Archive

Posts Tagged ‘ARAM’

 

News Update July 21 Banner

 

Summary

Everyone’s favourite parrot IronStylus comments on the size of the Champion Update team and what the requirements for working at Riot are, Rioters address the issue of queue-dodging in ARAM instead of rerolling and ARAM-only accounts, Lead Champion Designer Meddler explains the thought process behind the latest PBE changes to Varus, Nome addresses the buggy state of the Death Recap screen, an explanation of the steep cost to move to the NA East Coast realm and news on upcoming nerfs to Heal and changes to Exhaust on the PBE.

 

Recent News

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Champion Update Team Banner

 

 

The Champion Update team should be bigger

IronStylus New PortraitWelp! I’ll never turn down more awesome people to work with in order to up cadence!

So, if you know anyone who’s a:

 

  • Concept artist who has top tier drawing and painting skills with the ability to design and render characters for our in-game environment.
  • 3D artist who is prolific in Zbrush and Maya who can expertly model, retopo and hand paint textures.
  • Animator who specializes in hand-keyed animation which is targeted from the top down 3/4′s view.
  • Technical artist who is proficient in rigging/skinning.
  • VFX artist who can hand-paint their own textures/assets and implement them clearly keeping in mind timing and graphic readability.

..then let me know 

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Follow Up

Do they have to know how to do all of those things

Meddler New PortraitNo, each of those is a separate set of requirements.

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So you’re not hiring people because the requirements are too specific

IronStylus New PortraitNo, we hire the people who are right. We’re certain hiring, just head over to the jobs page. All the positions I’ve listed are available. The requirements we put down are industry standard. Maybe the only exception is hand-painted texturing ability and hand-keyed animation. Those are genre and sometimes company specific. 

Not sure what “advertise” means, but we go to a lot of conventions, conferences, schools, etc. We’re always looking to recruit. 

You can indeed train people, but the skill sets I’ve listed are minimum requirements for pretty much any industry job. Also, it’s best to have people who already have a great start than to train up someone from nothing. Just throwing more bodies at the project helps no one.

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These skills are hard to learn at school or even trade programs

IronStylus New PortraitIt can be difficult to get a straight answer in school as to what skills (technical and personal) one needs to know to get into the industry. That’s why it’s super important to look at specific companies and what they specifically need in order to tailor your education. Part of learning is knowing what you want. Sometimes that’s hard to find, I understand. No one told me how to get where I am, I had to learn in a fairly difficult way. Now I try to communicate best I can to students and aspiring professionals what the qualifications are for the industry.

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Shouldn’t Riot have no problem finding the right people to hire

IronStylus New PortraitWe have a whole page of postings. We also visit a lot of places talking to prospective hires. It can be a challenge to find the right people who have the necessary skills in both technical areas and personal areas. “Soft skills” are super important to culture fit.

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Not so Random ARAM Banner

 

 

Fixing the not-random factors of All Random All Mid

L4T3NCY New PortraitHeya guys ^_^/

This is definitely something that is on our radar. We also agree from a design perspective, that ARAM-only accounts manufacture a disingenuous experience, and aren’t in the true spirit of ARAM (the “R” stands for Random btw).

 

Much like the game modes on other maps, certain champs in ARAM trend to being more effective and separate into perceived ‘tiers’. The issue is the asymmetrical champ selection experience that ‘ARAM-only accounts’ create. In all other modes, when picking, you have an equal opportunity to choose champs you want as the other team does. ARAM-only accounts undermine this by giving a statistical advantage of hitting those ‘tier champs’ compared to other players. Here lies the crux of the unfairness.

Making ALL champions available on ARAM is likely to contribute a net positive to the overall sustainable health of ARAM as a game mode, but there are still many things to consider. There is so much energy and passion from you guys surrounding ARAM, we want to do justice to that spirit and not just pull a trigger without thinking.

Personally, I like the idea of making all champions available in ARAM games, and hope this is something we can eventually take a closer look at to find a healthy solution. ^_-

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If you unlock all Champions in ARAM, you can rework the reroll system

L4T3NCY New PortraitYou’re absolutely right here. The reroll system is one of many facets we would need to revisit before implementing something like this. We agree that simply switching on ALL champs in ARAM with it’s current shape, would not feel very good. If/when we do it, we want to do it right. ^.^o

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Is the ARAM pool locked because you want people to buy the Champions

Tiki New PortraitCan’t stress enough how much the above is not the case. I believe L4T3NCY was referring more specifically to how the re-roll system in its current state doesn’t necessarily work as well in a situation where all the champs are unlocked. Imagine 2 situations:

 



1. Current situation, player has a limited amount of champs available in ARAM (assuming it’s a non-ARAM only account). These are likely Champions they are familiar with or have been interested in at some point, even if they’re not great ARAM champs. Rerolls will consistently get them something they are likely to know.

2. Unlocked situation, player has access to all champs available in ARAM. The day this gets turned on, you’re likely to start playing with a slew of unfamiliar characters. This isn’t necessarily a bad thing in the long run, but it is very different. Your re-rolls mean something a little different now. Instead of rolling out of a champ you don’t want to play into another you’re familiar with, you’re much more likely to get another champ you don’t know which can feel pretty disruptive.

