Patch 3.12 – Olaf Reworked, Visual Upgrade for Garen, More 3v3 & Dominion Balance, Better Trade System, Creator Viktor and Champion-Themed Wards in Store || Red Posts: Feedback on Jinx, Thoughts on Death Lotus in 3.12 and Interview with Xelnath
* Maps & Game Modes
Red Post Collection
- Jinx, the Loose Cannon, is in this build but will be turned on at a later date.
Context: The cost of Cassiopeia’s Petrifying Gaze is too damn high. To remedy this, we’ve reduced its mana cost at all levels to bring it more in line with other ultimate abilities.
- Garen has received a visual upgrade! Check out the full details here.
- No longer has a cast time delay before channeling (previously had a 0.25 second delay)
- Total damage increased from 400/500/600 (+2.0 AP)(+3.0 bonus AD) to 400/575/750 (+2.5 AP)(+3.75 bonus AD)
- Channel time increased from 2 to 2.5 seconds
- Cooldown reduced from 60/55/50 to 60/52.5/45 seconds
Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We’ve increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina’s overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.
Context: We wanted to re-focus more power and gameplay into Katarina’s Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.
- Updated Lucian’s recommended items
- Base mana regeneration increased from 6 to 7
- Mana regeneration per level increased from 0.65 to 0.7
- When Lightslinger’s target dies before the second shot hits, the second shot will now always attempt to find another target
- Laser hit box width reduced from 120 to 100 units
- Ability now leads its target by 80 units when cast on an enemy champion
Summary: Piercing Light’s hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.
Context: Lucian’s Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we’ve added a leading mechanic to Lucian’s Piercing Light. This means that if the target just keeps moving – oblivious to the ability being cast – Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who’ve got their eye out for incoming abilities.Finally, a bug in Lucian’s passive meant that Lightslinger’s second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian’s target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian’s last hitting or accidentally hitting a champion under the tower.
- Base mana reduced from 270 to 235
- Base damage reduced from 80/125/170/215/260 to 70/115/160/205/250
- Slow percent increased from 24/28/32/36/40% to 35/40/45/50/55%
- Slow duration reduced from 2.5 seconds flat to 1-2 seconds based on distance traveled
- Slow no longer decays
- Minimum distance added (400)
- Axes now stick to walls and structures only if they would land in impassible terrain
- Axes now make jungle monsters ignore unit collision (to better enable Olaf’s axe pickup play in the jungle)
- Mana cost reduced from 40/45/50/55/60 to 30
- Now grants 20/35/50/65/80% Attack Speed and 1% extra healing for every 2.5% HP Olaf is missing
- No longer grants bonus Attack Damage and Spellvamp
- Lifesteal retained
- Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds
- Damage changed from 100/160/220/280/340 to 70/115/160/205/250 (+0.4 AD)
- Health cost is equal to 40% of total damage dealt (unchanged ratio)
- Health cost is now refunded if it kills the target
- Basic attacks lower the cooldown of Reckless Swing by 1 second
- Cooldown changed to 120/100/80 (from 100)
- Mana cost removed
- New Passive: Olaf gains 10/20/30 Armor and Magic resist.
- Active Reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
- Olaf now turns red when Ragnarok is active
- Crowd control immunity retained
Summary: Olaf’s kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we’ve given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf’s attack speed and grants bonus healing based on Olaf’s missing health . Next up is Reckless Swing. We’ve reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we’ve added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok’s crowd control immunity has been retained.
Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we’ll closely monitor how he performs over the coming days and weeks.
- Adjusted recommended items to incorporate Spirit Visage instead of Banshee’s Veil
- Base movement speed increased from 335 to 340
- Improved basic attack to be more responsive
Summary: We’ve improved the responsiveness of Ryze’s basic attacks. Additionally, we’ve increased his base movement speed along with Desperate Power’s movement speed bonus.
Context: We like Ryze’s current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.
- Shen’s damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)
Summary: Previously, Shen’s Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We’ve altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.
Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win’s trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus’ basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen’s taunted enemies.
- Shrooms now grant 10 gold (increased from 0)
- Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds
- Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy
- Passive basic attack “wind up” damage now only grows when Thresh’s basic attack cooldown completes
Summary: We’ve extended Death Sentence’s standard cooldown, but added a mechanic that reduces the skill’s overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he’ll need to deliberately stop attacking in order for it to start “winding up” again.
