Lore teaser – Jinx is coming! Overview of Rengar’s Rework, Why we think Vi is awesome, Rewards for Positive Latin-server Players and Xelnath’s update on Lore, Ranking and Champion Balance
Wanna learn more about Jinx? Click here!
The name’s Vi. I’m an enforcer. And this is my town – Piltover. They call this place the City of Progress – or they did until she showed up.
Her name is Jinx. That’s what they call her, anyway. No one knows who she is, or where she came from. This scrawny pain in the neck shows up one day, firing heavy guns in the air. And laughing – always with the laugh. I can’t stand her.
Everything changed the day she arrived in town. They might as well call it the City of Crime. Panic among the people. Chaos in the streets. Mayhem everywhere you look.
The worst part is: none of it makes any sense. Ask her why she’s doing it, and she’ll give you a million different reasons. But the only one that matters is:
She’s having fun.
Piltover is just a plaything to her. She’s enjoying the time of her life, and she doesn’t care who gets hurt.
Well, I’m here to shut down the party.
It doesn’t matter what she wants. I don’t care what her sob story is. I’m gonna put her away for a long, long time. And right before I do, I promise you: I’m gonna wipe that stupid grin off her face.
[Latin Servers exclusive] Be positive and earn Justicar Syndra!
If you’re a highly positive force on the Fields of Justice and you’re playing on the LAN/LAS servers, you can earn Syndra and her Justicar skin for free! Here is the official announcement.
The hunt for buffs continues! If you’re unfamiliar with the string of changes coming to Rengar, you can catch up using the links below:
All discussion on Rengar thus far:
- Glass cannon Rengar and Sustain Necklace
- Impressions of Rengar’s New Kit
- Stealth Returns
- Stealth Removed
- Community Questions – Ultimate & Skillshot E
- Xelnath examines Rengar
- Savagery Stacking mechanic
- Original Changelist – Why is Rengar getting reworked?
The whole team right now is super prioritized on some of the upcoming systems changes you may have seen Morello and Xelnath posting on the forums (For more info: http://forums.na.leagueoflegends.com…06925#41406925) which has tied up testing resources amongst other things, so Rengar’s being pushed back until we get this stuff finished.
To give a greater understanding of why this is important – this ‘All hands on deck’ mode means that we wouldn’t have the manpower to give Rengar a good look balance-wise and a strong QA sweep to catch bugs to make sure he goes out in the best state possible, simply because we’re dog piling on an initiative we believe is high priority.
I’m updating the Main Post with our -most recent- changelist so all of you heading back after the bump are understanding what it’s lookin’ like right now. Thanks for your patience, and as always keep sending feedback/questions my way if you got ‘em.
TL;DR RENGAR IS SOON, NOT SOONTM – BUT NOT ALONG THE PATCH CADENCE I ORIGINALLY INTENDED.
Why is so much content being pushed back to S4?
Scarizard: A good rule of thumb is anything that’s not a new champion release (because those are actually etched in stone by production gods and planned for forever in advance) that was started -after- my Rengar changes. Stuff like Heimerdinger and Olaf are still happening because we committed the resources before we hit this point.
In the end though, it’ll be worth it. I’m confident that these changes are good now, i was confident they were good a few weeks ago – and i’m confident they’ll be good moving forward. Just can’t iterate/balance without competitive testing, which is one of the more sensitive/off-limits resources due to our prioritization.
Will Bonetooth Necklace still grant health on kill?
Scarizard: Still possible. I’m just reporting what the iteration is this second – i can’t follow up or test any of the stuff right now just because we’re working on other things. This ‘Dorans’ passive on BTN is likely one of the first things to work on post-break.
Doesn’t Champion Level scaling harm junglers?
Scarizard: So i understand your concerns about Jungle XP, but what i can say is that one of the systems that we’re working on (that demands so much testing Rengar is delayed) along with Vision and Support priorities is XP curves for junglers mid/late game. I can’t really talk much more about it (and this thread wouldn’t even be the place to do it) but rest assured that this is something that’s on our radar, and should help this problem that you have
In general, the purpose of Champion Level scaling is that on Live, you rarely 5-Point a spell that you haven’t already maxed. Maxing Bola for Harrass? Double Bola them for 480 base damage and 2x the AD Ratio. Maxing Roar or Q? Double-tap those as well. This isn’t to say that there still aren’t strategic reasons you’d want to Root or Heal with a Q Max build, but it’s often overshadowed and in some cases flat out wrong due to the massive advantage of doubling up on a skill you already have.
This should make you feel much better about in-combat W2′ing instead of following up with that Q you maxed, because the damages are similar enough and based on level to where you aren’t choosing ‘Do i Q2 or W2 and lose X damage?’ Now it should be clear ‘Do i want 3 Ferocity to chain, a Heal to end the trade/sustain, or a root to escape/engage?’ with the damages being similar enough that you don’t mind about the damage loss.