If we’re going to design something new, we want to keep that second player experience in mind. I think exposing players to more champs is probably a good thing in the long run, but not at the expense of a really poor initial experience. Don’t know the exact solution, but it likely revolves around revamping the re-roll system in some way to give players a little more control, or some alternative that meets the same need.

Anyway, as someone who plays a LOT of ARAM I’m pretty passionate, if we do ever do this I want us to approach it in a way that feels good for my fellow ARAM players 

 

 

Summary of community ideas to make ARAM better

Tiki New PortraitThanks for discussing all this folks! Here are some of my thoughts on what’s being talked about. Disclaimer that I’m not a designer, just an ARAM player with a vested interest in the mode 

Altering champ selection based on win rates: This could definitely make the core experience nicer in some ways (I could do with less Sona’s showing up in queue myself) but I feel like it’s no longer ARAM at that point. Much as I don’t love certain team comps, I still like the overall concept enough to roll the dice and see what I get. Also games are short enough that I’m OK with it. Would want to do some research (big shock) on this and talk with actual designers on the long term implications.

Hybrids of all champs available & only your champs available: Even though this would likely thin out the # of games where you or your opponents have a seriously OP comp I still think it wouldn’t address a core problem. Namely that when I see the enemy team with a super OP comp, can I trust it was because of randomness and we all had a fair chance at getting that comp? If I can’t, a part of me wants to rage and it ruins the experience overall.

Seeing opponents beforehand: Unfortunately I think this would make queue dodging worse. I suspect a significant # of players would dodge if they saw the enemy team ultimately rolled something better. 

Draft pick all random: Again, a pretty different mode, but an interesting one! I wonder if players would actually pick “bad” ARAM champs into the mix in hopes of the other team getting them, or if everyone would just pick OP champs and hope for more. I think the later one is more likely, but I think the former would be really cool.

I personally love the craziness that ARAM brings, even if I get my share of crappy team comps. I like being forced to play champs I don’t love, I like playing awesome ARAM champs, and mostly I like seeing variety. One thing ARAM can bring that is tough with SR & other modes is consistent variety. There are so many champs and I love the thought that they can all get some play.

Love the discussion on all this!

p.s. I love me some Yorick in ARAM 

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Is ARAM mode really giving me a random Champion each time

L4T3NCY New PortraitARAM’s champ select RNG is not ‘rigged’ by any means, but certain players are curtailing their champion pools to gain an unfair advantage in what should be a random (there’s that word again) experience. This is the cause of your Master Yi déjà vu.

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Punishing queue dodging in ARAM to get the pick you want

L4T3NCY New PortraitTo the general sentiment here RE queue-dodgers, we would like to do everything possible to discourage them. Harsher penalties are one valid path, but we should consider the reasons for queue-dodging too. Some players aresimply just gonna dodge until they roll a Lux. :/ But others might be doing it due to the perceived unfairness in champ pool selection, which is something we could realistically have a chance at mitigating.

As someone who used to play ARAM back when it was a custom game mode on SR and the rules were a “gentlemen’s agreement”, I feel like we’ve taken some Cloud Giant sized steps forward on queue dodging, but of course, could still improve on player’s experiences even more. We should all be spending less time in champ select, and more time on the Abyss! \>o<

TL;DR: 

Queue-dodging is a shortcut to Frowntown for everyone. Don’t go there guys. Everyone is frowning. Like this-> :(

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Varus PBE Changes Banner


 

 

Why was the CD on Varus’s ult decreased on the PBE

Meddler New PortraitCouple of thoughts behind the change we’re testing:

1. As a non mobile ADC giving Varus a bit more safety/control via his ult being up more reliably’s an appropriate place to offer a bit of power.

 



2. Following on from that one of the prime reasons to pick Varus in a team comp is if you want crowd control from your marksman slot (with a focus on team disruption, and greater reliability as a counterinitiate, in contrast to Ashe’s strength as an initiator). Amplifying that strength’s therefore fits well with our goals of increasing clear strengths and weaknesses for champions to create further distinctions between them.

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Why not increase the size of the ult’s hitbox

Meddler New PortraitA higher hit rate, via width, was something we’ve talked about as well. Agree it feels like it’s missed a lot, it’s a pretty fast skillshot (2000) with a fair bit of width already (around 100 from memory, not certain off the top of the head) though so I’d be a little hesitant to make it too generous (would also reduce the current cases we see of chaining it with allied CC from your support which can add some interesting play to bot lane comps, CD reduction by contrast supports that).

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Will Varus get back the 5 MS he lost

Meddler New PortraitNo plans to do so at present. Wouldn’t rule it out of the question entirely, there are likely more interesting ways we can add power to him though.

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Follow Up

How much power does 5 ms usually translate to anyway

Meddler New PortraitFrom what we’ve seen it varies a lot depending on that champion’s kit and role. On some that’s not massively position dependent (not a primary target or heavily range constrained) it may not have too big an impact. ADCs on the other hand do tend to be pretty sensitive to MS changes. Vayne’s a particularly good example of that, with even small changes to her movement speed translating into noticeable power differences.