Context: Thresh’s laning phase can be overbearing when played correctly. We’re making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive “wind up” damage was growing even in between Thresh’s auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay’s passive even when constantly auto attacking.
- Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions
- Warning buff on enemy champions now has a duration that matches the impact delay
- Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.
- Shrooms are now worth 10 gold (from 0)
- Ghouls are now worth 5 gold (from 0)
Spirit Guard Udyr
- Added extra VO lines triggered by interactions with specific champions
- Combine cost increased from 375 to 475 gold
- Total cost increased from 1250 to 1350 gold
- UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions
- Fixed a bug causing the item to deal less damage than intended
- Total cost increased from 3628 to 3728 gold
- UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions
Maps & Game Modes
- Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.
Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.
- +30% Armor Penetration
- UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
- UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
- UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)
- +1000 Vision Radius
- UNIQUE Passive – Magical Sight: Can see invisible units.
- +60 Armor
- +100 Magic Resist
- UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.
- Total cost increased from 2300 to 2600 gold
- Tenacity effect is no longer ranged only
- Cooldown increased from 90/75/60 to 100/90/80 seconds
Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.
- Movement speed boost reduced from 15/17.5/20/22.5/25% to 16/17/18/19/20%
- Ability power ratio reduced from 0.55 to 0.45
Context: Cassiopeia’s bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.
- Cooldown increased from 110/95/80 to 120/110/100 seconds
Context: We liked the Crystal Scar changes we made to Lulu’s ult in patch 3.11, and are extending Wild Growth’s cooldown changes to Twisted Treeline, too.
- Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11 seconds
- Cooldown increased from 110/100/90 to 120/110/100 seconds
Context: Tryndamere went and spun himself right into our cooldown nerf machine! We’ve increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT’s smaller map.
- Armor and magic resist boost reduced from 4/6/8 to 2/4/6
- Cooldown increased from 120/105/90 to 120/110/100 seconds
Context: We’re extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.
- Zyra Bot is now available in the Co-op vs. AI rotation
- Fixed a target bar bug that was showing incorrect minion health and damage
- We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
- We’ve also revamped ranged minion attack particles. The new particles have trails that show the direction they’re traveling in, giving players more information when quickly looking for minion aggro indicators
- Skillshots fired from fog of war should appear on the enemy’s screen sooner if their champion is in the path of the missile
Context: Skillshot missiles fired from brush or the fog of war sometimes don’t register on the receiving player’s screen until they’ve landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they’re being attacked.
- When playing in windowed mode, players can now interact with the game even while the options menu is open
- While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
- Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications
- Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they’re below the threshold
- Simultaneous trade actions will be resolved automatically without breaking your trades
- Clearer Messaging:
- <Player 1> is busy trading. Try again when their trade is complete.
- <Player 1> has declined your trade request.
- <Player 1> has canceled the trade.
- <Player 1> no longer has the champion you wanted. Try trading again.
- You will no longer be able to request a trade with a player who doesn’t own your champion
Summary: We’ve rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.
The following bugs with the trade system have been fixed:
- Friends list not updating friend’s current champion after a trade
- Players rerolling during a trade and then giving one player a different champion than they expect
- Trade icon not appearing after refusal of trade request
- Client denying a trade request
- Trade system displaying the wrong champion
- Simultaneous trade requests causing trades to lock and become unavailable
- Trade window would not time out for either player, leaving those two players unable to trade with anyone else
Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).
- Reorganized the menus for clearer navigation
- Changes are preserved across pages until you hit OK
- Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
- You can now scroll through the menu with your mouse wheel
- “Smart Cast” has been renamed “Quick Cast”
- It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.
- Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
- An option to disable camera movement on revive has been added to the Game section
- The “More Options” section has been removed and its contents have been re-organized into other, more appropriate sections
- A new slider has been added to adjust all video and graphical settings to an overall quality level
- The time required to switch resolutions or window modes has been drastically reduced.
Behold the ward of Dra-a-a-ven!
If you’ve been hankering for some new ward skins, we’ve got some good news for you. The first run of permanent, non-seasonal wards is now hot off the presses into the League of Legends store.
To help you rep a trio of your favorite champs wherever you’re laning, these new ward skins are all themed after members of the League of Legends lineup. You’ll find them in the wards tab of the store for 640 RPonce the new patch lands:
- Lux: light the way with some wand-shaped warding
- Soraka: let the cosmos guide you by picking up Starchild wards
- Draven: fly your League of Draven colors proudly with the official ward of the Glorious Executioner
If you’re a super-passionate ward-enthusiast or just like a little variety you can also snag all three as a bundle for 1632 RP.
