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Posts Tagged ‘Karma’


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Massive Update- Starring TF Banner

 

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!


PBE Update:

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



PBE Update



Champion Changes


NunuSquare
    Nunu


ConsumeConsume ( Q )

  • Cooldown decreased from 18/16.5/15/13.5/12 to 17/15/13/11/9 (same as live)




Items


aegis of the legionAegis of the Legion

  • Recipe cost decreased from 475 to 375
  • Total cost decreased from 2000 to 1900


Guardian_Angel
Guardian Angel

  • Total cost reduced from 2920 to 2750


Locket_of_the_Iron_Solari_item
Locket of the Iron Solari

  • Total cost reduced from 2600 to 2500


Spectre's_Cowl
Spectre’s Cowl (New Item)

  • 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.


Spirit_of_the_Ancient_Golem_item Spirit of the Ancient Golem

  • Health reduced from 500 to 450


Moonflair_Spellblade_item

Moonflair Spellblade (3v3 and Dominion exclusive)

  • Total cost increased from 2000 to 2300




Champion Roles

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




Update on Rengar – Stacking Savagery Buff


rengar decoration

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 Button Rioter 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 on Poppy’s Rework


poppy decoration

Morello shares his thoughts on Poppy – including her be-all-end-all ultimate!



What are your plans for Poppy?


morello Button Rioter Morello: I’d like an entire rework, though with the scope, I’d like to wait until the art pipeline catches it. It’s my prediction that, gameplay wise, Poppy is next “new Eve” after Heimer.

We won’t remove the wall slam. Too cool to scrap.



 Will you improve the buggy wall mechanics of Heroic Charge?


morello Button Rioter Morello: We could fix a lot about the wall thing if we recoded the skill (in a relaunch, we need to anyhow) since we have better tech today.





What about her ultimate, Diplomatic Immunity?


morello Button Rioter Morello: That skill is first on the chopping block. I’d RATHER make it Kayle ult – at least it’d be understandable.






PBE Changes to Karma explained


karma decoration

Volty explains the reasoning behind the recent changes to Karma we saw on the PBE.



VoltyButton Rioter 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.

Gathering Fire
- Provides full 2 second CD reduction for basic attacks on champions, like spells do, up from 1 second.

Inner Flame
- 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.



KarmaSquare

   Karma


Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%


SoulflareSoulflare ( R+Q )

  • 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 )


Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks


RenewalRenewal ( R+W )

  • 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


DefianceDefiance ( R+E )

  • 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?


VoltyButton Rioter Volty: I consider Karma to best as a top lane mage, and is secondary as mid lane mage and bot lane support.

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?


VoltyButton Rioter Volty: Can I give her both tags? Mage and support, that is.





Why is Karma underplayed?


VoltyButton Rioter Volty: Some things take time. I’m not sure that is an indication of failure either. Karma has a good bit of nuance and feel to her.

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.




Fog of War – Invisible Skillshots


KhaZix decoration

Xelnath is looking to improve the unintended aspect of invisible skillshots from out of sight.



Xelnath Button Rioter Xelnath: Do you like getting hit by invisible Nidalee’s spears?

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?


Xelnath Button Rioter Xelnath: Probably about a half second to a second of warning time.






Twisted Fate’s New Passive


twisted fate decoration

Loaded Dice was recently reworkedMorello and CertainlyT explain why



TwistedFateSquare

Twisted Fate


Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold



Why is this change being implemented?


morello Button Rioter Morello: TF’s old passive is basically tons of free power to the whole team, and it adds no new gameplay. The new passive doesn’t add a ton more gameplay, but at least reins it in to something manageable (and more satisfying for TF players).

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.



Follow-up:


CertainlyT

Button Rioter 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?


morello Button Rioter Morello: I’m not sure why we haven’t changed this one – though I expect people to lose their minds when we do.

Prepare your bodies, that passive will eventually be out of the game.



Follow-up:


morello Button Rioter Morello: I think the answer is we just haven’t gotten to it yet.





Why doesn’t Loaded Dice grant 2-6 gold instead of 1-6?


morello Button Rioter Morello: You assume the chance is equally weighted.





Follow-up:


Xypherous Button Rioter Xypherous: Do you reaaally think the Card Master would leave things up to chance? :3





So the problem with global passives is “invisible power”?


morello Button Rioter 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?


morello Button Rioter Morello: TF is broken – this passive won’t actually fix that, but it’ll at least get his power to be slightly lower without making him any less fun.




Why are you fixing Twisted Fate instead of other, more problematic champions?


morello Button Rioter 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?


Statikk Button Rioter Statikk: Our goal is not to reduce his pick rate, TF provides a very fun and unique game experience.

We’re simply trying to make him more fair to play against.





Morello on Jungle Issues


morello decoration

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


morello Button Rioter Morello: 50 HP nerf on really efficient item = junglers are not worth using?