Changes to Kit
??? AD, ??? AD/lvl
Recipe: Hunter’s Machete + Long Sword + 100g
PASSIVE: 20% Increased damage to monsters
- 3 Stacks: Rengar gains Flat Movement Speed while out of combat, or while in brush
- 6 Stacks: Leap range increased
- 9 Stacks: Rengar gains %MS for 2s after leaping
- 14 Stacks: Rengar does not lose his Thrill of the Hunt bonus speed upon activating Stealth
- Base Health Regen increased
- Health Regen per Level increased
- Health per Level increased
- All Ferocity Bonuses are now scaled with Champion Level (Similar to his Heal) rather than with the rank of the ability
- Rengar now becomes visible at the beginning of his leap, rather than mid-leap
- Cooldown decreased
- Damage slightly reduced
- Attack Speed Bonus slightly increased
- Damage Reduced
- No longer grants Attack Speed
- Now Grants 3 Ferocity
- Damage increased
- Cooldown decreased
- No longer grants Armor/MR (Base Battle Roar still does)
- Now a skillshot
- Range greatly increased
- AD Ratio increased
- Slow no longer scales with rank
- Slow no longer decays over 2.5s
- Root Duration increased
- No longer immediately stealths Rengar
- Now consumes all Ferocity on cast (Each 1 Ferocity consumed this way increases the Duration of Thrill of the Hunt by 1 second)
- Rengar gains Movement Speed, Vision, and Ferocity Generation while in Thrill of the Hunt and his first basic attack will cause him to leap.
- After a brief delay, Rengar may recast Thrill of the Hunt to stealth for a few seconds at the cost of Thrill of the Hunt’s bonus speed
- Cooldown decreased
- Movement Speed% increased
- Duration increased
Isn’t it obvious?
gypsylord: Designer of Vi here. Super psyched to hear you’re enjoying playing her. If you don’t mind me asking, what exactly is it about Vi that you find so exciting? Always looking to better understand why players pick my champ so that I might improve her in the future as well as any other champs I end up working on.
Xelnath: The thing I love most about Vi is how utterly coherent she is as a character. Her art, audio, abilities and overall design converge to sell the concept of a girl who punches through everything.
I wasn’t sold on her W during development, but in the end, the combination of simple skills and timing opened up by the W worked really well for me. Also, it feels like I can actually fight her – unless I’m an immobile AP carry (Anivia, Orianna, Xerath all get hard countered by her).
Frankly, she has one theme, she sells it well and I totally want to meet the singer of her theme song and give her a high-five for being a badass.
What does the community love about Vi?
Thematic cohesion refers to the intersection of a character’s Gameplay, Lore, and Visuals. A character with strong thematic cohesion will take these three attributes and blend them together, each one playing off of the other to create a complete package or “experience” if you will. It’s all about delivering on the character’s fantasy from every possible angle. Seems like you guys are really picking up on that interplay with Vi. Goes to show how much our characters rely on things other than pure gameplay mechanics to truly shine and become memorable. Vi’s looks and sounds are all about aggressive punkrock punching. What does she do in game? She punches champions. What does she do in her lore? She punches crooks and gives Caitlyn a hard time. I remember waaaaay back when I started working on Vi her first kit had lame stuff on it like “throw a champion” and “put up a spell shield to protect yourself.” Ugh, those were so bad. Didn’t deliver on the punching fanatasy at all. Vi’s kit really came together when I had an epiphany and was all like, “If I can’t describe the skill as “_____ Punch” then I can’t put it on the kit.”
Q: Falcon Punch
W: Shredder Punch
E: Explosive Punch
R: Dunk Punch
Things got much better after that.
Combos/Flow gets more into game mechanics. The first thing you have to do is provide the player with 2 or more abilities that have some amount of synergy with each other. That’s the combo. The second step is to make sure that the combo works in a way that feels good to the player. That’s the flow. “Feels good” can mean a lot of different things. Maybe the combo has big rewards when pulled off (Varus using spells to proc W stacks). Maybe the combo is difficult to execute but feels great when done right (Lee Sin’s Q, ward, E, R combo that lets him jump behind enemies and knock them into his team). Maybe the combo simply makes the player feel clever (Caitlyn E, Q buffering). A take away here is that combos with good flow provide focal points around which a champion can be built and create an engine for high moments that players can latch on to and get better at game after game.
For Vi, her combos and flow have always been around focusing on “What broken stuff can Vault Breaker do?” It’s an in, it’s an out, it applies denting blows, it gets you in range to R guys, it’s a great follow up to R, it’s crazy strong with flash, it vacuums creeps so E can autoclear them, it stuns just long enough to set up the Q,AA,E triple hit that procs W, it activates Blast Shield. Everything on Vi’s kit has been positioned to either combo into Q or combo out of it, which (hopefully) allows Vi players to constantly learn new use cases for the spell as well as find new and interesting ways to test the character’s limits.