It’s a good day to buy a Sight Stone, summoners. Happy warding, and we’ll see you on the Fields of Justice.
Spin to win in the Champion Spotlight for Garen, the Might of Demacia.
Garen’s a melee fighter who excels at bringing justice to his opponents in the form of tough, physical DPS. With a silence, a damage-reducing shield and an execute-style ability to help secure kills, Garen’s toolkit is ideal for trading hits in one-on-one skirmishes while still remaining tanky. And of course there’s Judgement, his signature ability, a furious, uninterruptable damaging spin. Garen’s zero-cost spells and sturdy foundation of resistances and regeneration make for an aggressive, bullying playstyle that justifies his reputation as the most respected warrior in Demacia’s fighting elite.
Creator Viktor’s obsessive pursuit of perfection never rests. Even whilst developing the superior hextech required for his growing Battlecast army, he’s somehow found some time to turn his dark heraldic vision on himself and make some dramatic advances in his own augmentation. His Death Ray has evolved into a sleek techmaturgical device that traces a deep red beam of death in any direction he pleases, glowing even brighter once augmented. Next, he further tamed the singularity that is Chaos Storm, encapsulating pure chaotic energy in a drone that moves to his whim, seeking the weakness of flesh. Ever the perfectionist, he even takes a moment to review his latest Battlecast designs on the way back to base. And as a final surprise, Creator Viktor has engineered his own dramatic entrance to Summoner’s Rift…
Check here for more on Jinx!
gypsylord: Hey guys,
Thanks a ton for all this feedback. Have read every single post. Going to try to get time to chat more later this week but at the moment can not due to being swamped with Jinx stuff (surprise!).
Just wanted to let you all know that I am for sure reading this stuff so please keep it coming.
Some quick stuff:
- Anyone try jungle Jinx? Tell me how it went.
- Again, your feedback on the splash vs. in-game model discrepancy has been heard. It’s being looked at.
- Jinx’s numbers are high. This is true. They’re like that for a reason. All the power on her kit is deferred (Mobility isn’t on-demand and abilities have cast times, arm times, ramp times, travel times, etc.) which results in her spells getting to have a little extra oomph. Not saying she doesn’t have the potential to be OP, Sol may still want to throw in some nerfs for her, just saying that there’s a method to the madness. If she ends up being a problem we’ll take the necessary actions to bring her in line.
- About Minigun vs. Rockets: My design intent behind the Q ability was to make Jinx a stance chooser, not a stance dancer. The important thing for me is that players find specific moments throughout the course of most games where both guns feel good to use. It’s fine with me if you use the minigun for 90% of the game if there’s a Vi on the enemy team and all you find yourself doing in team fights is trying to fight her off alone from pointblank range. What I don’t want is for you to then run up to a wave of 50 minions and opt to clear them one at a time with minigun because you feel rockets aren’t doing their job.
- Some people are saying rockets deal 130% damage at max rank. False. Damage is 110% at all ranks and the bonus doesn’t scale with crit (crit rockets deal 210% damage, not 220%).
- W range is 1500, not 1450. Targeting indicator ranges in our game are often slightly smaller than the actual range of the spell.
- Rocket splash on individual Hurricane bolts is equal to the bolt’s damage (50% AD) and can not crit. A single target hit by splash from the main attack and both hurricane bolts will take 210% damage (110% from main attack + 2×50% for the Hurricane bolts.
Pwyff: You’ll see this in the patch notes but we actually removed the initial cast delay of Death Lotus (it used to be 0.25 so it’s now 0). With the increased ratios and higher base values at higher levels, even with the increased channel time I think Kat does the same or higher overall damage even if interrupted super early but now does even more damage (like… a lot more) if she’s allowed her full channel.
Food for thought!
Won’t this again make her overdependent on her ultimate?
Pwyff: Sorry I had to hop off to chase down other things – in terms of her being overdependent on her ultimate, I’ll note something here – this is a straight buff at earlyish-mid to late game. In terms of making her even more dependent on her ultimate, we haven’t reduced the power on QWE in order to buff R, so this isn’t a tradeoff (and you’re not allowed to frame it like that!)
