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PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn and the new Rotation and Sale!

July 23rd, 2013 Leave a comment

 

janna banner

 

Riot releases Context notes on the recent PBE changes we’ve seen, explaining each of their decisions (links to each are at the bottom of the article), Xelnath shares his thoughts on Scarizard‘s proposed Rengar tweaks, Morello discusses the issues with Janna and Auras in Season 3, couple of pictures taken on PAX Australia show concepts for a futuristic Caitlyn skin and, as always, the newest Sale and Rotation!

 

Summary & Context of Recent PBE Changes

Champions

Items

New Icons

General

Summoner’s Rift

Twisted Treeline & Crystal Scar

 

Examining the Rengar Changes

Morello on Janna’s Global Power / Auras

Future Caitlyn @ PAX East

Champion/Skin Sale – Expires July 26th

Champion Rotation – Week 25



Summary & Context of Recent PBE Changes


Riot logo decoration

Pwyff explains the decision-making behind the latest PBE updates.



pwyff Button Rioter RiotPwyff: NUMERICAL VALUES ARE EXCLUDED FROM PBE PATCH NOTES DUE TO THE NATURE OF THE PBE (IT CHANGES).

Pwyff here – trying some things out with patch notes and patch communication. There will be a discussion down the line to further expand on the things we’re trying to do with patch notes, and I’ll link to the post when it arrives (some time today). For now enjoy some experimental PBE patch notes that are TENTATIVE.

Discussion on patch note format can be found here: http://na.leagueoflegends.com/board/….php?t=3691786

Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.




Balance Changes


AsheSquare
      Ashe

FocusFocus ( Passive )

  • Focus stacks per second increased
  • Fixed a bug where Focus was granting stacks in certain situations (balance-related)

Summary: Fixed a bug with Ashe’s passive where it would build up stacks while still on cooldown. To compensate, Ashe will gain more focus stacks per second.



EliseSquare
      Elise

Spider_SwarmSpider Swarm ( Passive )

  • Health reduced
  • Armor increased (based on Spider Form rank)
  • Magic Resist increased (based on Spider Form rank)
  • Multi-target damage reduction adjusted
  • Vision radius reduced
  • Spiderlings now instantly vanish upon shifting into Human Form
  • Spiderlings are now grouped closer together while moving


Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel’s will no longer allow Elise to travel outside of her indicated range.


Volatile_SpiderlingVolatile Spiderling ( Human W )

  • Movement Speed of the spiderling has been reduced
  • Vision radius of the spiderling has been reduced


RappelRappel ( Spider E )

  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise, instead of descending at the same time


Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically Elise’s spiderlings were very tanky and had a high amount of utility in soaking up damage – with these changes we can add a little more counterplay for players to take them out and Elise will need to think carefully about replenishing them with her passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise’s Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this caused Rappel to be extremely frustrating to play against. In this patch, the circular visual indicator will now more accurately represent where and who Elise is allowed to descend upon.



KarthusSquare
 Karthus


DefileDefile ( E )

  • Ability power ratio reduced



RyzeSquare

      Ryze

  • Base Movement Speed increased


OverloadOverload ( Q )

  • Cast Range reduced


Rune_PrisonRune Prison ( W )

  • Cast Range reduced
  • Mana Cost reduced


Spell_FluxSpell Flux ( E )

  • Cast Range reduced


Desperate_PowerDesperate Power ( R )

  • Movement Speed increased


Summary: All of Ryze’s spell ranges are reduced, but his base movement speed and movement speed gained from Desperate Power have been increased.

Context: With his spell range and high damage at late game, Ryze could effectively melt squishy champions on the back line while still being tanky (when built in that way). We wanted to focus on Ryze’s core identity as a “mid-range” mage so that he needs to focus on movement to get to his priority targets.



ThreshSquare
    Thresh

  • Base Health reduced
  • Base Armor reduced


DamnationDamnation ( Passive )

  • Souls now always grant a flat amount of Armor and Ability Power per soul collected


Summary: Thresh will be more vulnerable at early levels but souls will now grant a flat bonus for each one collected, with no diminishing returns.

Context: We wanted to make trading in lanes a little riskier for Thresh as he already had a lot of crowd control in Death Sentence and Flay. Additionally, souls had the tendency to become negligible in the late game due to their diminishing returns, so letting them give a flat bonus means Thresh’s passive won’t feel worse for players who are diligent in picking up souls.



TwistedFateSquare
Twisted Fate


Loaded_DiceLoaded Dice (Passive)

  • Remade: Upon killing a unit Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.


Pick_A_CardPick a Card ( W )

  • No longer has a 10 second duration to both lock and throw the card
  • Now has a set amount of time to lock the card and a smaller window of time to throw it


Summary: Loaded Dice no longer grants global bonus gold – instead it gives Twisted Fate an overall higher amount of personal gold every time he kills a minion. Pick a Card now has a smaller window to throw the card after locking it instead of just a long window to both lock and throw the card.

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, and then sitting on the locked card for the rest of the duration to intimidate opponents. While there is more time overall to utilize Pick a Card, players will have a smaller window to act once they lock in.



ZacSquare
        Zac


ElasticSlingshotElastic Slingshot ( E )

  • Damage reduced




Quality of Life & Bug Fixes


FiddlesticksSquare
Fiddlesticks


CrowstormCrowstorm ( R )

  • Doesn’t briefly reduce Baron Nashor, Dragon or Vilemaw’s magic resist anymore



KarthusSquare
    Karthus


Lay_WasteLay Waste ( Q )

  • When Karthus’ passive is active Lay Waste casts targeted beyond max range will instead be cast at max range instead of doing nothing.


DefileDefile ( E )

  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly deactivated and reactivated to increase its damage output



MalzaharSquare

  Malzahar


Summon_VoidlingSummon Voidling ( Passive )

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions


Call_of_the_VoidCall of the Void ( Q )

  • Missile visibility from fog of war and brushes now consistent with other missiles



NamiSquare

     Nami


Aqua_PrisonAqua Prison ( Q )

  • Fixed a bug where sometimes the stun effect lasted longer than intended



WarwickSquare

   Warwick


Infinite_DuressInfinite Duress ( R )

  • Fixed a bug where damage would continue after being interrupted by enemy champions




Magic Resist Items


Summary: Two new magic resistance items have been added to the game, with one being an upgrade for Hexdrinker and the other being a mid-level MR item to build out to Spirit Visage and Banshee’s Veil.

