ManWolfAxeBoss: All the vowels are soft and it’s three syllables. Ya like “Yahoo!” Su like the girl’s name “Sue” O like “OMG”
[Ph4st] Do you have any ideas for future skins for Yasuo?
Ransom: Funny story – when Yasuo was originally pitched, one of our female designers demanded that he not be wearing a shirt. So when he was revealed, she immediately messaged me and said WHY IS HE WEARING A SHIRT NO SHIRT DAMMIT. So my response to her was that we should have a Laundry Day Yasuo skin – same exact outfit, except he forgot to wear his shirt! No word from the skins team as to how viable they think this idea is.
[ARealHuman] Where does his name come from?
ManWolfAxeBoss: Yasuo means honest or peaceful one in Japanese. There are a number of different characters that can be used to write it, but we went with this one: 康夫. The first character can be interpreted as “ease” or “peace” and the second simply as “man.” The name is fairly common in Japan, but has fallen in popularity over the last generation or two.
The reason we went with a name meaning “peaceful one” for a guy who killed his own brother is in part the interesting juxtaposition, but also because Yasuo is not his birth name. Yasuo was wild when he first came to the sword school and, as was common practice for them, he was given a new name when he joined. In an effort to steady his wild nature, he was given the name Yasuo, which in our world (because Japan/Japanese doesn’t exist in Runeterra) means calm. We’re not revealing his birth name yet, but definitely wasn’t peaceful.
[Captain50] Why did you choose to make a cowboy skin for him?
Ransom: The inspiration for the skin is drawn from the classic spaghetti westerns directed by Sergio Leone. Think “The Good, The Bad, and The Ugly” starring Clint Eastwood. Leone has always admitted that his inspiration for these films were the classic samurai films of Kurosawa, such as Yojimbo and The Seven Samurai. In fact, one of the early inspirations for Yasuo was Yojimbo. So this skin is our team’s way of paying homage to a very special part of the history of cinema.
[ApplePuncherd] How does he feel towards Riven?
Ransom: Good question – there’s been a lot of discussion about this, given the speculation about the true murderer in Yasuo’s bio and the lines in Yasuo’s VO regarding Riven. Regardless of whether Riven killed the elder, it’s clear that Yasuo suspects her. And from a storytelling perspective, these circumstances set up a really interesting conflict. After all, we know Riven committed some evil deeds in her past, but she’s not the same person she once was – she’s on a different path now. So by the time Yasuo finds her, she’s not at all the villain he has always assumed that she would be.
Not only that, but the two of them have a great deal in common – they are both outcasts of their factions whose sole companions are their blades. From these starting conditions, you simply don’t know where their intial encounter is going to lead. You’ll notice that Yasuo does not threaten to kill Riven in his VO – he speaks of reckonings and running from one’s past. It’s the beginning of a conversation between these two – and not the end.
[UchihaIkki] Why did you put a few Japanese lines in his VO?
ManWolfAxeBoss: Yasuo speaks a dialect of ancient Ionian. It’s related to the dialect that Karma speaks, but is not the same dialect. Think of the difference between Cantonese and Mandarin in China – very similar. (There’s actually no Japanese in his VO)
[sparksz91] Who originally came up with the concept behind Yasuo?
Ransom: Surprisingly, there isn’t just one singular point of origin for Yasuo. In true Riot fashion, the story of his development is a long one with a big cast of supporting characters.
Initially, Joe Ziegler (manly designer of such manly champs as Talon, Viktor, and Jayce and #1 Nami fan NA) had a working prototype for a samurai which our design team thought was potentially viable. I remember that the ultimate was a giant Shen-style shadow dash that would stun everyone in the target area, and then inflict massive burst damage on all targets after a slight delay. Ridiculous. The funny thing is that, even though that kit got everyone excited about making a samurai champion, none of it survives in the final champion.
Joe “Manwolfaxeboss” Lansford was working in QA at the time, and took a keen interest in the samurai concept. He approached me about doing some writing for the champion, and revealed that he had majored in East Asian studies and had spent some time living in Japan. He pitched some cool story ideas and the name “Yasuo.” We quickly agreed to be co-writers on the champ. This is a classic Riot story, as Joe literally walked in the door from QA, and ended up writing Yasuo’s bio, one of his teaser pieces, and a good portion of his VO script. As Joe says, there is no such thing as “just QA” at Riot.
Meanwhile, one of our female designers at Riot was complaining about the lack of attractive shirtless male champions in League of Legends (I guess Tryndamere wasn’t hot enough for her), and gave us the mandate to come up with a concept that met her extremely specific criteria. Trevor “Trevolver Ocelot” quickly came on board to draw the initial Yasuo concepts, which exposed much of his broad chest.
These initial concepts were much more grizzled and rough-and-tumble than the Yasuo we know today – they were firmly rooted in the down-on-his-luck ronin fantasy. We felt, however, that something was missing from the concept and quickly decided upon the idea of wind as a source of power for the character. Wind is really what gives Yasuo his special sauce, and elevates him beyond being a stock samurai; everything about Yasuo, from his abilities to his thematics to his voiceover, touches upon the idea of the wind.
The one thing Joe Lansford and I both thought would work for the champion was the idea that he was wrongfully accused of a crime he didn’t commit. This was a classic anti-hero trope that hadn’t been done before in League of Legends, and with 117 champions in the game, we’re always looking for stories we haven’t told yet. We thought this angle would give him a bit of an edge, as we didn’t have enough room for yet another benevolent swordsman.
[JohanEhr] What was the inspiration for this champion?
Ransom: As much as we love Master Yi in all his sword-boot glory, we felt there was room in the game for a more traditional and serious Ionian swordsman. One thing that we definitely set out to capture was the tone of classic Samurai movies – these films are so oppressively fatalistic and melancholy and drenched in blood.
People are killing each other, not because they want to, because they are obligated to. Only in feudal Japan! It’s such a macho code of honor type of setting, you know? We knew we had delivered on this fantasy when one of the translators responsible for publishing Yasuo’s bio wrote us a note saying it had made her cry. Joe (who wrote the bio) should be proud of that.
[tomato-andrew] How did you go about choosing voice actors?
ManWolfAxeBoss: As Ransom mentioned in another post, we did four did different records for Yasuo’s voice and had already listened to a ton of auditions before those. Hitting the perfect amount of tough guy, while still maintaining Yasuo’s somewhat introspective personality without making him sound too young or old turned out to be quite a challenge. Liam O’Brien ending up knocking it out though. Really happy with the end product.
[tomato-andrew] How much of Yasuo is taken out of Samurai Champloo, or other animes?
ManWolfAxeBoss: I’m pretty sure that everyone on the team watched SC at some point. Cowboy Bebop was another one. I personally took the most inspiration from the old black and white film Yojimbo.
[tomato-andrew] Can we expect Yasuo’s somewhat “drunk motif” to lead to future interactions with Champions? (eg. Gragas)
ManWolfAxeBoss: Yasuo is kind of a loner, but I could see them getting in a fight somewhere down the line and then having a laugh over drinks about it later.
[Hellifant] Did you guys take inspiration from Miyamoto Musashi?
ohmikegoodness: Actually at the start of developing Yasuo, I started reading Vagabond the manga! I wanted to do it to find cool poses, but ended up reading the whole thing! LOL
[moobeat] What old iterations of Yasuo’s kit can you tell us about?
CertainlyT: I’m actually a poor iterater. I like to stick to my initial paper kits more than most champion designers.
Yasuo’s Wind Wall used to be placable at any point within 1000 units of him (like Anivia’s wall). He’d just place it in front of Miss Fortune any time she ulted.
He went through a number of Q’s, including one that was “handed” — sometimes he would strike to his left and sometimes to his right. This turns out to not work very well in LoL for two reasons, a) No one could figure out how to use the dang thing and b) with no turn time in our game, it didn’t really serve a purpose other than making the player have to position their facing awkwardly before each cast.
[mizukey13] How hard was it to code and bugfix Wind Wall?
CertainlyT: RiotJHa has owned the QA process for the ability. I would say it’s the single biggest QA challenge we’ve faced from an ability perspective, on par with Yorick ult. Unlike Yorick ult, Yasuo’s Wind Wall involves a lot of subjective decisionmaking for edge cases. We’ve had a number of arguments within the design pit about just what Wind Wall should block (for example, Lux’s Prismatic Barrier, which doesn’t deal damage and Diana’s Pale Cascade, which orbits her — Wind Wall blocks both BTW).
[mizukey13] How much time did it take to iron out the bugs?
CertainlyT: RI developed a prototype that involved indivudually tracking all missiles created on the map and testing their location every 0.03 seconds relative to the windwall. This was very taxing on the game server, sometimes fast projectiles like Caitlyn ult would sneak through, and occasionally it would kill missiles on the other side of the map for reasons I still don’t understand. It did, however, allow us to test the ability prior to its final functionality being implemented.
Design playtest is always an adventure.
[MartyMartinso] Can Yasuo ulti an enemy Ziggs when he goes airborne with W?
SmashGizmo: Nope. There were iterations of Yasuo’s ult that worked on any jump as well as knock up and they were incredibly frustrating to say the least :p. Tristana especially got screwed because she has such a long cast time on Rocket Jump.
[xDonny] Where did the idea come from to have him dodge skillshots with his ability?
CertainlyT: In thinking about the Samurai/Swordsman archetype I tried to essentialize it down to: Dash, Parry, Strike. All of Yasuo’s abilities are takes on those three simple principles.
[Gaming4Control] What happens when returning skillshots like Sivir’s Q hit Yasuo’s wall?
Morello: It disappears when it hits the wall.
[skeletonmage] Will you make Tenacity reduce the duration of knock-ups to allow counterplay when Yasuo is comboed with certain Champions?
Morello: You’re confusing “counterplay” with “hard counter mechanic.” Tenacity isn’t counterplay, it’s a way to spec out against CC. Yasuo’s ult has a lot of counterplay…he has to build up stacks and then aim tornado at you. If you dodge, prevent him from stacking, or pressure him away, he can’t always reach it.
[AloisiusXV] Aren’t manaless champions a problem? Why does Yasuo have no resource?
Morello: Manaless champs aren’t the issue when those champs are melee. Most of the cost of being melee is…well, you’re melee. Manaless tends to be a problem on ranged/mage characters (Kennen and Katarina have been hard to balance historically because of this). Other fighters without mana aren’t problematic because of their lack of mana (Nasus isn’t weak because he has mana), they’re problematic because Fighters tend to lack gameplay weaknesses in their play patten.
[bibbibob2] Were you guys afraid that his W would be broken?
Morello: I was worried about this, but I think that’s actually important to do – it’s a necessary risk for creating unique characters. The key was to make sure it wasn’t super frequent and had big windows of downtime.
[professorn] Was Yasuo developed/tuned with the Season 4 changes in mind? Where will he fit in the meta?
SmashGizmo: Yasuo has been almost exclusively tested with the preseason 2014 changes since we knew he would be released after them. As for where he will lane, it’s really hard to tell because a Melee carry who actually functions as a Melee Carry just isn’t something we’ve had in our game before. We’ve gone through phases of thinking his primary position would be in every non-support position at different points in time, even including potentially as a bot lane Carry, and honestly, I still think he can work in any of those positions so long as: 1. His team has a heavy frontliner 2. His team has a ranged tower pusher.
In a solo queue setting, I think he’ll gravitate towards the two solo lanes with some players favoring the consistent farm of the jungle to fill out Yasuo’s midgame power lull before he hits Infinity Edge.
[DXCharger] Is there going to be an increase to the speed of his E?
jinho8001: We want him to look targetable when he is using E. And his dash cooldown is about 1 sec, so if he dashes faster it is going to be so hard for the enemy to keep track of his location in the game.
[Glaedien] Will Yasuo’s ult work with Nami’s Q?
CertainlyT: Yasuo’s R will work off Nami Q. Like you said, visually, the opponent is suspended in the air by a form of crowd control.
CertainlyT: Last Breath, Yasuo’s R, can be cast on any knockup or knockback applied by Yasuo himself or one of his teammates. The ability is about coordination and synergy, so it didn’t make sense to include enemy leaps (such as Tristana’s Rocket Jump) or neutral monster knock ups (such as those cast by Baron/Vilemaw).
We actually playtested a version where Yasuo could grab enemy champions who leapt out of the air with his ult. It seemed cool on paper. In practice, I, who was playing Yasuo, spent the entire post-6 laning phase mashing the R button while RiotFan, sitting next to me playing Jax, refused to ever once use his Leap Strike. Jerk.
Was it your goal for Yasuo to be a mid laner and do you expect he will be played top?
CertainlyT: Good question. Internally, we’ve always seen a lot of AD champions as mid laners (think Zed, who we have always identified as a mid laner but who most people took top lane on release).
Yasuo’s combat pattern, wave clear, and power curve are well suited to the short, safe lane so we’ve seen him as one since his kit came together. I’m hopeful that he’ll work in mid lane because the team compositions in which he will be the most successful are those that have tanky champions (most often found top and jungle) to complement him.
If he sees play elsewhere, that won’t bother me. We actually put little emphasis internally on where a champions shouldn’t be played, with the exception of champions that are frustrating and uncounterable in off positions, such as release Lulu in top lane.
[Aeide] Are you happy with Yasuo’s ult having a requirement to be cast?
CertainlyT: I can’t speak to future releases — generally our design team has been critical of Yasuo ult — but I personally like the ability.
Mainly, I think that powerful targeted CC is really frustrating to play against, since all that is required in terms of skill is putting one’s mouse over the enemy. It’s difficult to appreciate, for example, that your opponent expended a cooldown leaving them vulnerable in the future. By linking Yasuo’s CC to landing a skill shot in the dueling case or making the quick decision to de-position himself in response to an allied CC, he has the sort of high variance in performance that I think makes for an exciting champion.
[stennisl] What is Yasou’s main counter?
CertainlyT: Lock down mages (like Malzahar) have been nightmares to play against late game in testing. Heavy bruisers (like Renekton) have been really painful to lane against.
[Dyspr0] Will Yasuo break the curse of the “terribad” melee carry tier?
SmashGizmo: I would say that ‘terribad’ is an overstatement of the state of our Melee Carry roster, but it’s certainly true that we’ve struggled to find a place for that class within League of Legends. They always seem to end up falling into either assassin roles during teamfights (Master Yi, Fiora), or find themselves relegated to split pushing and forcing duels and skirmishes all game (Tryndamere).
With that in mind, Yasuo takes a very different approach to functioning as a Melee Carry. He brings much more in the form of teamfight utility (cc via Q3 and R, unique zoning potential off of wind wall) than any other attempts at creating a Melee Carry, at the cost of some raw damage output and free target selection that have historically pushed the class towards assassination patterns. The net result feels much more like a carry play pattern in practice, as Yasuo uses the windwall to create the space he needs to hit the opposing front line without dying to the opposing carries. My experiences with the character are leading me to believe that Yasuo will be the most functional Melee Carry our game has seen and as such, I’m optimistic about his ability to shake some of the stigma surrounding the Melee Carry class.
[luddelol] Do you think Yasuo will be able to snowball too hard due to his double crit chance passive?
CertainlyT: To address the snowballing point, one reason why I like the crit steroid is that critical strike chance is a capped stat (as is the AS to CDR conversion on his Q). This means that while access to core items (Personally, I use IE+Statikk shiv) is fundamental and after that the player is more free to build defensive items than a Riven or Pantheon.
Morello jumps on the forums to answer why Champion releases have slowed down compared to last year and why that is.
Why did Riot release 12 champions less this year compared to last?
Morello: Mostly, all things take time and resources. Because we have a large champion pool, we thought it was important to repurpose those on other things that support the larger champion pool. Namely, reworks/VU’s/Relaunches.
We have a lot we want to do there on both the game design and visuals front, so we needed to redouble our efforts to make a dent in that backlog. That’s the primary reason we’ve slowed champion production.
What made you decide VUs and Reworks were the way to go?
Morello: A lot of the studies we’ve done and feedback we’ve gotten tends to support that too. Was a good marker to confirm our assumption that players would appreciate it
Do you plan on increasing the Champion ban limit in Draft mode?
Morello: Likely not, as we don’t want to stretch out champion select, though other systems may debut as needed.
How many more Champions do you think can fit in League?
Morello: I tend to think there’s still quite a bit of room for more champions.
Four champions, sadly forgotten in this day and age. Can Riot bring old-time favourites back to glory?
Why haven’t these champions received buffs / rework?
Morello: In my previous thread, I mentioned why we slowed down champions to focus on reworks. One thing we’re shoring up as we speak is the prioritization – which until now has been prett willy-nilly and “what can we get done in X time” focused.
Upcoming this year, we’d like to focus much more on these long term marginalizations. Shaco is my top pick, with Alistar, Poppy (even though she’s crazy with gold right now) Sion, Warwick and Zilean, with Urgot somewhere in there too.
So, simply, I agree. Game development’s difficulties typically revolve around prioritization/resource management, but that doesn’t mean we shouldn’t be improving here.
I will continue to take the stance of not letting one character poison the well for over 100 others, but we need to be more aggressive on prioritizing said champions.
Why did you shoehorn Alistar into a support role when he was rising as a jungler?
Morello: We value interaction as opposed to letting people with no interaction poop all over people and calling it “gameplay.” Winning at champion select is not the game we want to make.
If you want to make Shaco’s abilities better, why not remove the permanent slow on his E first?