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Follow Up

In Vayne’s case, is it because it increases her movement radius under stealth

Meddler New PortraitNot completely certain, couple of things I’m inclined to attribute it to though. Vayne doesn’t have any way of projecting influence beyond her auto attack range. Combine that with the way ADC trading/CSing/harassment bot often skirts just around AA ranges (to the extent that a 550 AA versus a 575 AA is a really noticeable difference) and a small difference in MS can make the difference between being able to land or avoid a hit or not. Similarly kills or escapes will often come down to a single AA’s worth of health, often just barely landed or escaped.

Agree with your point that dashes/blinks should be expected to reduce such impacts. In Vayne’s case however I think the factors amplifying movement sensitivity are strong enough to outweigh the mobility she gets from her kit though.

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Why not buff the slow on his E then

Meddler New PortraitNo shortage of champs with slows. As above we’re seeing if there’s mileage in buffing something more distinct. On top of that a slow’s fairly or completely ineffective against a fair number of diving champs, in contrast to a root.

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Do you think Ashe actually could be buffed to a top-tier ADC pick

Meddler New PortraitI’m not sure top tier’s necessarily a good goal, that implies she’s potentially strong even against those that are meant to be good against her and therefore overwhelming against those weak to her (given she’s not as much of a baseline pick as some other champs). Sometimes picked in competitive play (with the right team comp/enemy team comp) on the other hand I could see being appropriate. We did see a little bit of that last year with some of the Ashe/Zyra lanes being run. Personal suspicion is she’s probably not too far off situational picks like that being valid, particularly with the decreased number of assassins in the competitive meta of most (all?) regions right now.

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Death Recap Banner


 

 

Can you update the Death Recap info screen

Nome New PortraitIt’s a thorny question, and depends what you mean by updating it.

If you mean the multitude of bugs, then that’s going to take a lot of time, and might not be worth the effort. Rather, we need to go back and re-assess what the value of a good death recap is. We don’t want to go the combat log route; raw information is rarely actionable. Likewise, I’m not entirely clear on how the existing implementation is useful outside of letting you know how much magic or physical damage you took. We’ll probably update it at some point in the future once we knock out some competing UI features, but if we do, expect more of a redesign.

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Shouldn’t it be a priority for Riot to fix buggy features

Nome New PortraitTo make an analogy, consider an intricate mansion built with a poor foundation that’s resulting in structural issues. The citizens find it unsightly, but still recognize the value in the property. There’s a few ways for the city to address this–

  • A. Build a nice facade that hides the issues.
  • B. Carefully rebuild the foundation piece by piece without touching everything else.
  • C. Demolish and rebuild from the ground up.

Now, we’re fairly certain that we’ll want to do Option C at some point. This makes A and B much less attractive. But then there are other uses of resources, like building that new elementary school, cleaning up the city square, etc.

This is the situation we’re in–the bugs that plague death recap are deep. How deep? There’s already been a few attempts to fix it to no avail! We have to prioritize redoing the feature with all the other things we’re doing, and measure value that way. Maybe I’ll share some of our concepts for how death recap could work in the future. We’re definitely thinking about it :)

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Suggestion for Death Recap 2

Link to the suggestion thread.

Nome New PortraitSome critique here–

This is moving more towards the combat/death log approach, which I think is less compelling on the basis that it doesn’t provide actionable information. Players who die generally need one thing out of death recap–which is why they died. Unfortunately, why is never an easy answer, so most players tend to be OK with extracting the why out of the how. Combat logs explain thehow, but not the why. If we were to redesign, we’d want to head more towards why.

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How will you address the “why” you died in a Death Recap

Nome New PortraitI don’t want to delve too much into this, as it’s still a problem space under exploration. Some examples of why could be–
“You just took 2000 magic damage. You have very low MR.”
“That champion is several levels above you.”
“When you died, you still had both your Summoner cooldowns up.”
Note that not all of the why is directed at experienced players either.

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Tentative nerfs to Heal and Changes to Exhaust coming to PBE

Ricklessabandon New Portraitnot sure if this is relevant or not, but heal is potentially getting nerfed in the 4.13 patch (the changes should be in the next pbe update).

i also have a change to exhaust, but that’s it for summoner spells in 4.13 (and again, they’re candidates—like anything else on the pbe, they will be subject to change/removal).

 

 

Can we expect buffs to Soraka before her rework

Meddler New PortraitTesting at the moment to see if we can add one of the things from the rework to her current kit. Initial testing suggests it may not function well enough without other corresponding kit changes, looking into it though in case we can give her a bit of help sooner.

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Do you think Sejuani will become popular with the new items

Meddler New PortraitI think it’s safe to say she’s a strong pick in solo queue with the Quill Coat/Ancient Golem changes. Not sure that necessarily translates to FOTM though, Amumu and Maokai may be favored picks over her still if you want a tanky jungler that can build heavy defense.

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Why does it cost 2600 RP to switch to East Coast Servers

Marowe New Portrait I’m sorry I jumped into this thread without saying much; I wanted to quell some confusion surrounding the suggestion to contact Player Support for a free transfer. 

I understand why you’re frustrated. I played with east coast ping for a couple of years before moving to the west coast. Understanding doesn’t help though, and I’m sorry that I can’t do more for everyone here.

