’s ratio early game, and increasing Q’s movement speed boost early game. We’re also bringing down her late game a touch with some of these changes, but her DPS should still be off the charts.

Looking further into the future, hopes are to turn Aspect of the Serpent bonuses into more exciting, lateral-power points instead of super direct boosts to power which make it feel as if Cassiopeia can’t be strong until 30 minutes into the game. There was some pretty serious brainstorming towards this end, and it was a huge help for thinking about where we could take the passive, and that was super awesome.

However, for now, here’s what you can expect for 4.21:

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

    • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
    • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
      • Stack breakpoints adjusted to 100 / 250 / 500. Overall, these are hit sooner than the old 75/200/400 based on the new mechanics, but are definitely still up for discussion.

Noxious Blast Final IconNoxious Blast [ Q ]

    • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
      • With the reliability changes, it was a bit too reliable, so we set the delay at 0.4.
    • Movement speed buff changed to a flat 20% (from 10 / 15 / 20 / 25 / 30%).

Twin Fang Final IconTwin Fang [ E ]

    • Mana cost changed to 35 / 45 / 55 / 65 / 75 (from 30 / 45 / 60 / 75 / 90)
    • Now adds a debuff on the target which amplifies further poison damage by 25% for 5 seconds, stacks up to 2 times (50%).
    • Ratio changed to 0.55 (from 0.4/0.45/0.5/0.55/0.6)
      • Since we’re adding damage elsewhere on the kit (mostly through this debuff), we decided to take a bit out of Twin Fang’s late game.

Cheers!

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Lore Kalista Invocation Banner

 

 

Check out Kalista in-game here:

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Ant in Oz Final PortraitHey guys,

We are still running into some tech issues with putting up our new Champ stories where we want them to live going forward – on the website’s champ info pages. However, we didn’t want this to mean Kalista’s story didn’t go out with her launch… so, we are putting her story up here on Boards for now. We hope you like it!

Cheers!


Invocation

The sword-wife stood amid the burnt out ruin of her home. Everything and everyone that mattered to her was gone, and she was filled with fathomless grief… and hate. Hate was now all that compelled her.

She saw again the smile on his face as he gave the order. He was meant to be their protector, but he’d spat upon his vows. Hers was not the only family shattered by the oath-breaker.

The desire to go after him was strong. She wanted nothing more than to plant her sword in his chest and watch the life drain from his eyes… but she knew she would never be able to get close enough to him. He was guarded day and night, and she was but one warrior. She would never be able to fight her way through his battalion alone. Such a death would serve no purpose.

She took a shuddering breath, knowing there was no coming back.

A crude effigy of a man, formed of sticks and twine, lay upon a fire-blackened dresser. Its body was wrapped in a scrap of cloth torn from the cloak of the betrayer. She’d pried it from her husband’s dead grasp. Alongside it was a hammer and three rusted nails.

She gathered everything up and moved to the threshold. The door itself was gone, smashed to splinters in the attack. Beyond, lit by moonlight, lay the empty, darkened fields.

Reaching up, the sword-wife pressed the stick-effigy to the hardwood lintel.

“I invoke thee, Lady of Vengeance,” she said, her voice low, trembling with the depth of her fury. “From beyond the veil, hear my plea. Come forth. Let justice be done.”

She readied her hammer and the first of the nails.

“I name my betrayer once,” she said, and spoke his name aloud. As she did so, she placed the tip of the first nail to the chest of the stick-figure. With a single strike, she hammered it in deep, pinning it to the hardwood door frame.

The sword-wife shivered. The room had become markedly colder. Or had she imagined it?

“I name him twice,” she said, and she did so, hammering the second nail alongside the first.

Her gaze dropped, and she jolted in shock. A dark figure stood out in the moonlit field, a hundred yards in the distance. It was utterly motionless. Breathing quicker, the sword-wife returned her attention to the unfinished task.

“I name him thrice,” she said, speaking again the name of the murderer of her husband and children, before hammering home the final nail.

An ancient spirit of vengeance stood before her, filling the doorway, and the sword-wife staggered back, gasping involuntarily.

The otherworldly being was clad in archaic armor, her flesh translucent and glowing with spectral un-light. Black Mist coiled around her like a living shroud.

With a squeal of tortured metal, the spectral figure drew forth the blackened spear protruding from her breastplate — the ancient weapon that had ended her life.

She threw it to the ground before the sword-wife. No words were spoken; there was no need. The sword-wife knew what was being offered to her — vengeance — and knew its terrible cost: her soul.

The spirit watched on, her face impassive and her eyes burning with an unrelenting cold fury, as the sword-wife picked up the treacherous weapon.

“I pledge myself to vengeance,” said the sword-wife, her voice quivering. She reversed the spear, aiming the tip inward, towards her heart. “I pledge it with my blood. I pledge it with my soul.”

She paused. Her husband would have pleaded for her to turn away from this path. He would have begged her not to condemn her soul with this course of action. A moment of doubt gnawed at her. The undying specter watched on.

The sword-wife’s eyes narrowed as she thought of her husband lying dead, cut down by swords and axes. She thought again of her children, sprawled upon the ground, and her resolve hardened like a cold stone in her heart. Her grip tightened upon the spear.

“Help me,” she implored, her decision made. “Please, help me kill him.”

She rammed the spear into her chest, driving it in deep.

The sword-wife’s eyes widened and she dropped to her knees. She tried to speak, but only blood bubbled from her lips.

The ghostly apparition watched her die, her expression impassive.

As the last of the lifeblood ran from her body, the shade of the sword-wife climbed to her feet. She looked down at her insubstantial hands in wonder, then at her own corpse lying dead-eyed in a growing pool of blood upon the floor. The shade’s expression hardened, and a ghostly sword appeared in her hand.

An ethereal tether, little more than a wisp of light, linked the newly formed shade to the avenging spirit she had summoned. Through their bond, the sword-wife saw her differently, glimpsing the noble warrior she had been in life: tall and proud, her armor gleaming. Her posture was confident, yet without arrogance; a born leader, a born soldier. This was a commander that the sword-wife would have willingly bled for.

Behind the spirit’s anger, she sensed her empathy — recognition of their shared pain of betrayal.

“Your cause is our cause,” said Kalista, the Spear of Vengeance. Her voice was grave cold. “We walk the path of vengeance as one, now.”

The sword-wife nodded.

With that, the avenging spirit and the shade of the sword-wife stepped into the darkness and were gone.

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Single Posts Banner


 

Why cant you leave the spawn platform early on SR

Reinboom Final PortraitThere are some computers that have different problems problems that are most pronounced at the start of the game.
There’s up to a few second window for most players for just initially seeing the platform.
For some, there’s a couple second delay the first time they open the item shop or the first time they purchase.

Players also need time to change into their customized recommended items, to make sure their keybindings were reset correctly (especially if they’re playing in a PC Cafe), and many other small things that can just cut into the first few moments.

We don’t really consider these first 15 seconds in the realms of skill so much as prep.

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Why isnt the new item Zzrot Portal in the game yet

Reinboom Final PortraitIt’s art intensive. It’s still being worked on and explored. :)

To give a more fulfilling update:

The item required two character models added to the game. One for the gate, and one for the spawn. There’s quite a bit of work that goes into things like this to make sure it’s cohesive, it makes sense in the gameplay world, it reads well, and so on.

There’s also some more gameplay impact that needs to be worked out.