Morello: That’s the plan.
Our plan with the ult is AWESOMELY insane. I hope so much that it works. (vaguevaguevague)
Aren’t a lot of mid/top matchups decided at Champion select right now?
Morello: Fighters are particularly indicative of this, while I completely disagree with you on the midlane anaylsis.
Bot has this right now, but most of that is S4 mistuning craziness
What are your plans for Poppy?
Morello: Want to absolutely retain wall-slam ability – best part of kit. Some “smash guy” attack like the Q is fine, though could use at least a decision-point in there. Rest of the kit…well……
Follow-up: Are you taking her in a fighter or assassin direction?
Morello: Still unsure. Maybe even tank would work there with that as a core ability.
Any plans to make Darius’ ult fun again?
Morello: Actually, we got the Darius thing in playtests now. Just have to wait to get some of the other fighters in gear and some art resources.
It won’t be watered down if we do this version – not worth doing if you don’t go ham.
Are Urgot and Warwick’s reworks really scheduled to happen in the coming year?
Morello: I don’t like a world where we don’t get Warwick done. It’s probably closer to Sivir-level in scope than Sion-level.
Unsure on Urgot. Would like to, but have to match up on total upgrade (old art + gameplay > just gameplay).
Have you done any testing on Urgot?
Morello: We’ve actually thought about it and even tested things a lot.
It’s allll resource management. Game development turns out to actually be pretty tough!
Phreak: Can confirm I’ve seen a number of Urgot kits. Not all of them work out, and if people hit brick walls, they often go try something else with a different champion. Unfortunately (fortunately?) there are a lot of dudes who could use the attention.
Isn’t it a core issue that nonmobile casters are completely outclassed by mobile assassins?
Morello: It’s a core balance issue with a classification of characters, but that is tunable. It hasn’t always been that way, so look back. What changes occur that create that scenario? What differences in the game contribute? What can these difference characters bring?
Non-mobile casters are beaten by mobile casters because they do the same thing AND are mobile. That seems like a thing that is exactly tunable (people will just not like it because it means the fun, OP champions have to lose power).
Nottingham Ezreal, Red Baron Corki and all their friends storm out of retirement for a limited time.
From 29 November to 31 December, 47 previously retired Legacy skins will be in the store at their regular price. Each skin will be on sale for 50% off for one day during this time so you can nab a discount on all your favorite retired skins.
Since we’re giving out the schedule ahead of time though, we won’t be offering refunds if you purchase a skin before it’s on sale and miss out on the discount.
For those of you who just have to have it all, we’re introducing the Mega Legacy Bundle for a limited time. From 29 November to 2 December, you can add all 47 skins to your wardrobe for 60% off and pick up the corresponding Champions for 50% off. Of course, the bundle will automatically adjust in pricing depending on the content you already own.
Check out the list of skins and the sale schedule below, and pick up your favorites before the doors to the Legacy Vault close until next time!
During the Harrowing, many of you asked if you could send a Mystery Gift to yourself. Well, from November 29th through December 2nd, you‘ll be able to do precisely that with Mystery Skin! Each Mystery Skin will deliver a randomly selected un-owned skin currently in the store at 520 RP or higher. As with the first round of Mystery Gifting, you’ll only unlock skins for champions you own.
As an extra treat, we’ll be including several legacy skins that won’t be coming out of the vault for the rest of 2013.
Mystery Skins will be available in the Skins tab of the store for 490 RP and are limited to three per day. Surprise yourself with an early holiday treat this year; check out Mystery Skins on November 29th!
RiotWrekz: If you are high in the pick order you would be well served by making a more strategic pick and playing a champion that is going to be relatively safe regardless of lane matchup. Jax is a good example of this in top, a lot of top laners can bully him before 6 and then the lane flips because he gains a lot of consistent power. Naturally this also depends on you playing the lane correctly when in an unfavorable matchup.
If you identify when the enemy laner is going to be getting the most out of their power you can plan the lane around engagements are specific level breaks and play defensively outside of those windows. Barring cases where two champions do not belong in a lane against each other the fundamental toolkit that identifies a champion belonging in X lane should give them the tools to interact with likely opponents in that lane.
Counters inside that context (mage vs mage) are minimal and can frequently be responded to by shifting playstyle and responding appropriately to being behind. Understanding you are behind and shifting to a defensive playstyle can even allow you to get back in the lane as the aggressive player will cause the lane to push and open opportunities for ganks.
RiotWrekz: There is a clear difference between a champion being “overpowered” and a champion having a strong and versatile lane phase. There are a number of champions with powerful team fight potential that struggle during lane phase in many match ups. Finally, “countering” a champion doesn’t just mean picking someone that can win a lane against them, it means evaluating what they bring to a team comp and where you can slot the response to that. As an example, you don’t run Zac in mid to counter nidalee, you run hard engage throughout your team to stop her from poking and disengaging.
Check out what Riot has in store for the Christmas holidays!
Frost-chilled days give way to colder nights, but the warmth of Snowdown calls together kindred spirits and foes alike. Snow Day Singed, Snowstorm Sivir and Winter Wonder Lulu have suited up in their Snowdown finest, joining the celebration along with all of the former Snowdown skins returning to cavort in the cold:
Snow Bunny Nidalee
Happy Elf Teemo
Earnest Elf Tristana
Old Saint Zilean
Candy Cane Miss Fortune
Silent Night Sona
Bad Santa Veigar
Snow Day Ziggs
Dark Candy Fiddlesticks
Toy Soldier Gangplank
Slay Belle Katarina
But it wouldn’t be Snowdown without a showdown! This Snowdown, we’re excited to introduce the Showdown featured game mode on Howling Abyss. Featuring 1v1 and 2v2 battles to test how well you wield your weapons in the winter chill, you can enter Showdown throughout Snowdown this year!
Returning Snowdown ward skins, plus a new addition to the ward skin line up, will light the way to the festivities with some surprises in store for mystery gifting, new skins and new icon rewards to earn. Check back with leagueoflegends.com for more information about the event and we’ll see you on the battlefields!
The spotlights are on, the musicians are at the ready and the Spirit Rush is on. Popstar Ahri announces her presence, shooting a pulsing blue Spirit Orb across the stage. The notes surge from the speakers and seem to take on a life of their own around the pop darling. The crowd rushes the stage and Popstar Ahri charms the crowd with a night of song and dance.
Popstar Ahri will set your spirit afire for 975 RP!
No, not that one. Are games becoming more passive with less opportunities to shut down the opponent?
Where do you want snowballing to be at for it to feel like a fun mechanic?
Zileas: Ideally, we want teams to snowball less… and individuals to snowball as much or more — which is to say, reward individual skill specifically. Individual snowballing is fun, team snowballing is not. If we saw patterns contrary to this, we’d make adjustments.
Are you okay with games lasting 30 to 40 minutes?
Zileas: We like games to be in the 30-40 range. We don’t want them to be longer than before. If they are becoming significantly longer, we’d make an adjustment.
Doesn’t this length mean hypercarries like Nasus or Vayne can never truly be shut down?
Zileas: There’s nothing wrong with late game comps as a strategy that is sometimes played. What we don’t want is for long games to be the standard.
Will Riot focus on rewarding individual skill more?
Zileas: Making the game reward individual skill was actually the point of these changes. When they are finished and balanced I think that will become clear to everyone. Our players are becoming more serious about competition and the game over time, and our intent with the game is to not ‘casualize’ but instead to continue to improve the overall quality of competitive play.
We will from time to time add stuff like ARAM and One for All, but those sorts of experiences can thrive alongside the core game without damaging competitive integrity.
Why do you feel team snowball is less fun than individual such?
Zileas: This is a pretty theoretical game design argument, but bear with me.
The game result of ‘win or lose’ comes from some set of things. They have to add up to a 100% control of the outcome. Lots of things go in — team chemistry, counter-picks at champion select, mastery and rune choices, whether or not a champion is currently strong (or not), individual skill, good calls on team objectives, and so forth.
We believed that in season 3, early game kills snowballed the game but were not really super ‘skillful’ compared to other factors in the game. We also thought that a few good early plays on towers could sometimes secure the game — and a few actions in isolation will be more random than consistent play. So, we decided to reduce the importance of certain early game actions that will tend to snowball teams (Tower kills, dragons, first bloods in the jungle fed to a ‘snowballey’ lane — which is honestly a somewhat random, not as much skill-oriented result). From this, we expect that the importance of everything else to go up… because it has to add up to 100%, and we just subtracted something out.
So, by reducing team snowball early game, you must be increasing the importance of individual skill (along with other stuff).
Additionally, the gold changes we made should make it more possible for a support or jungle player to be the star player of their team.
An analogy I’d make is — would the game have more or less skill if we flipped a coin at the beginning of the game and gave 500 gp to the winning team? Obviously, that would still be ‘balanced’ but would be a less skillful game. By cleaning out stuff that over-rewarded relative to the difficulty of doing it, we improve the relative rewards afforded to the things we all agree are important. Also, by making the game tend to reward consistent actions over a period of time, we will tend to favor the more skillful player.
Wasn’t first blood due to a level 1 invade an example of skillful play?
Zileas: It IS a skillful play. It’s not a coin flip. However, it was over-rewarded relative to other skillful play that occurred in games. It would be sortof like if you made the first shot made in basketball be worth 10 points instead of 2 — still skill-based, but will tend to cause more random outcomes and reward the better team with a win less frequently. This has the same net affect on the frequency with which ‘the best team wins’ as adding a small coin flip test.
Does that make sense? By bringing this back in potency a bit, we preserve the potential for people to utilize the skill that DOES exist there without washing out other skillful actions… Bringing them into balance essentially.
Conclusion: Goals for Preseason
Morello: We only really want anti-XP snowball in the long-term. We’re watching this on the team-snowball level (team snowballing not good, personal is) but you need the ability to get an advantage that closes a game.
Average game time is up a bit – this is something we worry about too. I doubt everything is “right” in the world on this, but we need to dig into specific causes after today’s hotfix.
Morello: So far, we have not seen this be true. Some data we have so far:
* Traditional support characters’ winrate is almost unchanged. (Less than 1% delta up or down)
* Other common duo-laners (Annie, Zyra) are unchanged in winrate. Relatively, their winrate is similar to before…meaning this delta is not changing that equation so far (though some changes may be needed as they might have been in S3).
* The two exceptions are Taric (up ~4%) due to new scaling being really strong on him, and Janna (down ~5%) due to global passive change. We’ll likely buff Janna’s core skills a good amount to compensate (woo!)
This is only a few days of data, but right now, the gold delta has had a low effect on general performance (and in this stuff, deltas matter more than absolutes). We do have some hotfix changes to Brace and Jungle coming in today, but supports and bottom lane are actually looking generally more healthy so far based data points.
Ransom: That’s the beautiful thing about the circumstances Yasuo and Riven find them in. The relationship could go any number of directions. It could be a pure rivalry, or it could be a rivalry that turns into a romance, or it could go somewhere else entirely. But to call it a pure rivalry or a pure romance is missing the point. The point is, the relationship is COMPLICATED and provides plenty of fodder for drama. As a fan of our universe, this ambiguity appeals to me. It’s a grown-up vision of human relationships and not a Disney one.
Intent: Yasuo’s critical strike chance is doubled.
Resolve: At maximum Flow, the next time he would take damage from a champion or monster he first gains a shield that lingers for up to 2 seconds.
Steel Tempest ( Q )
Range: 475 || Cooldown: 6 / 5.5 / 5 / 4.5 / 4
Yasuo thrusts forward with his sword, dealing 10 / 30 / 50 / 70 / 90 (+100% Total AD) physical damage to all enemies in a line. Landing Steel Tempest grants Yasuo 1 stack of Gathering Storm for 10 seconds. If Yasuo has 2 stacks, his next Steel Tempest consumes the stacks for an additional effect.
If cast during Sweeping Blade or Last Breath, Steel Tempest and Empowered Steel Tempest become a point-blank area of effect instead of a linear skill shot. The damage can critically strike and on-hit effects are applied to all enemies damaged. The cooldown of Steel Tempest is unaffected by cooldown reduction and is instead reduced based on his bonus attack speed. The casting time/missile speed is also reduced based on Yasuo’s bonus attack speed.
Empowered Steel Tempest (Q + 2 Stacks of Gathering Storm)
Yasuo brandishes his sword and causes a whirlwind to tear forward instead, dealing the same damage to all enemies in a line and knocking them airborne.
Wind Wall ( W )
Range: 400 || Cooldown: 26 / 24 / 22 / 20 / 18
Passive: Yasuo generates 4 / 8 / 12 / 16 / 20% of his maximum Flow whenever he uses Sweeping Blade or Last Breath.
Active: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles and becomes wider with more levels in W.
Yasuo dashes 475 units in the direction of the target enemy, dealing 70 / 90 / 110 / 130 / 150 (+100% AP) magic damage and marking them for 10 / 9 / 8 / 7 / 6 seconds. Each cast increases the next dash’s damage by 25%, up to 140 / 180 / 220 / 260 / 300 (+200% AP) damage. Yasuo cannot use Sweeping Blade on an enemy that’s already been marked.
Last Breath ( R )
Cooldown: 80 / 55 / 30
Yasuo dashes to a nearby airborne enemy champion, dealing 200 / 300 / 400 (+150% Total AD) physical damage and holding all airborne enemies in the air for an additional 1 second. Once he lands, Yasuo gains 50% armor penetration for 15 seconds that only affects his target’s bonus armor.
Casting Last Breath will consume active stacks of Gathering Storm.
“Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. This once-proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.
Formerly a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.
Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Left truly alone for the first time in his life, he set out to find the Elder’s real killer.
Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.
Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone’s side.
Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: ”The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother’s forgiveness. Tears streamed down Yasuo’s face as his brother passed in his arms.
Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother’s revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone’s grave, set out with the wind at his back.
”The story of a sword is inked in blood.”
With Master Yi
“Wuju? Never heard of it”
“Wuju? No, I wouldn’t”
“Nice… sword… boots?”
“Which weighs more Riven? Your blade or your past?”
I’m so glad you’ve all been enjoying the preseason. As we mentioned, we fully expected our changes to dramatically shake up the League of Legends you’ve known for so long. We’re really happy to see people questioning the fundamental preconceptions they’ve held about league for so long.
That said, we’ve heard your concerns and we’re going to nudge down the Relic Shield lines to free up some more breathing room for experimentation.
Balance Relic Shield to match Spellthief and Ancient Coin incomes
Reduce the early game sustain of Relic Shield
Focus Relic Shield’s value on melee champions
Reduce the midgame pushing power of Targon’s Brace
Relic Shield’s execute will not proc on ranged attacks
Relic Shield’s charge rate will be reduced by 50%.
Brace of Targon’s max charges will be reduced to 3.
We’re not removing the doubling up on Relic Shield yet, because we feel that once we’ve nerfed the frequency, we’re hitting both the sustain and income rate for weakly investing in the item. That should let us clear away the early-game smoke and evaluate the impact of 2:1:2 on the game.
How does the income generation really work?
Every X seconds, you gain the ability to share the kill value of a minion with an ally with a small bonus.
This can effectively be calculated as GP/5:
30 sec cooldown -> 16 gold minion ~= 5 gp / 10
As so many players have noted, Ancient Coin and Spellthief’s Edge give smaller amounts than this. So our first step is to reduce Relic Shield’s income to put it on parity with the other items. The initial item is just too powerful for its cost, because it has a level 2 income stream on a cheaper item.
Now, let’s talk about stacking. When you stack, you give 5 gp / 30 or 1 gp / 10 to your ally. This value might be too high and I’m personally keeping an eye on it. However, keep in mind most of the gold you share is still gold your lane mate could have CS’d themselves.
We also want to reward coordination and skill expression – so we’re OK with the fact that if you execute the Cannon minion, you get more than the baseline cash. This is similar to how you can get extra gold from the Frostfang line if you stack auto attacks *and* spells when you harass.
Focusing its identity
Finally, we’re changing the execute proc so it only triggers on melee attacks. This is because we feel good about about Relic Shield and Brace of Targon create for characters who have to place themselves into danger to last hit. This should also reduce the pushing potential of a lane with ranged characters. We feel safer about melee champions having this pushing power because once they are under tower, their ability to harass the opponent is dramatically riskier.
That said, we will be keeping an eye on the evolving nature of the game and want you guys to continue experimenting with the preseason changes. Once we have the Relic Shield nerfs fully tested and vetted, we’ll bring them to you guys.
Jungle vs 2:1:2
We like that players are experimenting with the game. However, we want to make sure that whatever meta changes occur have clear trade-offs. Once Relic Shield is adjusted, we’ll continue comparing jungler and non-jungler comps and make sure that there’s a clear reason for doing them. Jungle should bring a distinct, clear advantage and risks, just as 2:1:2 brings its own advantage and risks.
Again, thanks for working with us to understand the preseason.
How will Relic Shield be used on ranged characters?
Xelnath: If you want to proc the Spoils of War effect, you will need to CS normally or use a spell to kill a minion.
Will you fix the bug with killing Zac’s blobs with a Relic shield? (grants more than double gold for assists)
Xelnath: This is being packaged into a “soon” hotfix
Will this fix pose a problem for Thresh?
Xelnath: We’ll keep an eye on thresh, but thresh has his E build-up which means he has better-than-average last hitting capabilities.
