PBE‘s getting updated with buffs to Aegis and Locket and a nerf to Spirit of the Ancient Golem, as well as the updated Champion Roles, Rengar‘s getting a damage amplification buff, Morello discusses an upcoming Poppy rework and what it will/won’t include, Volty explains the recent Karma changes, Xelnath proposes a fix to skillshots fired outside field of view, Morello and CertainlyT discuss Twisted Fate‘s New Passive and why it was the “lesser evil”, Morello talks about junglers and where they’ll stand when Season 4 comes and finally, something less serious- Grumpy Monkey shares his early work on Nami!
Update on Rengar – Stacking Savagery Buff
Morello on Poppy’s Rework
PBE Changes to Karma Explained
Fog of War – Invisible Skillshots
Rioters on Twisted Fate’s New Passive
Morello on Jungle Issues
Grumpy’s Art – Nami
- Cooldown decreased from 18/16.5/15/13.5/12 to 17/15/13/11/9 (same as live)
- Recipe cost decreased from 475 to 375
- Total cost decreased from 2000 to 1900
- Total cost reduced from 2920 to 2750
- Total cost reduced from 2600 to 2500
- Builds out of Negatron’s Clock + Ruby Crystal
- Costs 1400 gold
- Grants 200 Health and 45 Magic Resist
- Unique Passive: Grants 15 HP/5 for 10 seconds after taking damage from an enemy champion.
- Health reduced from 500 to 450
Moonflair Spellblade (3v3 and Dominion exclusive)
- Total cost increased from 2000 to 2300
Following Morello’s recent announcement that team roles have been reworked, Champions have been split into the following categories:
Assassin: Akali, Evelynn, Fizz, Kassadin, Katarina, Kha’Zix, LeBlanc, Master Yi, Nidalee, Nocturne, Rengar, Shaco, Talon, Zed
Fighter: Aatrox, Darius, Diana, Dr. Mundo, Fiora, Gangplank, Garen, Hecarim, Irelia, Jax, Jayce, Kayle, Lee Sin, Mordekaiser, Nasus, Olaf, Pantheon, Poppy, Renekton, Riven, Rumble, Shyvana, Sion, Skarner, Trundle, Tryndamere, Udyr, Vi, Volibear, Warwick, Wukong, Xin Zhao, Yorick
Mage: Ahri, Anivia, Annie, Brand, Cassiopeia, Elise, Fiddlesticks, Gragas, Heimerdinger, Karma, Karthus, Kennen, Lissandra, Lux, Malzahar, Morgana, Orianna, Ryze, Swain, Syndra, Twisted Fate, Veigar, Viktor, Vladimir, Xerath, Ziggs, Zyra
Marksman: Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Kog’Maw, Lucian, Miss Fortune, Quinn, Sivir, Teemo, Tristana, Twitch, Urgot, Varus, Vayne
Support: Janna, Lulu, Nami, Nunu, Sona, Soraka, Taric, Thresh, Zilean
Tank: Alistar, Amumu, Blitzcrank, Cho’Gath, Galio, Jarvan IV, Leona, Malphite, Maokai, Nautilus, Rammus, Sejuani, Shen, Singed, Zac
Following the recent feedback thread, Rengar is getting a neat damage amplified against single targets- Wav3Break has the details!
How Rengar’s combat will play out
Wav3Break: Hey everyone, I just wanted to update you guys with my findings in implementing and initial testing the iteration with the Q train/Empowered Savagery generating/refunding 3 ferocity points on hit.
There is still some mixed internal feedback with how the overall play pattern feels but I think it is generally trending towards a positive direction. As you guys can probably discern, since Empowered Savagery is giving you so much ferocity as a means for you to start up another combo chain of Empowered Savagery(s) or accessing your other empowered abilities, the natural damage of Rengar’s Empowered Savagery has gone down by quite a bit. In return, the sheer amount of Empowered Savagery casts you can throw out within a limited amount of time has sky rocketed. #KnifeCatBaby.
In order to supplement this play style, I’ve added a mechanic such that multiple Empowered Savagery casts on the same target will mark the target as “Rengar’s Chosen Prey” and amp the damage of consecutive Empowered Savagery casts on them. Currently this debuff caps at 2 stacks and it will give Rengar a more fighter based play pattern because in drawn out fights the Rengar player will have to manage this debuff as well as make on the fly decision making of whether or not he should break out of his combo to access his Empowered Battle Roar or Empowered Bola Strike.
Despite this change supplementing a more Fighter-ish Rengar, he is still able to dish out a lot of damage on enemy squishies in a very short time period, preserving his assassin feel. What I am hoping this change does (and I’ll be able to confidently say if it does with more testing) is that Rengar can still be opportunistic and try to assassinate enemy squishies, but instead of all his damage being dished out in a 1-2 second window, it will happen in a 3-4 second window where the initial burst is around 70-80% of what his kill combo looks like and his second wave of burst comes a tad bit after.
Additionally, due to this triple ferocity gain on Empowered Savagery, I had to tune some of his other numbers around with Battle Roar and Bola Strike. These numbers are still very subject to change but I want to let you guys know that they will definitely change to reflect this system. Regarding my questions on Bola Strike last post: it feels like it will still remain a targeted ability for now.