[ 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 18 11 Banner

 

Summary

Server downtime is scheduled tomorrow for NA (note, this is due to server migration, NOT Patch 4.20). IronStylus discussed several possible Visual and Texture updates, including Akali, LeBlanc, Miss Fortune, Kassadin and Irelia. Lead Champion Designer Meddler gave context for the upcoming nerfs to Sona, Rammus and Gnar (which you can find here), a discussion on the state of the Death Recap, no Masteries/Runes changes this Season and a request for more sexy female characters in League. Yes, really.

TL;DR in featured comments below.

 

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New Summoners Rift available for Normal Blind

The update to Summoner’s Rift is live in Normal, Custom, Team Builder, and bot modes! Once these modes test well, we’ll be enabling the update on Ranked queues at a later time. Thanks for participating in the updated Summoner’s Rift rollout!

[ Link to Post ]

 

 

NA Server Downtime

We’re bringing NA offline tomorrow (November 19) starting at 12:01am PST. For about 12 hours, you won’t be able to log into the client or play League on the NA server. We’ll start disabling ranked queues at 22:30pm on Nov 18, and we’ll update the service status page once League is back online.


NA Migration 

As a final heads up, we’re bringing NA offline for scheduled downtime tomorrow (November 19) starting at 12:01am PST. For about 12 hours, you won’t be able to log into the client or play League on the NA server. We’ll update this page once the downtime is over and League is back online.

During downtime, there are a few other leagueoflegends.com features you won’t be able to access: referring a friend, signing up for a new account, changing your password, updating your email address, or modifying your account.

[ Link to Status ]

 

 

Visual Updates Banner

 

 

Is Akali up for a Visual or Texture update

IronStylus Final PortraitShe’s got spaghetti syndrome right now. Super noodly geometry and some weird rigging/animation issues. I’d love to give her a model and VFX a pass. She’s not considered a priority right now, and I’m not sure if game design has plans for her. So, personally preference, I’d love to give her some love, but we’ve got worse offenders and more clear opportunities currently in the pipe. I think she’d probably get a nice new skin before any heavy visual base changes.

[ Link to Post ]

 

 

What about Kassadin

IronStylus Final PortraitI think we have opportunities to do an MTU on him. He sorta just floats so I’m not sure how much animation support we’d need. His particles got a nice pass not too long ago so I could see us plugging in a new model, nothing however is marked on the schedule for such an implementation. He has a fair amount of skins too so we’d have to load that work up also.

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Isnt LeBlancs model also outdated

IronStylus Final PortraitEh. She’s not the worst offender. She got a lot better with the texture re balance, but as with most old stuff, with her I’m more concerned with theme. What the hell is she and why does she wear strings of jelly?

[ Link to Post ]

 

 

 

Can you fix Irelias hair

IronStylus Final PortraitOh I have. I’ve got a concept sitting all nice and warm on my hard drive. I’ve had a pretty good reaction from it, though as has been said, she’s in need of a kit re-tune. If we’re going to do something with her I’d really like to make her blades REALLY mean something than just being a floating skateboard that she thwacks you with. So any VU will be dictated by kit changes which are currently not on the schedule.

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Will Miss Fortunes model be updated

IronStylus Final PortraitShe’ll get an update. We have a few assets hanging around but recently didn’t really have the ability to scope her in properly. Now with slightly more model related work, things like Renekton and Maokai, we might be able to prioritize her a bit more easily. I’d say “sooner than later” but I’m not sure specifically “sooner” will be. That being said, some of the work has already been done. She needs to be slotted and put into the pipeline proper at some point.

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Why are Gnar, Rammus and Sona being nerfed

Meddler Final PortraitGnar – main focus of the changes is to reduce his lane bully potential a bit (we feel he’s just too dominant in many match ups), while leaving his late game power intact.

Sona – looking to lower her sustain a bit overall, particularly in cases where a lot of damage has been traded on both sides and Sona/her allies recovery’s a bit faster than we think’s appropriate

Rammus – Reducing early ganking/dueling power a bit basically. This one especially we’ll want to monitor closely, keep an eye on how Rammus does once the new jungle changes roll out.

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Follow Up

Can you explain why Sona needs nerfs in the first place

Meddler Final PortraitOur feeling is that Sona’s currently pretty under the radar power wise and is actually really strong at the moment. That’s not indicative of the rework failing though. Reworks are done to fix fundamental problems with how a champion plays (e.g. lack of counterplay or insufficient distinguishing features from other champions of the the same role). Power by contrast’s adjustable with simpler numbers changes, and isn’t inherently linked with how healthy for the game a champion is (it’s possible to have a really unhealthy champion that has well balanced numbers or a very healthy champion with unbalanced numbers).

[ Link to Post ]

 

 

Why are there no healpersecond abilities

Meddler Final PortraitHeals over time are sometimes the right option if :
- You want heals that can’t really be used for clutch saves and are intended primarily as long term sustain tools (e.g. health pots)
- You want heals that are really powerful where you want some telegraph to give the enemy a chance to burst the target down (Mundo ult)
- You’re working on a game with long combat times where healing’s a minigame of its own with a number of tools to juggle (e.g. MMO boss fights). LoL’s combat times aren’t a good fit with HoTs for that reason.

Other wise however immediate heals offer a lot of benefits, since they lead to skilled clutch plays, are easier to read for all players (clarity benefits of applying the effect all at once) and therefore have higher satisfaction versus power (easier to read = feels better).

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Will there be changes to Masteries Runes this Season
Meddler Final Portrait

We’re not making any changes to runes or masteries this pre season – focusing on other stuff instead this time.

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Follow Up

Will Masteries get some attention afterwards

Meddler Final PortraitYeah, I expect we’ll look at them again at some point, there’s definite room for improvement there in terms of how both runes and masteries are handled (lack of genuine, interesting choices in various places in particular).

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Will Death Recap be improved

DanielzKlein Final PortraitHi!

First, couldn’t agree more. There isn’t a more frustrating system in the game from the perspective of a designer than death recap. Not only is it really buggy and really hard to develop for (some actual bugs you guys see were introduced when trying to fix death recap bugs), it’s also a massively wasted opportunity. Where the time you’re dead would be great to instruct you how to do better next time, we’re currently not doing any such thing.

However, the idea that “Riot should redo it for Season 5″, which I’ve read a bunch of times before on reddit’s front page, is pretty misguided, so let’s look at why that is!

A new pre-season is a massive undertaking each year, requiring designers, sound engineer, vfx artists, modellers, concept artists, animators, engineers etc. It often stretches the resources of these departments thin. Thus saying “you should also do this other thing which will require the same resources at the same time” is the opposite of what we should do. We should totally attack death recap, but it cannot be while we’re working on pre-season. Not only would we make engineers really sad, we’d also risk having season 5 slip, which is not really acceptable.

TL;DR: Yeah, we should redo death recap, absolutely. We should do it when we have time though, not at a time when we’re stretched thin already.

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Follow Up

If it wont be fixed can it just be reverted to its old state

DanielzKlein Final PortraitIt’s not just about the code. The whole interface is bad and should feel bad. Someone mentioned Dawngate as a game that did it better, and I totally agree. League deserves to have a great death recap that actually helps you understand what killed you. (Ideally? Kill-cams à la CoD that replay the last seconds of your life in slow motion. That’s like, super blue sky thinking and unlikely to happen any time soon or ever, but yeah, that’s where my head’s at)

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Can we get more visually appealing female Champions

IronStylus Final PortraitI’ll say this much, and this is painting with a broad brush since I’m not on the Champion team proper..