Is that still correct or am I missing something?
Are you trying to make jungling optional in Season 4?
Xelnath: I am a jungle main. I don’t intend to allow junglers to disappear. A cursory analysis has shown that you get substantially more XP in jungle than sharing a top lane. Similarly, you get very competitive gold and very strong map pressure which forces lanes to play a certain way.
I’m not sure that 2:1:2 is as strong as people perceive it to be. This implies that players may be enjoying this because its new, novel or perhaps has some strengths that we don’t clearly understand. Thus, it warrants further analysis, not brutal murder.
What effect will these changes have on bot lane?
Xelnath: Once we take away the execute proc from ranged marksman, I think it will get bot lane back where it should be. I’m OK with the idea that your support can support you by last hitting once in a while tho.
First, I want to thank you for the great feedback on One for All! We’re all really excited about finally getting this out to you, and we’re glad that you’re enjoying it.
I’d like to take a bit of time to talk through some feedback we’ve received about having the One for All queue on Summoner’s Rift as opposed to Howling Abyss. One of the initial goals we had while first developing One for All was to fulfill the fantasy of having five of one champion fight five of another. Who would win in a match between 5 Ezreals against 5 Dravens? As such, we decided to explore Summoner’s Rift as the battlefield for these clone combats. We felt that having multiple lanes and secondary objectives opens up a lot more opportunities for teams to create strategies while behind, a scenario that could commonly happen if the champion you picked was not as strong in lane as your opponents’.
While the game is definitely paced differently on Howling Abyss and has lots of positives, we found the asymmetrical champion selection to be potentially more punishing on Howling Abyss than it is on Summoner’s Rift. We felt the lack of objectives on Howling Abyss resulted in players having fewer options when they’re up against a team composition that was unbeatable in team fights – with only a single lane and no fountain healing, the actions available to your team felt limited, and were further exacerbated if the champion matchup was uneven.
That’s not to say that poor matchups don’t happen on Summoner’s Rift as well, but we found that the additional objectives gave teams more of a fighting chance, even when their chosen champion was losing (all of?) their lanes. Maybe the traditional laning paradigm isn’t the best one to use against a team of 5 Yoricks – on SR, your team has the ability to pivot on this and try something different. Triple mid? Give it a shot, you might be surprised! Double jungle? Not a bad thing to try against that pesky 5 Soraka team. There are a lot of strategies to explore on Summoner’s Rift – I wouldn’t expect the established Summoner’s Rift meta to work on One for All, and would encourage you and your teammates to be inventive and come up with a new strategy that really suits your particular champion!
That said, remember that you can still play One for All on any map through custom games right now. We heard your early feedback and made sure that this was an experience you could still enjoy once the game mode went live through the new featured custom game flow. Though it differs from the 5X vs. 5Y theme we were hoping to hit with this release, there’s definitely a lot of merit in having 10-man mirror matches. I would posit that these mirror matches would actually be more fun on Howling Abyss than they would be on Summoner’s Rift – we definitely think that this tenfold Murderbridge variant of One for All is a mode worth exploring, and have already started planning for having this be its own featured game mode in the coming year.
Given that, I hope you’ll continue to try new and crazy strategies on One for All on SR! Please continue to give feedback on these featured game modes – we love hearing from players and your input is an important part of the iteration process! =)
Zileas: I agree that we need to keep our eyes on this sort of thing. We certainly would like to tune it to be more and more fun in any future iterations. If we came to believe that Soraka is as OP or frustrating as Karthus or Teemo were, we would certainly ban her out at some point. I know the team is monitoring all of this closely. In the meanwhile, I’d recommend running executioner’s calling vs this — it works pretty well.
That being said, mode is not supposed to be the pinnacle of competitive gaming, it’s supposed to be fun. Some match-ups, much like aram match-ups, are a little one-sided, and balancing them all is just not feisable — but we think the mode is a good fun for a bit nonetheless.
Yasuo dashes to solemn victory, harnessing the raw power of the wind to elevate his unmatched elemental swordsmanship. A former member of an Ionian martial school and the only student to have mastered a legendary wind technique, Yasuo now lives a tempestuous life, drifting through Runeterra as he hunts the true killer of the Ionian elder he was sworn to protect.
Way of the Wanderer ( Passive )
Intent: Yasuo’s critical strike chance is doubled.
Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.
Steel Tempest ( Q )
Yasuo thrusts forward with his sword, damaging all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for a short period. The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line and sends all enemies caught Airborne. If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him.
Wind Wall ( W )
Passive: Dashing replenishes Yasuo’s Flow faster.
Active: Yasuo creates a wall of wind that slowly drifts forward for a few seconds. The wall blocks all enemy projectiles.
Sweeping Blade ( E )
Yasuo dashes a fixed distance through an enemy, dealing damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra damage up to a cap. Yasuo cannot use Sweeping Blade on an enemy that’s already been marked.
Last Breath ( R )
Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy’s bonus armor for an extended period of time.
Yasuo’s a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo’s early game.
Yasuo’s early game fragility makes him a champion best suited for the shortest lane on Summoner’s Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination. But even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies. Yasuo can use Steel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade send him dashing to and from, with Way of the Wanderer’s shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade as a handy escape during gank attempts, too: if he’s caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help dissuade all but the most stubborn of junglers from pursuing.
And when the winds change direction, careful timing turns Yasuo into a deadly accomplice in friendly gank attempts. Stacking Steel Tempest properly and using Gathering Storm to toss his enemy skywards means initiation from the jungle is a relatively simple matter, and once the enemy’s caught, Yasuo uses Sweeping Blade to dash in and get to work. Way of the Wanderer’s critical strike boost help Yasuo’s attacks sting, while if he’s unlocked Last Breath, the additional damage and crowd control makes kills all the more likely.
A melee monster with damage that increases the longer teamfights last, Yasuo’s first priority is to stack Gathering Storm while weathering the enemy team’s initial onslaught. This is where Wind Wall comes into its own. Carefully positioning the wall between the enemy front and back lines allows Yasuo to engage on the less threatening tanks and bruisers, generating Gathering Storm stacks with liberal use of Steel Tempest. Once the third cast is ready, Yasuo repeatedly uses Sweeping Blade to rush through the entire enemy line and position himself beside or behind the enemy squishies. A final Steel Tempest casts them skyward, opening up Last Breath, a lethal ability for anyone caught in the whirlwind. Enemies that manage to juke away from Yasuo’s whirlwind aren’t necessarily safe from Last Breath: any knock-up abilities can be chained with Yasuo’s ult, making him hugely synergistic with champions like Cho’Gath, Malphite and Zyra. Once he’s landed, Yasuo’s huge bonus armor penetration buff, combined with the critical strike bonus from Way of the Wanderer, makes short work of even the tankiest of tanks.
Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. But this once proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.
Once a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.
Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Now truly alone for the first time in his life, he set out to find the Elder’s real killer.
Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.
Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone’s side.
Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: “The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother’s forgiveness. Tears streamed down Yasuo’s face as his brother passed in his arms.
Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother’s revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone’s grave, set out with the wind at his back.
CertainlyT: Yasuo is a melee AD carry. He is closer in build path to Riven than Garen (a typical build might be Vamp Scepter/Statikk Shiv/Merc Treads/IE/Guardian Angel/Randuins), whereas I often build defensive items earlier on Garen and then start building offense as my base damage becomes insufficient. His power curve is designed to be less focused on the early game than Riven and more on the mid and late game.
Yasuo can only cast Last Breath on champions knocked up by negative status effects. It does not work on champions that are leaping, dashing or jumping.
EQ is not instant. You can miss because Yasuo’s dash is a fixed distance move, similar to Fizz’s Q.
Wind Wall blocks all projectiles that hit it, from any direction. Yasuo can indeed move or dash through it as needed. The wall is very thin so standing inside of it is not a particularly effective strategy in most cases.
Wind Wall is an instant ability, so you can make sick reaction plays. Tried to get the feel of slashing a bullet out of the air.
How do you pronounce Yasuo?
Does Yasuo use Mana or is ‘Flow’ considered his resource system?
Yasuo is manaless. Flow is tracked on his resource bar but is not required for him to cast his other abilities.
Passive – Way of the Wanderer[*]Resolve – Does the shield scale with any stats (AD, AP, Health) or is it a flat, based on champion level type deal?
The shield scales only with champion level. Movement speed causes it to occur more frequently and so is an indirect scalar.
Q – Steal Tempest[*]While obviously not a dash, the ability does say ‘thrusts forward’ does this mean it moves him forward slightly like Trundle’s Q and Udyr’s E, or is it just a straight up line nuke like J4′s Q?
Yasuo’s Q does not move him. It is similar in nature to a very short and narrow Jarvan Q — damage in a narrow line.
[*]When I reach three stacks of Gathering Storm is the cooldown on Q reset, or do I have to wait for it to come back up again? If it is reset, does holding on to it allow my regular Q’s cooldown to tick down, like a 5 fury Rengar, basically acting as a separate spell on a separate cooldown, or will it be more like Lee Sin’s spells, where the cooldown will not activate until my second cast?
The cooldown does not reset. You have to wait for your Q to be naturally available again, at which point you can try to knock the opponent(s) up.
[*]Does casting Steel Tempest while being in the animation of Sweeping Blade allow Yasuo to build multiple stacks of Gathering Storm, if he hits multiple enemies?
No, only one stack of Gathering Storm can be gained per time you cast Q.
[*]While at Full Stacks of Gathering Storm can Yasuo use his EQ combo for an AoE knock up?
Yes. Note that the regular Q itself is also AOE however (in a line rather than a circle around him.
W – Windwall[*]What is the incentive for leveling this ability past level 1, only the cooldown of the active, or will there be other levers as well?
The wall grows wider, the cooldown is reduced, and the associated passive (increased Flow gain while dashing) becomes more pronounced. This is the skill that grants you more defenses when leveled.
[Naritori]What’s his Q like in-game?
CertainlyT: The Q is intended to be moderate reliability. It is slightly narrower than Corki R (the little ones). Combined with the need to land two in order to get the big pay off spell, low cooldown felt appropriate. I think of it as a skill shot basic attack.
CertainlyT: Early iterations of Yasuo’s Q were conal AOEs. The gameplay wasn’t right. The katana is actually a very capable thrusting weapon and the mechanic was exactly what Yasuo needed.
[Pink Bunnny]Does his W block all projectiles, including ults and auto attacks?
CertainlyT: Yes, why is “all” so difficult to fathom?
[DM OVi]What about the cooldown on his E?
CertainlyT: The cooldown on his E is almost zero (0.5-0.1). Functionally, this is a dash whose cooldown is calculated per target (10 to 6 seconds, non-reducible by CDR). As a result, Yasuo has high mobility through a fight, but is below average at training a single fleeing champion (The dash’s cast range is 475; Irelia’s Q is 650 for comparison).
Also, yes, Yasuo is not very interested in AP itemization. Basic attacks are central to his play pattern.
[SanSarra]How does his E work?
CertainlyT: If Yasuo dashes through Annie, he cannot dash through Annie for 10 more seconds, but he can almost immediately dash through anyone else. Think about it literally as an ability that has a cooldown per target, kind of like Udyr’s Bear Stance stun.
CertainlyT: Yasuo’s E works on minions.
CertainlyT: The only cap on dashing is having a neutral or enemy unit in range that you haven’t dashed to within the last 10-6 seconds. So in a team fight with 5 enemy champions, 6 minions, Tibbers and a Shaco Clone, you could dash 13 times per 6 seconds if you could somehow manage to chain it all together properly. Now, I’m not going to promise those fixed distance dashes will get you anywhere you want to be. That’s up to the player.
Follow-up: Will there be an indicator of who I can or can’t dash to?
CertainlyT: Yes, Yasuo has a self-only circle timer around units he dashes to. It counts down the remaining cooldown like a hand circling a clock.
[SanSarra]How did you come up with his kit?
CertainlyT: Working here fosters creativity:
We have a ton of concept art and story that came together prior to beginning work on a champion’s abilities.
We have an awesome team of champion designers to bounce ideas off of (and in some cases borrow ideas from , and seasoned leaders to keep us on the right track.
We have an amazing team of QA and Live designers who help with not just ideation but with establishing good kit flow and healthy gameplay.
We have ingenious engineers who push the limits of what is possible in an ability.
We have insanely creative and passionate modelers, animators, particle artists, and sound designers who bring the champion to life, tying abilities to theme.
Will the condition for his ult be a fun mechanic?
CertainlyT: Good question. Not being to ult can indeed be a drag. Setting up a perfect ult across the entire enemy team, or moving from one side of a spread out team fight to another can be very fun. I’m a big believer in limitations combined with heightened rewards for success.
We have a lot of champions on our roster. If Yasuo isn’t for you, I’m sure you can find a few you like.
What’s the cooldown and duration of his wall?
CertainlyT: At present, we are testing the Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Also note that Yasuo has poor offensive scaling with CDR.
[Symphonide]If Yasuo’s W blocks Jinx’s R, does the missile still explode for AoE damage?
CertainlyT: No, the missile is destroyed as in it fails to perform its function. It is not destroyed in that it detonates.
[AceBlack] Why did you design the Wall the way you did?
CertainlyT: Wind Wall is designed to allow Yasuo to create spaces in which he is invulnerable (to certain abilities at least). I felt this was a healthier direction than Tryndamere’s temporal invulnerability (time based). Personally, I don’t think this ability would be healthy on a support since they can be flexibly assigned to the place on the map where it will be most powerful with lower consequences. A melee AD carry felt like the perfect spot for the ability in our game since they are fragile and rely on active defenses.
Why is Yasuo a AoE/teamfight-centric character when samurai prefer 1v1 combat?
CertainlyT: Yasuo’s Q and EQ AOEs are on the smaller side and he tends to focus on damaging individuals within fights (compared to Ziggs for example). One of the reason why his abilities are AOE is so that they can be dodged. Think about LeBlanc’s Distortion. It’s used as an AOE for farming, but in champion combat, she is generally concerned with hitting a single individual.
One of our goals with Yasuo is to integrate melee carries (I call them “light fighters”) into the group fight phase of the game. As Tryndamere, I tend to feel more at home split pushing. As Yasuo, I want to be with my team most of the time.
What I put here is based on info given by CertainlyT:
A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path. This all sounds complicated, but it tends to be much simpler in practice than in theory.
Varus basic attack is a missile. Kayle basic attack, not a missile. Ryze Q and E is a Missle. Ryze W is not.
Anything that Exists and travels (even if its VERY short) that isnt instant.
Preety much everyone AA that is Ranged can be blocked, Turrets shots wont. If i dont list the champ, its because they have nothing to be blocked. At the end of the list, i will place the “Mystery” ones which im uncertain off. Take into account some abilities are instant, and are thus not blocked ex (Annie’s W Ryze W ecs). Does not Block Champions Ex (Malphite R, Tristana W, J4 EQ, Nocturne R, Fizz Q, Gragas E, Lee’s Q2)
AA mean (auto attack).
Edit: De-labeled Mystery abilities, since they have been confirmed.
Anivia Q, AA, E
Annie Q AA
Ashe AA, W, E, R
Brand QR AA
Caitlyn AA, Q, E, R
Cassiopia E AA
Chogath E’s passive
Corki Q,AA, R
Elise Q E AA (Human form)
Fiddlesticks E AA
Galio Q W
GankP Q (Parley)
Gragas Q(will stop where it contacts wall, still explodes) R
Graves Q W R (To clarify, will stop the ult projectile, wont stop the explosion if it already detonates) AA
Donger AA, Turret AA, Turret Lazer, W E
Janna AA, Q E
Jayce, range AA, Q
Jinx AA, W, R
Karma Q, AA
Katarina Q R
Kennen AA, Q
Kog Maw Q, AA, E
LeBlanc Q, E AA
Lee Sin Q1 E2
Lissandra Q E AA
Lucian W R AA
Lulu Q W AA
Lux Q W E AA
Malzahar AA Q
Maokai E (Saplings only will stop midair only, they will still land and explode)
Miss Fortune AA, Q, R
Morgana Q AA
Nami Q E R AA
Natilus Q E R
Nidalee Q AA
Orianna AA, Q (her ball comes to a stop when it hits the wall)
Quinn Q AA
Ryze AA, Q, E
Shaco E W(AA)
Sivir Q W AA
Swain E, R’s birds AA
Syndra E-Q, R AA
Talon W R
Teemo AA Q
Thresh Q W (Although ranged, his AA is not a Projectile)
Tristana E R AA
Twisted Fate AA, Q W
Twitch AA W
Urgot AA Q E
Varus AA Q W R
Vayne AA E
Veigar Q R AA
Viktor Q E R AA
Vladimir AA E
Xerath AA E
Zed Q W (Shadows stop moving forward when they contact the wall)
Ziggs Q W (midair) E AA
Zyra AA, Range Plant AA, Passive, E
Edit1: Update Lee sin, Lulu, Malzahar, Thresh from what CertainT said.
Explanation of Mystery listed abilities:
A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path.
Note that missiles with extreme arcs which take them off the screen, like Kog’Maw ult or Ziggs ult are unblockable, because they travel well over the wall.
Thus these are abilities that are kinda weird, they are projectiles, but need just a bit of Clarification on the following.
This list looks accurate. Everything you listed as a mystery is blocked except Syndra W.