Context: We wanted to reposition Magic Resistance to be more of a personal stat as opposed to being an aura-focused stat (see below for our Runic Bulwark changes). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more space for tanks versus late game poke teams. 


Spellbreaker_item New Item: Spellbreaker (Melee Only)

  • Recipe: Hexdrinker + Avarice Blade + Gold
  • + Attack Damage
  • + Magic Resistance
  • + Critical Strike Chance
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
  • UNIQUE Passive – Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown.)


Spectre's_CowlNew Item: Spectre’s Cowl

  • Recipe: Ruby Crystal + Negatron Cloak + Gold
  • + Health
  • + Magic Resistance
  • UNIQUE Passive: Grants bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.


Spirit_Visage Spirit Visage

  • Recipe Changed: Spectre’s Cowl + Kindlegem + Gold
  • Health increased
  • Magic Resistance increased
  • Now additionally grants bonus Health Regen per 5 seconds


Banshee's_VeilBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Ruby Crystal + Gold
  • Health increased
  • Magic Resistance increased
  • No longer gives mana
  • Additional UNIQUE Passive: Grants significant bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.


 Guardian_AngelGuardian Angel

  • Recipe Changed: Negatron Cloak + Chain Vest + Gold
  • Magic Resistance increased


Bulwark & Locket

Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.




Aura & Support Items


aegis of the legion Aegis of the Legion

  • Combine cost reduced
  • Health reduced
  • No longer grants self-only Magic Resist
  • UNIQUE Aura – Legion
  • No longer grants Armor
  • Magic Resist increased
  • No longer grants additional bonuses to minions


Runic_BulwarkRunic Bulwark

  • Removed from the game


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • New build path: Aegis of the Legion + Gold
  • + Health
  • + Armor
  • + Cooldown Reduction
  • UNIQUE Active retained
  • Now grants UNIQUE Aura – Legion


Context: We wanted to reduce the burden of buying an Aegis / Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction. 




Other Items



Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced


Blade_of_the_Ruined_KingBlade of the Ruined King

  • Active Haste/Slow duration reduced


Warden's_MailWarden’s Mail

  • Passive Slow Duration reduced
  • Cost reduced


Randuin's_OmenRanduin’s Omen

  • Passive Slow duration reduced
  • Cost reduced


Frozen_HeartFrozen Heart

  • Cost reduced




New Icons


 

The following items have received new icons

  • Vampiric Scepter
  • Catalyst the Protector
  • Deathfire Grasp
  • Glacial Shroud
  • Abyssal Scepter
  • Thornmail
  • Hextech Revolver
  • Haunting Guise

 You can check them all out here.




General


120px-Baron_NashorBaron Nashor

  • Baron Nashor’s ‘Voracious Corrosion’ effect now no longer reduces the target’s Attack Damage by 50%.
  • Baron Nashor’s ‘Voracious Corrosion’ effect now reduces the physical and magical damage the target would deal to Nashor.

Summary: Baron Nashor will now take less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he can apply to whoever is tanking him) as opposed to directly reducing Attack Damage. Overall this means that soloing Baron with a sustained magic source will be far more difficult.

Context: As mentioned above, soloing Baron with a single sustained magic source was too easy for a select few champions, so this will make things more consistent overall. A noted side effect is that teams who attempt Baron will be at less of a disadvantage when engaged upon, due to the fact that Voracious Corrosion doesn’t directly alter attack damage (it just reduces damage directed at Baron Nashor). We will monitor this and act if it seems to be a significant problem.


Turrets

Summary: Turrets will be harder to push down within the very early stages of the game. We’ve also corrected a minor bug where purple side inner turrets had slightly more armor than intended.

  • Outer turrets gain a flat armor bonus at the beginning of the game for 8 minutes
  • Outer turrets base Armor increased
  • Outer turrets no longer gain Armor over the first 8 minutes
  • Fixed a bug where purple side inner turrets had 10 more armor than intended

Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn’t want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.

For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.




Summoner’s Rift


Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns so now junglers will need to clear the full camp in order to hit level 2, as opposed to simply killing the buff monster.


120px-WolfSquare  Wolves

  • Spawn time increased to 2:05 from 1:55


120px-WraithSquareWraiths

  • Spawn time increased to 2:05 from 1:55


120px-GolemSquareGolems

  • Spawn time increased to 2:05 from 1:55


120px-GolemSquareAncient Golem

  • Base experience granted reduced to 260 from 340


120px-LizardSquareLizard Elder

  • Base experience granted reduced to 260 from 340


120px-LizardSquareYoung Lizard

  • Base experience granted increased to 50 from 10
  • Base Health increased to 400 from 300


Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we’re pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple an opposing jungler – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but we want to make sure there is an appropriate amount of risk involved.




Twisted Treeline and Crystal Scar


Summary: Needlessly Large Rod and Deathfire Grasp removed from these map modes, with more mid-level AP items added into the game, including Liandry’s Torment, Seeker’s Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the active ability of Deathfire Grasp.

Bug Fixes

  • Vilemaw now properly selects his melee attack for melee champions with more than 100 range
  • Vilemaw no longer twitches when players leave his lair
  • Lesser Wraith health now properly scales with time

General Changes

  • Needlessly Large Rod removed
  • Deathfire Grasp removed
  • Liandry’s Torment enabled
  • Seeker’s Armguard enabled


Moonflair_Spellblade_itemRETURNING ITEM: Moonflair Spellblade (Ranged Only)

  • Recipe: Seeker’s Armguard + Negatron Cloak + Gold
  • + Ability Power
  • + Armor
  • + Magic Resistance
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.


Blackfire_Torch_item Blackfire Torch

  • Reworked: Blasting Wand + Fiendish Codex + Gold
  • + Ability Power
  • + Cooldown Reduction
  • UNIQUE Active: Deals 20% of target champion’s maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown).


Wooglet's_Witchcap_itemWooglet’s Witchcap

  • New Build Path: Seeker’s Armguard + Blasting Wand + Amplifying Tome + Gold
  • Armor increased


Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) are removed because Needlessly Large Rod is unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker’s Armguard should also help with early-mid game survivability.




Examining the Rengar Changes


rengar decoration

 Following Scarizard‘s recent announcement on upcoming Rengar changes, Xelnath hops in to share his opinion on his gameplay tweaks. We also get a detailed explanation on the goals the team wants to achieve by reworking the Bonetooth Necklace.



What are your thoughts on these changes?


Xelnath Button Rioter Xelnath: I like the return of Jungle Rengar.

