Lucian Enters the League, Xypherous on Heimerdinger’s Rework, RP Summer Sale and Grumpy Shares his LoL Art!
Get the full scoop on Riot’s newest champion teaser, featuring Lucian, the Purifier! We also get some sweet details on the upcoming Heimerdinger rework from Xypherous and a sweet summer deal on purchasing RP, presented by Hippalus! And for the creative bunch – an Art thread from designer Grumpy Monkey!
PBE: Tooltip Changes
A new Champion approaches: Lucian, the Purifier!
Time to Upgrade – @Xypherous on Heimerdinger
Presenting: Grumpy’s Art Thread
Get more RP this summer!
Free Champion Rotation – Week 22
PBE: Tooltip Changes
- Now has a counter displaying how much bonus damage the spell has acquired. Visible to both allies and enemies
A new Champion approaches: Lucian, the Purifier!
Remember this teaser? It was real!
Lucian: When we took up these weapons, we accepted our mission with pride. Rid Runeterra of evil, they told us. Slay the corrupt. Send the filth of the world crawling back to the hole it crawled out of. Not just anyone can wield these weapons. You need a pure heart. A fearless mind. An inner light that outshines all the darkness in the world. Once I had that light. Now I’m not so sure.
Everything changed. We knew our mission was greater than ourselves. The enemy was not who we fought, but what we fought. Evil. The Shadow Isles? Just another mess to clean up, just a bunch of ghosts. They were abominations, but nothing we hadn’t put in the ground before. Until the day we faced him. Until the day he ripped her from my life.
Why did you change his title from “Gun Templar” to “Purifier”?
Are Thresh and Evelynn part of Lucian’s lore?
What’s his role?
Time to upgrade!
Xypherous sheds some light on Heimerdinger’s upcoming rework! Warning: some images contain footage of lasers massacring minions. Please abide the age gating.
Disclaimer: The following is all work in progress and is subject to change at any time.
Additional Disclaimer: The following uses temporary particles made by me and thus look terrible.
Turrets – Why are turrets cool?
We wanted to solve was why Heimerdinger’s turrets cool and what draws players towards Heimerdinger. They should be easy to use, claim territory, farm minion and provide a threatening zone that Heimerdinger could operate from behind.
Conversely, we also wanted to solve all the negative aspects of Heimerdinger’s turrets – their binary nature against long ranged targets, their wide disparity in effectiveness between melee or ranged and the fact that they intrinsically relied on being countered by their opponent rather than being played around.
So we added laser beams on them and called it a day.
They still can’t hurt towers all that well though.
How does this work?
Heimerdinger’s turrets now have two direct attacks: The rapid cannon attack pattern that they have currently and piercing energy beam attack that is on a much longer cooldown. This allows Heimerdinger’s turrets to harass and provide threat to a larger range of enemies.
The quick cannon attack is a very short ranged attack and excels at shredding minions apart – but provide continuous threat in a region. The energy beam is a long ranged attack that can harass opponents at range and deals very heavy damage. His attacks scale off ability power but the energy beam cooldown can be reduced with additional cooldown reduction.
Melee characters will need to dodge the beam attack to destroy the turrets quickly – while ranged mages will need to still need to dodge the beams to harass turrets down. Turrets have a fair amount of magic resistance and far weaker armor early – lowering the disparity between enemies.
Additionally, we’ve reduced the power of each individual turret and raised the turret count back to three as it lets us make each individual turret easier to take down – but also raise the potential use cases of turrets from providing vision to providing coverage.
From internal testing, the biggest gain here is that Heimerdinger’s turret formations become a little more interesting. If you clump your turrets – you’ll have a very strong zone of minion control and hiding – but the barrage of skillshots is fairly easy to dodge, as they come from the same point.
Contrast, a wider spread pattern that is less efficient at farming minions – but also provides better harassment by attacking from many different angles:
Keep in mind though, that the cannon attack is relatively short ranged – so clever spots to put beam turrets will prevent their basic cannon from being able to affect many targets, seen here when the bottom turrets can attack Annie with their basic cannon attack but the topmost turret is slightly out of range.