THE FOLLOWING DO GET BLOCKED
Non-Lethal projectiles: Projectiles that do not do Damage
Ex: Ashe E, Lux W, Zed’s W (Stops the ability in its tracks, dosent destroy the shadow)
Projectiles with an Arc: Adding to what certainT said, what clasifies as Extreme?
Ex: Gragas R, Namis Q, Viktor’s E, Varus’s W, Zigg’s W
“Hooking” Projectiles: Projectile that launches the champion to the target WHEN HIT
Ex: Amumu’s Q, Leona’s E, Natilus Q
Projectiles that travel through the Ground: Natilu’s R and E CertainT confirms these Abilities ARE blocked
Thats what i can figure out from the explanation CertainT game me. Please give your opinion and bump the Thread – Thank you CertainT for your time.
What essentially happens to the Missle that is Blocked?
With Few exceptions, like Zeds W, Gragas Q, Ori’s Ball, Most missles are DESTROYED and completely NULLIFIED. Even if they only Clip the edge of the wall.
Can it Block Nocturne’s R, Malphite R, X abilty that moves Champion?
NO. Champions arent missles. Anything that moves the champion wont get blocked, unless a skillshot is first required to land in order to reach the target (IE: Amumu Q, Leona E, Natilus Q)
Item Actives like DFG GUNBLADE?
They ARE missles, so in theory you should be able to block them giving you have ninja reaction times.
Abilities that extend out of a Champion, like Jarvan’s Q or Zac’s Q?
WONT GET BLOCKED, same way that Thresh’s AA, despite being ranged, wont get blocked
Jesus whats the CD on this thing?
Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Wall becomes LARGER as you level it up, similar to a Karthus Wall of Pain.
Does it Block Turrets?
No. Should/will block Donger Turrets or Shaco box AA
[SummonerMan Matt] Are self-jumps like Corki’s or Trist’s considered viable conditions?
Griftrix: Nah. Self jumps don’t count.
Griftrix: While those don’t count for the ability because they are self imposed, your logic is also flawed, because you can hit anyone during any knock up with a skill-shot.
[Maximum Zac] Do the small knockups from things like Powerball and Let’s Bounce count?
Griftrix: Confirming those don’t count. Has to be a negative status effect, not a self imposed part of an ability.
Griftrix: Oh, I’m sorry, I thought Rammus goes up a little when he hits someone, and when talking about lets bounce, I was thinking of Zac’s bouncing. Yeah, those tiny knockups might work. I haven’t explicitly checked though.
How did the Preseason changes affect utility Supports? How were they supposed to? Morello answers the community’s balance critiques.
Morello: Hey all,
While there’s a lot of discussion on the support topic, I want to consolidate some of it here.
First I’d like to share our thinking on this, directionally and strategically. I posted this in response to a post in the other thread as it’s a good starting point for a reasoned discussion on this:
I swear, you live to troll supports. Your messaging on supports has never not been “we love to nerf supports”, even when that’s not really what you’re doing.
I think this is a good design direction, but you’re going to have to find more impactful utility scaling knobs to turn than Lulu Q, Leona W, and Nami E.
I’m not really sold on the idea that supports need damage nerfs to acquire utility buffs. Supports already generally had weak scaling, and adding gold to the support role means that the gap between supports and better scaling classes is automatically widening.
The irony about this is that this is all intended to help support characters, specifically. The concerns and thoughts we have;
1) We want to avoid a world where mages invalidate supports. Again, we’ll be aggressive here. Maybe some other characters have too much (I tend to think so), maybe some mages go bottom too. Remember support gold is not equal to solo lane/farm gold, it’s just quite a bit more than “none.”
2) Support players have felt like their impact matters less, they have an imbalance of responsibility/rewards/success metrics. We think giving them access to the power growth tools (and not making them do “kill you” things to get it) is a big win for this.
3) We want to define supports as helpers and team-players first. This is pretty tough when you have 4 years of them being defined as ward bots with no gold. Tanks differ than fighters and have lower damage – edge cases like J4 do exist here too. Sona might just be a mage labelled as a support (as her power contribution is lane damage/late game CC) – if so, we’ll have to modify her to a damage-oriented scaling model or something. That is tunable, and this is not the last patch ever ever ever.
4) To make big changes like this is disruptive by its nature. Balance will be temporarily off. Expectations that we’ve had for characters will change. What will almost never result from fixing game problems is “we just gave you free power/buffs!” Those aren’t good solutions to what are systemic problems, but I feel that the expectation is that somehow (that applies to reworks and stuff, too).
This will be rough on launch – please go find abuse cases! Go try to do traditional support. Report your experience. We’ve cleared out our days to marathon a bit for less useful anecdotal evidence from our experiences. See what snaps that internal tests and a limited player pool can’t catch.
I think this disruption and uncertainty of the correctness of the details is more than worth the ability to bring supports into being first-class citizens with a unique identity. It’s long overdue and is a pain that’s existed for a long time. Just because something being in a bad state is known and comfortable doesn’t mean it shouldn’t be taken somewhere better that is a bit frightening and unknown to people.
You keep saying its a tuning problem on the mage side.
That i understand. so why is their mage utility addressed in such a patch would be my question?
Because in our tests, they performed too poorly due to their utility being a little too low and their gold being a bit too low for real damage. That has to be proven true based on exact amounts, items that you need to get to access it, level disparity (This is important! Getting to 6 and 11 significantly later is a big cost for a mage) and other factors. It’s a very multi-threaded issue.
[AvidMind]Is the point of this to explain the issues of picking a utility support over a better-scaling AP mid?
Morello: My point to this is that it’s a tuning problem. We see characters who have utility and low damage (tanks) picked over characters who have some utility and more damage (Fighters) in the jungle when both are available. There’s likely balance things to fix here (the Orianna and Anivia callouts are an example) where this runs risk, or that the new support scaling get significantly more utility.
What issue do you hope to resolve with these changes?
Morello: This isn’t to fix balance – it’s to fix the problem that supports have to be everyone’s ***** to be successful.
How can Sona have a 56% win rate and feel bad? Or Janna a 55% and nerfs are met with religious fervor saved for weak characters? How can we see pro games where the best support player has a pair of boots and expect that to be satisfying?
That’s the problem we’re looking to solve here.
[0xiDIzE]Why these changes are a positive for the League
For once, I tend to agree wholeheartedly with the direction that Riot is taking with changes. Specifically on the subject of supports and support scaling.
I think the vast majority of criticism and negativity surrounding this comes from the fact that people were expecting direct buffs to supports as a class/role, without considering the incredible impact that would have on the game and balance.
People are also looking at changes to individual champions and immediately crying “nerfs!” They aren’t looking at the changes as a whole. Not only are supports gaining an actual gold stream, they won’t be forced to spend it all on wards. Not only are new items being added that give supports extra duties, the game flow is being changed in such a manner that mid and late game will matter enough for these items to also matter.
Morello: Exactly. I think this expectation from supports being unsatisfying for so long has a lot to do with this, and that the fear of the AP mage coming in and invalidating this class of character. The latter is not an OK result – there’s nothing I can shout from the rooftop more.
[Mynt]So healing is still a gameplay problem in lane?
Morello: This has not been addressed – I agree. Luckily, not all support = healer. This is an unresolved issue that needs to be dealt with.
[Sophitia]What are were intentions with this Preseason?
Morello: With preseason, we focus a lot on making really disruptive changes – the conversation here is that we’ve just irrevocably ruined the support class, which I don’t think out history has shown at all. It’s important to us that all six classes of characters have valid places in League, and our preseason traction has historically been good (there’s no League of X in the real season, right?)
[Sophitia] Isn’t a core issue with utility supports the fact that they can’t match a mage’s damage output?
Morello: It might be true that they need better sustained lane damage, less late-game. Definitely a possibility. And I think we do have to look at the strong damage + utility mages with this.
[OJ191] Why did you nerf every aspect of Soraka’s kit?
Morello: The passive adds a lot of in-fight power if you use it well, though could have been overzealous from testing results. Soraka is a unique snowflake of weird stuff overall, so this one being off wouldn’t surprise me (how to fix dedicated healer…)
A continuation of yesterday’s news that Urgot is on the list for a future rework.
Meddler: Thanks for all the feedback and thoughts so far folks. Apologies for the lack responses to individual posts, between this thread and its counterparts on other forums there are a lot of posts to get through, so I’ve had to stick to just reading everything so far.
Based off this discussion, and our internal assessment of Urgot, I’ve got an initial plan for approaching changes to Urgot’s gameplay, as below. Please note that this work on Urgot will take a fair bit of time. We’ve got other projects that are currently higher priority (Preseason changes and follow up balancing in particular). As a result it’ll be quite a while before any changes actually get patched out (will update over the course of work though of course, particularly on how this direction is or isn’t panning out).
Urgot’s Core Theme/Fantasy:
Main battle tank (the sort with treads/a cannon, not the tank role). A heavy weapons platform that can both take a hit and hit back, hard, at range.
Monstrous and filled with hatred. No longer human.
Most Defining Elements of Urgot’s Gameplay:
E+Q homing combo.
Tanky playstyle and itemization, combined with the ability to deal damage from range. Does not play like an ADC.
Weaving of auto attacks and Q.
Biggest Gameplay Problems:
Insufficient counterplay on Q/E combo.
Lot of invisible power (to be shifted to visible power and/or given better feedback to improve visibility).
Unclear niche, resulting in some aspects of kit creating awkward moments of play.
Initial Direction to Explore:
Push Urgot into more of a ranged bruiser or tough, front line AD caster role (better thematic fit, more interesting than making him more of a standard AD ranged auto attacker).
Find a better way of offering homing Acid Hunters that give both more counterplay options for an enemy and more opportunity for skilled use by the Urgot player, in contrast to the current binary outcome (E+QQQ or nothing, with insufficient options for either player after the initial E shot).
Investigate fundamentally different options for passive and ult. Both do offer some good benefits, but also generate a lot of problems, power versus satisfaction (passive) and clash with core of kit (ult much of the time) in particular. Also potentially some missed opportunities r.e. abilities that offer more gameplay and capitalize better on Urgot’s theme.
Feedback on the above, and of course Urgot in general still, much appreciated!
Does this mean Urgot will be remade into a proper monster Champion?
Meddler: No longer human as in was once human and is now part machine/part zombie/has lost his humanity.
Any plans to rework his shield?
Meddler: Will certainly be considering opportunities for the shield, no firm plans yet though, particularly since it’s not a primary issue to address.
Will this update include a visual/texture rework?
Meddler: No immediate plans for a visual update or texture update. I expect we’ll do one for Urgot at some point, won’t be for a while though so taking the opportunity to look at his gameplay separately.
Will Urgot’s ult remain in the game?
Meddler: If we do decide to change Urgot’s ult significantly (not a certainty at this point) then yes, it, or something very similar, would be a good option for a different champion. It’s an interesting ability, there are potentially better options for Urgot specifically however.
Urgot in Season 4
Meddler: Some of the preseason changes will definitely have an affect on Urgot and we’ll need to assess that after the changes have been out for a while. The preseason changes will primarily affect power and performance though. Some other issues (like insufficient counterplay and kit cohesion) won’t be improved and those are the sort of problems/opportunities that initial work will be focused on.
A lot of Challengers got demoted to Diamond by newcomers just a few days before S3′s end. How does Riot plan to resolve this issue next season?
Socrates: Hey all,
As many of you noticed, players at the highest levels of ranked competitive play hit some problems with Challenger tier at the end of the season. While we’ve had a number of discussions about Challenger tier, it’s clear that we – and the systems running Challenger tier – weren’t as clear as anyone would’ve liked. We’ll be fixing it based on your feedback, but first we want to explain our original thinking behind the system and where we think it broke down:
Immunity is the chief culprit of some of the issues involving Challenger tier. The intent with immunity was to create a window where a player could reach Challenger but not feel immediately pressured to stay afloat. This was intended to give players enough time to build up a pool of LP so that the newest players weren’t always the ones being kicked by up-and-coming Diamond I players. Winning a series of five promotional games against the best players in the region, and then being told you also need to immediately start climbing the ladder in order to not be the first player kicked is a bit much. A complete lack of immunity would also give an unfair advantage to incumbent Challenger tier players.
During the regular season, Challenger immunity worked and most players even appreciated it for the breathing room it provided post-promotion. Unfortunately, the end of season deadline threw a wrench into things. It opened up the opportunity for players to game the system by hitting Challenger at the right time and relying on immunity to rest easy for the last few days. The first feat – hitting Challenger – is deserved by each and every player who accomplished it, but the second – using immunity to remain competitively stagnant during a period of intense competition isn’t the behavior we want to allow at the highest competitive tier.
Clamping in Diamond I can become ridiculous with LP gains of one or even zero per win. Behind the scenes, the player is always getting slightly closer to entering their Challenger promos but the opacity makes the experience unfulfilling and even discouraging. The reason it behaves in this way is that there are only 50 spots in Challenger. Those spots must accurately maintain the top 50 players. So if a player is almost as good at the top 50 players, but not quite there yet, a safety valve must exist to keep them from taking a challenger spot. The choice here was between clarity at the top of Diamond 1 and Challenger’s accurate depiction of the very top of the game. We chose accuracy for Challenger, but ultimately believe one without the other is flawed and will be working to change this in the coming season.
Perceived unfairness of Challenger
Promotions from Diamond I to Challenger trigger when a player hits a higher MMR rating than the lowest ranked, non-immune Challenger player. Once the lowest ranked Challenger is passed, the next Diamond I player to hit a promo series would need to pass the second-lowest ranked, non-immune Challenger player. During the end of the season, when competition is fierce, the floor constantly rises because of the cut-off date. We wanted to emphasize that players who’ve reached Challenger deserved it, because they surpassed their opponents, but the clarity of the system failed. Nobody knew when they were safe in Challenger, what had happened when they were kicked from Challenger, or how close they were to re-qualifying for Challenger. To us, this is a major shortcoming. The system being perceived as accurate is just as important as the system actually being accurate, and it’s something we’ll be improving on.
First, the core tenet of Challenger is that it should represent the absolute pinnacle of competitive play in every ranked queue. The system broke down at the end of the season, so we’re going to do this philosophy justice by also cross-checking MMR values. The 50 players/teams with the highest MMR in each ranked queue (regardless of League position) will be granted Challenger rewards. This is in addition to those who already have their rewards for ending the season in Challenger. This should end up dishing out rewards to about 10-20 additional players / teams.
Second, we’re going to take a long, hard look at immunity in Challenger tier. Clearly immunity is an issue when a deadline is introduced, but we still want some kind of grace period for players that reach Challenger. We’re hitting the drawing board on this now.
Third, we’re going to look at the core transparency of Challenger tier and player progression to and through it. At the highest level of play, competition comes down to the wire and the current system is incapable of reflecting players’ positions relative to their opponents. We have some ideas on this but they’re still in development.
Expect more thorough and transparent updates on these efforts down the line. In the meantime, expect some additional quality of life changes coming to Leagues, including the introduction of tier demotions, reductions in LP clamping outside of Diamond I, and a few other upgrades.
We’re actively investigating cases of deliberate abuse like win trading in low-population queues, team selling and deliberate game throwing to sabotage other’s promo efforts. We’ll act only in cases of irrefutable evidence, but you can bet that players (including high-visibility ones) who abused the system will see the shoe drop.
Why not just disable Challenger immunity for the final week of a season?
Pwyff: If you create a competitive environment with specific expectations for timelines and “how the system works,” but then message a drastic change in the last week to make it more fair, you do end up with a more competitive environment, but it sort of erodes the trust that the system will stay put.
Making changes to a super competitive system in the middle of the competition is like watching a game of hockey and thinking “THESE GOALIE PADS SHOULD BE SMALLER,” and then implementing that into the the Stanley Cup finals because it’ll make for a better game.
This also communicates to the difficulty of a system like leagues. It’s like… design a system, make it perfect, wind it up, then set it on its course for a year. At no point during the year should you really mess with the system (or risk creating an inconsistent player experience) so you have to make it perfect up front, which is… tough as you can imagine. Considering a million different possibilities and reacting before they happen can be tough. A fair amount of clairvoyancy should become a requirement for those who work on leagues, in my opinion.
Xelnathshares his story on Reddit about how frustrating team chat can be.
Xelnath: I just had a frustrating game where my top laner set me off by asking me ‘Why’ in a game. It threw me on the defensive instead of letting me focus on looking for plays and opportunities.
Never ask ‘why’ in relation to another person’s decisions or builds during the match.
It implies too much negative sentiment about the result.
It demands a justification.
It presumes the other party had the same information as you.
It never results in fixing the problem mid-match.
It coveys distrust and emotional distress.
Instead, making statements is more powerful, focuses the feedback around your opinion and can be more easily framed as emotionally detached.
‘Why did you go for baron’
‘I feel that fighting the enemy team first would have been better there.’
‘Why did you build Twins Shadows, ur not a support!’
‘I think chalice would have helped you out more in lane.’
The basic psychology of humans is that when you question them the way that ‘why’ questions come off mid-game, they feel their safety has been violated. People whose safety is violated must then naturally attack or defend themselves.
Having your safety violated by an ally is the worst type of experience since what was ‘safe’ is now dangerous. This is why people naturally expect threats and shit-talking from their opponents and flip out over that less.
Finally, when you make statements, if you do it right, you put the ownership of those feelings and opinions on yourself – ‘i feel x, i believe y’ meaning that you are expressing your own thoughts and actions rather than busy dismantling your opponents.