Not totally sold on the chain Q spamming until I play it in a playtest. I think in my head it will feel good, but it really locks down empowered Q chains for killing. This is probably a good thing, as it means W/E are your exit strategies and using them early is tenuous.

I’m particularly excited by the bonetooth changes. Perhaps it means I’ll finally be able to face my eternal rival someday soon on the ranked fields of justice.

I *really* like the cooldown reduction and move speed increases on R thanks to the new warning. It means I can use Radar Knifecat to find enemies without being concerned I’m totally wasting the ult. Frankly, 100% assassin cat always felt a little bull**** :0

The new E is like whoa levels of strong.



Why did you feel the need to tone down his burst?


XelnathButton Rioter Xelnath: There’s a difference between “if its not broke, don’t fix it” and “if its not broke for me, don’t fix it.”

Rengar Triple Q bursting an ADC without warning, then staying alive by aoeing the enemy team doesn’t sound broken to you?



What issues are your solving with these changes?


XelnathButton Rioter Xelnath: Rengar’s kit looks like a fighter kit to me – sustained damage, no mana costs, free healing, ranged snare. His ultimate is an assassin ultimate though. The point is to resolve that disparity. When you look at other characters with the ability to close onto a target from a long distance away:

TF, Shen, Fiddlesticks, Pantheon, Nocturne, etc. Even Kha’zix to an extent.

They *all* have a warning and telegraph that they are about to do it. Even Eve, the bonafide stealth champ, reveals herself before attacking you. Rengar is the only one who breaks the “warning” rule. Furthermore, he doesn’t just show up. He shows up and triple Qs you in the worst case. Rengar violates a core value of our design philosophy that exists everywhere else.

You guys are smart. You realize no-warning stealth is powerful. You also realize that triple Q burst is powerful. That combination is highly frustrating to deal with.

Yes, it’s fun to be the one who doesn’t follow the rules and frustrate other players. No, it’s not okay to say “its fine” and will never be OK to just ignore it.



Follow-up: Doesn’t this issue extend to Twitch as well?


XelnathButton Rioter Xelnath: Twitch causes problems for this reason too. However, he also dies when you turn and look at him. I believe he’s one of the most fragile characters in the game. Fighters are not.





So his Ultimate will now warn the entire enemy team when it’s cast?


XelnathButton Rioter Xelnath: This is pretty much how it works at rank 3. The radius is huge. It’s only the early, unexpected ganks where it will make a difference, but you’ll still be able to pull them off. Rengar is gaining combat power, not losing it.




Follow-up: Will this diminish its power?


XelnathButton Rioter Xelnath: It’s still a very powerful movement speed steroid + a gap closer + the enemy can’t see which direction you’re coming from. I quickly tried it out, stealthing around the wraith camp then going in to gank the enemy laner from behind. Unless he’s already playing conservatively, the warning doesn’t appear until you’re stealthed and the enemy is in your radius.

I’m sure we’re still tuning it, but when I went to gank mid, the midlaner didn’t see the “icon” until I was already in the lane entrance behind him.

This change is going to be fine.



Will these changes ruin Rengar’s Predator playstyle?


XelnathButton Rioter Xelnath: Well, Rengar’s feeling remains intact. You are welcome to continue disagreeing with me, so I’m posting this:

Huge Caveats: Balance not done, etc.

I am assuming here that you’re using Rengar’s ult to jump onto the target as quickly as possible from as close as possible.

Now, if you’re coming out of the jungle with 0 combo points and need to wait the full 5 seconds of stealth to charge-up your ferocity, or you want to stealth to avoid a ward, you’ll need to stand back a little bit further or be willing to chase them with the warning up. But that situation is preventable.

Here’s where you would mark the target from a fast bush gank (click stealth + run) or back lane gank. Keep in mind you also have 10-50% movement speed bonus at this point.



 When will we see buffs to Rengar?


XelnathButton Rioter Xelnath: I’ll leave it to Wav3break and Scarizard to take credit for the specific buffs. The big ones that jump out to me are the jungling survivability buffs, massive base HP regen increase, W and E damage are increased, the empowered W damage and E root duration are also just shy of double strength.

They’ve really made him a much better character in exchange for fixing a broken ultimate.

Like… I feel like this new Rengar is broken strong now.



Why can’t Rengar be an Assassin?


XelnathButton Rioter Xelnath: That’s a question I can’t answer as I’m not directing this rework. Like Wav3break said, he’s always going to be on the assassin side of the fence. Stealth ultimate + double cast just does that to a character. My guess would be that he doesn’t have a good escape to make the assassinate and leave pattern feel good. Similarly, Assassin Rengar he has no fallback pattern, unlike Kha’zix who can evolve poke.



Why not make Bonetooth Necklace a starting jungling item, unique to Rengar?


ScarizardButton Rioter Scarizard: An interesting suggestion, but one that brings up a core question on BTN from the get-go: Why is BTN optional at all? In the case of the first question, at least, is to not force Rengar at all to play this mini-game. Many Rengar’s on Live choose not to Bonetooth, simply because the upgrades are not appealing/attractive to their playstyles.


My goal with our BTN Exploration is to see if we can come of with a set of upgrades that aren’t as binary as ‘i don’t care about mini-brutalizer stats, so no please’ (which is very win-more in the case of snowballing knifecats) but instead emphasize and embrace his individual strengths as a skirmisher who is very dangerous near brush and stalking isolated engagements. Ex. ‘I like to force fights in the jungle and gank sidelanes and would like to become better equipped for that, so BTN is right for me’.

In theory, this ‘amplifier’ BTN would be a more welcome addition to a Rengar’s arsenal than the current ‘steroid’ BTN with regards to game health, but should still remain an option to respect and preserve the decision point that exists on Live – ‘Is this a BTN game? When do i get it? Am i a player that enjoys engaging with the BTN gameplay?’I think what you’re attempting to accomplish here is very similar to our suggested Hunter’s Machete + Long Sword + 100g = BTN Recipe, and that is increasing the flexibility for either Lane or Jungle Rengar to ‘Opt-in’ smoothly out of lower-cost items. While this version is certainly a boon to Jungle Rengar, (tho Lane Rengars might feel left out) the cost means that if this item is ever good to start with, you’re engaging in the minigame even if you don’t want to – and in the case of building/losing trophies that have no actual effect, subverting a lot of the decision of the purchase (Am i snowballing/doing well with some trophies banked? Proceed to upgrade for little cost and no risk vs Am i doing poorly? Sell item for little cost and proceed with standard jungler items) that in the end allow us to make the item unique and powerful. By keeping variance a factor, we ensure that BTN’s effects can be strong simply because they aren’t a common occurrence like hitting Rank 5 of a spell or Level 18 is.