LAN doesn’t support english as a language option and it isn’t intended to be the long-term solution for connectivity issues that east coast players are facing. We’re not ready to say too much about the plans for the east coast at the moment, and I’m not really the one equipped to talk about it. You can keep an eye out for updates like this one in the future:

http://forums.na.leagueoflegends.com…92229#45392229

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

3.06 banner

 

 

The Freljord Patch is here! Welcome the League’s newest – Lissandra! This update also includes Trundle and Sejuani’s reworks, Ice Drake Shyvana and Runeguard Volibear, new lore, numerous balance changes and QoL improvements as well as ARAM’s official matchmaking system! Riot have also announced a special Freljord skin sale and the next free champion rotation! In this article you’ll also see Riot’s new Behavior Alert system!

 

I’ve organized the patch notes into categories, for an easier time reading:

 
New Champion and Champion Reworks (Lissandra, Trundle, Sejuani)
Balance Changes
Quality of Life & Bug Fixes
Items
ARAM Matchmaking
Behavior Alert
Champion/Skin Sale & Rotation
 


 

New Champion and Champion Reworks

 

 

Lissandra, the Ice Witch

 

Lissandra_OriginalSkin

 

Iceborn (Passive)

PassiveEvery 18 seconds Lissandra’s next ability costs no mana. Iceborn’s cooldown is reduced by 1 second whenever Lissandra impairs an enemy’s movement with an ability (does not apply to movement-impairing effects from items).

 

 

Ice Shard (Q)

Range: 725 || Cooldown: 6 / 5.5 / 5 / 4.5 / 4 || Cost: 85 mana

QThrows a spear of ice that travels in a line and shatters when it hits an enemy, dealing  75 / 110 / 145 / 180 / 215 (+ 65% AP) magic damage and slowing its Movement Speed by 16% / 19% / 22% / 25% / 28% for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).



Ring of Frost (W)

Cooldown: 18 / 16 / 14 / 12 / 10 || Cost: 70 mana

WFreezes an area around Lissandra, dealing  70 / 110 / 150 / 190 / 230 (+ 60% AP) magic damage to nearby enemies and rooting them for 1.1/ 1.2 / 1.3 / 1.4 / 1.5 secs.

 

 

 

Glacial Path (E)

Range: 1050 || Cooldown: 24 / 21 / 18 / 15 / 12 || Cost: 80 / 85 / 90 / 95 / 100 mana

ECasts a claw of ice that moves forward in a line, dealing 70 / 115 / 160 / 205 / 250 (+ 60% AP) magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw’s current location.

 

 

Frozen Tomb (R) 

Cooldown: 130 / 105 / 80 || Cost: 100 mana

ROn enemy: Freezes target champion solid, stunning it for 1.5 seconds.

On self: Lissandra encases herself in dark ice for 1.5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then emanates from Lissandra’s target dealing 150 / 300 / 450 (+ 70% AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by 20%.

 

 

Here is my preview of Lissandra, including her story and my personal opinion on her:

Lissandra First Impressions

If you’d like to check out her skin, you can do so here:

Bloodstone Lissandra

 

 

Sejuani, the Winter’s Wrath

 

sejuani decoration

 

 

Frost Armor (Passive)

Frost_ArmorDamaging enemies with an ability or basic attack now grants 10/15/20/25 Armor and reduces movement-slowing effects on Sejuani by 10/15/20/25%  for 2 seconds. If she already has Frost Armor,  damaging an enemy increases its duration by 2 seconds.

 

 

Arctic Assault (Q)

Range: 700 || Cooldown: 15/14/13/12/11 || Cost: 80/85/90/95/100 mana

Arctic_Assault_newCharges forward, knocking enemies into the air and dealing damage equal to 40/80/120/160/200 ( +.4 AP ) plus 4/5/6/7/8% of target’s Maximum health. The charge stops after knocking an enemy champion into the air.

 

 

Flail of the Northern Winds (W)

Range: 350 || Cooldown: 10 || Cost: 40 mana

Flail_of_the_Northern_WindsSejuani’s next basic attack deals 40/60/80/100/120 ( +.3 AP ) bonus magic damage to the target and enemies near it. She then swings her flail, dealing 80/120/160/200/240 ( +16% bonus HP) (+.6 AP ) magic damage to nearby enemies over 4 seconds.

 

 

Permafrost (E)

Range: 1000 || Cooldown: 11 || Cost: 55 mana

Permafrost_newPassive: Abilities and basic attacks apply Frost to enemies for 4 seconds.

Active: All nearby enemies with Frost take  60 / 110 / 160 / 210 / 260 (+ .5 AP) magic damage and are slowed by 50/55/60/65/70% for 2/2.3/2.5/2.8/3.

 

 

Glacial Prison (R)

Range: 1150 || Cooldown: 130 / 115 / 100 || Cost: 100 mana

Glacial_Prison_newThrows a frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for 1.5/1.8/2 seconds. If the bola reaches its maximum range it shatters and slows enemies by 90% for 1 second instead.

All enemies in the shatter area take 150 / 250 / 350(+ .8 AP) magic damage.

 

 

You can check out Sejuani’s new visuals here:

Reworked Sejuani preview

 

 

 Trundle, the Troll King

 

trundle decoration

 

 

King’s Tribute (Passive)

King's_TributeWhenever an enemy unit near Trundle dies, he heals for 2/3/4/5/6% of their maximum Health.