These are my thoughts.
Xelnath: Here’s the deal – the whole process of asking and investigating mid-game is counter productive when there isn’t an effective relationship at work.
The mutually shared goal of winning the game is undermined by drawing attention to the issue, instead of on the plays, strategy and experience at hand. An old teacher of mine used to say: “Don’t ask why we’re passing mid-play, talk about it in the huddle afterwards”.
Even innocent questions are detrimental – the internet doesn’t give us the cues to communicate genuine curiousity from accusatory questioning.
Meddler: Counterwarding with pinks will be more difficult, you do have the option of having other players purchase a pink as well however, not just the support (e.g. jungler grabing one for dragon). The other key thing though is the new Sweeper trinket, which allows you to temporarily reveal nearby stealth wards and kill them (with a CD), making it a good choice for champions jungling or bot lane especially.
Bonus: Challenger I strategies
How to time your Red/Blue buffs
san4ez13: Without utility mastries and distortion boots the timer of flash is 5 minutes (same as jungle buffs). So, every time you take one of your buffs, just burn flash immedinently when you have killed last monster from this camp. Use it if you are lazy!
What is a sword without the man behind it? Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
When I watched my young brother Yasuo begin training, he breathed life into the blade at first touch. One heard whispers in the halls comparing him to the sword masters of old. But as he grew and his skills increased, so did his ego. He was impetuous and boastful; he ignored our master’s lessons and knew nothing of patience.
Fearing my brother had strayed too far from the way, I went not to warn him, but to make an appeal to his honor. I gave him a maple seed, our school’s highest lesson in humility…one Yasuo seemed to have forgotten. A seed is just a seed, but given time one may come to know the beauty it holds within. Yasuo took my gift, and the following day he accepted a modest guard post. I had high hopes he would learn the patience and virtue required of a true swordsman.
It was not to be.
Today, Yasuo committed an act of treason by murdering the very person he was sworn to protect. He has betrayed his nation, his friends, and himself. Were it not for my actions, I wonder if he would have been swept down this dark path. But my task is not to question; I must bear the burden of my duty. At first light tomorrow, I set out to capture a sword without a sheath: my brother Yasuo.
Recently, a lot of discussion has kicked up about some recent item name changes that went out late last weekend. Specifically, a lot of people were concerned about the name changes to Shurelia’s Reverie, Philosopher’s Stone and Philosopher’s Pebble.
We really do care about how attached you guys are to the game, its items and the development team that got League this far.
Let me see if I clearly understand your concerns:
Concerns about the removal of Shurelia’s name and respecting her legacy
Unclear why the changes to the item names occurred
The new theme was inferred, but not clearly understood
Sad about the removal of the Harry Potter reference to the Philosopher’s Stone, (as well as the Medieval reference IRL)
Difficulty finding the new item in the shop
Is this correct? Please let me know if not.
Why do this?
Next, let’s talk about the changes and why. RiotRadioblur will be talking about the artistic direction, while I talk about the mechanics, theme and overall direction.
When I approached the task of adjusting the gold income streams for Season 4, I initially did my best to keep the old item names and themes. This was great – people jumping into the game easily figured out the relationships between the old items and the new ones. [e.g. Pebble -> Stone] However, some of them just didn’t make sense (Philosopher’s Stone -> Shurelia’s Reverie). My initial reaction was to accept that these kinds of strange things will happen when you change items and leave it alone.
Playtesting and feedback
Then we brought in a large group of players from a wide variety of skills and backgrounds to play the content for next season. These players would consistently give us the feedback: “Oh, why doesn’t Philosopher’s Stone still build into Y? You guys should just make new items, since they are completely independent build path.” After hearing this enough times, we decided it was the right call to go back and revisit the items and their icons.
About the same time, we decided it was the right call to make the gold income items exclusive (Madlife and H4ck3rv2 destroyed internal playtests by smartly stacking and optimizing the items). Combining these two concepts lead us in a clear direction:
Make each unique income stream item themed to a different faction.
Naturally, our first choice was to go through a long process of evaluating which factions were the best for each of the concepts. Leona and Pantheon are great representations of the dangerous, headlong risk-taking playstyle we wanted to encourage, so the ancient relic shield of Targon became the clear choice. Shard of True Ice’s new active was a perfect fit for a Freljord item. Finally, we came down to the passive gold generation item.
Initially, we kept the Philosopher’s Idea, but as we looked at the goals of picking an item name which matched the goals of:
Fit the mechanics
Fit into the story of league of legends
Be a clear story and path as the item evolves with you
We realized that telling the story of a Philosopher’s Stone was very subtle, hard to convey and harder to fit into the story of league. So we decided to explore a direction that helps expand upon the realm of Shurima. Recently, as we’ve gone back and worked on Nasus, Sivir and Xerath, we’ve realized the world of Shurima is far less well-understood than the other major regions of League of Legends. There are potentially a lot of awesome stories can tell here, but we haven’t done a great job of getting there.
So we wanted to help integrate the contribution of the fallen Shurima Empire into league better. Sunfire Cape (an awesome item on both Nasus and Renekton) has been rethemed to carry the logo of the fallen empire. Similarly, we thought the story of an ancient coin that turns out to be a part of an ancient religious icon was also a cool way at gently introducing lore with the preseason.
At no point did we intend or want to change this item to exclude or forget about Shurelia. However, when you see a name go out without the new icon and art, it’s easy to feel like it was made for some reason like that. However, while we love Shurelia, we do not want to imply that Shurelia is the sun god of Runeterra. (Besides, if you knew Shurelia, you know she much, much more preferred the Darkness. Clever girl.)
So, since we are taking that away, how do we intend to remember her legacy? Here’s what we propose: (New Icons weren’t ready when I made the screenshots, but RadioBlur will be posting them shortly!)
(Note: I didn’t get the new icons when I made these screenshots, and the exact quotes are subject to change)
The new items will be keeping their new names
We add a new character who discovered these items – Historian Shurelya
We’ll rename “Icon of the Sun Disk” to “Shurima’s Reverie”
We’ll make add ‘Shurelya’ shows up when you search for the item in the search box of the item shop
We want to ensure that our new items are clear, easy to understand and recognize all of the contributions made to get them into the game.
Tell us your thoughts.
Xelnath: After much discussion, considering the points in this thread, alongside the costs and benefits of our changes, we’re going forward with the item replacements, fully aware of your concerns.
We want to do the best to make the build paths make sense, show a clear progression and be cohesive. When the identity of an item changes, we need to be aware, communicate and adapt it to suit the our game in the long-run.
There is a group of players who are convinced this was done for malicious reasons. This is simply not true – feel free to engage with Shurelia on her Twitter.
There are other players who are upset that there isn’t more explanation or lore of the world and don’t feel there’s enough explanation of the universe to understand the context of these changes.
Finally, there are players who would prefer change not occur. Thank you, we recognize your pain, and recognize that you will continue to call the item Shurelya’s, even with a new set of stats, icon and build path. For you guys, we will be including the subname Shurelya’s in the search box, as well as keeping flavor text on the items, pending adjustments by the creative team.
Thank you for discussing all of this.
Item Name Progression
RiotRadioblur: Hello again!
As Xelnath has stated, there’s a lot of purpose that went into the change, and I feel he’s really captured the essence of what we’re trying to accomplish. Many of the points the community has made about the decision have been totally valid, but there are definitely some that could use more context before being set in stone. My hope is that I can provide that context to explain how these new objects fit into League, and how they serve to enhance both gameplay and the continued development of our world. So let’s take a look at the art, shall we?
The original Philosopher’s Stone is pretty mediocre, in that it is basically a rock with a swirl on it. It looks pretty bland, and the fidelity is super low. When we talked about reworking the icon originally before Preseason changes were even in our minds, we talked about what kind of people we would expect to have a Philosopher’s Stone, and the closest we could come in our minds was Zaun. The problem here is that the fit just isn’t clean enough. Zaun is into nasty chemistry, and the Philosopher’s Stone is some sort of magical item alchemists could use to change lead into gold. It’s not visceral or gross enough to be Zaun, who are by far a lot more practical and scientific in their approach than alchemy is. Still, we made an icon originally for this theme. The icon itself has good quality art by our measure, but the thematic sell just wasn’t coming through. The storytelling isn’t strong enough.
We might find a home for this item later, but I doubt it will make it in without some substantial tweaks and re-theming to make it really work with the world we’re building.
So as Xelnath was saying, Philosopher’s Stone saw some interesting shifts in the way it was built that ended up being confusing for players who expected the item to build the way it used to. In thinking how to resolve this, we toyed with various idea (including running with Philosopher’s Stone and finding a way to make it fit), but the best path we eventually decided was to make something new. We sat down with some writers and tried to suss out a cohesive story for these items and how they fit into our world. We noticed a few themes in Shurima were working really strong for this item.
The first step becomes a coin. We drew references from Chinese coins, which have a hole in the middle allowing them to be fitted on strings for carrying around. This gives a sense of showing off one’s wealth outwardly, as a string of coins could really push the opulence we’re striving for here. The long shape we’ve chosen is to highlight the radial motif, and the flares mimic many of the shapes seen in our Shuriman champions’ armor. The result is something simple, but unique. It really feels like it belongs in our world now, something we can tangibly expect to see our characters showing off.
The next step is an emblem. Nomad’s Medallion does not currently have art, but we are looking again to themes of gold and trade for this design. It will likely feature a subtle sun motif and will have some hint of the desert from which it comes. A good luck charm for merchants, it should reference and reinforce Shuriman cultural motifs.
Lastly comes a symbol with power. An icon, not in the sense of simply being representative, but in the sense of being of an almost religious importance. Something a person of great dedication to the sun might wear to invoke the favor of the kind of higher beings Shurima is home to—Nasus, Renekton, etc. But an icon carries so many connotations now, the phrase doesn’t have the same meaning to most people upon reading it. This is why it makes the most sense to add the “Reverie” back into it; a celebration of the sun, not simply an image of it. Ultimately I think this will be a really good direction to take the item, both in theme and name.
I can’t stress enough that we are still on good terms with Shurelya, by the way (actually, she recently emailed me to send me feedback on some other icons that are going out). This change is not meant to slight her in any way, but instead to build an item more into the storytelling of our universe. I understand the confusion, but I want to be clear that it was not part of our intentions at any point.
As for the art, I think we’re going to end up with something really clear and good for gameplay here. (Gold item gives you gold? Win in my book!) The initial confusion might be strenuous, but the long term payoffs should be beneficial based on what we’ve come to understand about the changes.
Looking forward to hearing what you have to say!
Why is Shurelya’s name misspelled in the original post?
Xelnath: As I understood it: She named the original and did not want her name spelled exactly the same way, to avoid the problem where other people poached her name in other games.
(This happened to Ezreal – his name is taken everywhere!)
Why was Youmuu’s Ghostblade’s icon changed?
RiotRadioblur: Going into the icon, neither of us were aware it was a reference to another franchise, but I’ll be honest in saying that shouldn’t be a limiting factor in our decision to rework the icon. If we are beholden to other games’ content, how can we expect to more fully flesh out our own? I think it’s an important question we’re trying to answer right now in sorting through much of the content that needs to be reworked. In this particular case, nobody understood the reference, but I’ll be straight with you and say that I’m kind of glad nobody did. I think the result is a weapon that really feels Ionian and has a unique style it wouldn’t have had if we limited ourselves to what Touhou had done.
That said, the feedback about it not being a katana is a bit of a stretch. When it was being redesigned, we never thought to make it *not* a katana. The only thing we sought to change was to give it an Ionian styling in line with some of our champs from the region we felt embodied the emotion a “ghostblade” should have, namely drawing from Zed, Syndra, and Varus for some of that styling. The curvature of a katana is not clearly visible from a crop-in of the hilt, which is where a lot of the confusion is coming from, as well as the blade edge being only slightly off-center which people have suggested makes it look like a broadsword. The blade isn’t pushed further toward the edge for a reason, though; when it was, the in-game read was only 1.5 pixels wide making it impossible to see the highlight on the edge and totally washing out the readability of the icon.
However, we got some feedback last week about the grip being wrong, as we had totally overlooked the distinct wrapping a katana has on the grip. We also got some great feedback about the glow in the background killing the readability. I addressed these changes but they might not have been picked up on PBE yet. At any rate, you can see it below here just in case you haven’t seen it yet:
I’m not sure how set we are in protecting content that so heavily leverages from another IP going forward, and I don’t want to speak to that. But what I can say is that I feel like the new icon is a net positive change for the game in terms of story-telling, readability, and quality of art. I hope that’s worth something.
Urgot’s a champion we haven’t talked much about recently and one who’s fallen out of sight after we reduced his power a while back. That’s something we’d like to look at – reanimated undead monstrosity with powerful, heavy weapons and a mighty hatred’s a cool concept that we’re not doing justice at the moment.
As a result we’ll be doing some work on Urgot’s kit next year, experimenting to find out what we need to do to preserve (or enhance) the cool aspects about him, while fixing the problems that lead us to nerfing him heavily in the past. That’ll take a while, as a starting point though I thought it’d be great to get a bunch of thoughts from people on Urgot, both what he currently is and what he’s got the potential to be.
If you play Urgot, what is it that appeals to you about him, both in terms of theme and gameplay? Which of his abilities define what it’s like to play Urgot for you? If you don’t play Urgot, are there particular reasons you’re not interested in doing so?
When playing as Urgot are there things that feel unnecessarily difficult to do or ineffective? When playing against Urgot are there things that feel unfair?
General thoughts/comments also extremely welcome. One disclaimer though – at the moment at least we’re only looking to work on Urgot’s gameplay, not do a full overhaul of him, so while we’ll assummedly give Urgot a visual upgrade at some point it’ll be a separate, later project.
FeralPony: Hey folks! This is FeralPony wanting to give you guys a quick heads up on the Mastery Changes coming to PBE so there aren’t any surprises when it happens! It’s very possible that changes will come to these masteries as we move forward with the Pre-Pre Season as it chills on PBE for a bit. So everything is of course subject to change! Though as usual feedback is welcome and appreciated. Also apologies in advance if I messed up the format I’m getting used to this new forum just like you guys
So without further delay!
Feast (1 Rank) – Each time you kill a unit restore 2 health and 1 mana
Fury (4 Ranks) – Gain 1.25/2.5/3.75/5% increased Attack Speed
Sorcery (4 Ranks) – Gain 1.25/2.5/3.75/5% Cooldown Reduction
Butcher (1 Rank) – Deal 2 additional damage versus minions with basic attacks and single target spells (does not included Damage over time effects or Area of Effect spells)
Doubled Edge Sword (1 Rank) – Melee: Deal an additional 2% damage and receive 1% additional damage. Ranged: Deal and recieve an additional 1.5% damage
Brute Force (3 Ranks) – +4/8/12 Attack Damage at level 18 (+0.22/0.44/0.66 per level)
Mental Force (3 Ranks) – +6/12/18 Ability Power at level 18 (+.33/.66/.99 per level)
Spell Weaving (1 Rank) – Damaging an enemy champion with an auto attack increases your spell damage by 1% stacking up to 3 times. (Max 3% damage increase)
Arcane Mastery (1 Rank) (Req Mental Force)- +8 Ability Power
Executioner (3 Ranks) – Increases damage dealt to champions below 20/35/50% health by 5%
Blade Weaving (1 Rank)(Req Spell Weaving) – Damaging an enemy champion with a spell increases your basic attack damage by 1% stacking up to 3 times. (Max 3% damage increase) This cannot be trigger more than once per second
Warlord (3 Ranks) -Increases Bonus Attack Damage by 2/3.5/5%
Archmage (3 Ranks) – Increases Ability Power by 2/3.5/5%
Dangerous Game (1 Rank) (Req Executioner)- Killing a champion restores 5% of your missing health and mana
Frenzy (1 Rank) – Critical hits increases your attack speed by 5% for 3 seconds (stacks up to 3 times)
Devastating Strikes (3 Ranks) – +2/4/6% Armor and Magic penetration
Arcane Blade (1 Rank) – Your basic attacks also deal bonus magic damage equal to 5% of your Ability Power
Havoc (1 Rank) – 3% Increased Damage
Block (2 Ranks) – Reduce incoming damage from champion basic attacks by 1/2
Recovery (2 Ranks) – +1 health per 5 seconds
Enchanted Armor (2 Ranks) – Increase your bonus Armor and Magic Resistance by 2.5/5%
Tough Skin (2 Ranks) – Reduce damage taken from neutral monsters by 1/2, This does not effect lane minions
Unyielding (1 Rank)(Req Block) – Melee – Reduce all incoming damage from champions by 2 Ranged – Reduce all incoming damage from champions by 1
Veteran Scars (3 Ranks) – +12/24/36 Health
Bladed Armor (1 Rank) – Enemy monsters that attack you bleed dealing damage equal to 1% of their current health each second.\nThis does not work against lane minions.