Anyway I’m kind of rambling at this point. Again, thanks for the feedback folks. Stuff like this is really informative for a newbie designer such as myself. The rambling helps me situate in my head what exactly it is that I need to deliver on going into the future. If I can better understand why you guys like the things you like it will help me to continuously up my game when it comes to champ design which will hopefully result in continuously improving champion releases.
Also want to reiterate that I’m absorbing the negative feedback. The R can be very frustrating. I have my regrets for sure. Also looking at the Q sometimes deciding to not go over walls. I think that’s an update cycle problem…
Soooooo yeah. Thanks a ton for playing Vi guys. Really brightens my day to see people enjoying someone I put so much of my time into. Hopefully you’ll like #116 just as much.
A fellow Summoner shares his opinion on LoL’s current issues and a sneaky Xelnath shows up to offer insight. Also, dinosaurs.
I’ve been playing League of Legends for almost 2 years. I’ve spent something like 30 straight days of time playing League, and probably double that time preparing for League, learning League, watching League, talking League, and thinking League (I’ve had a few League dreams too but lets not get into that). I’ve invested more time into League of Legends than hands down any other recreational activity ever, and I’ve made close friendships and revived fading friendships because of it. I’m just one of so many people whose lives have been majorly impacted by what is now probably the largest online game in the world. If that isn’t a commemoration of what you, Riot, have accomplished, I don’t know what is.
Congratulations, and Thank You.
That being said, My experience with League hasn’t always been a positive one. In fact, my experience with the game has reached points so downright brutal that I’ve quit on at least 3 occasions in hopes of trying to live a less angry life only to come reluctantly crawling back a few months later to reconnect with friends. Sometimes I can’t help but see my whole experience as some horrible addictive nightmare. You are doing a lot of things right Riot, I can’t stress that enough, but while you’ve made strong efforts to improve player attitude and it’s clearly evident, but there is still a lot to be done.
I’m sure everyone says this about themselves, but I honestly believe I have always done my absolute best to be a positive player, and yet there are things about League of Legends that turn my heart so black I just want to make like Brand making like the Joker and watch Runeterra burn. Maybe it’s just me, bu- no you know what, I KNOW it’s not just me.
These are some things that I know for a FACT at least ONE OTHER PERSON must hate:
1. Lore. With all due respect, your effort toward lore is probably the most abysmally unprofessional aspect of League. There is nothing more disrespectful than investing excitement and money into an event only to watch and wait as you seem to somehow completely forget to follow your stories up with any sort of conclusion time and time again. It’s hard to appreciate you or any facet of your game when it feels like everything is just a selfish cash grab. I would rather you went a way with lore altogether than watch you continue to establish unfulfilling plotlines.
2. Champion Balancing. This is probably the main source of player anguish (I know it’s a major source of mine), but honestly? I can’t imagine how hard it is to balance 115 characters with 575 abilities, especially when everyone and their mother has a different OP list. You do a lot better at this than most players would give you credit for; I feel that League has been better as of late. So long as you promise to take the community’s best interest to heart I will trust and respect your decisions. Keep up the good work Riot. *AHEMANDALSONERFNIDALEEIHATEHERSPEARSSOFRIGGINGMUC HITISNTEVENFUNNYCOUGH* Sorry my fingers have a cold.
3. Ranking System. I’d love to believe that my ranked rating directly reflects my skill at League, but the fact that I drop just as many points for losing a 4 v 5 as I gain for winning a 5 v 4 makes it very hard to believe that skill has any priority over sheer luck. I understand that balancing the LP for AFKs is more complicated than it seems, but in my opinion this is a major source of frustration (especially considering how often it happens) and it needs to be addressed.
4. Minion Strength. Okay this one MIGHT just be me but while I’m on a roll here I thought I’d mention how frustrated I get about minions randomly having massive advantages over enemy minions despite little or no player involvement. There’s nothing you can do about it and yet it can be the difference between a win or loss. I dunno, that just really grinds my gears.
5. Chugnuggets (That’s what I call ‘toxic players’). Some days League just feels like one big chugnugget hateball that fights to the death like loss is the cancer and blame is the cure until ignorant hulkrage has flooded Summoners Rift. But you know what, after the Tribunal, summoning screen tips and ‘Teamwork OP’ videos, I’ve personally noticed a significant decline in chugnuggetry. Things are better and that’s thanks to you, but they can still get pretty bad. All I’m saying is maybe if you fix some of the minor problems (SEE 1-4), the major problems will go away…?
Much love and just a wee bit of frustration,
I <3 LOL gj Riot 4 ur pro skilz @ life but I h8 LOL cuz u ned fix stuf:
- MOAR LOAR
- OP CHAMPS AKA NID
- AFK = GG RIOT Y U -20LP?