 

 

 

Chomp (Q)

Cooldown: 4 seconds || Cost: 30 mana

ChompTrundle’s next attack lunges at his opponent, dealing 30 / 45 / 60 / 75 / 90 (+ 80 / 90 / 100 / 110 / 120% AD) physical damage. This attack increases Trundle’s attack damage by 20 / 25 / 30 / 35 / 40 for 8 seconds, with his opponent losing half of this amount for the same duration.

 

 

Frozen Domain (W)

Cooldown: 15 || Cost: 60 mana

Frozen_DomainTrundle coats target location with ice for 8 seconds, gaining 20 / 25 / 30 / 35 / 40% Movement Speed, 20 / 35 / 50 / 65 / 80% Attack Speed and gains 8/11/14/17/20% increased healing and regeneration from all sources.

 

 

Pillar of Ice (E)

Range: 1000 || Cooldown: 23 / 20 / 17 / 14 / 11 || Cost: 60 mana

Pillar_of_IceTrundle creates an icy beacon at target location for 6 seconds, becoming impassable terrain and slowing all nearby enemy units by 25/30/35/40/45%.

 

 


Subjugate (R)

Range: 700 || Cooldown: 80 / 70 / 60 || Cost: 75 mana

SubjugateTrundle immediately drains an enemy champion of 10/11/12% (+ 1% per 100 AP) of its maximum health and 40% of its Armor and Magic Resist, then drains it again for the total of these amounts over the next 5 seconds. Lost resistances slowly return over 5 seconds after the drain effect ends.

Trundle gains these stats for himself while the target is being drained and slowly loses them after the drain ends.

 

You can check out Trundle’s new visuals here:

Trundle rework preview

 

 

Balance Changes

 

 

KarmaSquare

    Karma

 

Inner_FlameInner Flame ( Q )

  • Damage increased from 60/110/160/210/260 to 80/125/170/215/260

 

Focused_ResolveFocused Resolve ( W )

  • Cooldown lowered from 16/15.5/15/14.5/14 to 16/15/14/13/12

 

InspireInspire ( E )

  • Cooldown lowered from 12 seconds to 10 seconds at all ranks
  • Movement speed boost increased from 20/30/40/50/60 to 40/45/50/55/60

 

Mantra

Mantra ( R )

  • Cooldown lowered from 45 seconds to 45/42/39/36 seconds

 

With our previous patch changes, we increased Karma’s overall usability and Mantra generation. These changes are more focused on smoothing out Karma’s early game presence by giving a damage increase to Inner Flame’s lower levels and buffing Inspire to make it far more effective at level one.

Additionally, by lowering the cooldowns of three of Karma’s abilities – including her Mantra – Karma will synergize better with Gathering Fire, allowing her to scale into late game.

 

 

LuluSquare (1)

       Lulu

 

  • Mana per level increased to 55 from 50

Glitterlance

Glitterlance (Q)

  • Mana cost increased to 60/65/70/75/80 from 40/50/60/70/80

 

 

MalzaharSquare
  Malzahar

 

Call_of_the_Void

Call of the Void (Q)

  • Mana cost reduced to 80/85/90/95/100 from 80/90/100/110/120

 

Null_ZoneNull Zone (W)

  • Mana cost reduced to 90/95/100/105/110 from 90/100/110/120/130

 

 

QuinnSquare (1)

     Quinn

 

Heightened_SensesHeightened Senses ( W )

  • Now also grants a 20/30/40/50/60% Movement Speed increase when attacking a vulnerable target as Quinn and 40/50/60/70/80% as Valor.

 

Vault

Vault ( E )

  • Now also interrupts the target briefly upon impact

 

Tag_Team

Tag Team ( R )

  • Bonus Movement Speed when activated increased from 80% to 80/90/100% when out of combat and 20/30/40% in combat from 20% at all ranks.

 

We wanted to highlight Quinn’s great strengths as an unconventional AD carry with high cross-map mobility. As such, Quinn can now use Tag Team more reliably in and out of fights, and the additional movement speed on Heightened Senses should allow her to remain more elusive in skirmishes.

For the other two changes, we gave Blinding Assault an ability power ratio so that players can gain some additional power when building items like Trinity Force or when receiving the Baron Nashor buff. For Vault, we added a mini stun on Quinn’s target as she dashes toward them, making it more reliable as an escape.

 

 

NasusSquare

      Nasus

 

WitherWither (W)

  • Attack speed slow amount has been halved

 

With a 95% movement speed and attack speed reduction at max levels, Wither was completely shutting down champions reliant on auto-attacks with no opportunity for counterplay. By reducing the attack speed slow, Nasus is still effective at suppressing champions, but his victims will now have the option to turn and fight.

 

 

ThreshSquare

     Thresh

 

DeathSentenceDeath Sentence ( Q )

  • No longer has a passive magic damage on-hit
  • Damage increased to 80/120/160/200/240 from 80/110/140/170/200

 

Flay

Flay ( E )

  • Now has the passive from Death Sentence (Q)
  • Damage reduced to 65/95/125/155/185 from 65/105/145/185/225
  • Fixed a bug that caused the passive’s damage to be consumed when attacking wards
  • Fixed a bug where Flay sometimes dealt more damage than intended

 

Death Sentence and its passive were providing too many benefits at early levels with their high poke, burst damage, and lowered cooldowns. By moving the passive damage bonus from Death Sentence to Flay, Thresh players will now need to think strategically about how they level their skills.