There would be a “sexy” lady if the champion in development called for such a sexy lady. The team isn’t just going to conjure up something which has the specs of a curvaceous and busty woman arbitrarily. In the past, yeah, I guess sort of a given because hey, thems video games. But I think we’ve adjusted philosophies to say “What sort of character do we want to make? And what core aspects of look, theme and design will portray that character best?” We also look for opportunities of things we don’t yet have in the game, finding “opportunity space”, which I think is great, because it forces us to look outside of the tropes we’ve leaned on in the past.

The biproduct of this shift is that there probably aren’t going to be as many arbitrarilly scantilly clad women simply because those aren’t really pillars you design characters on top of. That’s just taste, and taste is subjective and isn’t a foundation you can build off of when you want a diverse character roster.

I can say that on ChampUP there’ll be those opportunities in places like Eve or already existing “sexy” champions, unless that particular flavor of sex appeal simply flies in the face of the character we’re trying to bolster. Ironically, you’ll probably find more “sexy” ladies being updated and outputted by the ChampUP pipeline than the Champion pipeline.

As has been said, we have a lot of “sexy” females already. It’s probably time we focused on getting them up to spec versus making a slew of new ones.

[ Link to Post ]

 

 

How would you develop a Dancer Champion

Meddler Final PortraitIf we were to develop a dancer champion it would assumedly be because we felt such a champion would allow us to:

  1. Offer new gameplay of various forms (new skills to master playing as said champion, the ability to do new things in the game others can’t and an impact on how teams think about strategic play).
  2. Tell a story and present a personality we hadn’t already included in the game
  3. Offer a distinct visual appearance, silhouette especially
  4. Do all of the above better than other concepts we were considering at the same time (e.g. if looking for a new assassin we’d want to be confident that the dancer idea in question was better than other assassin ideas on the table). Dancer is an idea we’ve talked about occasionally, so far though we haven’t hit on a version we felt was stronger than other options we’ve been looking at.

To dig into part 1 above, since gameplay’s what you’ve mentioned in your post:

Dancer as an archetype’s generally about physical control – agility, discipline, movement, grace and/or power, etc.

Assassin or light fighter are the roles I’d consider most likely to be a good fit as a result, since those attributes align well with the expected actions and fantasies of those roles.

Could potentially make an argument for support as well, Sona’s existence as an ‘inspires allies with music’ champion occupies a lot of the space there though.

Could also go with something a bit unexpected and go for a mage instead (ritual based caster, with long cast times, with dance acting as a channel for magical power)

Regardless of which choice of role you opted for I’d be inclined to start by looking at some form of combo caster (whether melee or ranged), with ability chaining representing dance flow, and different effects based off whether abilities were used as a setup or finisher. Very easy to get into over complicated design with that sort of approach though, so would want to either have some fallback options or be willing to kill the concept if it wasn’t showing promise.

[ Link to Post ]

 

 

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

 

 

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Summary

Ryze will be receiving a rework, LeaverBuster will punish leavers harder and will be especially severe in ranked games, the new Summoner’s Rift caught some critique regarding its dull color pallette, more on rewarding positive players and the BotRK exploit has been solved.

 

Recent News

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Ryze Gameplay update in the works

Scruffy Final PortraitWe’re in the early stages of working on some gameplay changes that will both:

-Increase his counterplay

-Increase his skillcap and allow him to win or fail more based on skill

-Emphasize the cool things that make Ryze unique (rapid fire spells, mana babyyyyy)

That said, we still want him to feel like Ryze and we want these changes to directly appeal to current Ryze players.

No dates yet for when we can release this, but we are committed to improving Ryze.

[ Link to Post ]



Ryze bullies top laners and scales harder than them

Scruffy Final PortraitThis is good analysis, and I think we agree on all of these problems. The tricky part is that if you just remove stuff from a champ it will become unviable all together, so we are working out ways to keep Ryze’s strengths without these negative impacts on the other players.

[ Link to Post ]

 


What are your ideas about changing Ryze

Scruffy Final PortraitRiotRepertoir is working on the changes in detail. He will have a bunch of details to share once we get a more solid direction.

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Ryze lacks counterplay and his kit is too simple to use

Scruffy Final PortraitFor us, the fact that Ryze players don’t get to feel like they are making optimal use of a nuanced kit is also as bad as the counterplay issues. The goal is that for all champions (someday) whenever you lose a fight or a game, you could say to yourself “oh if I had just done that one thing better” instead of feeling like you pressed all of your buttons and that’s it.

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Introducing the new LeaverBuster

Lyte Final PortraitTL;DR We’re rolling out a new LeaverBuster system to help reduce the frequency of AFKS and leavers that is also significantly more severe in ranked games.

LeaverBuster is our system for detecting players who frequently leave games or AFK. In the past, we’ve generally erred on the side of caution, and for that reason, many of you have given us the feedback that LeaverBuster hasn’t always seemed effective and some players seemed to just switch to a smurf to dodge the leaving penalties.

With this new update, we’ve implemented a significantly more strict design while providing a clear feedback loop. Our goals are to better educate players that AFKing or leaving a game is not acceptable in League, and punish leavers faster and more severely.

The first time a player leaves a game, they’ll see a pop-up explaining that leaving is not okay and then have to manually agree to not leave future games. If they continue to ruin other players’ experiences, they’ll enter lower-priority matchmaking for a number of games. While in low priority queue, players will experience queue times that are 5, 10, even 20 minutes longer than a player who hasn’t left games.

Players will know how many games they have in lower-priority, and if they join a premade group, that group will be notified they are playing with a chronic AFK/leaver and they’ll face the same lower-priority time penalty.

While we hope it doesn’t ever happen, but if a player fails to stop AFKing or leaving while in lower-priority matchmaking, continued offenses will result in permanent bans.

I’m happy to answer any questions about the system, as it is now live on the PBE.

[ Link to Post ]

 


Will this affect people who DC due to Internet issues

Lyte Final PortraitUnfortunately, players with internet connections DCing are still ruining the entire match for 4-9 other players in the game.

Think about your own experiences with a leaver and being forced to play 4v5: do you feel better or is the game enjoyable because you know the player left due to a DC?

[ Link to Post ]

 
Follow Up

Lyte Final PortraitIf you reconnect to the game and finish the game, it shouldn’t affect you. However, if it takes you 20 minutes to reconnect to the game and you basically were “AFK,” then you’ll still receive a penalty.

[ Link to Post ]




How will this system work more aggressively in Ranked

Lyte Final PortraitBasically, leaving in Ranked is considered “more severe” by the system and leaving even once in Ranked can result in penalties.

[ Link to Post ]

 

 

 

New Rift Feedback

 

 

The new map looks rather dull

Tiki New PortraitHey all,

Appreciate the feedback and wanted to add a little bit of context on the feel of the map compared to current Summoner’s Rift.

Through player labs and surveys one of things that surfaced early on was the relative feel of the map compared to the current one. Feedback was largely on issues of darkness, but also the colors (dull/muted) to a degree. However another thing that came up really strongly was how important the gameplay of the map was. Consistently we heard from players all over the world that gameplay was the most important thing for them.

With all that in mind, we worked hard to try and find a balance between pushing the limits of clarity (to improve gameplay) AND matching the feel of the current Summoner’s Rift. Ultimately I think we got to a place that we were ready to release in beta and release out to the players to give us their feelings on what we created.