I’ll be doing more work on polishing the rest of his changes over the weekend and will hopefully be able to give you guys a confident answer with Scarizard as to whether or not triple Ferocity gaining on Empowered Savagery tested well sometime next week!
P.S. An update on Bone Tooth Necklace – I’ve been reading a lot of the suggestions and they have all been very inspiring. I just want to reiterate the direction we are going with this item: it is an item that Rengar should not feel pressured to buy in every game, but rather an item that gives Rengar players who want to consciously play the “mega-hunter-jungle-knife-cat” play style a means of being even more “mega-hunter-jungle-knife-cat.” That being said, some ideas surrounding Bone Tooth Necklace giving team utility on empowered abilities or team utility in general sound interesting since your team helps you stack it anyways. Now instead of being a solo hunter your team can also be part of the hunting pack ?
Anyways, awesome ideas guys, keep them coming! Remember things are still subject to change.
TL:DR for Rengar changes:
- Empowered Savagery refunds 3 Ferocity on-hit
- Rengar now deals increased damage against a target damaged by his Empowered Q.
- Damage on Savagery/Battle Roar/Bola Shot toned down to compensate for the increased number of Savagery casts during each combo
- Bonetooth Necklace will have team-wide utility
Morello shares his thoughts on Poppy – including her be-all-end-all ultimate!
What are your plans for Poppy?
We won’t remove the wall slam. Too cool to scrap.
Will you improve the buggy wall mechanics of Heroic Charge?
What about her ultimate, Diplomatic Immunity?
Volty explains the reasoning behind the recent changes to Karma we saw on the PBE.
Volty: A number of Karma changes recently briefly appeared on PBE. They appeared because I’ve been working on some updates to Karma. They appeared briefly because they were originally intended for the 3.10 patch, but that is no longer the case, so I pulled them.
Why were these changes so broad when they first appeared on PBE?
At first it seemed that Karma needed more changes in order to be a successful champion with a valid place in the game. In the last few weeks, we’ve seen and heard a lot of evidence that Karma is already finding a successful niche as a mage playing out of the top lane. Players seem happy with this and so am I, so I don’t need to make as many changes as I originally anticipated. (Karma is a flexible champion though, and I’m not forgetting Karma employed in mid or bot lane either.
What am I trying to do with these changes now?
I’d still like to take the opportunity to touch up a couple of things with Karma. First and foremost, that is reinforcing the Gathering Fire mechanic visually and mechanically. Some similar (and purely visual changes) are slated for Focused Resolve / Renewal. I’d also like to add a little bit of power to a few key mechanics.
With those things out of the way, here is the changelist as I’m currently looking at things. Of course, this is highly subject to discussion and iteration. Your feedback is welcome.
—Draft of Upcoming Changes——————–
Make Mantra/Gathering Fire interaction more clear and satisfying
- Gathering Fire effect made more readable and clear.
- Visual/audio reinforcement that Mantra has come off cooldown and is off cooldown.
Make Focused Resolve more distinct from Renewal, and clarify the effect of Renewal.
- The heal VFX are presently appropriate for a heal-over-time, but Karma gets one big heal upfront and another big heal at the end. Update VFX to fit the current mechanics.
- The beam isn’t distinguishably different between Focused Resolve and Renewal, it should be easier to tell these apart.
- Provides full 2 second CD reduction for basic attacks on champions, like spells do, up from 1 second.
- Slow to 25/27.5/30/32.5/35% from 25%
Now these changes below are no longer slated for Karma, given feedback and recent observations and data about how she’s being used. But for clarity’s sake, here’s what was also on PBE earlier this week, in addition to the changes above.
- Slow amount changed from 25% at all ranks to 20/25/30/35/40%
- Slow amount increased from 50% to 60%
- No longer deals bonus damage on initial hit
- Damage on detonation increased from 50/150/250/350 ( +0.6 AP ) to 80/230/380/530 ( +1.1 AP )
- Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks
- Leash heal changed from 20% ( +0.01 AP ) of missing HP to 30/70/110/150 + ( 0.3 AP ) (heals for the same amount if the leash is not broken)
- No longer deals bonus magical damage
- Ratio decreased from 0.6 to 0.25 AP
- Ally shield now has a base amount 40/85/130/175 (+ .25 AP ) instead of half the amount of Inspire – 40/60/80/100/120 (+ .25 AP).
Where does Karma fit in a team comp?
These changes (The Q slow and the passive 2 seconds on autoattack) don’t particularly favor one role or position over another though. We have some room to add power but I don’t believe Karma needs a total rework at this time to be a successful champion in top lane or to be viable in other positions.
What will her Role tag be?
Why is Karma underplayed?
I personally believe that the Gathering Fire mechanic is undersold on live Karma, and I’m excited about making this more transparent. Things like that could help a lot with the learnability of the champion.
Xelnath is looking to improve the unintended aspect of invisible skillshots from out of sight.
I don’t like getting hit by invisible Nidalee’s spears.