As for your Offensive/Defensive/Utility suggestions, we then have to go back to the purpose of BTN and what, in the end, we want Rengar to look like as a champion. Fighter or Assassin, he’s a damage-dealer at heart and that will be his primary reason for finding a home on a team. Would a Defensive upgrade for BTN ever feel ‘fair’ on a champion who’s intended function is damage? Would it feel cool, or aspirational? In my personal opinion at the very least, i see Bonetooth as the utility belt – as he becomes more and more successful in his hunts, he hunts better. More efficiently. These are why ideas we’ve discussed such as ‘Rengar gains X% MS out of combat; doubled in brush’ and the Leap Range that’s on Live really excite me – they don’t give him more damage. They give him more options. He’s honing his craft. Now, this isn’t to say that BTN can’t provide Defensive or Offensive bonuses – but i’d argue that while ‘Taking Less Damage’, ‘Dealing More Damage’, and ‘Conditionally Moving Faster/Leaping More’ might all net you a kill, the last one of those three would really give you those strong feelings of ‘I really outplayed my opponent/contextually read and reacted to the situation’ that make you feel skilled. Big wins for playing against case too, imo – being outplayed can give you something to analyze and learn from, being out-statted just says ‘you’re dumb for having fought there’ and often leads to feeling helpless.

I’m getting pretty tired as this took quiiiiiiiiiiite a long time to write up, but i hope even a response to half of your 4 hour post is useful! I’ll be sure to muse a bit more on Rengar and give my thoughts as well as reports on his process as soon as i’m back stateside.

So to you, Darklarik and everyone that’s posted – thanks for your continued input. Every day i come to this thread i have more and more to think about. Gonna pass out and prepare myself for 20 hours of international travel, goodnight y’all




Morello on Janna’s Global Power / Auras


janna decoration

In a recent thread we had Morello elaborate on the changes to Twisted Fate’s Passive and how global team auras were negative for the game. The discussion continues, with the focus this time being on Janna and her Tailwind Passive, as well as Auras and Aura items.



Why do you want to rework Janna’s Passive?


morello Button Rioter Morello: If a character’s picked because they make the whole team faster, with no interactions to do it, then I’m glad we’d remove that strategic decision.

Janna has a number of powerful and satisfying qualities; her ultimate is still one of the best skills in the game, and her lane presence is undeniable. If 3% global MS is Janna’s identity, then we have way, way bigger problems.



Follow-up: Why nerf it?


morello Button Rioter Morello: Because I think Janna’s Passive (especially when talking to pro teams) is a major contributor to her overall power, but the wrong way for it to be there. Let’s pretend, for a moment, that Janna is OP sometime in the future. If, in fact, this passive is doing a lot to contribute to that, wouldn’t it be better to hit here first so that we could leave her abilities and other disengage (Janna’s real identity) intact and unmolested?

I think the downvotes are reactions, not reasons. Players all desire a balanced and healthy game. That desire can change rapidly when it’s at the cost of something someone personally enjoys.



Does this principle apply to all Global Passives?


morello Button Rioter Morello: You’re correct.





Will LoL become less aura-friendly overtime?


morello Button Rioter Morello: I’d like it to be, but I think until there are other ways to feel you can help your team out, I won’t remove that stuff. If we could make active items cleaner, more intuitive, and have better UI, we’d likely move to more that model.




Isn’t the point of Aura items to help the team?


morello Button Rioter Morello: Yes, and that’s the good portion. I wish it were done in ways that added some type of interaction. It’s hard to ever think “+125 MR for your team” is ever even a strategic decision – you just get it every game because, how could you not?

The reason we’re leaving this stuff alone, though, is because it’s a good way to help your team. Unless/until we create an alternative and clean method to do so, these will remain.



How are Global Passives different from other team-wide buffs?


morello Button Rioter Morello: Many buff skills can have a cooldown, uptime/downtime/cost/range. Global passives that provide free stats can’t influence the game past champion select other than “the other team has extra stats.” Something like “players near Janna move faster” would at least have a positional requirement.



Follow-up: Why are Global Passives an issue?


morello Button Rioter Morello: Janna’s passive gives her entire team +3% movement speed, regardless of any situation, condition or other factors. What this means is;

* If this skill is ever powerful, the players providing or receiving the benefit can’t see its effects in almost any case. This is the definition of power without gameplay – this isn’t a nuanced example.

* If this skill were strong and needed to be nerfed, the skill essentially easily becomes worthless and Janna has no passive. If it’s buffed, it becomes too strong and then warps the game in ways that don’t create gameplay or interactions at all.

* This passive can’t form interesting combos. A positive example of this would be where Taric’s Aura can create windows of strength/weakness for lanes to capitalize on. The lack of Taric’s Aura when he Shatters is gameplay with the aura.

Does this make sense? I’m really attempting to explain the differences in these types of issues and why global passives (of which Janna has one) are bad design.



Are you trying to replace Auras with more Active spells?


morello Button Rioter Morello: We’re not saying actives. Some auras are good because they provide some gameplay or strategy. A mana Manip could be good (if balanced etc) buying it in a lane with a hungry ADC. Absyssal Scepter requires specific synergies to use, or requires discomfort in a mage’s positioning (or changes your own positioning to use it). These are good examples.

+Defensive stats to everyone near by? There’s nothing to do, no strategy to rally around, no decisions in any term. I might not have clarified this in my off-the-cuff explanation earlier, but there’s no nuance to Aegis (and WotA, to an extent) outside of gold/efficiency ones.



Would it be better to create more aura items to combat that problem?


morello Button Rioter Morello: Not more, but “better and different” ones, yes. Same as post above.





Why have Auras suddenly become a problem?


morello Button Rioter Morello: As you guys get better at optimizing strategies, more minor earflicks can turn into problems, yes.





How about reducing the range on Aura effects?


morello Button Rioter Morello: This is why we lowered some of the aura ranges a bit ago – I agree range is a great lever.





Why did you nerf Bulwark?


morello Button Rioter Morello: Bulwark, originally, was supposed to be a specific team-comp counter to AOE spooge teams. Turned out it was just a strong item.

Xypherous will have to explain this one as he was closer to the items project.




Future Caitlyn at PAX Australia!



PAX AUS

Much like the surprising unveil of Sunbathing Leona at PAX East we have some intriguing concepts shown at this year’s Australian PAX, this time presenting Caitlyn in a futuristic outfit.