Personally I think there are still a lot of things we can improve, some of that definitely related to how far we can push some of the colors and effects to better match the feel of the current map. Any and all of your feedback is welcome and appreciated as we work to make this better for you all. Please keep it coming :)

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Why not increase saturation

RiotForScience New PortraitThere is a lot of feedback on this point and I am listening. This has been my response on a couple other threads and I wanted to repost it here.

Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience.

I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it’s own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.

[ Link to Post ]



Positive Player Rewards Banner

Catch the original discussion on rewards for positive players here.

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Update on rewards for positive players

Lyte Final PortraitI’m happy to answer questions about this initiative.

Some brief ones I know people are interested about: 1) Players that have not received a tangible punishment are eligible for these promotions. This means you have not received a chat restriction, ranked restriction, game ban, or permanent ban.

2) This is just the first step in a series of promotions. There should be at least 1 more before the end of 2014.

3) Because these promotions are giving out rewards on a massive scale, rewards will be sent over a window of time initially until we figure out how to make it more efficient. For example, in 2014, 95% of players will get all the positive behavior rewards.

[ Link to Post ]

 


Rewards affecting behavior, Honor System and Future Goals

Lyte Final PortraitPositive reinforcement doesn’t work on the entire playerbase; there’s a significant number of “neutral” players that will show positive behaviors or improved behaviors because of the rewards.

Honor was always a foundation system, we have plans to expand on it further, especially in 2015 after we launch some of the current systems we’re working on. In fact, later this week players will see a brand new LeaverBuster system that will aggressively tackle AFKs/leavers in the game, with harsh penalties for leaving/afking in Ranked.

We’re hoping to do at least 1 more incentive for positive players this year, and are focusing on the new Tribunal, Honor, Team Builder, and more in 2015.

[ Link to Post ]

 


Valuable rewards and consequences of reporting

Lyte Final Portrait1) This is just a first gesture, and not every reward is going to mean something to all players. The next reward we give might mean more to you, but less to a brand new player.

2) If trolls/toxic players want to threaten you or ask for reports without fear of any consequences, let them. Report them, mute them and move on. You’ve seen lots of players complain about their bans online–we’re pretty aggressive with that stuff now compared to 3-4 years ago.

Not every reward has to be SUPER EPIC VALUABLE to every player to mean something. Every player responds differently to different rewards, and different things matter to different people. We’ll explore a wide range of stuff over time.

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Will players in Co-op vs AI receive rewards

Lyte Final PortraitCo-op vs AI players are definitely eligible for prizes.

However, EUW will have their own Rioters running this exercise, so I’m only pulling NA chat logs for now.

[ Link to Post ]

 

 

 

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What is Riots take on Global Ults

Meddler Final PortraitWe don’t currently have any plans to remove any of the global ults in the game and in fact have a couple more in testing that are showing a lot of promise right now (at least one of which I expect you’ll see in game at some point).

When global ults have been problematic in the past (Panth/TF years ago for example) it’s been because they’ve been free targeted movement abilities. Shen’s ult by contrast shifts him to an ally’s location, not any spot of his choosing, and that restriction avoids a lot of problems (forcing uneven fights at positioning of your choosing without risk of interuption, telegraph moving to get in range etc). GP’s ult is free targeted, but doesn’t move him, so doesn’t create the same problem cases.

[ Link to Post ]



How do you catalog a Champions strengths and cons

Meddler Final PortraitInternally we work with a combination of documented strengths/weaknesses, both in terms of intention and observed, that are kept in a shared file on a per champion basis, and a bunch of discussion/consensus building. Generally we’re focused on the conceptual level (e.g. Braum should be strong against ranged threats and work well with auto attacking allies, weaker against divers etc).


That’s all very much a perpetual work in progress, not a rigid locked down set of laws though of course. As new information comes in, from player discovery, changes to game systems/meta etc it’s often necessary to revisit existing assumptions and then sometimes adjust the approach you’d been taking.

Fall back patterns are something we generally want to offer to champions. Being behind should put you at a significant disadvantage, but shouldn’t effectively remove you from the game. There are some champions where that’s not really the case and that’s something that’s occasionally worth tolerating if it lets you do enough other valuable things with the character (game design’s a series of trade offs basically).

Adding counterplay’s all about giving other players ways to interact with a skill, champion or whatever. Some of the most common approaches we’ll look at include range limits or changing abilities to skillshots (positional counterplay), requiring buildup or expenditure to use abilities (resource costs, whether mana, buff building, ammo etc), substantial CDs (windows of strength and vulnerability), dependency on other elements like extra enemies/other allied champs etc.

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BotRK exploit fixed, permabans for exploiters



Exploit uses modified files

Meddler Final PortraitThe exploit in question requires file modifications, it’s not just people taking advantage of a bug.

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

 

 

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Summary

On the forums, Phreak addressed the viability of immobile carries like Ashe, Miss Fortune and Varus. A currently popular exploit involving Blade of the Ruined King’s active is being investigated by Riot; note that exploiters are being perma-banned. Lastly, rumors of Middle-eastern servers, a thread to post performance issues with the new map, and an explanation from Morello on the delay of Cassiopeia’s PBE changes.

 

Recent News

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All PBE Updates from Patch 4.20 Cycle:

[ 12/11 ] Changes to Fiora and Kalista

[ 12/11 ] Ward Skin Gifting, Preseason Icons, Nerfs to Amumu, Kha’Zix, Lee Sin and Warwick, Stat Buffs to Ryze and Jayce

[ 07/11 ] Maokai Visual Update (Unavailable), Updated Graves Splash Art, New Maokai Spell Icons, Mana Regen Nerfs for Supports

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

 

 

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Miss Fortune Varus and Ashe need buffs

Phreak New PortraitJust wanting to chime in as a player:

I think it’s very easy to say, “Look at these weaknesses. This champion is horrible.” IMO every champion should have easily-identified weaknesses. Otherwise, why wouldn’t you pick the champion? It’d be a no-brainer. For example, I can take any of the top played champions from the recent World Championship and make a case for them being terrible.

Zilean: This is a mid-lane mage with no lategame. Only has one damage skill. And if we’re in “league of late-game AD Carries” why would I want to pick this champion? If I revive an ADC with Chronoshift, he just dies right again anyway. IDK what the point of this champion is. I’d much rather play something like Jayce who does more damage, scales harder, gives an AoE speed boost instead of single target, and actually has self-peel, unlike Zilean.

Alistar top: Wow, a “tank” champion whose only tank stats come from my ultimate? What if our opponents try to fight us more than every 2 minutes? This champion’s useless. I have to go into melee range to CC, but then I just die right after. And I have to build damage as a top laner. How else can I threaten the back line? Such a useless champion design. I’d rather just be Maokai who has a really short ultimate cooldown, more damaging abilities, and way better healing during a fight and in lane.

Lee Sin: Wow, absolutely no late game. With how much champions like Thresh and Janna are being played, there’s just no way I can land Q-Q-Ward-W-R without my opponent Flashing, simply dashing away (Lucian, Tristana, etc.), or the support just peeling me off. Add the fact that I have to go Lizard Elder, yet still don’t actually deal that much damage, means I can’t be a tank either. How is this champion supposed to team fight?

And the list goes on. Janna has a weak laning phase and no sustain. Twitch has no escapes. Tristana has no mid-game. Lucian’s ultimate is easily blocked by tanks.