Oppression (1 Rank) – Reduces damage taken by 3% from enemies that have impaired movement (Slows, snares, taunts, stuns, etc)
Juggernaut (1 Rank)(Req Veteran Scars) – +3% Maximum Health
Hardiness (3 Ranks) – +2/3.5/5 Armor
Resistance (3 Ranks) – +2/3.5/5 Magic Resistance
Perseverance (3 Ranks) – +1/2/3% of your missing health every 5 seconds
Swiftness (1 Rank) – Reduce the effectiveness of slows by 10%
Reinforced Armor (1 Rank)(Req Hardiness) – Reduces damage taken by critical strikes by 10%
Evasive (1 Rank)(Req Resistance) – Reduces damage taken by 4% from Area of Effect magic damage
Second Wind (1 Rank)(Req Perseverance) – Increase all sources of incoming healing by 10% when below 25% health
Legendary Guardian (4 Ranks) – +1/2/3/4 Armor and 0.5/1/1.5/2 Magic Resistance for each nearby enemy champion
Runic Shield (1 Rank) – Start the game with a 50 health shield. This shield regenerates each time you respawn
Tenacious (1 Rank) – Reduces the duration of crowd control effects by 15%
Phasewalker (1 Rank) – Reduces the casting time of Recall by 1 second
Fleet of Foot (3 Ranks) – +0.5/1/1.5% movement speed
Meditation (3 Ranks) – +1/2/3 mana regen per 5
Scout (1 Rank) – Increases the cast range of wards and trinket items by 10%
Conjuror (1 Rank) – Summoned units, traps, and clones have 10% increased duration. This does not work on wards
Summoner’s Insight (3 Ranks) – Reduces the cooldown of Summoner Spells by 4/7/10%
Strength of Spirit (1 Rank)(Req Meditation) – Gain Health Regeneration equal to 10% of your Mana Regeneration
Alchemist (1 Rank) – Increases the duration of your potions and elixirs by 10%
Greed (3 Ranks) – +.5/1/1.5 gold every 10 seconds
Runic Affinity (1 Rank) – Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
Vampirism (3 Ranks) – +1/2/3% lifesteal and spellvamp
Culinary Master (1 Rank)(Req Alchemist) – Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption
Wealth (1 Rank) (Req Greed)- +40 Starting Gold
Bandit (1 Rank) – Melee: Grants an additional 15 Gold on Champion kill or assist Ranged: You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds
Expanded Mind (3 Ranks) – +2/3.5/5% increased maximum mana
Inspiration (2 Ranks) – +5 experience every 10 seconds while near a higher level allied champion
Scavenger (1 Rank) (Req Bandit)- +1 Gold each time an ally kills a nearby lane minion
Intelligence (3 Rank) – +2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 4/7/10%
Wanderer (1 Rank) – Gain 5% increased movement speed out of combat
We’re making some changes to the League system. While we received a lot of positive feedback regarding leagues, there are a few key areas we felt could use improvement.
Clarity surrounding LP gains (why am I getting so little LP per win?)
Players having less motivation to win games when they hit division V and becoming more toxic (due to immunity from ever falling from a tier)
Challenger currently represents too small of a group of players in solo duo.
These changes are hitting the PBE now and will be live next week after the end of Season 3:
Clarity of progression is a major point of feedback we wanted to act on, so we’re removing clamping completely for anyone below Diamond I
Players should no longer see tiny LP gains except in extreme edge cases or at the top of Diamond I. The small LP gains are necessary in Diamond I to ensure Challenger represents only the very best players and is highly accurate.
Tier demotion & shielding have been added
When we investigated player performance over the season we found that a small but not insubstantial group of players would reach division V of a tier and then consistently become more toxic and start to lose more frequently. Though tier immunity was originally intended to combat ladder anxiety we feel that complete immunity creates poor incentives and leads to abuse of the system. This makes ranked play a worse experience for everyone and isn’t what a division V placement should represent. When you enter division V you’ll have a set number of games where you are invulnerable to dropping a tier, currently this is 10 but it is subject to change. After this if you fall more than a full tier below your placement in terms of MMR, a warning will appear in your profile. So for example, a Gold V player playing at a Silver V skill level would see this warning. Continuing to lose games at 0 LP would result in their demotion to division I of the next lowest tier, or Silver I in this case.
Challenger tier size increased to 200 in solo / duo
The skill gap between players at 0 LP and 100 LP in Diamond I is simply too wide and there is a logjam of extremely skilled players vying for Challenger at the top of Diamond 1. We want to ease some of that pressure recognize more players by increasing the number of spots in that tier.
Upcoming visual rework for the sniper of the League!
What would be the focus of her VU?
IronStylus: She’s not slated anytime soon, but my personal wishlist goes something as follows:
- Jayce-ify her just a bit, so that she feels somewhere in line between Vi and Jayce himself. Example, higher fashion. Cait is classy, I think she can fill the high-fashion niche a little better.
- Make her look the part of “Sherlock” to Vi’s “Watson”. I’d like her to feel juxtaposed, not just accidentally different. Meaning that Caitlyn should be put together, snazzy, fashionable, precise, while Vi is obviously punky and more eclectic.
- Not necesarilly tone down the hat, but give it some flair or maybe a bit of function. Piltover high-fashion rather than Willy Wonka.
Again, personally, this is just me, but I’d like to see a bit of this injected into her:
So yeah. Again, not any time soon, and just personal feels, but I think she could use some tightening. Plus.. her walk cycle is a bit goofy and she has noodle arms
Does that mean you’ll incorporate Hextech in her appearance?
IronStylus: We sorta need to solidify what hextech is actually. Right now it’s.. somethingsomethingbluemagicsomethingsomething. I think we need to find away to make it actually make sense mechanically. Piltover and Zaun obviously use it in different ways. It’d be fun to see how it manifests in each and powers their respective technology.
Will she keep the miniskirt outfit?
IronStylus: Legit question.. keep miniskirt or change into possibly sexy pants? Maybe some of both..
IronStylus: How about transitioning it into sort of a half-coat type thing? I like to think Piltover is more clever than just a miniskirt. Hence me curious about how to fashion her up in potentially unconventional ways.
Why not release several concepts and let the community decide?
IronStylus: It’s something I can float, though we do have to be careful about setting expectations. Maybe it’s something we could try with a champion. I’ll have to find a good candidate.
IronStylus: One big problem however is how to logistically get this rolled out in all territories. We’re talking about forums from NA, to EU to Brazil.. Garena, Korea and Australia.. that’s not even counting China. That’s a lot of infrastructure, monitoring and localization to get rolling. I’m not sure how feasible it’d be. I feel it’d be a mistake to just create a simple poll on NA GD and call that it. That’s ignoring a huge pile of players from other territories.
Won’t too much armor and clothing ruin her image?
IronStylus: I’m fine with skin showing. I like that piece of fan art with the reverse open V at the bust line. I think that’s very high fashion and something that Caitlyn would choose to wear. Sort of like how Motoko from Ghost in the Shell has weird outfit combinations but.. ya know.. reasons..
What do you think of her rifle?
IronStylus: Great question. What comes to mind for me is actually a very, very fancy rifle version of a Graves type shotgun. I actually designed Graves’ gun waaaay back in the day and I’d probably apply similar principles. A magical component as some sort of accelerator, with some clockwork-type movement, rather than powder based shells.
Suggestion: Make Cait’s rifle change shape when firing her different spells
IronStylus: We’ve talked about that idea a bit, and I’m 100% for it. That’s honestly not as difficult to do as.. let’s say.. cloth.
What about a Reverse Caitlyn skin where she’s an outlaw?
RiotOpti: Yeah, something like a Vigilante Cait meets Young Indiana Jones. Cait when she was too young to be sheriff, but too old to tolerate injustice, forcing her to take matters into her own hands. Yeah… *strokes non-existant beard*
Has the Donger become the ELO-farming machine for Season 4? And why are his turrets still killed by a sudden wind blow?
Do you think players using the R+W combo the most is a sign of imbalance?
20thCenturyFaux: People gravitate toward the RW both for playing as and playing against Heimer, it’s just really sexy and overt about what it does. I think over time turret centric strategy will become more common as people get used to the rest of the kit.
Balance is about more than winrate, but that said I’m also pretty happy about where his winrate is right now. It’ll take time for strategies to emerge for how to play and counter Heimer, and it remains to be seen which side will win that arms race. So far I haven’t seen a good reason to change his power level, I’m just having fun watching the live server and seeing youtubes ^^
Why are Heimer’s turrets so fragile?
20thCenturyFaux: Turret tankiness is definitely balanced on a razor’s edge, but I feel good about where they are now.
Specifically for AE in teamfights, the main thing to watch is if they can hit turrets + other stuff in an AE. If they have to choose between hitting the turrets or hitting your team, you’ve done a good job. If multiple turrets are dying to the same AE, they’ve successfully outplayed the turrets. As a general rule, the turrets come out and hit hard; they sort of “become CC” if they get attacked, since spells and bullets spent on turrets (ideally) aren’t hitting champions.
As an aside, by the teamfight phase Heimer is able to deploy 3 turrets ahead of time; he’s at his strongest when he’s fighting in a full turret nest and he has 3 kits still on his person. That’s not easy to do, but in those fights he’s terrifying because he’ll just replace the turrets as they die and turrets spawn with 2/3 of a beam charge.
How does the League’s Viking perform after Patch 3.13?
SmashGizmo: It seems he’s seeing some picks and bans in the NACL and ALCS, mostly centered around using him as a counter to Jax, and his pick rate and win rate in all queues both seem to have gotten markedly better with this last patch. It’s early to say anything definitive about his current balance state, but all the early data from this patch is leaving me optimistic that he’s somewhat close to a good spot.
From my personal experiences in solo queue, I’m finding that I have trouble being effective vs. Jarvan, Nidalee and Vayne and that’s frustrating me due to their popularity in my games, but I feel very powerful when those characters aren’t present.
I think his jungle is hurting a little bit right now, but I do think it’s playable and I think the upcoming pre-season changes will help him out in the jungle considerably. Right now he’s just having trouble hitting the level of farm he needs out of the jungle.
Are you happy with Olaf’s itemization currently?
SmashGizmo: Yea, I’m fairly happy with how he’s able to build in practice. I think Hydra’s the optimal first offensive item on him in terms of potential, but I find myself building BotRK because it gives you reliable sticking power and a very potent turn around heal when used when low HP with W (and it still syngergizes well with high AS).
I do think he does enough damage on 1 offensive item right now and it largely feels like a toss up between the reliability of BotRK vs. the crazy high-end potential on Hydra. I also think Maw of Malmortius is pretty crazy on the guy, but I rarely feel like I can build it except vs. double AP teams since Spirit Visage is usually enough MR to keep you covered and he benefits so greatly from everything on visage.
How is his win ratio post-patch?
SmashGizmo: Now that the buffs have been out for a week, he’s moved up to ~46-47% (13th lowest right now, but that data is constantly fluctuating) and that’s still likely to move around some more as people get used to playing as/against Olaf again. It’s also worth noting that we don’t balance strictly around winrate because winrate doesn’t tell the whole story of a champion’s power, i.e. Olaf was sub 50% overall and still a giant problem in competitive when he was originally nerfed.
Now has a 0.1 AP per second ratio on the charge duration
Bonus damage for charging decreased from 20/30/40/50/60to 14/20/25/30/35
Movement speed % passive now has a 0.04 AP Ratio
AP ratio reduced from 0.6 to 0.5
Movement speed % slow now has a 0.12 AP ratio
Eye of the Storm (E)
Now grants additional AD to allies its cast on (0.33 AP)
Summary:Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.
Context:We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.
Eclipse ( W )
Armor and magic resist bonus reduced from 30/40/50/60/70 to 25/35/45/55/65
Grants additional Armor and Magic Resist, equal to 0.2 of Leona’s bonus resists, respectively
The Culling ( R )
Damage increased from 40/50/60 per shot to 50/55/60
Cooldown increased from 100/75/50 seconds to 110/85/60
Pix, Faerie Companion ( Passive )
Now has a 0.15 AP ratio
Base damage reduced from 9/21/33/45/57/69/81/93/105 to 9/18/27/36/45/54/63/72/81
Glitterlance ( Q )
Slow % towards the end of the duration now has a 0.075 AP ratio
Whimsy ( W )
Movement speed boost on allies decreased from 35 to 30
No longer grants AP boost
Added a 0.1 AP ratio to the % MS increase
Help, Pix! ( E )
Shield AP ratio increased from 0.6 to 0.7
AP Ratio on damage reduced from 0.6 to 0.5
Wild Growth ( R )
Health bonus lowered from 300/450/600 to 250/375/500
Surging Tides ( Passive )
Now grants an additional % MS increase, equal to 0.01 of Nami’s AP
Aqua Prison (Q)
AP ratio reduced from 0.65 to 0.5
Ebb and Flow (W)
Diminishing effect % on bounces can now be decreased with AP (from 15% to 0% at 200 AP). More than 200 AP makes bounces have a greater effect
Tidecaller’s Blessing ( E )
Slow % now has a 0.05 AP ratio
Tidal Wave ( R )
AP ratio reduced from 0.7 to 0.6
Summary:Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.
Power Chord ( Passive )
Now has a 0.2 AP Scaling
Damage reduced from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)
Hymn of Valor ( Q )
AP ratio reduced from 0.7 to 0.5
Aria of Perseverence ( W )
Base heal reduced from 40/60/80/100/120 to 40/55/70/85/100
Song of Celerity ( E )
Base movespeed increase lowered from 6/8/10/12/14 to 4/6/8/10/12
Now grants additional % MS equal to 0.02 of Sona’s AP. This percentage applies to the slow from Power Chord
Crescendo ( R )
AP ratio reduced from 0.8 to 0.4
Base health increased from 375 to 405
Health Per Level increased from 71 to 76
Base Armor increased from 7.4 to 9.4
Salvation ( Passive )
Reworked: Soraka’s health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing.
Starcall ( Q )
Damage increased from 65/85/110/135/160 to 60/95/130/165/200 .
Magic reduction changed from 8/9/10/11/12 to 6 (+ 0.15 AP)
If Starcall hits at least one enemy champion, Astral Blessing’s cooldown is reduced by 5/6.25/7.5/8.75/10%
Mana cost changed from 20/35/50/65/80 to 30/40/50/60/70
Astral Blessing ( W )
Heal reduced from 70/140/210/280/350 (+0.45 AP) to 70/120/170/220/270 (+0.35 AP)
Base armor bonus changed from 25/45/65/85/105 to 50/65/80/95/100 (+0.15 AP)
Armor buff duration reduced from 3 seconds to 2
Mana cost decreased from 80/110/140/170/200 to 80/100/120/140/160
Infuse ( E )
Mana restore changed from 40/80/120/160/200 to 20/40/60/80/100 plus 5% of Soraka’s maximum mana
Mana cost when cast on ally changed to 5% of Soraka’s maximum mana
Damage on enemies changed from 50/100/150/200/250 ( + 0.6 AP ) to 40/70/100/130/160 ( +0.4 AP ) plus 5% of Soraka’s maximum mana
Wish ( R )
Heal reduced from 200/320/440 ( 0.7 AP ) to 150/250/350 ( 0.55 AP )
Summary:Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.
Context:We wanted to provide a link between Soraka’s primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.
Gemcraft ( Passive )
Reworked: After casting a spell, Taric’s next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns.
Imbue ( Q )
Cooldown lowered from 20/19/18/17/16 to 18/17/16/15/14
Heal AP ratio reduced from 0.6 to 0.3
Now additionally heals for 5% of Taric’s bonus health
Mana cost reduced from 80/95/110/125/140 to 60/80/100/120/140
Basic attacks no longer reduce the cooldown of the ability
Shatter ( W )
Damage lowered from 50/90/130/170/210 to 40/80/120/160/200
AP Ratio removed
Armor Ratio increased from 0.2 to 0.5
Dazzle ( E )
AP ratio reduced from 0.4. – 0.8 to 0.2 – 0.4
Cooldown increased from 14/13/12/11/10 to 18/17/16/15/14
Radiance ( R )
Cooldown increased from 60 at all ranks to 75
Damage AP ratio lowered from 0.7 to 0.5
Summary:Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.
Context:Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*
Unique Passive – Execute: Basic attacks execute minions below 200 Health if an allied champion is nearby. This effect can occur up to twice per minute
Unique Passive – Soul Tithe: Minions killed by Execute restore 2% of your maximum HP to the nearest allied champion and grant them gold equal to the kill plus 5.
Reaper’s Emblem (New Item)
Grants 175 Health and 12 HP/5
Retains the Execute and Soul Tithe Passives, although executing minions now grants 10 gold, up from 5
Builds out of Executioner’s Emblem
Builds out of Executioner’s Emblem and Ruby Crystal
Grants 400 Health and 25 HP/5
Retains the Soul Tithe Passive from Reaper’s Emblem
Unique Active – Healthbomb: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes, dealing 10% of your maximum Health as magic damage in an area.
Kage’s Pick ( New Item )
Cost: 365 Gold
+ 3 Mana Regen per 10
+ 2 Gold per 10
Unique Passive – Pickpocket: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
Kage’s Lucky Pick ( Reworked )
Now builds out of Kage’s Pick
Grants 20 Ability Power
+ 7 MP/10
+ 4 GP/10
Unique Passive – Spellthief: Spells and basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
Philospher’s Pebble ( New Item )
Cost: 365 gold
+ 5 Health Regen per 5 seconds
+ 3 Mana Regen per 5 seconds
Unique Passive – Harvest: Grants 2 Gold each time a nearby minion dies that you didn’t kill.
Now builds out of Philosopher’s Pebble
HP/5 increased from 7 to 8
GP/10 reduced from 5 to 2
New Unique Passive – Harvest: Grants 4 Gold each tiem a nearby minions dies that you didn’t kill.