Pencil Sketch

Pencil Sketch

Shaded Sketch

Shaded Sketch

Colored Preview

Colored Preview

Final Art

Final Art



IronStylus even commented on Twitter, saying:

IronStylus tweet

 

Remember, this is just concept work, it doesn’t 100% mean we’ll have a Future Caitlyn skin.




 Skin Sale – Expires July 26th


Sale July 26th


Enjoy the following champions and skins at a discount from July 23rd to the 26th!


  • Anivia - 395 RP
  • Darius - 487 RP
  • Rumble - 440 RP



Commando Jarvan IV - 260 RP


Commando Jarvan IV


Headhunter Rengar – 487 RP


Headhunter Rengar


Wildlife Zyra – 675 RP


Wildlife Zyra




 Champion Rotation – Week 25


Champion Rotation Week 25

The following champions will be free-to-play until July 30th!


  • Ashe - 450 IP / 250 RP
  • Diana - 6300 IP / 975 RP
  • Fiddlesticks - 1350 IP / 585 RP
  • Fizz - 6300 IP / 975 RP
  • Kha’zix - 6300 IP / 975 RP
  • Nidalee - 3150 IP / 790 RP
  • Shen - 3150 IP / 790 RP
  • Thresh - 6300 IP / 975 RP
  • Twitch - 3150 IP / 790 RP
  • Udyr - 1350 IP / 585 RP



Missed any recent updates? Check here!


PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs

PBE: Karma changes/ New TF Passive, Rioters discuss Olaf, Rengar and Warwick reworks

Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

 


  1. Caitlyn build lol rocks
    August 21st, 2013 at 05:56 | #1

    @Caitlyn build lol rocks
    Yeah as champion she is good and pretty well. Caitlyn items are also useful and easy to use while playing the game.

  2. Caitlyn build lol rocks
    August 21st, 2013 at 05:53 | #2

    Caitlyn is a AD Carry champion, She is one of the lot of ranges champions who have an good default attack damage score. She can slow, stun and his ulti cannot fail (only if u shot a another enemy champion) Also my Idea, Caitlyn is really one of the best AD Carrys.She highest default auto attack range from all champions. Caitlyns Ultimate can be blocked if it is cross by an ennemy.

  3. Horny Teenager
    August 12th, 2013 at 04:12 | #3

    well i hope janna gets an awesome passive >:(

  4. rex000
    July 27th, 2013 at 13:08 | #4
  5. TheAntiNero
    July 27th, 2013 at 05:43 | #5

    Will Zilean’s global passive also be targeted in the future?

  6. Gellard
    July 26th, 2013 at 03:47 | #6

    I posted on russian comunity but, i don’t rly think that it will have any responce from riot.@Gellard

  7. Gellard
    July 26th, 2013 at 03:31 | #7

    Will be rly nice of u to post it on NA server, the reason is i play in Russia cause i am russian, and don’t rly have an NA account.@Chefo

  8. Chefo
    July 26th, 2013 at 02:51 | #8

    @Gellard

    This sounds more like Path of Exile to me :P

    It is a unique idea in the MOBA genre, you should post it on the NA General Discussion Forums, maybe a Red will take note.

  9. Gellard
    July 26th, 2013 at 01:17 | #9

    I guess everybody knows a Dragon Age games, there is a really nice idea about auras. and the thing is, why not make auras like a skill that will consume like 10-20% of your maximum mana, example: u have 1000 mana, when u use aura skill u have 800 mana. That way u have to choose what u need more mana or stats for team.@Zephyror

  10. Beshoy
    July 25th, 2013 at 23:41 | #10

    The Jungle changes are honestly needless. Now junglers with a bad early game can get away with clearing more easily if they get a good leash, or get completely and utterly destroyed if they don’t get every single minion in the jungle. Also, the increased time literally means junglers won’t get leashes if their leashers lanning opponents aren’t giving one, because now the Creep advantage will be much bigger. This is bad because a jungler stuck in the purple side is screwed. -.-

  11. Zephyror
    July 24th, 2013 at 18:13 | #11

    Ok , i’m going to leave my comment on these changes , first things first :

    Elise changes :

    Regarding the passive , it seems justified . Champions like Jayce can now punish Elise for going spider form close to them, by using their aoe to destroy the main sustain on Elise. Also it will reduce the impact of said minions in team fights , wich i gladly welcome . Being grouped closer, it allows other players to hit aoe skill shots more frequently (everyone hates when the spiderling blocks it ) but it nerfs single target ones like Lee Sin’s Q . Fair enough to me .

    Regarding her W , god yes. Very well done. The spider could outrun me and even catch me after a gapcloser was used (in a get-away motion ).

    As for E , bug fixes for the majority , and a nice change on tower aggro, seems good to me, and fair , removing frustration from the game .

    Karthus Changes :

    Bug fixes and such .

    Nerfed E, late game power decreased . Was hard to face a fed karthus because he would kill you when you were trying to focus him down .. Pretty good change .

    Ryze Changes :

    Nerfed every range of his spells , seems to me like they’re trying to force him into going movespeed in masteries and runes to still be effective . Overall i think its bad, because considering how ryze wants to hit the opposing adc , these nerfs allow adcs like Tristana and Caitlyn to completely fuck Ryze over, landing 8 auto attacks before ryze gives up and gets kited to death .

    Thresh changes :

    Pretty standart changes on thresh , he was a bully on the lane , removing some of that power while mantaining his great adc proctection potencial is awesome , nice job there.

    Twisted Fate changes :

    Yeah, about the passive , its understandable, it removes hidden power from the game and makes us feel connected to the character. Good nuff.

    About his W , same thing as passive , in a way that it now connects more to the character. It now makes the person take his time to choose the card, but upon choosing , bam, use it. It’s a lot like Twisted Fate itself, to do tricks with cards you can prepare all you want, but when the time comes you must be fast and precise . Good fix .

    Zac changes :

    E damage reduced . Well to be fair Zac with magic pen marks and boots and haunting guise on top lane or jungle , was feeling like a caster , but someone who could easily jump on the backlines and upon hitting his E, cast and insta W-Q and R, catching people off guard and winning teamfights alone . Now it should give enemy carries a chance .

    Malzahar changes :

    Pretty much just fixes on his gameplay, etc , etc . Usefull stuff though .

    Nami changes :

    Noticed that , it was kinda ridiculous the time it took to get down . Glad you noticed too .

    Warwick :

    Bug fix , always good .