What it comes down to is that every champion has STRENGTHS, too. There were two different periods in League competitive history where Miss Fortune was a top 3 AD Carry. One was right after her release where here base stats and laning power were so strong, you just wanted to crush lane. She had all the same weaknesses: No self-peel, no in-combat mobility… And yet she had this other strength of lane dominance that made her not only worth playing, but the premiere pick. The second was in early Season Three I believe when Miss Fortune+Amumu was the comp to beat. Area of Effect team fighting. That’s another strength of hers. And we saw at the World Championship people went back to champions like Rumble. We know teamfighting is still really important. But no one decided to try MF/Amumu for whatever reason, so she’s “weak.”

Also keep in mind that every champion has synergies and anti-synergies. We live in one of two worlds:
1. Champion select, item builds, counter-picks, etc. are entirely irrelevant.
2. Teammate and opponent champions are important and have a direct impact on champions’ success.

I think it’s pretty likely we live in World #2. This means that Miss Fortune’s (for example) power is in fact tied to the types of teammates and enemies she goes up against. There have been multiple times in the past where her environment made her sought-after (early laning was important, people really wanted team fight power). And it’s really easy to bring that back: Just choose to play for team fights, dragons, etc. And with League of Legends being a team game, it’s not too hard to say, “Hey, let’s play Miss Fortune+Amumu.” That’s a world where she thrives.

The final thought I want to share in on the metagame. By definition the metagame is what everyone ELSE is playing. You don’t have to pick Lee Sin, Lucian, and Kha’Zix just because everyone else is. The weird thing is, while competitive players pick their own small champion pools and play within their defined metagame, there are twice as many champions out there that are actually MORE successful in the game that WE are all playing. And other players don’t have to define what we play.

 Even within the current metagame (omg how could you be immobile? Kha’Zix will kill you!) Ashe is one of the top 3 most successful AD Carries right now in high MMR. No, she doesn’t deal as much damage as Tristana. No she’s not as safe as Tristana. But she stuns someone from 1500 range away. You can literally never be out of position against her or you give up a free kill and a turret. Tristana can’t do that. And again, I’m talking about Diamond-level players here. Ashe excels (more than Lucian, more than Tristana, more than Twitch, more than Kog’Maw) with and against elite players.

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So Ashe shouldnt be picked by nonDiamond players

Phreak New PortraitNot what I’m saying at all. I’m just pointing to a specific stat that exemplifies how powerful she is. I feel like it’s easy to strawman and be like “Well yeah newbs will get caught, but that won’t fly in top tier.” However, I’m pointing out that even in the top 1% or something, a CC-oriented AD Carry with no escapes is still exceptionally powerful. Ashe is very strong in all skill tiers last I checked.

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Rewards Banner

 

 

Rewards for positive play

Lyte Final PortraitAs the 2014 season comes to an end, we wanted to take a moment to celebrate players who have demonstrated positive behavior. As a first step, players who haven’t been chat restricted or had their account suspended in the 2014 season will receive a 5-win IP boost this Friday, November 14th. Due to the number of players receiving this reward, we’ll be granting the bonuses over the next week. Keep an eye out for a shiny new boost icon next to your IP balance.

We’ve recently been focused on addressing extreme cases of verbal toxicity, and will soon be testing additional systems that address gameplay toxicity like leavers, AFKs, and intentional feeders. However, it’s important to keep in mind that players engaging in these behaviors really are not welcome in our community. Fewer than 1% of players have been escalated to a 14-day ban or permanent ban or even received a chat restriction.

As we mentioned previously, we’ve been testing some new chat ban systems and wanted to give you guys an update on our progress:

As of 11/13/2014, 95% of active players in 2014 have never received a punishment of any kind. The vast majority of you have not received chat restrictions, ranked restrictions, game bans or permanent bans this year!

So let’s spend some time highlighting the awesome behaviors in our community. If you’re a positive player in League, and are OK sharing some of your recent chat logs with the rest of the community, please post a reply here!

If you do, make sure you’ve verified your email account, because you may see another bonus head your way in the near future.

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Will the honor system ever come in use

Lyte Final PortraitYes. The current Honor was always a foundation, and we have plans to build on top of it. But, right now we’re focused on finishing the new Tribunal, LeaverBuster, and Team Builder.

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Is the 4win IP boost all well get

Lyte Final PortraitRead the post carefully, this is just the first gesture. 2 months left in the year :p

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Exploit Banner

[ Explanation ] A recent exploit was reported on Reddit; players would spam BotRK’s active without cooldown, instantly killing champions.

 

 

Exploit discovered announcement for NA players

Wulalowe: We are aware of an item exploit that some summoners are using. We are actively detecting and banning players abusing the exploit as well as working on a long term solution to this issue. Thank you for your patience while we work on this.

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About the current exploit reported

Dromaius New PortraitHi everyone,

We are aware of the exploit that some players have been using to instantly eliminate champions. We are actively working on the matter to have it resolved as soon as possible. In addition, all players found guilty of using this method will receive an appropriate sanction for using it.

There has been a fair amount of threads opened for that issue, and we will not be able to reply to each of them; we hope this post will help you see that we are working on it.

Note that as always, naming and shaming on the forums is not allowed. 

Edit: No need to contact Player Support anymore as we have enough information about this and will not require individual reports. Thanks everyone!

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Why is it witchhunting  to post proof on the forums

Pendragon New PortraitWe’re aware of the issue and actively working on a solution. Anyone who uses the exploit will certainly be punished appropriately.

Generally in that situation – additional reports do nothing to increase our awareness or improve our ability or desire to address it as quickly as possible, so at this point more than anything you’re just raising awareness to more folks who might want to try it.

The other thing to note that “proof” in the sense of calling out an individual is certainly witch-hunting. We have technological means to identify and verify people who are doing this.

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Performance Issues on the updated Summoners Rift

AEON New PortraitHey all,

We’re hearing some reports about players hitting performance-related issues on the updated Summoner’s Rift, and we’re actively investigating all possible causes.

While we look under the hood for potential optimizations on our end, there’s also a possibility that the updated Rift just doesn’t play nice with certain setups. For those with performance issues, we’d appreciate if you could:

  • Update your drivers
  • Adjust your environmental settings (try turning some down, as the scales got recalibrated! Your ‘medium’ settings on the old SR might actually be closer to a ‘low’ on the updated Summoner’s Rift - even with the same performance)
  • Disable HUD animations
  • Disable VSync

If none of the above work, you can help us out by posting a description of the issue in this thread along with a DxDiag:

  • Click the START button on the bottom left corner (default) or press the Windows Key.
  • Type dxdiag in the search box and press ENTER.
  • Click “Save All Information…” on the bottom right of the DirectX Diagnostic Tool.
  • Attach the file here.

We’re seeing a lot of machines run the same or better on the new Summoner’s Rift, but that’s exactly what these staged rollouts are for – tracking down the unforeseen performance considerations and figuring them out.

We’ll continue to provide updates via this thread on our efforts and thanks for your patience.

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Follow Up

ManWolf New PortraitThanks for all the dxdiags guys. That’s going to help us solve the problem much faster.

In the meantime, we think it may be an audio issue. I know it sucks, but if you guys disable sound you might see better performance. This isn’t permanent and we’re looking into a fix as I type this, but give it a shot in the interim. Thanks again. We’re on it!