Here I’ll reframe the discussion – if you think that by buffing Katarina’s ultimate it means we’ll never buff anything else ever, I’m not sure where that thinking comes from. Honestly speaking, however, a lot of Katarina’s gameplay doescome from her ultimate in terms of Katarina trying to position for a perfect ultimate and her opponents trying to stop it. Think Nunu, Warwick, or Malzahar (and they may have other problems but I’m just saying).
From the discussions we’ve had surrounding this change, buffing Katarina’s level 6 damage isn’t a great idea given it’s typically a solo lane and we’ve nuked the cast time on it. If she straight outputs more damage at level 6 even from 1 second on, that’s dangerous. The straight math:
NEW: 400/575/750 (+2.5 Ability Power)(+3.75 bonus Attack Damage)
OLD: 400/500/600 (+2.0 Ability Power)(+3.0 bonus Attack Damage)
The channel duration is effectively:
NEW: 2.5s total channel (damage throughout)
OLD: .25s windup + 1.75s = 2s total channel
I think Katarina does around the same frontloaded damage because there is no delay to her ultimate going off. I’ll do quick math:
Assuming +22 AP (21/x/x masteries, +14.95 AP runes [no AP scaling runes]), and +2 bonus AD (havoc) at level 6with only a 1 second channel time before it’s interrupted:
OLD: 450 total damage. 192.855 first second (incorporating +0.25s cast time) + 257.14 second second.
NEW: 462.5 total damage. 205.555555 first second (no 0.25s cast time) + 205.5555556 second second + 102.7777778 last half second.
Assuming Katarina buys something safe like a Seeker’s Armguard and no other AP items, we get to +43 AP and +2 AD:
OLD: 502 total damage. 215.14 first second / 286.86 second second
NEW: 558 total damage. 223.2 first second / 223.2 second second / 111.6 last half second
If I give her a NLR in addition to the Armguard and a level 2 ult…
OLD: 760 total damage. 325.71 first second / 434.28 second second
NEW: 900 total damage. 360 first second / 360 second second / 180 last half second
If I give her a Rabadon’s + Zhonya’s and a level 3 ult…
OLD: 1373 total damage. 588.38 first second / 784.5 second second
NEW: 1716.1 total damage. 686.4 first second / 686.4 second second / 343.2 last half second
That said, my math might be terrible because I am notoriously bad at it. Judging from these numbers though… We can assume that if Kat is allowed to channel for 2 seconds, she’ll do more damage with her old ult. If she’s allowed to channel for 2.5 seconds, she’ll do more damage with her new ult.
I’d ultimately argue that if Kat is allowed to go beyond one second (around normalish reaction time to interrupt if you have the interrupt), she’ll typically get off near the full ult. She actually does more damage in the first second (or beyond, I really don’t want to do the DPS math here) with her new ult at all times so keep that in mind.
Anyway, this actually took some time to brain out but I’d reframe this. Is Katarina’s kit fundamentally weak? I honestly don’t think so, but she’s got some problems in terms of being countered (I play LeBlanc, so I know all about getting counterpicked…) and I’ve seen players using her to great effectiveness at the highest levels. Is she picked in worlds or LCS? Maybe not, but that speaks more to the metagame and player priorities in their mage / assassin picks as opposed to a champion’s fundamental balanced…ness.
But this discussion is getting a little aggressive and I’m sorry I left it for a bit Honestly speaking though I’ll take a look through all the rest of this but I do disagree that we’ve somehow made her ultimate even more important if we just straight buffed it except within the 1s-2s window.
[edited for some silly clarity mistakes]
Isn’t this the wrong decision when fixing Kat?
Pwyff: Then we need to reframe this discussion to be that other aspects of Katarina’s kit should be buffed and not her ult. My bad for jumping in, I just sort of saw it and wanted to hop in before a meeting.
That being said, I still disagree – Katarina does ridiculous amounts of damage if we buffed her QWE because she gets resets the moment an assist happens. If her damage is too high on QWE, she’ll literally obliterate teams just on those abilities alone.
It’s also worth mentioning that with the cooldown buffs on lotus she gets a straight full reset at 3 kills / assists @ lv3 ult.
Anyway, once again I’ll say this didn’t make Kat overdependent on her ultimate – it was a buff that makes her want to land a full ultimate but her core abilities still do really high damage. Her problems are inherent to assassins in that she needs to wait for an opportune moment to go in. I’d argue that other assassins (Zed, Kass, Ahri) are too safe and that Katarina is a good example of a champion who needs to find that opportunity to engage.