Cost increased from 700 to 850
Shard of True Ice
Builds from Kage’s Lucky Pick + Amplifying Tome
Added the Spellthief Passive from Kage’s Lucky Pick
Unique Active Reworked – Frost Nova: Slows target enemy and all nearby enemies’ Movement Speed by 50% for 2 seconds (60 sec CD)
Ability Power reduced from 50 to 45
Mana Warp passive removed
Now grants 10 MP/5 and 4 GP/10
Now builds out of Philosopher’s Stone and a Faerie Charm
Cost decreased from 2200 to 2000
Added the Unique passive of Philosopher’s Stone
Cooldown reduction increased from 10% to 20%
MP/5 increased from 10 to 15
Now additionally grants 2 GP/10
Spirit of the Ancient Golem
Health reduced from 500 to 350
New Unique Passive – Conservation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation was triggered (works similarly to Thresh’s auto-attack
Spirit of the Elder Lizard
Attack damage lowered from 30 to 25
Passive true damage increased from 7-40 to 16-50
Passive now procs on physical damage
New Passive – Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold.
Spirit of the Spectral Wraith
Now Builds from Spirit Stone + Fiendish Codex
Ability power increased from 40 to 50
Now grants 14 HP/5
MP/5 lowered from 10 to 7
No longer reduces the cooldown of Smite
Added the Bounty Hunter Passive from Elder Lizard
5% of Spell damage dealt to monsters is restored as health and mana
Now builds out of Madred’s Razer + Dagger + Dagger
Total cost reduced from 2000 gold to 1800
No longer grants Life steal and Attack Damage
Armor reduced from 25 to 20
Now grants 25% Attack speed
Basic attacks against monsters heal for 10
NewPassive: Gain 40% increased gold from Monsters
Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.
Added a 7th Item slot, which can only contain a vision trinket
Warding Totem - places an stealth ward for 60 sec. (120 sec cooldown)
Scrying Orb - reveals a location within 1100 range for 1 sec. (150 sec cd)
Sweeping Lens - disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd)
Free but limited to 1 trinket
Reveals a location within 1100 range for 1 sec (150 sec CD)
Free upgrade of Scrying Orb at level 9
Cast range increased from 1100 to 2000
475 gold + Greater Orb
Cast Range increased from 2000 to 2500 (120 second CD)
Free but limited to 1 trinket
Disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec CD)
Free upgrade of Sweeping Lens at level 9
AoE increased by 100% (150 sec CD)
475 Gold + Greater Lens
Grants the user True Sight for 10 seconds after activation (90 sec CD)
Free but limited to 1 trinket
Places an stealth ward for 60 seconds (120 sec CD)
Free upgrade of Warding Totem at level 9
Stealth ward duration increased to 120 seconds
Greater Vision Totem
475 Gold + Greater Totem
Places a vision ward (180 second CD)
Greater Stealth Totem
475 Gold + Greater Totem
Places a stealth ward for 180 sec (180 second CD)
Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.
We’re removing Oracle’s Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.
Renamed to Stealth Wards
Limited to 3 per player
Cost reduced from 100 to 75
Limited to 1 on map
Now have 5 health up from 3
No longer have a duration
No longer invisible
Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of ‘Pink’ Ward destruction. By positioning Vision Wards as having different strengths and trade-offs – we hope to create a better defined role for both Sight and Vision Wards.
Aegis of the Legion
Cost increased from 1900 to 1950 gold
Now reads “Limited to 1 Gold Income Item”
Banner of Command
Cost increased from 2340 to 2400
Cooldown reduction increased from 10% to 20%
AP increased from 40 to 80
No longer grants HP/5 or Armor
Cost reduced from 475 to 440
Attack damage lowered from 10 to 8
Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone.
No longer reduces the cooldowns of Summoner Spells
Cost decreased to 3475 from 3500
Locket of the Iron Solari
Cost increased to 2550 from 2500
Cost decreased to 360 from 400
Armor reduced from 25 to 20
Cost lowered from 2500 to 1600
No longer grants HP/5
MP/5 reduced from 18 to 12
Cost decreased from 2835 to 2000
No longer grants 15 HP/5 and 15 MP/5
Cost decreased from 1350 to 1325
The Black Cleaver
Cost decreased from 3000 to 2920
Cost decreased from 3200 to 3000
Cost decreased from 3728 to 3703
Price increased from 1900 to 2000
AP increased from 40 to 50
Will of the Ancients
Cost reduced from 2550 to 2000
Now grants 10% CD
Now grants 10 MP/5
Cost decreased from 2650 to 2450
The gold income for a primary jungler wasn’t scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.
Jungle monsters now have levels
Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)
Jungle monster level determines their HP/Damage and XP/Gold value
Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
Added an extra camp (the Wight) near the Blue Golem and Wolves
Crest of the Ancient Golem (“Blue Buff”) Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.
Cooldown Reduction reduced to 10% from 20%
Jungle Monster Statistics All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game Ancient Golem
Health increased to 1500 from 1400
Gold reduced to 60 from 66
Health increased to 1500 from 1400
Gold reduced to 60 from 66
Attack Damage reduced to 10 from 11
Experience reduced to 20 from 50
Gold increased to 7 from 5
Attack Damage increased to 40 from 35
Experience reduced to 110 from 170
Gold reduced to 40 from 55
Attack Damage increased to 14 from 8
Experience increased to 25 from 10
Gold increased to 8 from 4
Attack Damage increased to 55 from 54
Experience reduced to 140 from 160
Health increased to 450 from 300
Attack Damage reduced to 25 from 30
Experience increased to 40 from 38
Experience reduced to 90 from 103
Gold increased to 35 from 30
Health increased to 250 from 150
Attack Damage increased to 12 from 10
Experience increased to 20 from 4
Gold increased to 4 from 3
Wight (New Camp)
75 Attack Damage
Summoner Spell Changes
Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.
Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.
Cooldown rescaled to 180/160/140/120 from 180
Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed
Grants 75% Multiplicative Movement Speed in the first second
Now immediately updates your pathing on cast
Ghost cannot be cast if you are immobilized
Damage rescaled based on game time
Now also reveals the target for the duration.
Attack Speed reduction reduced to 30% from 50%
Movement Speed reduction rescaled to 30/35/40/45% from 30%.
Now a targeted spell, casting this on yourself will target you and the closest nearby ally
Cast Range increased to 900 from 600
Cooldown reduced to 180 seconds from 300 seconds
Grants 30% movespeed to both targets for 1 second
Cooldown reduced to 180 seconds when targetting an allied building
Cooldown increased to 300 seconds when cancelled or interrupted
Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy’s back slightly.
Cooldown lowered to 40 sec.
Damage reduced at early character levels, same damage at level 18.
Now only available on Howling Abyss
Now only available on Dominion
Masteries Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.
Masteries have been updated.”
Game Flow Changes
Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.Turrets The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We’ve adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles
Base damage adjusted to match minion health growth
Base damage against minions increased to make last-hitting under turrets consistent
Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.
Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret
Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret
Inhibitor turrets now grant 175 global gold per player
Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We’re shifting this global experience to a phase of the game in which it’ll be more appreciated and less likely to cause odd level ups and snowball advantages.
Outer towers no longer give 30 global experience when destroyed
Inhibitor towers now give 100 global experience when destroyed from 70
Defending against a split pusher is extremely taxing, but ultimately unrewarding. We’ve added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.
Inhibitor Turrets gained 15 hp / 5 seconds
Dragon To reduce the early snowball effect of Dragon and to give it a ‘mid-game comeback’ value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.
Dragon level minimum 6, maximum 15
Dragon local experience: 150 to 510 based on Dragon’s level, divided between nearby allied Champions
Dragon global Gold: 125 to 260 based on Dragon’s level given to all allied Champions
If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference
Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)
Inhibitor death timers reduced to 4 minutes from 5 minutes
Inhibitors no longer grant a global buff to all minions when destroyed
Inhibitors now grant a stronger damage and durability buff to minions in their specific lane
Minion Experience The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We’re removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we’ll address that with future tuning over other systems
Lane Minions now have a level, which is equal to the average level of champions in the game.
Currently this has no effect on the game but will be expanded upon in the future.
Lane Minions are no longer worth more experience based on game time.
Minions will still become worth more gold and gain more statistics over time.
Bounty Changes Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase. Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.
Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins
Players who are present for a large number of assists aren’t rewarded appropriately for their contribution to team fights
Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins
If players have 2 more assists than kills they get 30g additional gold per assist
Additional assists increase this bonus by 15 gold, capping at 60 gold
Creep Score Reducing Death Sprees Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn’t being accurately updated to account for your actual value (due to farming minions).
Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1
Death Timers Early death timers were a little too punishing, given the importance of the early game. We’ve shaved a few seconds from this to help reduce early lane snowballing.
Early Game death timers have been reduced
Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game”
Runes and Masteries in Season 4
ricklessabandon: Hey all,
As each season comes to an end, we like to look through our out-of-game strategy systems – runes and masteries – to prepare for the new season. While we’re making some updates to masteries, we’re taking an especially thorough pass at runes as we feel they need more polish to better reflect their intended use. We’ll start with ricklessabandon and runes:
What are you actually doing for the preseason?
For now, we’re not actually going to be rolling out rune changes with the first preseason patch. Our current plan is to leave rune changes on PBE for an extended stay while we do additional focus testing.
That said, we did want to set certain expectations when it comes to our overarching philosophies and where runes will be in the new season.
What is the goal for runes?
The primary goal for runes is to tie marks, seals and glyphs to the specific wants and needs of various champion roles in League – similar to how masteries are used. Going forward, this creates a stronger association between marks and offense, seals and defense, and glyphs and utility. Fully supporting these divisions allows for stronger individual identities among different rune types – with more utility-focused glyphs (like movement speed or gold generation) or more defensively focused seals like hybrid mitigation (armor and magic resistance). This makes it easier to both balance current runes and create new runes in their specific roles.
How are runes today?
The first thing that stands out with live rune balance is that runes with the clearest power also happen to be among the strongest (flat AD, flat MR, flat armor, etc). Because of how infrequently runes are tuned, players tend to accept that certain runes provide a core set of base stats that are ‘best in slot’ and shy away from customization.
What should runes be like?
Ideally, runes should be used as tools to supplement your play style for a given champion. Whether it’s boosting your dueling power in the laning phase or setting up for an epic late-game build, runes should help define the framework of your unique play style. We’re giving runes clear strategic value and purpose in the new season to reinforce this point while making it easier for you to understand what to expect from your rune selection.
So the first thing we want to do is tone down the oppressively strong runes. There are currently a small handful of runes that provide more than their fair share of base stats while crowding out most other options. We might snipe off a few of the larger suspects before more comprehensive changes go out, but we’re definitely keeping an eye on the strongest outliers.
Another item on our to-do list for the new season is to establish a more consistent point where flat runes get beaten by runes that scale per level. Some of the existing crossover points don’t make sense in the framework of a typical game, so we want to clean these numbers up to clarify their strengths and weaknesses. Currently we’re looking at something like level 6 as the sweet spot where flat runes and scaling per level runes meet up. Up to level 6, flat runes will be better, while at level 6 and beyond, scaling runes become more and more powerful.
Ultimately, there are a lot of changes we’ve got planned for runes in the new season, but we’ll be taking a little more time to test them on the PBE (and to see how they fit into the regular flow of a game) before getting them out. Properly dividing runes into their three major categories (offense, defense, and utility) is something we have as a long-term vision for this new season, so keep that in mind as more changes come down the line. We’ll keep you updated as we go!
Now on to masteries with FeralPony:
As for masteries, we aren’t making too many significant changes this season. Instead we’re targeting smaller goals and focusing on a few core philosophies with our annual mastery overhaul.
No more improved summoner spells
While specialized summoner spell masteries offer an impactful single-point option to enhance and improve playstyles, we think you’ll have even more mastery freedom if we remove these options entirely. This way, you aren’t obliged to invest mastery points specific to the summoner spells you take, summoner spells are the same regardless of your spec and you’ll have more opportunities to refine your masteries to match your playstyle.
9 mastery points define your early game. 21 points define your role.
We’re changing the function of the mastery trees in the preseason so that players who invest in the lower ranks of a tree gain specific early-game advantages, while those who commit to the more advanced masteries devote themselves to that role for the entire game. We really want you to feel like you’re committing to a playstyle when you invest heavily in a specific tree, so we’re adding advanced masteries that scale as the game goes on.
New shiny masteries
A few existing masteries have been reworked or replaced. For example, instead of granting one large attack speed boost after landing a critical strike, Frenzy now grants a slightly smaller but stackable attack speed buff. We’re also changing the Biscuiteer mastery so instead of granting a single-use biscuit, it now upgrades health potions into Rejuvenation Biscuits that also grant a little mana regen. I won’t dwell too much on the revamped masteries we have planned, as this is something you’ll discover when we roll them out (you’ve already heard of some of the support masteries!), but I just wanted to give you a sneak peek at what’s coming.
We’ll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!
Summary:Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).
Context:Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we’re lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.
Blood Well ( Passive )
Passive Attack Speed changed from 50% flat to 30/35/40/45/50/55% (upgrades every 3 champion levels)
Blades of Torment ( E )
Damage reduced from 75/120/165/210/255 to 75/110/145/180/215
Summary:Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush’s base damage and AP ratios have been slightly reduced.
Context:Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:
Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them
Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding
Essence Theft ( Passive )
Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy, changed from 35% Spell Vamp flat
Fox-Fire ( W )
Mana cost reduced from 60 at all ranks to 50
Diminishing returns effect on same-target hits increased (means less damage) to 70% (from 50%) (best case is now 100% + 30% + 30%)
This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount
Charm ( E )
Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
Mana cost changed from 50/65/80/95/110 to 85 at all ranks
Spirit Rush ( R )
Base damage reduced from 85/125/165 (+0.35 Ability Power) to 70/110/150 (+0.3 Ability Power)
This reduces the max damage per target from 255/375/495 (+1.05 Ability Power) to 210/330/450 (+0.9 Ability Power)
Summary:Corki’s base attack speed has been reduced. Missile Barrage’s base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
Context:Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he’s too overwhelming to play against. Here we’re reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.
Base Attack Speed reduced from 0.658 to 0.625
Missile Barrage ( R )
Base damage reduced from 120/190/260 to 100/180/260
Cooldown between missile shots increased from 1.2 to 2 seconds
Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
Summary:The active ability power ratio of Seastone Trident has been reduced significantly.
Context:We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
Seastone Trident ( W )
Active Ability Power ratio reduced from 0.35 to 0.15
Playful / Trickster ( E )
Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
Summary:Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.
UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage on impact and applying the base ability’s CC).
Context:Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!
Passive: Techmaturgical Repair Bots ( Passive )
Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen
H-28G Evolution Turret ( Q )
Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
Attack – Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
Maximum Turrets: 3
Hextech Micro-Rockets ( W )
Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
Targeting the ability closer to Heimerdinger increases projectile spread
Cost: 70/80/90/100/110 Mana
CH-1 Electron Storm Grenade ( E )
Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
Enemies in the center of the blast are also stunned for 1.25 seconds
Cost: 85 Mana
UPGRADE!!! ( R )
Heimerdinger’s next basic spell is free and has bonus effects
H-28Q Apex Turret: ( R+Q )
Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds
Hextech Rocket Swarm ( R+W )
Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))
CH-3X Lightning Grenade ( R+E )
Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
Cost: 100 Mana
Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.
Context:We feel that while Jinx’s kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.
Switcheroo! – Minigun ( Q )
Total Attack Speed bonus reduced from 50/70/90/110/130% to 30/55/80/105/130%
Zap! ( W )
Base damage reduced from 30/75/120/165/210 to 10/60/110/160/210
Mana cost increased from 45/55/65/75/85 to 50/60/70/80/90
No longer reveals stealthed units
Summary:Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.
Context:Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.
Magic Resist per level reduced from 1.25 to 0
Null Sphere ( Q )
Base damage reduced from 80/130/180/230/280 to 80/115/150/185/220
Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2.0/2.25/2.5 seconds
Mana Cost reduced from 70/80/90/100/110 to 70/75/80/85/90
Riftwalk ( R )
Base damage increased from 60/70/80 to 80/100/120
Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
Added 0.1 Ability Power ratio per stack
Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion
Summary:Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.
Context:This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage.
Attack Range increased from 425 to 450
Base Attack Speed increased from 0.579 to 0.625
Improved basic attack responsiveness
Tormented Soil ( W )
Damage per second changed from 25/40/55/70/85 (+0.2 Ability Power) to 24/38/52/66/80 (+0.22 Ability Power)
Tormented Soil’s damage now increases by up to 50% based on the enemy’s missing Health
Damage now ticks every 0.5 seconds, instead of every 1 second
No longer applies a Magic Resist reduction debuff
Summary:Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.
Context:We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.
Undertow ( Q )
Slow duration increased from 1.0 to 2.0 to 1.5 – 2.5 seconds
Mana cost changed from 55/60/65/70/75 to 60 at all ranks
Vicious Strikes ( W )
Attack Speed increased from 20/35/50/65/80% to 40/50/60/70/80%
Reckless Swing ( E )
Self-damage reduced to 30% damage dealt (from 40% damage dealt)
Summary:Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).
Context:When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics. General
Sivir has received a visual update!