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Delay with Cassiopeia changes on PBE

Morello Final PortraitYo guys,

Sorry, but we’ve had some nasty snafu’s with our PBE push. This is some process and technical stuff that’s preventing us from getting the latest Casseopia changes into the PBE – it’s pretty normal development, but it’ll take a bit to get that out (like about a week or so) due to how PBE and live branching works.

Stash is still iterating based on this and has new things on the kit, but we’re going to have to sorta shotgun them out on his next available PBE push. And since this is a new process to him, he didn’t know this when he talked to you guys.

When we can, we’ll show you the stuff you’ve talked about on PBE. Until then, sit tight, and thanks for being cool about it!

[ Link to Post ]

 

 

Possible Middle-eastern servers

Riot_nicolo: We will re-boot our analysis for Middle East guys.

I don’t want to be dismissive because we will indeed do another territory analysis for this region, but I also need to manage your exceptions: we may not go with local servers there

To be transparent, the biggest challenge for the Middle East region is to find a server spot that improve latency for the whole region and to make sure there are enough CCU (concurrent players) at a given time to ensure reasonable matchmaking.

For example, if we put servers in Egypt, players in Saudi Arabia may have a worse ping because of Internet infrastructure: most connections from Saudi would through europe first before going back to Egypt. And vice versa. There are potential solutions for this so don’t lose hope but what we are saying this is not just a simple geographical equation. The Internet infrastructure is not that simple.

And if ping is only improved to a subset of the player base, it might take forever to find a match in matchmaking and then start a vicious cycle: players try the server, see it takes forever to find a match, which is then not super balanced, and thus go to the more populated server.

Then of course there are other challenges. We are still working on a few other data centers that we need to finish (NA east coast players, we haven’t forgotten you) and should we solve Middle East server location, we’d still need to work on a lot of other stuff (localization, transfer, etc…)

Hope that offers some perspective. I understand the frustration, I now live in a place where I also don’t have great ping. I promise we will look at it again. But can’t promise a solution yet.

Cheers and thanks for your continued support guys!

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

 

 

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Summary

On forums, ricklessabandon gave context for the recent PBE nerfs to Katarina. IronStylus answered some questions about the anticipated visual updates for Lux, Taric, Poppy and Swain. Lastly, Stashu continued the discussion on Cassiopeia’s passive and the problems with balancing it.

 

Recent News

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Kat Nerfs Banner

 

[ Note ] The following PBE changes are being discussed here. You can find the full update here.


Katarina Final Portrait

Death Lotus New IconDeath Lotus [ R ]

  • Cooldown increased from 60/52.5/45 seconds to 90/60/45
  • Base damage decreased from 400/575/750 to 350/550/750

 


Whats with the Katarina nerfs

Ricklessabandon New Portraiti wanted to pop into this thread to briefly talk about the katarina changes. i work on the live gameplay team and i’m owning her changes, so if you have any follow-up questions after this just let me know~

addressing the topic at hand, katarina’s nerfs have nothing to do with maps or game modes other than classic 5v5 on summoner’s rift—i cannot stress enough that we’d never use fgm data to influence balance changes—her changes have to do with her rise in power due to environmental changes (i.e., shifts in the meta) and some very relevant changes in the upcoming preseason patch. regarding the former, marksmen tend to spike in power earlier than they did earlier this season, which has both encouraged earlier team fighting (and champions that ‘turn on’ early for those fights) as well as roaming bot to get your duo going earlier. regarding the latter, changes to base stats and what we anticipate will be an increased focus on roaming and early team fighting/skirmishing (likely on the bottom half of the map) will be particularly relevant.

katarina loves all of this, and has been working hard toward ‘perma-ban’ status in various regions and divisions. given all the data we have, as well as some conservative predictions of how the preseason changes will affect the game, we’ve decided to implement the nerfs that should be testing on the pbe right now.

again, if you have any follow-up questions feel free to ask!

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Is Katarina being nerfed because of Hexakill

L4T3NCY New PortraitJust to clarify, FGMs have zero impact on champion balance changes, and we wouldn’t want them to. This is one of the advantages of FGMs being temporary. If there are balance changes coming to Katarina, it was for different reasons. I’m sure the guys on that team will speak to their direction of thinking at some point.

Also, as mentioned in the original post, Katarina didn’t actually do that well in Hexakill: TT. ^_-

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Compensation for Kata nerfs and state of Fizz

Ricklessabandon New Portraitthe katarina changes won’t come with any ‘compensation’ alongside them. it’d be nice to find time to do more work on her at some point in the future though.

re: fizz, we’re not entirely sure how the preseason changes will affect him at the end of the day—there are some things that indirectly buff him as well as nerf him—ultimately we don’t have conclusive data suggesting we take preemptive actions for him. a lot of champions are in the same boat, to be honest. kat was one of the exceptions in which we felt we had several signs pointing to making a change in the 4.20 patch.

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Visual Updates Banner

IronStylus stopped by the forums to comment on a lot of often-requested visual updates.

 


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Themes for Poppys upcoming rework

IronStylus:

She’s got to be that champ that you dread trading melee with when you go in to CS because she’s a beefy lady with a big-ass blacksmiths hammer and HER CONVICTIONS WILL NOT FALTER . Whatever you dish out she will be able to take. To draw a parallel she should come off concept wise as the lady-yordle equivalent of Garen, minus the patriotism and military position.

I feel you there.

You can swap around Home-Gurls skills as much as balance dictates but the whole theme of being a pint-sized diplomat

This is where you lose me.

Diplomat?

I realize that’s a current thing. But what does that mean and how does it translate into any meaningful theme for Poppy at a high level?

Things I get the feels for when I thin of Poppy:

  • Big power, small package. Whether she’s the runt of the litter, the outcast, whatever, she’s tiny and packs a punch. Contrast, love that shit.
  • Conviction and loyalty. Maybe she’s part of the home guard, maybe she’s her own little one-yordle army. Either way, she has her allegiance and it’s like an oath that binds her.
  • Serious. Unlike a lot of yordles, Poppy is probably the least goofy or silly. Maybe she’s even stoic. Either way she’s not a big-brain like Heimer, nor is she a crazed bomber like Ziggs. She’s got grit and isn’t down with the nonsense.

Big character reference for me, though not in terms of actual scale :P – 

Let me know if I’m off the mark with that.

Diplomat though..

Yes, I realize that it’s something in the current iteration of her story. But what does that mean at a high level? A diplomat is a career, it isn’t an identifying characteristic of a person’s core. You could be an honest, peace loving diplomat. You could be a sneaky, covert ops “diplomat”. You could have good, bad or neutral agendas. Either way, this is the least compelling term that currently shows up in the lexicon. I would argue that it’s completely arbitrary, and is only compelling on an extremely granular level. Not something I’d build a character off of.

That said, I’m open to ideas. I’m more interested what players feel viscerally when they play or want to play Poppy. What makes her compelling at her core? What makes her speak to the pint-sized terror in all of us? What makes us root for the underdog? What allows us to feel what drives her?

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Poppys new voice-over

IronStylus Final PortraitWarning: 100% chance of her VO changing. This is a complete Visual & Gameplay Update. Just sayin’.

I think dedicated, hard working, and loyal are all apt descriptors. I’m in agreement, about yordle emphasis but, hey, currently she’s a potato. So I can guarantee she’s gunna get “yordlified”.

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Is a new voice actor planned

IronStylus Final PortraitCurrently we don’t even have lines. She’s still in pre-production and kit ideation. We’re mostly dealing with foundational pillars of her character at the moment. But as we’ve talked internally, I think the serious tone, and yes, I think “gruff” is a good term, will most likely be something we pursue.