 

 

UdyrSquare

      Udyr

 

Tiger_StanceTiger Stance (Q)

  • Active damage changed to physical instead of magic
  • Active damage changed to 30/80/130/180/230 (+1.2/1.3/1.4/1.5/1.6 attack damage) from 30/80/130/180/230 (+1.5 total attack damage)
  • Active attack speed increased to 30/40/50/60/70% from 15/20/25/30/35%
  • No longer grants attack speed as a persistent effect
    • New persistent effect: Basic attacks deal 15% of his total attack damage as bonus physical damage.

 

Bear_StanceBear Stance (E)

  • Udyr now only dashes when stunning champions

 

With these changes, we wanted to accomplish a few separate things. First, we wanted to tone down Udyr’s overpowering early game Tiger Stance damage, but we also wanted to let him scale better into late game. These changes were implemented by scaling the attack damage ratios on Tiger Stance’s active damage.

Second, by changing the active damage of Tiger Stance from magical to physical, it should be more intuitive to itemize against Udyr. Additionally, it will also be easier for Udyr to itemize properly, as he will gain further benefits from attack damage focused items like Black Cleaver or Last Whisper.

 

 

ZedSquare

       Zed

 

Living_Shadow

Living Shadow ( W )

  • Cooldown reduced from 22/20.5/19/17.5/16 to 18/17/16/15/14 seconds

 

Shadow_Slash

Shadow Slash ( E )

  • Hitting enemy minions and monsters no longer reduces Living Shadow’s cooldown
  • Hitting enemy champions now reduces Living Shadow’s cooldown by 2 seconds, up from 1 second

 

Previously, Zed could safely farm large minion waves with Shadow Slash by consistently resetting the cooldown of Living Shadow. These changes were intended to promote aggressive play with Zed while also creating a window for players to engage on him in lane.

 

 

 Quality of Life & Bug Fixes

 

 

BrandSquare

     Brand

 

PyroclasmPyroclasm (R)

  • Now properly bounces to other targets after hitting an enemy affected by Blaze

 

 

CorkiSquare

      Corki

 

Missile_BarrageMissile Barrage (R)

  • Fixed a bug where using Missile Barrage restarted the cooldown for gaining another missile

 

 

DrMundoSquare

  Dr. Mundo

 

Infected_CleaverInfected Cleaver (Q)

  • Can be cast at any health value, but will not reduce health below 1

MasochismMasochism (E)

  • Can be cast at any health value, but will not reduce health below 1

 


DravenSquare

     Draven

Spinning_Axe

        Spinning Axe (Q)

    • Reverted a recent change affecting how Draven was led by Spinning Axe, restoring prior functionality
    •  Axe drop location will no longer be placed on the far side of impassable terrain from Draven

In Patch 3.5, we changed Draven’s Spinning Axe to lead Draven more accurately when he was benefitting from movement speed increases. Unfortunately, these changes were very disruptive for dedicated Draven players and didn’t offer enough potential for skilled players to showcase their skill through covering long distances between throwing and catching. We decided to revert the change.

 

 

EzrealSquare

      Ezreal

 

Pulsefire Ezreal (Skin)

  • Fixed a bug where Pulsefire Ezreal would occasionally not see gold popups for some of his last hits on targets in plain view
  • Fixed a bug where Pulsefire Ezreal would play his death animation a second time if Trueshot Barrage was leveled up while dead

 

 

FiddlesticksSquare
Fiddlesticks

 

DrainDrain Life (W) 

  • Fixed a bug where Fiddlesticks would not immediately attack his target after successfully channeling Drain Life

 

 

NunuSquare

      Nunu

 

ConsumeConsume (Q)

  • No longer expends Visionary if the target dies before Consume resolves

 

 

OlafSquare

       Olaf

 

Reckless_SwingReckless Swing (E)

  • Can be cast at any health value, but will not reduce health below 1

 

 

RumbleSquare

     Rumble

 

FlamespitterFlamespitter (Q)

  • No longer prevents Rumble from automatically acquiring basic attack targets

 

 

ShenSquare

       Shen

 

Ki_StrikeKi Strike (Passive)

  • Fixed a bug that caused Ki Strike to be consumed when attacking wards

 

 

SivirSquare

       Sivir

 

Fleet_of_FootFleet of Foot (Passive)

  • Now also grants its effect when Boomerang Blade and Ricochet hit enemy champions

 

 

VayneSquare

      Vayne

 

CondemnCondemn (E)

  • Range now accurately matches her attack range

 

 

ViSquare

          Vi

 

Vault_BreakerVault Breaker (Q)

  • Fixed a bug that caused Vault Breaker to become uncastable after activation

 

Excessive_ForceExcessive Force (E)

  • Can no longer be cast while charging Vault Breaker

 

 

ZacSquare

        Zac

 

  • Increased transparency when in brush

 

 

Items

 

 

Elixir_of_Fortitude_itemElixir of Fortitude

  • Cost increased to 350 gold from 250

 

Elixir of Fortitude is meant to be an “all-in” burst of power for players looking to take control of a situation. With its low cost, however, players were simply defaulting to it as a general starting item with no significant repercussion. Increasing the gold cost of Elixir of Fortitude aligns it better with the risky strategy it was intended for.