Attack Speed per level reduced from 3.28 to 1.6
Ricochet ( W ) – Reworked
Now when activated, Sivir’s next 3 basic attacks will Ricochet
No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
Now bounces to the closest target (instead of a random target within the bounce radius)
Deals 50/55/60/65/70% damage to all secondary targets
No longer has a base damage
Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)
Spell Shield ( E )
Mana cost removed
Mana return reduced from 150 to 60/75/90/105/120
On The Hunt ( R ) – Reworked
No longer has a cast time
Active no longer grants Attack Speed
Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
Cooldown changed from 100/90/80 to 120/90/60 seconds
Summary:Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range.
Context:Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.
Living Shadow ( W )
Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)
Death Mark ( R )
Now spawns the Living Shadow at Zed’s starting position rather than behind the target
Increased the time Zed remains untargetable before dashing to the target to from 0.35 seconds to 0.75
Death Mark shadow duration increased from 4 seconds to 6
Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)
Summary:We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge’s radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.
Context:We’ve improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!
Short Fuse ( Passive )
Max damage increased from 139 to 150 (now scales non-linearly)
Bouncing Bomb ( Q )
Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)
Satchel Charge ( W )
Radius increased from 275 to 325
Hexplosive Minefield ( E )
No longer deals reduced damage on multiple hits to minions
Damage radius per mine increased from 135 to 150
Mega Inferno Bomb ( R )
Now deals double damage to minions
Summary:Deadly Bloom’s damage has been reduced overall but her AP ratio has been increased. Rampant Growth’s passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.
Context:Our overall strategy here is to tone down Zyra’s early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.
Deadly Bloom ( Q )
Range reduced from 825 to 800
Damage changed from 75/115/155/195/235 (+0.6 Ability Power) to 70/105/140/175/210 (+0.65 Ability Power)
Rampant Growth ( W )
Passive Cooldown Reduction reduced from 4/8/12/16/20% to 2/4/6/8/10%
Plant base damage changed from 26 (+6 per champion level) to 23 (+6.5 per champion level)
Reduced the delay before seeds can be stepped on by enemies from 3 seconds to 1.5
Range increased from 800 to 825
Fixed a bug where spells would rarely not turn seeds into plants
Stranglethorns ( R )
Stun no longer persists after the knockup ends
Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
Minor Changes and Bug Fixes
Context:This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
Dragon Strike / Demacian Standard ( E+Q )
Jarvan’s knockup collision radius reduced from 260 to 180
Void Spike – Evolved Spike Racks ( R+W )
Slow increased from 20% to 30%
Context:Our original reasons for having Meditate’s mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.
Alpha Strike ( Q )
Master Yi will no longer be hit by targeted spells during Alpha Strike
Meditate ( W )
Mana cost reduced from 50/65/80/95/110 to 50 at all ranks
Siphoning Strike ( Q )
Fixed a bug where Siphoning Strike ignored Spell Shields
Context:Rengar’s leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.
Thrill of the Hunt ( R )
Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth
Context:Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.
Shadow Dash ( E )
Collision radius has been reduced at the start and end points of the dash
Context:We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.
Carrion Renewal ( Passive )
Now additionally restores 9% of maximum Mana on champion kill/assist
Summary:Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.
Scatter the Weak ( E )
Range increased from 650 to 700
Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
Unleashed Power ( R )
Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired
Noxious Trap ( R )
Fixed a bug where mushrooms gave experience
Attack Speed per level increased from 1% to 3%
Thresh’s basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%
Context:We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.
Spinning Slash ( E )
Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)
Hemoplague ( R )
Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell’s 0.5 second cast animation
PvP.net Service / Client
We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games
Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
We’ve also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
Fixed an issue where purchased champions or skins would disappear in rare circumstances
Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
This will fix the following:
Online friends appearing offline
Opening the wrong friend when clicking on another
Friends appearing to be another friend
Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
Group Chat Panels received a visual update to match the new updated friends list
Fixed a bug where some options, such as move camera on respawn, would not save
Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom
Attack Speed slows
Summary:Attack speed slows (IE: Nasus’ Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.
Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we’re looking to treat all slows the same, whether they’re movement or attack speed based.
Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
Affected champion abilities and items:
Gragas’ Barrel Roll
Malphite’s Ground Slam
Champions with dashes tied to their ultimates
Summary:The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
Context:We’re adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete their ability, but be snared at the end.
Crowd control effects can now be received during “unstoppable” movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
Jarvan IV’s Cataclysm
Vi’s Assault and Battery
Malphite’s Unstoppable Force
Hecarim’s Onslaught of Shadows
Stealthing now causes a self-only screen tint visual effect.
Mana Cost reduction on Ultimates
Context:Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.
Enchanted Crystal Arrow ( R )
Mana cost reduced from 150 to 100
Solar Flare ( R )
Mana cost reduced from 100/150/200 to 100
Wish ( R )
Mana cost reduced from 100/175/250 to 100
Chain of Corruption ( R )
Mana cost reduced from 120 to 100
Chaos Storm ( R )
Mana cost reduced from 125/175/225 to 100
Alternate Map Balance
Twisted Treeline out of beta
Context:With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn’t mean design iteration will stop – we’ll continue with champion balancing, system tweaks, and maybe even a new item or two!
The following changes are for the Crystal Scar only
Context:Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it’s only hurting champions that rely on regen or healing to be effective, so we’ve removed it.
Context:The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
Speed shrine buff now decays over its duration
Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets
Crystal Scar, Howling Abyss, and Twisted Treeline
The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only
Grez’s Spectral Lantern
Summary:Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
Combine cost increased to 350 Gold (from 150)
Total cost increased to 1450 Gold (from 1250)
Damage reduced to 15 (from 20)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
Summary:The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
Combine cost increased to 575 Gold (from 300)
Total cost increased to 2500 Gold (from 2425)
Now builds from Ruby Crystal instead of Pickaxe
Now grants +200 Health
Damage reduced to 20 (from 50)
Armor increased to 25 (from 20)
Lifesteal increased to 15% (from 12%)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range reduced to 800 (from 1200)
Summary:Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don’t want to change that, but we’re making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We’re also giving it a cooldown reduction boost to help out with some AP itemization issues.
Combine cost increased to 530 Gold (from 200)
Total cost increased to 2300 Gold (from 1920)
Now builds from Fiendish Codex (from two Amplifying Tomes)
Health reduced to 250 (from 300)
Ability Power reduced to 40 (from 50)
No longer grants Movement Speed
Cooldown Reduction increased to 20% (from 10%)
Cooldown Reduction is no longer UNIQUE
Vision dust duration reduced to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
Context:At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.
Combine cost increased to 600 Gold (from 500)
Total cost increased to 2275 Gold (from 2175)
Attack Damage reduced to 40 (from 50)
Jack in the Box
Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer
Twisted Treeline and Crystal Scar
The following changes are for Twisted Treeline and Crystal Scar only
Turrets now have inventory items that describe turret mechanics
Summary:Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.
Context:Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Crystal Scar.
Combine cost increased to 970 Gold (from 720)
Total cost increased to 2650 Gold (from 2400)
Now grants +10% Movement Speed
Magic damage amplification decreased to 4 seconds (from 6)
Summary:Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.
Context:Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It’s been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.
Combine cost reduced to 535 Gold (from 735)
Total cost reduced to 1700 Gold (from 1900)
Ability Power reduced to 30 (from 40)
Magic Resist reduced to 30 (from 40)
Cooldown on active reduced to 60 seconds (from 120)
Wraiths are now affected by speed shrines
Tutorial, Co-op vs. AI, Custom Games with bots
The following changes are for bot game modes only
Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu
Players who earned silver in Season 2 will now have silver profile borders until the end of the season
Limited Edition Skins and two brand new ones are available in the store!
Pumpkinhead Fiddlesticks - 520 RP
Bewitching Nidalee - 975 RP
Nosferatu Vladimir - 975 RP
Officer Vi – 975 RP
Haunting Nocturne – 520 RP
Zombie Brand – 1820 RP
Haunting Zyra – 1350 at launch, 975 after
Other skins also on sale:
Kitty Cat Katarina -975 RP
Zombie Ryze - 975 RP
FrankenTibbers Annie - 975 RP
Definitely Not Blitzcrank - 520 RP
Pirate Ryze -975 RP
Headmistress Fiora - 975 RP
Haunted Maokai - 975 RP
Underworld Twisted Fate -975 RP
Headless Hercarim - 975 RP
Mundo Mundo - 975 RP
Lolipoppy - 975 RP… I mean 1820… I mean 6500! Don’t buy it!
Awaken the Ancient- Virtual Update for Nasus
AFK Farming has never looked so glorious!
Ququroon: Nasus is shaking off years of rough abrasion from the sands and returning to the battlefield with a complete visual update. Armored with refined plate and a higher fidelity look for his signature halberd, Nasus’s new model reflects his unbounded intellect and immense power.
Beyond the new model, all of Nasus’s abilities, animations and particles have been updated. His ultimate, Fury of the Sands, summons the ferocity of the desert tempest, and Spirit Fire burns with arcane etching upon the ground. Along with his model and visual changes, the Curator of the Sand’s sound effects and voiceover have been updated and expanded, exposing more of the vast archive in Nasus’s mind.
Preseason: Jungle Changes
A preview of what we can expect for junglers in Season 4!
Solcrushed: We’ve got some big things coming for the jungle this preseason. The overarching philosophy for our jungle update is to create more options and possibilities for junglers of all kinds. This moves us closer to the larger goal of ensuring that all roles and positions within League of Legends can feel strong throughout and make a big impact on the endgame. Let’s take a look at some of the changes:
The Season 3 jungle
Junglers are very strong early, but many are pushed into more of a supporting role by mid-game
Junglers frequently run out of camps to farm due to laning teammates ‘poaching’ jungle monsters
Junglers who can gank early are favored over any other type of jungler
Junglers who fall behind early have a very difficult time getting back into the game
Why do these things happen?
Jungle monsters don’t scale well
Jungle monsters grant more experience and gold (relative to minions) early in the game but don’t scale as well as minions. Therefore, ‘carry’ junglers can’t carry by farming the jungle – they must take lane farm or have multiple successful ganks if they want to achieve the same amount of gold and experience as laners.
The tradeoff between ganking and farming is not optimal
Farming the jungle does not provide enough reward compared to the potential pay-off of early ganks. Additionally, it’s easier for some champions to keep the jungle cleared while maintaining gank pressure.
It is better to concentrate gold onto a Marksman or Mage
In the Season 3 meta, gold was nearly always more efficient on a Marksman or Mage, regardless of position. This leads to rampant poaching of the jungle and junglers often find themselves at a clear gold disadvantage as compared to Marksmen or Mages.
Our new season jungling goals:
Flexibility in the jungle
We really want more playstyles to be viable in the jungle. Junglers will have more flexibility in choosing jungle routes, and the optimal jungle route will vary more depending on your champion.
Junglers who are more farm-centric will be able to obtain gold and experience similar to that found in solo lanes, offsetting the map pressure and lane support they give up by farming. “Farming Carry” and “Ganking Support” will both be viable play styles, with each bringing its own set of advantages and disadvantages.
More comeback mechanisms in the jungle
While counterjungling will remain a viable strategy, the jungler who is behind will now have more ways to get back into the game. (Some) Preseason jungling changes:
Here are some of the changes we are planning.
We’ll be adding an extra camp near blue buff and the wolf camp
By adding another camp, players can add some diversity to jungle routes and farm more resources. The extra camp creates further tradeoffs between ganking and farming the jungle because it’ll now be more challenging to keep the jungle clear. Besides that, the camp adds one more lever for us to balance area-of-effect vs. single target junglers. The additional camp also equalizes the number of camps on the north and south side of the map, bringing the blue and purple sides of the map a little more into balance.
Jungle monsters will scale with champion levels
Monsters will now have a ‘level’ that’ll be determined each time they spawn. This level will scale according to the average level of champions in the game. Bonus experience will be doled out if jungle monsters are a higher level than the champion killing them.
By introducing dynamic scaling and varying rewards on monster kills we’re aiming to encourage jungle farming as a viable playstyle. The varying rewards will act as a comeback mechanic and an incentive for allies to leave monsters to players who are a bit behind in the game. With the extra camp, poaching becomes less detrimental to junglers and remains a feasible way for laners to claw back an advantage in their matchup.
More gold flow options for junglers
No specifics today, but we’re looking to pour a little more gold into junglers’ pockets. We’re exploring the idea of tying additional gold income to things like jungler-specific items instead of Smite. This idea and having more reliably scaling monsters should increase gold flow for junglers. Again, these are a few of the changes we’ve got planned for the jungle. We’re looking forward to seeing how everyone adapts and even more excited to see how the jungler position evolves in the new season!
Improved Jungle Items
Solcrushed: An introduction to jungle items without going into specifics
Now the item for farming junglers, grants very bad combat stats but gives a very big increase in gold from jungle monsters
Spirit of the Ancient Golem
Now intended for support junglers who will move with the team more than farm the jungle. Allows you to ‘bank’ the gold bonus for a little bit of time which you can cash in by killing jungle monsters.
Spirit of the Spectral Wraith
Now intended to help mage junglers who are hurt by not having blue buff and needing to spend too much resources to clear jungle mid-late game. Will give Health and Mana back equal to a % of spell damage you deal to monsters. (Vlad and co. will still have their selfish spellvamp item – it just won’t be Spirit Wraith)
Have there been changes to Spirit of the Elder Lizard?
Solcrushed: Its been changed but I reserve my rights to tease.
What is the new camp like and how will it impact the game?
Solcrushed: For now it is a big bad red Wraith. Hopefully we will be able to make it awesome later on.
Solcrushed: The new camp is a single monster who hits really hard.
Since we now have camps that consist of 1, 2, 3, 4 monsters it is easier for us to adjust the balance between single target and AOE since you now have enough camps to choose your route, opposed to before where we had to adjust the entire jungle.
Will jungle camps still scale with time?
Solcrushed: We are doing away with the time scaling, monsters will only scale with level now.
Have you considered having jungle items with bonuses that only work if you take smite as a summoner?
Solcrushed: I would shy against having very forced synergy, for one tying everything to Smite also kills builds such as Teleport Ghost jungle, Exhaust Flash jungle etc.
The level scaling will take into account AVERAGE level of champions in the game, so people who are lower level gain more from killing monsters in the jungle compared to higher level.
What will happen to the real tank junglers?
Solcrushed: We will need to make sure they do not fall behind too easily. If it becomes a problem we can make them jungle better mid-late game or introduce an item for those characters.
Have you considered making double jungle a viable meta?
Solcrushed: We will not force such changes, but if they become viable in a way that we feel makes the game better, we will definitely support them.
Will this new camp make junglers who need their ult quickly overpowered?
Solcrushed: We will need to balance junglers again once the changes have shaken out.
Isn’t gold still better spent on a Mage or Marksman than a jungler?
Solcrushed: That is still the case.
Difference is the jungler gets MORE gold than mages and marksmen from monsters.
Is 200 gold for the mage more efficient than 300 gold for the jungler? The answer is no longer always ‘give farm to the mage’ (or we would place it where it would not be)
What stops other lanes from farming these camps for more gold?
Solcrushed: It does not provide more gold and exp for each individual camp, actually the individual camps give less rewards to compensate for there being more camps. So poaching is less strong than before.
Will the changes also apply to Twisted Treeline?
Solcrushed: For now this is all for SR only
Is this a nerf to counterjungling?
Solcrushed: It is a possibility we are worried about, but our tests to this point have signaled that counterjungling is still strong.
Specifically, since there are more resources in the jungle the jungler who is controlling it can get strong very fast.
How will ganking impact the jungler’s power curve?
Solcrushed: If you get an efficient gank, you will still have an edge as should be. (It is a risky move)
If you waste time ganking, the enemy jungler will be ahead as he has more resources to farm and monsters only adjust their level when they spawn.
How can junglers who are behind catch-up?
Solcrushed: Characters who are behind in level to monsters gain more rewards from killing the monster. Jungle monster scaling is also set up so that the first few levels do not grant much stat increases.
There is a very big gap between ‘first advantage wins the game’ and ‘early advantages don’t matter’. Our game even with these changes are very far away from the latter.
How can ganking equal a better shot at winning than just farming camps?
Solcrushed: By snowballing lanes and gaining map control, the ‘guaranteed ‘ gold is not so guaranteed when your lanes are weaker than the enemy’s and you cannot fight against their invades.
Preseason: Game flow Changes
How will Preseason affect the Rift? Find out below!
FeralPony: Hey everyone,
FeralPony here to run through some high level changes coming this preseason that fall under a topic we’re calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It’s how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It’s the systems in place that aren’t under direct player control.
So what does it include? Here’s a look at some of the changes we’ll be implementing this preseason:
Game and objective timings (when things spawn etc)
Jungle (this is a large enough system it’ll be included in another post)
Tons of Changes!
You might be saying, “By the factions of Runeterra, Pony, that’s a lot of changes!” You’d be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.
We’re making some adjustments to global objectives in Summoner’s Rift.
Dragon: The gold and experience rewards for slaying Dragon will now increase over time.
In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.
Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)
We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.
Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.
This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.
Super Minions & Inhibitors: Downed inhibitors will no longer make all minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.
Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two. That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.
Other underlying systems:
In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:
Bounty Calculations: We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.
Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.
We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.
Brush Changes: We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.
In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.
We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward. We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.
That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.
We’ll also be posting this on reddit where we may pass through to clarify some questions. Later this week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!