I mean.. unless we make Lollipoppy into the base..

Then only the heart of darkness itself would serve as VO.

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Whatll you be changing about her model

IronStylus Final PortraitBy yordlify I mean give her proper anatomy to make it evident she comes from said race of yordles.

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Wheres Tarics Visual Update

IronStylus Final PortraitWorking on it. Collected a shit-ton of info from the community.

He’s really complex. You have no idea how many different opinions on him exist since there’s literally nothing tangible for people to latch onto in his base form and it all becomes what psychological manifestations individuals project upon him. That’s an interesting place to be.

We’re still in early ideation for him but have probably two decent directions. I’ve taken a lot of notes from the community and continue to have some really in-depth discussions with people internally. My hope is to get a concept locked down in the early months of 2015, but we’ll see.

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I assume youll focus on the serious knight theme of Taric

IronStylus Final PortraitYou’re not far from the truth. It’s been an interesting discussion. Though “serious” probably isn’t a term I’d use in terms of our goals for him. I think “noble” or “genuine” is more on target. But yeah. Personally I’d like to stay away from flamboyancy. I would like to walk the fine line between beauty and over-the-top.

That’s my personal feels at least. We’ll see how it pans out.

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What visual changes does Lux need

IronStylus Final PortraitI would argue her animations are actually ok, though could use some love. Usable though. If anything we might be able to do a Renekton-level MTU on her if we put our heads to it. That said I want her to fit into Demacia heavily. Right now the whole skin-tight body suit with boob-plate isn’t doing it for the team, and we have the opportunity to make her something that still sweet, charming, really lovely, but smarten up the design a bit. Make her feel like she’s garbed up in Demacian fashion for the nobility-level, light-hearted battle mage that she is.

I have some iterations lying around that we might put into pre-production. She’s in a bucket of champions which we consider “high value”, in that they might not need huge overhauls and the rigs are mostly healthy.

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Isnt Luxs apparel already Demacia

IronStylus Final PortraitNot screams Demacia as in military garb, but something evocative of Demacian motifs, worked into something that’s elegant and classy but has a bit of flared armor-like elements. In this case, I am NOT for adding armor in terms of bulk, and I wouldn’t want to see just like.. girl-Garen or something weird like that. I squint my eyes and to me Lux reads as a super-positive color guard teenager. That’s gotta stay I feel.

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Will Lux get a new skin soon

IronStylus Final PortraitThing is I honestly don’t have much to say on the matter. My guess is that she’d get a skin sooner than later, but I’m not sure what sort of tier that skin would be at. I was just exiting the Skins team as that was going on and I’ve become much less in sync with their plans.

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Will Swain get a visual update

IronStylus Final PortraitHe’s not up for a total VU for a long time, most likely. Personally, and you can ask The Bravo Ray about this (biggest Swain fan NA), he wanted that skin to almost be a replacement for the base, which I think it achieves. That said, Swain needs a re-imagining. We’ve been toying with some stuff, (mainly The Bravo Ray has been.. because.. Swain..) but nothing official has been put into pre-production.


 

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Why cant you just remove cassiopeais

[ Note ] For the original discussion on Cassiopeia’s balance direction, check here. You can find its continuation here.

STASHU New PortraitOf course we could remove the passive. I haven’t answered those questions so directly, but I’ve been explaining why the passive is there in the first place, and why I don’t think its working as intended. This thread has been particularly fruitful because many people are contributing their ideas of how to make the passive actually contribute add to the champion what it was to supposed to and overall just be more exciting.

If even after all this ideation and experimentation the passive still proves to be a dud, we would can it. It’s true some people really don’t like it, but I think that’s exacerbated by a general distaste for the rework, how ive been poorly engaged with the community, and Cassiopeia’s overall weak state. So im trying to solve all those problems first and isolate the passive as the only variable, while simultaneously trying to improve it.

But yes, while we have high hopes yet, we won’t keep something in the game thats universally hated.

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Follow Up

Can you make her poison damage tick more often

STASHU New PortraitYeah the micro dot thing might actually work for her. I was experimenting on Darius a while back and tried that on him and really liked it. I think I’ll have to test that out.

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Will there be any preseason changes to Fiddlesticks

Ricklessabandon New Portraithe’s on our radar for sure, but we don’t currently have anything planned for fiddlesticks in the 4.20 patch.

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

 

 

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Summary

Up on Reddit, Rioters discussed Champions who are scheduled for updates and some who are trickier and won’t be updated soon. Stashu shared progress on Cassiopeia and the balance direction the team is taking with her. Lastly, following yesterday’s discussion on the removal of Graves’s cigar, RiotSilver hopped on the forums to clarify why the change had been made.

TL;DR in featured comments below.

 

Recent News

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All PBE Updates from Patch 4.20 Cycle:

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 07/11 ] Maokai Visual Update (Unavailable), Updated Graves Splash Art, New Maokai Spell Icons, Mana Regen Nerfs for Supports

 

 

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This is an ongoing discussion of the recent dev blog detailing Champion Updates.

 

 

Will Evelynn receive a visual update

Ququroon Final PortraitOf course. There’s no way we’d be satisfied with what’s currently in game.

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Are you still planning on updating Warwick

Ququroon Final PortraitSo Warwick is a different issue. We know he has a lot of jank right now, and believe me we want that gone. However, Warwick is a matter of gameplay. I spoke to some of the designers about this, and this is how I understand it.

You may have seen a Warwick kit posted in the past from our favorite ZenonTheStoic, and that was good! However, we still had a few things we’re looking to solve on it. Warwick is interesting for a few reasons, because we’d want to maintain his low skill floor, while increasing the ways that he can meaningfully outplay his opponent. Currently he can mostly only outplay his opponent by either passing the lifesteal check or through his itemization.

We want to solve his gameplay problems in a meaningful way, and since that’s on the horizon, we don’t want to do new art assets, then have to turn around and do them again. We could do a completely different champion with work like that. We have some concepts ready and roaring for Warwick, but these things take time on all sides.

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Zenonthestoic Final PortraitYup, that’s pretty much it. When I made my changes early this year, Champ Up was a fledgling team without a clear understanding of what the scope for champion updates can be. My WW changes definitely addressed some of the problems, but crucially they didn’t answer the “why should I pick this guy over other similar champions” question.

 

I’m currently gearing up on whatever my next champion is going to be (the first step is figuring that out ;P). I REALLY love WW though, and I want to see a rework. I’m cautiously optimistic that some of my kit can be used; for instance I think my take on WW R was a straight up upgrade in terms of clarity, gameplay, epic moments etc. I don’t know that I’ll have the time to work on WW myself (as much as I would love to)–my primary commitment is as a champion designer who designs new champions from scratch. However rest assured that if Champion Updates starts work on Warwick I’ll contribute as much as I can.

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Why isn’t Taric on the list for updates

Ququroon Final PortraitTaric is a troublesome one, like Evelynn. Trust me, there is no shortage of ideas on him, but it’s about wading through and figuring out just who our Gem Knight should be, and how to make him the best he can be.

IronStylus has been having some chats with players over on the Boards about him, so don’t think we’ve forgotten Taric, or Taric players.

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These update packages are missing improved animations

Ququroon Final PortraitWe did formerly do exclusively complete packages, but we also did less in the past. It’s a balancing act of quality vs quantity. This gives us a world where Maokai is updated though, rather than not any time soon.