Additionally, since each turret is individually weaker – advancing with the turret wall is a much slower process than before. With two high-powered turrets, you could easily leapfrog your way in a creeping methodical pattern. With three turrets of moderate strength – you’ll need to think about whether or not your third turret and the loss of the old turret will create gaps that enemies will use to murder you.
Otherwise known as – I regret my decision to replace that top turret to push in.
One of the things we wanted to stress on Heimerdinger is that he has local control over his area. Because his turrets were still active while Heimerdinger was not nearby, it made his turrets powerful in a way that was neither appreciated nor particularly compelling to play against.
Since he could farm his lane passively from base and push from afar – it forced his wave clear to be weak as he had so much presence. We wanted to take away this global control because it forced too many limitations on Heimerdinger’s power level and play pattern to the detriment of the entire builder fantasy – from turret count, to turret durability, to the fact that turrets had to die when he did.
Turrets now shut down after 3 seconds if Heimerdinger isn’t within 1200 range of them, enabling characters to have a window of opportunity to reclaim lane position if Heimerdinger has left.
A portion of Heimerdinger’s ultimate has been devoted to shoring up a couple of his weaknesses – one of which being an inability to quickly set up when the time was required. One of the ways to use his ultimate can be to quickly set up a turret nest in a flash.
Using his ultimate in this manner will spawn the familiar frosty turrets that you are accustomed to, that slow enemies on hit. However, using the ultimate in this manner will prevent you from using it in any of the other modes and has quite a significant cooldown cost early. If Heimerdinger returns to lane and uses his ultimate to create a foothold fast with it, he’s giving up a portion of all-in strength for the next few minutes.
Will we see this update in patch 3.9?
Sorry. There’s still some questions on numerical and health – especially on one of the ultimate modes.
Do we get to control the laser beams?
They will prefer hitting things that you have stunned or that you are attacking.
They much prefer using their lasers on champions – but they’ll use it on minions if minions get too close and they might take damage from them.
What happens when a turret “shuts down”?
Will the turrets be able to push effectively?
Heimerdinger should siege you but his actual raw damage against turrets are constrained – ideally, he’s setting up bastions where your teammates can then push down the tower while he holds down the fort, so to speak.
Turret durability is very non-linear in this work – so the old turret terror manifests itself in late game rather than ‘as soon as laning phase ends at he hits level 9′
Will Heimy get a visual rework?
Besides, Heimerdinger still needs his swag walk.
Is the ability to pick up/dismantle turrets being considered?
No idea when it would be appropriate to do those – we’d have to find the appropriate time.
Are you keeping Heimer’s interraction with Banner of Command?
Also – because the machine guns do relatively poor damage compared to the beams, they now benefit from things like spell vamp and liandry’s and rylai’s.
Rylai’s is the scary part.
Will the turrets be able to survive in late game?
Essentially, turrets will have defenses based on his champion level and some scalars – and it won’t make any sense to anyone because they won’t follow any sane mathematical formulae but we’ll just put numbers there until they do what we want them to do.
Will Heimerdinger have any other options if his turrets die?
Will you give him a new passive?
We tinkered with some other passives but his regeneration passive does a lot to make Heimerdinger easier to play with fallback patterns and the like.
It’s not as interesting as other passives – but we’ve overloaded his other skills with additional intricacies.
How does his new ult work?
However, as this counts against your turret cap – currently, if you use the ultimate in this mode, it is ‘Screw all of my turret placements, I need three turrets here NOW!’.
Is he going to lose the CDR on his Ult to gain all this new functionality?
So his ultimate has multiple modes? Can you elaborate?
For example – in his turret case, you get 3 slowing turrets instead of one.
What are the benefits of leveling turrets now?
Xypherous: Currently, you don’t get the shreds / AoE portion of the turrets on level up anymore. Turret level-ups just increase Turret Damage and some minor things like number of ammo charges you can hold.His level ups aren’t particularly interesting – that’s kind of one of the prices of having a modal ultimate in a lot of ways.
Do these changes further nerf him?
Xypherous: Potentially – we’ll have to tune. Numbers are up in the air but weaker machine gun damage and dodgeable counterplay to beam does allow Heimerdinger’s base statistics to be better as he has additional counterplay.