Okay, first of all i’ll introduce myself.I am a writer at League of Legends Nyheder.I wrote a message to Xelnath over steam where we decided to make an open interview.(English is not my native language)
Q: How is it to work at Riot?
Its a lot of work and very fun.
Q: What is the current progress on Xerath and Yorick (For whoever hasen’t followed up on it)
Xerath will be on PBE with 3.13. Yorick is currently tabled while we resolve some systems work.
Q: What do you do at Rioter?
I’m a systems designer – working on champion reworks, new champions, adding game systems (Minimap Icons/Designer features/new support gold systems/ward updates, etc).
Q: Have you ever participated or create a champion yourself?
I have – but only in the concepting stages. You’ll see one of them early next year.
Q: When can we buy RP Cards in Europe?
I’m not qualified to answer this.
Q: What is your thoughts about future systems changes?
I think the feedback you guys have given has really helped us narrow do what changes we need to make to wards, vision and support income.
Q: Is there progress in fixing the EUW server issues?
Again, you need to ask a network engineer or someone in ops – I’m just a creative dude who helps support the work of the Live Design, Features and Champion teams whenever I can.
Q: What sort of problems can you run into when either reworking a champion?
The big thing is that your initial concept in your head is always different when you play it than you expected. When I remade Xerath, I imagined a long-range sustained bombarder – turns out that feels horrible to play against. It was novel, it wasn’t fun.
So I instead had to make his bombardment window more narrow.
Q: Do you really love Kha’Zix since you have him as your profile picture?
I love his philosophy of changing and adapting to match the situation. Its a philosophy every league player should embrace… as compared to … you know… Mundo – GO ALL OF THE PLACES.
… actually that sounds pretty cool too!
Thank you very much for your time. It is greatly appriciated.
Good luck with your school paper
Q: Why would you change phage and trinity force?
Phage was a “if you’re lucky with a proc, you win harder”. Old Phage early randomly guaranteed you won lane. You couldn’t be burst or outtraded. If the enemy engages, they can’t leave. The new phage became an awesome “catch-up-to-target” utility item that was incredibly useful. Xypherous takes all of the credit for improvement.
The sprint one rewards action and using minions to speed you up to engage opponents. It makes the matchups a lot more interesting.
Q: Do you have any plans to rework Taric?
I can’t comment on this, but I think we all agree his Triangle cape lacks a bit of that leaguey style.
Q: Do you have any plans to rework Skarner?
We’re looking at Skarner right now! RiotScruffy is playing around with some prototypes. No ETA though, this is his first big project and we like to take our time to get these things right.
Q: Were you in the making of Jinx?
Nope, she was already under way when I started.
Q: What do you expect of the upcoming meta changes?
I expect Junglers to feel really awesome and more free to farm the jungle and change-up their routes. Supports should feel more freedom, and have a bit more income, but still be supports.
Q: What do you expect to do in season 4 with supports and junglers?
The first order of business is to increase their gold income (I’ve got huge threads on this) then reduce pain that prevents them from feeling like fully realized characters in the endgame.
Q: What is the current kit for the reworked Xerath?
Q – charges to increase range
W – aoe slow that does bonus damage in the center
E – line nuke that explodes and stuns when hits a champion
R – locus of power + his old ult, with extra range and more spread out damage.
Thank you again.
Btw. It’s not a schoolpaper
It’s a facebook page for danish gamers with League of Legends where i translate PBE patches and official patches. Also stuff like these interviews
Ahhh, Well thank you for helping us reach our Danish players! You help keep the world informed.
The following champions will be free-to-play until October 8th!
Heimerdinger - 3150 IP / 790 RP
Kennen - 4800 IP / 880 RP
Morgana - 1350 IP / 585 RP
Quinn - 6300 IP / 975 RP
Shyvana - 6300 IP / 975 RP
Sivir - 450 IP / 260 RP
Soraka - 450 IP / 260 RP
Syndra - 6300 IP / 975 RP
Volibear - 6300 IP / 975 RP
Zyra - 6300 IP / 975 RP
Enjoy the following champions and skins at a discount until October 4th!
- Corki – 395 RP
- Diana – 487 RP
- Yorick – 440 RP
Battlecast Xerath – 260 RP
Blackthorn Morgana – 675 RP
Redeemed Riven – 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