We have a lot of things to get through. A looooot. We do plan accordingly on the champion though. Whereas Maokai needed less animation love, someone like Blitzcrank would need much more.

I hope you can understand. >u<

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Champions that are updated now might be neglected later

Ququroon Final PortraitAnimation isn’t neglected, but I can agree with your fear that things that receive partial updates won’t have it updated until later on. With some exceptions, we generally try to hit the worst offenders, then move on to another offender.

I’ll use Singed as an example here. Singed needs updates on his VFX, Animation and VO (though this one works a little differently). His model WAS his worst offender, and that’s no longer the case. He is now a much better character by bumping up his bottom line, but that doesn’t change the fact that he needs updates elsewhere. However, I can point to several characters that are much more offensive than Singed is on those areas. This doesn’t change the fact that Singed needs the work, it just means that we have to change our focus onto those that do.

The current pace means that we’ll keep pushing up our worst offenders, be that offense on a specific area of art, thematics or gameplay. As that bottom line increases, the ones that we hit as a partial will become the new bottom line in that area, and will be hit with it. We absolutely love shipping complete packages (really! It gives a much bigger and better impression, which leads to players enjoying all the work more as a whole), but we also want to get through everything. As we move on, we’ll continue to explore ways to address the backlog in different ways, including hitting partial work.

Also, we’ll totally hit TF’s icons at some point. They’re currently used as an example of bad icons in the game. (Though I’d want to keep that ult icon in somewhere)

(Also, because I touched on it. VO works a bit differently, because while it can be a bandwidth issue, it also requires much more exploration and diving into the character. This can cause it to take much more time, especially on characters with more beloved VO.)

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Riot Xiphiase: Just wanted to jump in and add that at the heart of this is just a complicated resource allocation problem. I’m seeing a lot of “no x champion? and what about y champion?” We hear you guys and know there’s a lot of stuff to modernize. We’re reminded of that every day when we play ourselves.

The problem is that there are only so many Rioters able to work on these updates and we don’t have 30 hours in a day. We want to ensure that we’re tackling pressing issues and to the extent we can maybe address a few offenders immediately at the expense of a different larger, more comprehensive update is a tricky balance we have to manage.

At the end of the day, just because we didn’t call out a specific champion doesn’t mean we aren’t aware that they may need a little bit of love (or even a lot of love). There’s a lot to get to but we’re doing our best!

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More on Cass Banner

[ Follow the original discussion here ]

 

 

STASHU New PortraitHey ya’ll. A little update:

Here’s what I’m happy with: Moving Q ms to a static number, though I think it might be a bit strong, having that kiting ability early on feels really good. Also, 0.4s delay seems to be just as dodgeable/hittable as we’re looking for, so that’s good too. Poison amp on E is testing well, and the mana restore being back feels pretty as well. I think I overtuned her mana numbers a bit, so I’ll probably be buffing those (reducing them).

Now, about the less pleasing stuff: I’ve heard you all loud and clear about how 1) it feels like a shackle until it’s finally lifted, and 2) stats are boring. So, been going a little deeper on that stuff. Today, I spent quite a bit of time experimenting with sexier rewards for the passive breakpoints. I’ve tried a number of things, like adding the mana refund passive into an Aspect of the Serpent breakpoint, moving the MS boost from Q into an early passive breakpoint (more specifically, Cassiopeia gains 25% ms for 3 seconds after poisoning an enemy champion), moving the poison amp on E in there, other crazier stuff like cast time shortening, subsequent E’s cost less mana (kind of liked that one), E extends poison duration, etc.

A lot of them expressed some problems that I expected individually, but I figured it’d be worth trying anyway. Generally, the “move mechanic from one part of kit into passive” method worked the best, since adding new sexy mechanics to the kit really just overloads the kit with mechanics, and that just feels bad. Unfortunately, not having access to core mechanics– mechanics that inform your combat pattern– until the x’th minute creates even more of the feeling that “this passive is a shackle, I just want my base power at the start of the game.” I think the healing on Twin Fang is a good example of a mechanic which is not core, is sufficiently attractive, and changes decision making in minor yet appreciable ways. Ultimately, the heal there is very stat-like (spell vamp), but it comes across in an interesting way. I didn’t really understand why this mechanic really seemed to fit in the passive, especially compared to the other breakpoints, but now I think I’ve got a good hold on it, which should help with brainstorming future changes.

ALSO As a general observation, all of the late game focused stuff we’ve done for the kit, though powerful, doesn’t really allow Cassiopeia to take over a game as much as we originally expected (kit limitations, as many people have brought up, like no dash/blink and unreliable CC really diminish the effectiveness of damage-oriented late game strengths more than we expected them to). Of course, she’s still pretty damn good come late game, but a little bit less so than originally projected. Accordingly, there’s even more room to bolster that early game. We still don’t want the Only-Q-All-Day-And-Win Cassiopeia lane bully back, but there’s plenty of room here to find a good place for her, especially with some of the changes we’ve made since the original update. Basically, Cassiopeia should feel comparable in strength to other mid laners, with her high, consistent, single target DPS as how she expresses her power in the late game (just like other mids have their own unique way of expressing power in the late game– Ziggs can clear waves, Syndra can 1-shot a guy, etc.).

Alright, that’s all for now.
Cheers!

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You skewed Cassiopeias power too much towards lategame

STASHU New PortraitYeah thats what I was alluding to. We skewed her power curve way too much, which really just made her incredibly hard to succeed on early game. It’s not that we hate lane bullies, just unhealthy ones (which many of them turn out to be >.>). The real problem is when your opponent is a lane bully who can play from safety or when theres little you can do in response to their actions. Lulu top lane was a pretty good example of this, as she out ranged most of her opponents while damaging them and she could flat out stop their aggression.

When Cassiopeias Q did so much damage from a safe range and had virtually no cost to it, not even putting her at appreciable risk. There were other ways of solving her as a lane bully, but we decided to go for a directional change. Looking back, we went a little too ham, and were looking to amend that now

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Who would be your best example of a healthy lane-bully

STASHU New PortraitDraven comes to mind. In order to bully, he has to put himself in your combat range (for bot lane), he telegraphs where he is going to stand (spinning axes) thus opening himself up to counter attack, and often relies on a heavily telegraphed skill-shot as a finisher. He out damages many of his opponents, but also gives them options against himself.

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Why Gravess cigar was removed from his splash art

[ Note ] Graves’s cigar was removed in a recent PBE update.

 

Riot Silver: Hey all,

I can give a bit of context on why the cigar was removed. Essentially, there was a significant risk of censorship or age rating problems in various regions based on the depiction of tobacco usage. This kind of thing is pretty strictly enforced in parts of the world, and in this case it became clear that we needed to remove the cigar in his splash. The relevant laws sometimes apply differently depending on content type, which is why something that might work in peripheral content like a cinematic may not work in content like splashes that are tied specifically to the core game.

I can also speak a bit as to why we wouldn’t create multiple splashes in response to this kind of issue. One of our goals moving forward with splash art, compared to how things have been done in the past, is to create content for all regions. In the past we’ve created modified or entirely different splashes based on the needs or appeal of certain regions, but this is something we’ve been working to change moving forward. Where possible, we want to stay away from sharding the game unnecessarily for different regions. It may seem like a small thing in this case, but we believe that being consistent with this artistic approach best allows for a common community and common stories for players to experience and share with each other.

-Silver

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