    New items :

    Yes oh dear lord yes . Magic team compositions played pro level were always dominant over AD based comps . The introduction of mid game items that grant MR is a suitable change, along with another item that comes out of hex-drinker ? Thank you , and fuck you elise <3 (and other dominant ap lanes that rule mid-game) .

    Spellbreaker – Well this item seems good, but the critical change now kinda sets it back on me , am i supposed to go trynda with this ? Gangplank maybe ? Doesnt seem like Renekton style or lee sin style . Anyway, new items yay .

    Specter's Cowl – Yes, this is the deal son . MR, HP, and Health Regen when hit by an enemy champion ? Oh yes. Like the Orb of Winter, that is just plain good sir . Once again , fuck your poke elise / nida .

    Spirit visage / Banshees / GA – Spirit Visage just changed, its ok . Banshees is changed, but i fear for Ryze players, since theres no mana there , bonus health regen, niceee , mundo likes it . GA is goooood now . More MR ? Yes pls . Now carries can buy this instead of warmogs of something in those terms to protect themselves vs burst heavy team comps .

    Bulwark – Ah , i'll miss you commrade . You were a good item . Solari being fused with aegis doesnt pack a bad item though i feel bad for supports who usually bought their aegis, or locket . Now they must go towards this item alone . Too bad Bulwark was removed , because it was doing a great job protecting teams vs aoe magic damage comps. Disagree with the change, but enjoy the new items , we'll see how it rolls in game .

    New aegis – Not bad, more MR is good , yes . No bonuses to minions, just too bad :/

    New locket – yes please sir . An item that has it all . Though supports are loosing on this one , it must be expensive for a support to buy .

    Golem jungle item – Indeed it was a needed. Hope not too hard though .

    Frozen heart, randuins , wardens mail – cost reduced , yes . Suck it vayne , you wont trollstomp when fed now .

    New items : Meh .

    Baron attack changes : Yes . Good job on this one Riot . I've seen tournaments being lost due to that debuff . Also nerfing soloing baron , also good job .

    Turrets harder to kill on early levels ? Nice . Less lanes lost easily because of this .

    JUNGLE CHANGES :

    Ah now it begins . Spawn times all increased for small camps , not bad here . The problem starts right now . Decreasing main monsters XP will , yes , nerf counterjungling and most of "Nunu problems" . It will put the ofensive jungler in a spot here yes , he gets the buff, but no, he doesnt get the level . This may look good from a teory perspective , but in a practical way , if anyone leashing you or giving you smiteless gets one of the small minions , you are fucked more that you should . This is diferent from a cassiopea stealing 3 small wraiths at 1.40 . This is stealing the lvl 2 of the jungler , forcing him to waste another pot on going to a smaller camp .

    New 3v3 recipes :

    Good overrall , saving 1600 for a large rod on a mostly fighting map wasnt that good .
    Armor increased on 3v3 rabadons, nerfing the ruling of AD bruisers, nice .

    RENGAR CHANGES :

    Hoping on a good jog Riot. Got some really nice ideas going on with all these questioning. However, jungle rengar doesn't quite work unless leashed really hard, because his assassin path kinda forces him to go 21/9 or at least 16/14, and he suffers a LOT from the early clearing, making little use of his lvl 2-3 power ( i'm thinking of a lee sin gank-a-like here, lvl 2 very strong ) . Changing his ultimate might work , but be extremely carefull on that one, because warning someone too soon results in it being useless and too late results on changing nothing at all .

    Global Passives , Auras and such :

    God , here comes a hard one . I , honestly , like Janna's passive, and i can see the diference, because when someone picks Janna in my team, i instantly go MS quints, making it a 5% ( i guess ? ) MS bonus , and THAT you can tell . However, i do agree with Morelo saying that it does not allow any type of counterplay mechanics , or does it envolve any type of skill to it . Its just power, handed freely . If it must be removed for that reason, make it so Janna has a meaningfull passive in the game and within the character himself. Also, speaking of free power, noone has made a comment about soraka . 16 MR or something like that for free . I know that it isnt much, it isnt broken nor op, but since riot wants to nerf free power, im just saying there's more that Janna to it .

    As for auras , and the removing of such from the game , i have my own opinion, that comes in 2 different parts , since the main argument is that auras dont allow counter play and make the power more invisible and skill based : on one hand , we i do agree with Morelo, because making this game completely skill based will be a wonderfull experience . Games would go bad because you played bad. Never because they had a bulwark or aegis to make them surive all with 50 hp on that drake team fight that snowballed the game . That would remove frustration from the game , and as such , i aprecciate it . But on the other hand , support players who are put behind because of theirs adc mistakes will now be further behind, because they can't help their team with auras and invisible power that they could spend their money on . IF , and only IF , riot manages to balance the power of the supports to a level where one can feel that he does have impact on a game , without any auras , just by using their spells , warding , buying this or that with active effects that can be used mid-fight , then YES, the change is welcome, and it does improve the game and the gameplay overall . However that change , in order to be as effective as i dream it to be , needs more support items with active effects that can change the course of a fight. (Eleisas Miracle that removes CC and heals, that is a very good example on a support item . ) Good luck on those changes riot, but eyes VERY open , support is a role i wouldnt like to see vanished .

    Congratulations, you have arrived at the end of my comment , here's a potato : O

  12. ThatJungle
    July 24th, 2013 at 14:47 | #12

    The changes to the jungle is not necessary, what are the new timers going to really do to dominating jungler champs? Now champs that are single target focused will take even longer to complete a run, while AOE champs or special skills corresponding with the jungle will clear it even faster then normal. How about you scale the champions instead? Look at nunu right off the bat 900 with consume and smite and 1/3 of the hp back. Or elise with her form change tanking the creep aggro not having to pop a pot, then you have utility in jumping nearly 2/3rds the space of mid lane. At the end of the day this isn’t a timing issue on creeps, its just some champs in respect faster and way more dominate then others.

  13. Guy
    July 24th, 2013 at 13:54 | #13

    Lol the jungle nerfs make counter jungling a setback at early levels. As for the Janna passive rework, I myself support 80% of my games, and I find Janna’s passive not useful at all, the reason people play Janna is for her hard CC, disengage and utility. Seeing how her passive doesn’t really affect much, I’m actually for the idea of reworking her passive.

  14. Killer234
    July 24th, 2013 at 06:16 | #14

    OMG,riot dont do that,olaf is a sucks champion and he will be the sucker champion?
    Please riot dont nerf Olaf Q please,i implore you!!!