 

Health_PotionHealth Potion

  • Limited to 5 Health Potions at a time

 

Alongside our Elixir of Fortitude change, we wanted to tackle ultra-high sustain starts where players were beginning the game with as many health potions as possible in order to safely sustain in lane for long periods of time. However, these high sustain starts also destroy any incentive players have to interact. Manaless champions in particular benefitted from these starts, resulting in some mana-based opponents being unable to burn through the high levels of sustained HP. We will monitor starting item builds and champions that relied heavily on high potion starts, but wanted to focus on addressing passive high-sustain builds first.

 

Mana_Potion_itemMana Potion

  • Limited to 5 Mana Potions at a time

 

Ionian_Boots_of_Lucidity_itemIonian Boots of Lucidity

  • Upgrade cost reduced to 650 gold from 700 (total cost is now 1000 from 1050)

 

Tiamat_itemTiamat

  • Combine cost reduced to 265 from 665 (total cost is now 1900 from 2300)
  • Attack damage reduced to 40 from 50

 

Ravenous_HydraRavenous Hydra

  • Combine cost increased to 600 from 200 (total cost unchanged)

 

Boots_of_SpeedBoots

  • Limited to 1 Boots item at a time

 

 

Game Interface

 

Smart Ping

  • Updated the ping icons to better match other game visuals

Item shop

  • Can now be resized by dragging from the bottom right-hand corner
  • Default size now determined by screen resolution

 

 

Leagues

 

  • Fixed an issue where the end of game screen would incorrectly show “League info processing” instead of updating immediately
  • Champion headers designed for each specific league have been added to the Leagues tab in player profiles
  • LP ‘clamping’ has been smoothed.  Players will experience more predictable LP gains and losses as they approach 100 LP
  • Dodging a match in a promotional series now counts as 1 loss.  This will still end your series if you were one loss away from losing it

 

 

General

 

  • Baron Nashor/Dragon
    • Now immune to effects that would reduce their damage
  • Baron Nashor, Dragon, and Vilemaw kill messages are now bolded in chat
  • Twisted Treeline altar capture messages are now bolded in chat
  • Items with charges now display the charge counter in the inventory rather than displaying as a buff
  • Players will no longer see reconnect messages from the enemy team
  • Trundle has replaced Master Yi in the basic tutorial
  • Spell shields now only block one spell even if multiple spells hit the target in rapid succession
  • Blind Random has been added as a pick type in custom games.  This mode works the same as All Random, but the enemy team’s champions will not be displayed in champion select
  • Players with video cards that use software vertex shaders (primarily integrated cards like those in laptops) should see a 10-40% FPS performance improvement across all maps

 

 

ARAM Matchmaking

 

howling abyss decoration

 

The Howling Abyss has replaced The Proving Grounds in custom games and the basic tutorial. With this change comes a separate matchmaking system for the ARAM Mode!

 

A 5v5 All-Random queue has been enabled for matches played on the Howling Abyss:

  • Restricted to players of level 5 or above
  • Players may reroll for a different champion in Champion Select for 200 reroll points
    • All players have been credited with 200 reroll points
    • Additional reroll points are gained by completing matchmade Howling Abyss games
    • Reroll point gains increase based on the number of champions the player owns
    • Reroll point count can be checked in the player profile.

 

You can check out my preview of the Howling Abyss here.

With the new ARAM map comes another great addition specifically for this mode, Rerolling. Technical engineer Brackhar has all the details:

 

What is Champion Reroll?

 

ChovatarRiotlink Button Brackhar: While the random element is a really fun part of the Howling Abyss, we know there are times you really don’t want to play a particular champion. For this reason we’ve added a reroll feature to ARAM matchmaking. Each game you play on the Howling Abyss will earn you points toward a reroll. When you’re really not pleased with the particular hand you’re dealt in the game lobby, you can spend your points to receive a different random character.

 

 

Behavior Alerts – an early warning

 

alert

 

Ever wondered if you’d crossed the line after a game? League of Legends’ newest social system warns players when they are reported and for what reason. Perfect time to start improving on your attitude in-game before it’s too late!

 

SantaRiotlink Button Lyte: In a future patch, we’ll be releasing a feature called Behavioral Alerts. This system will detect spikes of negative behavior (i.e if a player is having a particularly bad day or week) and fire an in-game client warning to the player; we hope that these alerts will give players appropriate feedback about their behaviors before they travel too far down the negative path. We believe that these warnings will prevent a significant number of people from ever being punished by player behavior systems; more importantly, we believe that these warnings will make a difference in the large number of Neutral and Positive players that have rare bad days of toxicity, but previously never got feedback to nudge them back towards the positive.

In the past few months, a few key insights have shifted our approach to tackling player behavior in online communities. For example, we can use Honor, Reports and other behavioral metrics at our disposal to classify the types of players in League of Legends into four groups: Positive, Neutral, Bad, Toxic. It turns out that only 1% of the active playerbase is considered toxic—these are the players who are abusive to other players in a large number of their games.

The data suggests that over 92% of players are Neutral or Positive.

At this point, many players are thinking,

“Lyte, you’re a crazy scientist. If more than 92% of players are Neutral or Positive, why do a high number of my games seem toxic?”