You’re not fixing the core problem with Heimer – his abilities don’t synergize
The problem with trying to create a pure builder archetype is two-fold – How do they win? How powerful can it be? Most pure builder archetypes in games are tuned to not lose – which is fine in the games they are in where you can switch classes to offense or defense as the game requires. They don’t need to win because if you need to win, you can simply switch out to a more offense team build out dynamically as the round goes on.
However – since you can’t change characters mid-game in league, a pure builder playstyle is going to be intrinsically unfair because it needs a way to win without interacting with the opponent. Contrast TF2 or Tribes where the builder is simply trying to not lose but that’s fine because you simply change to scout or soldier when you no longer need to not lose.
When these playstyles are balanced according to their power level, they’re going to appeal to a very small subset of player because the power level has to be really weak to justify the fact that you can win while totally ignore the enemy.
I’m perfectly willing to bet that Heimerdinger with his focus on turrets / rockets / grenades will still feel out of place to you because you’re looking for a pure builder experience but that aligns better with a pure support playstyle (perhaps a roaming support playstyle) rather than an offensive mage – which, while cool – is more than likely a different character.
Why are you changing Heimerdinger?
Which is a problem because every single one of our gameplay concerns are still present on him – he’s not particularly decent for game health, he has binary matchups and isn’t particularly delivering on his core experience in terms of playing as or playing against – still horribly anti-melee in top lane and still violates the fundamental principle of dueling in that lane as well.
In the end, reworks are almost never about the character not working. You can make any character ‘work’ by throwing a whole ton of power at it. The question is not whether or not the character is actually powerful or not – the question is whether the character is a good one for the game.
Reworks are about the fact that if the character works in the current iteration – it probably shouldn’t because it comes with so much baggage in terms of playing against or playing with concerns. If a character has game health concerns, binary patterns and odd counterplay – they make the game worse as a whole – thus necessitating further nerfs in order to minimize their negative impacts on the game.
Presenting: Grumpy’s Art Thread!
Senior character artist Grumpy Monkey shows us some of his sketches and concepts for champions, skins and even pets!
Get more RP this summer!
Eager to get some Riot Points this summer? Hippalus has you all covered with an awesome discount!
Hippalus: Summer’s here! When you need a break from working on your tans or chillin’ poolside, we’ve decided to offer another extra bonus RP promotion to celebrate the season! You’ll get extra bonus RP when you purchase RP from now through July 12 at 11:59 PM Pacific.
Here’s a breakdown of how much RP you’ll receive for purchases during the Summer Bonus:
- $5.00 – 650 RP
- $10.00 – 1460 RP (1300 + 80 standard bonus RP + 80 extra bonus RP)
- $20.00 – 3000 RP (2600 + 200 standard bonus RP + 200 extra bonus RP)
- $35.00 – 5450 RP (4550 + 450 standard bonus RP + 450 extra bonus RP)
- $50.00 – 7900 RP (6500 + 700 standard bonus RP + 700 extra bonus RP)
- $100.00 – 17000 RP (13000 + 2000 standard bonus RP + 2000 extra bonus RP)
Extra Bonus RP does apply to prepaid cards (the $25 card is worth 3750 RP) but does not apply to mobile payments.
Take this chance to pick up your favorite champions and skins and enjoy the summer fun!
What if I’ve recently bought RP without the discount?
Is the offer only available in the US?
How much RP would a pre-paid $25 card give?
How will people on the new Oceanic server be able to make use of this sale?
Does the bonus discount stack when using pre-paid cards?
Free Champion Rotation – Week 22
The following champions will be free-to-play until July 9th!
- Aatrox – 6300 IP / 975 RP
- Akali – 3150 IP / 790 RP
- Dr. Mundo – 1350 IP / 585 RP
- Ezreal – 4800 IP / 880 RP
- Master Yi - 450 IP / 260 RP
- Miss Fortune – 4800 IP / 880 RP
- Morgana – 1350 IP / 585 RP
- Orianna – 4800 IP / 880 RP
- Sona – 3150 IP / 790 RP
- Swain – 4800 IP / 880 RP
I choose you, Pigasus!… nevermind