  15. Hrvoje Razor
    July 24th, 2013 at 05:31 | #15

    @dasilvafk
    and to think about it supports, along with junglers have to do the most early game, as the carries and tops just farm if the teams are equally matched, only junglers change games early with ganks (of course there are tactics that mids and tops utilize, like counterganks with teleport and stuff) but with this patch they are making it harder on the junglers, and announcing that they will make it harder on supports

  16. Hrvoje Razor
    July 24th, 2013 at 05:26 | #16

    @dasilvafk
    You obviously dont play a support, as a support you get locket, shurelyas and mikaels (both optional but wanted against a heavy cc or hard engage team), a lot of supports must either engage or peel (leona, thresh, taric, sona flash-ult), they should also protect their carries (both ap and ad), use their ulties as they are game changers (again, sona, leona, janna)use their actives and disable high priority targets if an offensive support (thresh, leona, taric), so if they replace aura items with actives supports (who i honestly think are the hardest role to play) will become impossible to play on a fun level

  17. Hrvoje Razor
    July 24th, 2013 at 05:15 | #17

    @kiokeN
    The smiteless blue was not a bad thing, as it helped you get red faster thus letting you gank faster, so most of the jungler, not just the inexpeirenced ones did this, honestly the only thing i dislike about this is transfering exp to minions because when you go smiteless someone usually steals your small minions :(

  18. Gellard
    July 24th, 2013 at 05:03 | #18

    About jungle gold issue, u may increase gold for small monsters for 5g, that way u will have additional 50g for first full jungle run, it’s not that much but will ease jungler life a little.
    And imho Rengar need some king of bleed form his Q cause it’s just logickal espetially if u look at his art and Q icon.

  19. Akarist
    July 24th, 2013 at 03:11 | #19

    Soo…… I see that jungle is going to have to baby sit top for exp and go to camps when they spawn and gank after camps…. The high tail it back to top. I don’t like this. It’s like they’re trying to remake jungle.

  20. Drdipepperjr
    July 24th, 2013 at 03:06 | #20

    @kiokeN
    They nerfed the experience gained on the buff because some junglers were just abusing the fact that they could get to lvl 2 with just a smite and proceeding to kill the enemy jungler. Think about if Lee Sin did this. He smites your blue, gets lvl 2, q’s the small lizard, then e’s you for the free kill. I’m not saying we should punish the Jungler for being intuitive enough to be able to steal the buff, just it was crippling the victim jungler way too much.

  21. Chefo
    July 24th, 2013 at 02:39 | #21

    @kiokeN

    I do read all comments and I am very much interested in community feedback, however, understand that I’m not connected to Riot and me agreeing with someone’s opinion won’t change the game.

    That being said, the current jungle changes are more “damage control” than anything, aka the goal here is to make jungling as non-abusive and predictable before the major changes that will be happening in Season 4, after which we’ll most likely see the timers reverted. The discrepancy between a “good” jungler and a “bad” one are massive, obviously, and both types need to co-exist in a single meta, which means pushing changes that reduce the power-curve of the jungle altogether.

    The reason why jungle invading is so popular is because the advantages it brings to one side far outweigh the risk involved. Nerfing this might not be the best course of action, but it contributes to a steady game.

    TL:DR// These changes are aimed at reducing the strength of saving smite to invade, not to reduce the power of junglers in general. You simply cannot nerf only one side here because they’re depended on a single factor. Expect major changes to jungling in Season 4, until then the issue is simply being padded out so as not to become overwhelming.

  22. Ryan
    July 24th, 2013 at 02:35 | #22

    wildlife zyra? didn’t know that was a skin…

  23. Siilent
    July 24th, 2013 at 02:25 | #23

    Dat Riot… SO much hate to junglers… FK you!

  24. Mini
    July 24th, 2013 at 02:22 | #24

    In a way I will miss aura items, but that’s just the lazy part of me. I have confidence that Riot will introduce interesting items for supports which actually provide more gameplay and even more opportunities to make plays.
    As for Janna’s passive, and as a Janna player myself, I’ve been going back and forth between liking her current passive and disliking it. After all, it’s roughly 9~12 mvspd early game (unless I miscalculate) which just feels weak and without impact, compared to how disruptive she is to the enemy team with the rest of her abilities and compared to the boost she gives the ADC with her shield. Hopefully they will come up with something which feels satisfying and sufficiently powerful, without being broken.

  25. OMG don't screw up the jungle
    July 24th, 2013 at 02:17 | #25

    don’t mess with the jungle xp!

  26. Chefo
    July 24th, 2013 at 01:58 | #26

    @Dinoslyer

    Morello mentioned he was looking to rework all Global passives, which includes Zilean’s as well.

  27. kiokeN
    July 24th, 2013 at 01:57 | #27

    If you actually read these comments by any chance and actually care about a community feedback response I’ll give my two cents. I realise these changes are meant to be radical and comments of complete utter distress/anger to them are overlooked due to a ‘bigger picture’ ‘it will take some time getting used to’ thinking. Honestly this time though I cannot even begin to understand why these changes are in place. This whole cripple factor is simply from the victim jungler simply being quite frankly an inexperienced jungler. No champion in the game bar Nunu can effectively kill a pulled first buff without extensive team ie an invade. However this problem from severely crippled jungling comes from the ‘smiteless blue’ syndrome where s3 junglers seem to refuse to smite their first buff even though it means so much. Why does this need addressing if stupid junglers who don’t ask their mid to cover river banana and don’t smite or pull their buff to the bush lose their buffs. You’re indirectly helping bad junglers secure their jungle and therefore allowing these players to have a greater overall effect. Its their problem if they don’t learn from being ‘crippled’. By taking off the XP to not allow instant lvl 2 is also somewhat ironic as in you have also increased the small camps spawn by 20 seconds so this whole ‘early jungle pressure’ on certain junglers has evaporated in their inability to gain XP at the beginning of the game fast. All we have is a weaker lvl 1-3 Jungler than before 3.8 changes. Wait so Jungle got nerfed even harder? Thanks for the ride. This isn’t the community being over the top this is stupid.

  28. kiokeN
    July 24th, 2013 at 01:45 | #28

    wut.

  29. Legendary ADC
    July 24th, 2013 at 01:08 | #29

    WTF is RIOT doing with the jungle…

  30. Altide
    July 24th, 2013 at 00:29 | #30

    Why don’t you put the BTN on Rengars passive? Gradually growing to be more of a jungle-cat automaticly?

    Also I would still like to see him as an assassin giving him a 2-3 stealth after a successful kill.