What we’re learning in the data is that context inside and outside a game can twist behaviors-it can even create toxic behaviors in good people. A player might have a bad day at work and get yelled at by their boss, then go home to play some League of Legends. At this point, the player already has high frustration levels or has a low tolerance for mistakes, and might end up raging at his teammates for several games; this pattern of behavior can create ripples in the community, and cause other players to have a bad day-this behavioral effect is like a toxin that can percolate and spread across hundreds and thousands of games. Given 10 players in a game, and the randomness that comes from every player having a unique circumstance, tolerance level and context, it’s now easy to see why a high number of games seem toxic-in each game, 1-2 players might be having bad days in real life, or in-game. So when a Neutral or Positive player starts down that negative path, how do we stem it?

Research suggests that having strong feedback loops can have a dramatic positive effect on behavior; in this case, the ability to quickly and effectively deliver feedback to players as soon as they exhibit behaviors that are out of line with the vast majority of players in League of Legends could be enough to get these players back on track. An example of feedback loops in action were Reform Cards, which provided more feedback to players about why they were being punished by the Tribunal—this feedback improved average reform rates by 7.8%.

Like many other player behavior features such as the Tribunal and Honor Initiative, Behavioral Alerts will take into account every player’s behavioral reputation in the system; for example, there is a lot of math behind the system to avoid firing alerts for false reports. In addition, there are numerous mechanisms in place to completely ignore reports from toxic players or those who abuse the report function to ensure that players will never receive any alerts from these reports. We’re looking forward to feedback from players and hope that these alerts will have a significant impact on player behavior in League of Legends.

This feature is currently live on the PBE. Translations are still being worked on for about half of the languages, and will be added in the future before the feature goes live.

 

How many warning messages does a player receive?

 

SantaRiotlink Button Lyte: There isn’t a fixed number; it varies from person to person depending on the severity of the behaviors, and how frequently they get them.

 

 

 

Do these warnings replace the Tribunal?

 

SantaRiotlink Button LyteThese alerts are in-game, and do not replace Tribunal warnings. They also do not reset Honor.

 

 

 

 

New champion sale – from April 30th to May 3rd

 

Sale 30th April

For the next three days, you can pick up the following champions and skins at half price:

 

Champions:

  • Fizz
  • Karma
  • Malphite

Skins:

  • Dynasty Ahri
  • French Maid Nidalee
  • Jack of Hearts Twisted Fate

 

 

 20% off on Freljord’s champions and New Rotation!

 

 

20% off sale

 To celebrate the Freljord update, all frost champions and their skins are now available at a discount!

 

Champions:

 

  • Anivia - 632 RP
  • Ashe - 208 RP
  • Gragas - 632 RP
  • Janna - 468 RP
  • Nunu - 208 RP
  • Olaf - 632 RP
  • Tryndamere - 468 RP
  • Udyr - 468 RP
  • Quinn and Valor - 780 RP
  • Volibear - 780 RP

 

Ironically, these same champions are currently free to play.

 

Demolisher Nunu /780 RP/

 

demolisher nunu

 

Freljord Ashe /416 RP/

 

freljord ashe

 

Frost Queen Janna /780 RP/

 

frost janna

 

Glacial Olaf /416 RP/

 

glacial olaf

 

Gragas, Esq. /780 RP/

 

esq gragas

 

King Tryndamere /416 RP/

 

king tryndamere

 

Primal Udyr /780 RP/

 

primal udyr

 

Phoenix Quinn /780 RP/

 

phoenix quinn

 

Northern Storm Volibear /600 RP/

 

northern storm voli

 

 

 What do you think of the Freljord update? Share below!

 

HowlingAbyss banner

 

More goodies await in the latest PBE Update! Riot have done a full virtual overhaul of the much beloved “Proving Grounds” ARAM map. The Howling Abyss caters specifically to fans of this custom mode and rivals even the remade Twisted Treeline in terms of environment.

 

Map Eagle View:

 

HowlingAbyss Eagle View

 

Bases:

 

Both bases have unique artistic themes in terms of lighting and item merchants.

 

base 1

 

base 2

 

Vendors

 

The merchants of the Howling Abyss are more than prepared for winter’s chill.

 

vendor

 

vendor 2

 

Gameplay:

 

The Howling Abyss is a marvel to look at. The background has received a lot of attention with buildings fading into the winter night as far as the view permits. There’s a feeling of dread as you pass the bridge above the enormous mountain gorge. The dark setting and wind effects in particular are stellar and the music is greatly immersive. It’s almost a shame that you can’t stay AFK and just admire this wondrous ice-land.

 

map 1

 

map 2

 

map 4

 

Howling Abyss winds

 

map 7

 

The little details:

 

Towers on the Howling Abyss don’t just fall. No, they slowly crumble bit by bit as their health goes down. It’s a neat touch that fits right at home here; without doubt my favourite feature of the new map.

 

tower damage final

 

tower damage 3

 

Look! An Arctic bunny!

 

bunny

 

When you first advance towards the enemy base, part of the bridge next to the opposing tower collapses and falls in the abyss. Spells A-W-E-S-O-M-E.

 

damage first hit

 

When towers fall, the chains on the massive pillars next to them break and release the whole construction. Consider stopping for a few minutes to admire the scenery.

 tower collaps

 

The Howling Abyss is available on the PBE for testing now!