- BLU MINS OP
- CHUGNUGGETS GTFO
pls report & fix ty
This was a well-written and thought-out post, so I wanted to take a few moments to reply. I’m really happy you have had the chance to enjoy the wonderful feeling of reconnecting with lost friends. You’re right – the community itself is the living, breathing entity that has been created over the last three years – the game is just one reflection of this point.
I want to acknowledge head-on that we know how bad an experience it can be. I get angry and rage more than my share when I feel like my allies aren’t cooperating or don’t have the same objective as me. Few things can throw me off more than a Shen who refuses to show up to a team fight or a Caitlyn who insists on facechecking Baron – or even the person who just wants to play their favorite champ, but is required to play ward-bot Janna.
Anyways, let’s jump to your bullet point:
You’ve said it yourself, we have 116 characters and suffering from the Marvel effect. A lot of them were created in a time where we didn’t think about the implications of their story upon the world of Runeterra. Once upon a time, Runeterra was just going to be a point of convergence for many worlds, each with their own story, like Morgana/Kayle. However, as we’ve matured, we’ve realized the deeply disconnected issues trying to control a “metaverse” can bring. So we are trying to reframe our understanding of Runeterra as a single, coherent world.
This means a lot of work you guys haven’t had the chance to appreciate yet. It’s not a simple problem, but I feel like our new characters have a richer place in the universe now. I would love to see our stories move forward – but first we have to understand who they are.
League is in my opinion one of the best balanced games I’ve ever played or worked on. Every character is still dramatically different, but the win rates fluctuate around the 45-55% win rate, with rare exception.
Right now, we’re looking into Support and Jungler incomes in an attempt to raise the quality of experience for that entire segment of the player base. I hope that will help soon.
I lost 6 games today. One of those was probably my fault. The rest were everyone else messing up.
… does that sound familiar? Yeah, even I believe it sometimes. It’s hard to recognize that you at your best is not the same as your skill at playing with current team you have. This is strongly why I believe that many people play hard metas – watching OMG today reminded me that even exotic team comps can work at extremely high levels of play.
However, we *aren’t* considering our skill with that comp when we join a match – just our own self-perception in a specific set of situations. We know for a fact that people dramatically over-estimate their own skill – the amount of overestimation only compresses as they get better.
Sadly, the reality is that AFKs, rage explosion and DCs affect everyone. Everyone faces these problems – the system is fair because the reality of 1000 games is that everyone does get “that” match. I know statistics aren’t reassuring… and they don’t help you feel better about that bad game.
I’m not sure what your point was here. You feel last hitting is too important?
Thank you. The Player Behaviour team has done a lot. I don’t think any company has ever tried to help this problem before. I’m excited to see what they do next.
A.k.a. Xelnath, Wizardlock of the 7th Order of Obsidian Darkfire Witchlords
The following champins will be free-to-play until October 1st!
- Akali - 3150 IP / 790 RP
- Blitzcrank - 3150 IP / 790 RP
- Caitlyn - 4800 IP / 880 RP
- Malphite - 1350 IP / 585 RP
- Master Yi - 450 IP / 260 RP
- Miss Fortune - 4800 IP / 880 RP
- Pantheon - 3150 IP / 790 RP
- Ryze - 450 IP / 260 RP
- Taric - 1350 IP / 585 RP
- Zed - 6300 IP / 975 RP
Enjoy the following champions and skins at a discount until September 27th!
- Caitlyn – 440 RP
- Gragas – 395 RP
- Nami – 487 RP
Bladecraft Orianna – 487 RP
Noxus Hunter Anivia - 260 RP
Super Teemo – 487 RP
Missed any recent updates? Check here!
PBE Update: Changes to Olaf, New Xerath & Olaf Splashes and Championship Thresh || Official Teamwork Video, even more Official Crazy Cat Lady Yorick || Red Posts: Nerfing %Pen Items, More on the issue of Support/Warding, Climbing to Diamond, RP+ and Scamming, Hotfix for Blue Side XP Bug, How to write in gaming, 3D Character Art
PBE: Massive Changes to Olaf, New Ward Skins & Champion Trading || News: Pool Party Skins on Sale! || Reds: Fighters, Supports & Warding in Season 4, Zac to get future nerfs, Shaping Player Behavior & Concept Art of the New Sivir!
Riot teases New Champion, an Elemental Dragon! PBE Update: Visual & Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace
Visual update for Garen || Patch 3.11 Notes – Changes to Draven, Galio and Zac, 3v3 and Dominion Balance & New Spectator Mode Features || New Minion Effects, News on Rengar, Nika leaves Riot, Cosplay Pictures from PAX, tweaks to Season 3′s Rewards and the latest Sale!