    Walking footprints of your enemies until you get enough stacks on your passive BTN.

    Fixing the jungle gold problem, just put a gold passive on the jungler items.

  31. Aleksandar
    July 23rd, 2013 at 23:21 | #31

    jungle more fuccked up gg

  32. Salgod
    July 23rd, 2013 at 23:12 | #32

    What a lot of you don’t seem to understand about the changes to jannas passive and aura items is that they are not removing them because they are too powerful/unbalanced it is more because they give power without adding game play.
    Seriously who actually thinks as they play janna wow I am glad I am giving that tiny movement speed bonus to everyone. Similarly who thinks “Wow! I sure am glad of that movement speed bonus” but it does give an edge to that team even if they don’t feel it, this just make for unsatisfying play. With items like runic bulwark at the end of the day it is just a lot of of bonus stats for team fights, it’s impact isn’t really directly felt but it just makes the whole team tankier.
    By removing items and globals like that they can actually make items and passives that can be used better or worse by the skill of a the player and can create interesting synergies with other skills items and abilities. Like a friend of mine often builds a locket on udyr whilst jungle because the shields use whilst ganking often means that the laner can stick around and do a bit more dmg rather then as often happens in a lane that is behind that they end up having to back off before, now taking an Aegis as the jungler is popular for similar sorts of reasons but there is no play to it, no risk for the reward so consequentially the effect just can’t be as strong. With an active shield element if you are involved in a fight where members of your team have a lot of life steal, a brief shield gives them the chance to play aggressively and gain back some of the life they may have lost for no cost, it also means that as a jungler going to gank a tankier lane like say top the shield has a far bigger impact then the small boost in defensive stats due the already highish defenses of many top laners. Where as going to gank bottom extra defensive stats are king because of the low base defensive stats of champs down there and their lack of defensive items in build.
    I saw a comment mentioning something about supports relying on aura items to have an impact on team fights and saying this was a reason to keep them. I couldn’t disagree more, I think this is perhaps the clearest case for changing them. I don’t know about everyone else but I would like my contribution as a support to be more then just being there and putting wards down. I would like to actually do something active in these fights. Ideally they I would really like to see a change in the way wards work overall, supports shouldn’t be just ward machines I don’t think it is a very fun way to play the game.

  33. dasilvafk
    July 23rd, 2013 at 20:52 | #33

    So basically you want to make Ryze a mid-range mage that can excel some tankiness WITHOUT banshees? I mean, no mana on banshees just makes ryze unviable to me. You want to increase the risk of playing ryze but that is a double nerf on him.

    The jungle though, seems legit, the xp decrease is a bit dramatic but i think it can be doable

  34. Anon
    July 23rd, 2013 at 19:48 | #34

    @Rnacorp

    Because bottom and top lane were STILL taking golems to gain a lane advantage; with this change they will lose out on too many creeps to WANT to take golems.

  35. anthony
    July 23rd, 2013 at 19:40 | #35

    I dont like the jungle changes but i think the changes to janna are pretty dumb. I mean the MS bouns isnt even that noticeable. but i guess changing it to when there near her is reasonable. Another thing, they NEED TO STOP CHANGING THE JUNGLE! everyone is just now getting done getting use to it and then they going to chang it again? /.-

    btw PulseFire Caitlyn? amazing! love the idea!

  36. jrgull
    July 23rd, 2013 at 19:12 | #36

    I wish they’d open up those PAX skins to everyone instead of just the attendees :(

  37. Sly321
    July 23rd, 2013 at 19:01 | #37

    RIOT UR SERIOUS
    Since Bot / Toplane taking early advantage from jungle, you are going ahead to nerf the hole jungle!
    Whats wrong with u?
    I mean.. The Jungler need early hard pull. Toplane LOSING now experience -> Another advantage for the enemy toplane.. So u got NOTHING, it was completly senseless.
    Next u going to nerf golem exp and push lizard… WHY i mean.. If my allys lasthit a lizard because the early pull, idc. But now? i have to say it everytime or what? Maokai stacks 4 of his potatoes and mid gets the half exp because aoe spell or smth. GREAT – is that the idea of helping the toplane which get a disadvantage?
    U are not better than all the flamer teams, u have a lane problem? ok blame the jungler. Makes me sick and gives me cancer, just think about ur decisions, why do riot invite pro players when u do ur shit at all. Jungle will disappear and double duo lanes are incoming. Until the complete community blame RIOT for making the jungler so hard for every player.
    Jungler are no Supporter! Its not the goal to make the Jungler to a lower level as the supp in endgame.. ISNT IT?!
    Get this in your motherfacking head riot.

  38. TH30RY633K
    July 23rd, 2013 at 18:38 | #38

    Riot is slowly killing League by removing aura effects from the game. As a support player,I know it will be much more difficult helping the team without said auras. Aegis is getting torn apart by making those changes and Locket should stay a separate item. It’s hard enough to keep places warded and to sustain the ADC during lane phase,then to know when to fire your ulti to devastate a teamfight and STILL keep your team not only in good health,but in good spirits (a good support tries to keep their team calm to assure victory,I’ve seen supports lose their composure and cost the team the game). Is killing off these effects benefitting the duration of matches or something? If you have a problem with high armor targets,buy a Last Whisper! Have problems with high MR? Buy a Void Staff! In my opinion,LW and VS are the two best items in the game due to not only being granted a considerable amount of Magic Pen and Armor Pen,but they give a solid amount of Damage/Ability Power too! /rant TL;DR – Don’t remove auras if they pose such a defensive issue,buy Armor/Magic Pen items.

  39. 2GOOD
    July 23rd, 2013 at 17:53 | #39

    jungle nerfs again…..

  40. Dinoslyer
    July 23rd, 2013 at 17:50 | #40

    So nothing about zilians passive. Its global too. Then again, its useless after a while. (no xp when lvl 18)

  41. Arnekööörv
    July 23rd, 2013 at 17:43 | #41

    No more leach for the jungler xD

  42. Rnacorp
    July 23rd, 2013 at 17:35 | #42

    I understand the xp moves in jungle, but why mess more with spawn times? I personally don’t see the point in doing that.

  43. Lazysushi
    July 23rd, 2013 at 17:26 | #43

    no not really, she just have long hair, and looks like from the future, that’s all that similar, oh and yeah that they got guns.@Arteen

  44. nameless
    July 23rd, 2013 at 17:22 | #44

    bye jungle

  45. Arteen
    July 23rd, 2013 at 16:50 | #45

    Sarah Kerrigan Caitlyn