In the next PBE push (Sometime after 7/17/2013), you may notice a slight change to skillshot missiles fired from Fog of War.
Specifically, if a missile is moving towards you, Fog of War won’t hide it when it’s close to you. The intent is that you should always have some warning when you’re going to be nailed by a missile. It won’t be as much warning as you’d get if you could see the enemy, though.
We’re not quite done with this feature, so feedback is welcome. Here’s roughly how it should work:
If you’re standing behind the baron pit and nidalee throws a spear from where Baron spawns, towards you, you should see it before it hits you. If she throws it towards river, you see no warning about the spear at all. Similarly, if she throws it towards mid or top lane, places you can’t see, you won’t see the spear either.
The hope here is that we reduce the number of scenarios where players take damage without understanding why it occurred.
How quickly will we get a warning?
Why is this change being implemented?
I know it’s not as much of an issue in solo queue, but TF needs some kind of nerf. This is, literally, the nicest and friendliest nerf that could be done.
CertainlyT: I hate to break it to you, but Twisted Fate is broken at the moment. He’s been the most hotly contested pick in competitive play globally over the past year, including being picked or banned in every single OGN (Korean) game last season. This remains the case even after the tweaks we did last month. His mere presence in the game distorts all decisions the enemy team makes from picks and bans to lane assignments to mid game tower dives to late game team fight posturing. That’s the hallmark of an amazing ability, but the rest of the kit needs to take this level of game altering (and hence team assisting) utility into account.
Personally I like the new passive because it means that if you can shut Twisted Fate down, you actually accrue a meaningful advantage over his team. The current passive rigs the entire game, all lanes and jungle, against his opponents due to the silent increase in teamwide gold accruing steadily and inexorably over the course of the game.
Lastly, you seem to be assuming when you say “1-6″ that TF likes to play fair when he rolls his dice. I can assure you this is far from the truth.
Then why does Janna have a global passive?
Prepare your bodies, that passive will eventually be out of the game.
Why doesn’t Loaded Dice grant 2-6 gold instead of 1-6?
So the problem with global passives is “invisible power”?
Morello: Exactly. How much gameplay it adds (for either team), how satisfied the user/recipient can be vs the power is the axis to look at this from, and on that, it’s very poor. It’s really strong, but doesn’t make new things occur or add new strategic depth.
Will this change remedy the issues with TF?
Why are you fixing Twisted Fate instead of other, more problematic champions?
Morello: That’s because it takes no time to do the TF passive and get it right. Comparitively, we’ve been nerfing Jayce (and will continue to) – but the situation is more complex and difficult. Therefore, requires more time and iteration. Same with Thresh.
One thing to mention is our last couple of patches have been tough on us internally, so we’ve had to delay a couple of the more complex changes. We’re trying to avoid “Olafing” these characters, and want to do more focused nerfs. We could nuke them from orbit, but we’ve been trying to avoid that so we don’t just rotate the list of who the OP characters are.
Are you trying to reduce his popularity?
We’re simply trying to make him more fair to play against.
Morello shares his opinion on where junglers falter, where they exceed and what changes we can expect to the jungle come Season 4.
Regarding the Spirit of the Ancient Golem nerf
There’s a gold flow problem in the jungle – we agree – but the problem is not jungler power, it’s jungler build satisfaction and expectations of the team, much like support.
What are the current issues with jungling?
These problems are similar to the support problems. What this means is:
* Junglers are powerful and meaningful in the game.
* Junglers don’t feel satisfied with the amount of gold they get in the game
* Junglers are expected to buy team items each game, which is not always desirable
* Junglers are not immune to balance just because they have other problems
Let me be clear: I understand the issue you guys have with junglers, and it’s something that does take more than buffs or nerfs to fix. But if something is too strong, having other feel considerations will not (and should not) change our balance methods with this position.
Morello: Gank rewards are already in a good spot (as we’re seeing ganks as one of the better gold gain methods, even if unreliable), but I think the problem is other than ganks, gold is pretty poor. I’d rather that junglers have a reasonable fall-back source of gold, or that carry junglers with poorer ganks have a place in the jungle as well. Ganks have a lot of other power revolving around snowballing their lanes too, so a jungler’s gank impact has a number of powerful values for the team. Ward saturation also contributes to ganks being more frustrating for junglers.
So I’d like to increase jungle farm rewards for both more consistency (as lane has) and more jungler options.
Does that mean we won’t get jungle buffs until Season 4?
Again, junglers are very good and contribute a lot of power. Junglers have satisfaction issues.
What changes to the jungle can we expect in Season 4?
Morello: We’re changing something fundamentally in the jungle then to put more gold in the jungler’s hands overall, and keep it out of laner’s hands as much as possible. It requires map geo changes though, which are a nightmare and very disruptive to the competitive season.
I don’t think being overstatted props junglers up because they’re not close to being weak (there’s no reasonable conclusion right now that junglers suck), but instead are lacking in gold satisfaction. The confusion is you guys are comparing feel to raw power balance.
Recently, senior artist Grumpy Monkey showed us his work on LoL’s champions – here are a few early sketches and meshes of Nami!