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?


morello Button Rioter Morello: Yes – but some of it is season 4. Remember we did just buff total jungle XP when we changed the camp timing to prevent early golems.

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.



Follow-up:


morello Button Rioter 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?


morello Button Rioter Morello: We won’t probably fix the core issue until then, though small changes (like the XP one) can happen mid-season.

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 Button Rioter 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.




Grumpy’s Art – Nami


nami decoration

Recently, senior artist Grumpy Monkey showed us his work on LoL’s champions – here are a few early sketches and meshes of Nami!


priestess_of_the_tides_simplified

Detailed Sketches – Face/Back

priestess_of_the_tides_portrait

Face Sketches – With/Without Helm

Mermaid_sculpt

3D Mesh

three_koi

Three Koi

three_sharks

Three Sharks

 

 

Missed any recent updates? Check here!


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

Patch 3.9 Preview, Lucian revealed and Themed Bundles


 

Pandannie banner

 

New PBE Update brings changes to Karma and Twisted Fate‘s Passive as well as a brand new feature – an Undo Last Purchase button! SmashGizmo discusses Olaf’s Combos and possible improvements, Morello reviews the state of Warwick and where Riot is taking his concept as well as revising the current Champion Roles and Scarizard drops a few suggestions regarding Rengar‘s Savagery and benefits from Bonetooth Necklace. All this plus the new Champion/Skin Sale!

 

PBE Update:

Overview of Warwick

Update on Champion Roles

Savage Gameplay – Rengar Improvements

Wild thoughts on Olaf

Champion/Skin Sale – Expires July 22nd

 

 

PBE Update

 


Champion changes


 

KarmaSquare

    Karma

 

Gathering_FireGathering Fire ( Passive )

  • Basic attacks reduce the cooldown of Mantra by 2 seconds, up from 1

 

Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%

 

Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks

 

SoulflareSoulflare ( R+Q )

  • 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 )

 

RenewalRenewal ( R+W )

  • 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

 

DefianceDefiance ( R+E )

  • 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).

 

 

LucianSquare

     Lucian

 

Ardent BlazeArdent Blaze ( W )

  • Range increased from 900 to 1000

 

 

MasterYiSquare

  Master Yi

 

Wuju StyleWuju Style ( E )

  • Passive bonus damage decreased from 15% at all ranks to 7/9/11/13/15%

 

 

OlafSquare

       Olaf

Vicious_StrikesVicious Strikes ( W )

  • Bonus attack damage changed from 1% of Max HP + 7/14/21/28/35 to 20/35/50/65/80
  • Lifesteal and Spellvamp decreased from 9/12/15/18/21% to 8/10.5/13/15.5/18%

 

 

TwistedFateSquare

Twisted Fate

 

Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold

 

 
NOTE: The changes to Jayce, Karma and Olaf have been reverted and will be available in the next patch.




Items


 

 

Boots_of_Speed_item Boots of Speed

  • Now states: “Limited to 1″. (for anti-trolling purposes)

 

 

Blackfire_Torch_itemBlackfire Torch (Twisted Treeline & Crystal Scar)

  • Cost decreased from 3770 to 2400 gold
  • Now builds out of a Blasting Wand + Fiendish Codex instead of a Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
  • No longer grants 250 HP
  • Bonus Cooldown reduction decreased from 20% to 10%
  • No longer grants Passive magic penetratio
  • Unique active changed – Now deals 20% of target’s maximum health over 6 seconds as magic damage. Also increases any additional magic damage taken by the target by 20% during this duration

 

deathfire grasp Deathfire Grasp
  • Can no longer be bought on Twisted Treeline and Crystal Scar

 

 

Liandry's_TormentLiandry’s Torment

  • Can now be bought on Twisted Treeline and Crystal Scar

 

Moonflair_Spellblade_itemMoonflair Spell Blade (Twisted Treeline & Crystal Scar)
  • Cannot be bought by Melee champions
  • Now builds out of Seeker’s Armguard + Negatron Cloak instead of a Blasting Wand
  • Cost increased from 1200 to 2000 gold
  • Now grants an additional 50 Armor and 50 Magic Resist

 

Needlessly_Large_Rod_itemNeedlessly Large Rod
  • Can no longer be bought on Twisted Treeline and Crystal Scar (nothing builds from it anymore there)

 

Wooglet's_Witchcap_itemWooglet’s Witchcap

  • Now builds out of Seeker’s Armguard instead of a Chain Vest + 2 Blasting Wands
  • Armor increased from 40 to 45

 

 


 Undo Last Purchase


 

Undo Last Purchase

Located next to the SELL button in the Shop is the option to sell back the last item you’ve purchased. This refunds 100% of the gold cost and does not expire over-time.

 

 

 

 

 


Overview of Warwick


 

warwick banner

Warwick’s getting some much-needed attention from Rioters. Morello covers the basis for future improvements.

 

 

morelloButton Rioter Morello: Alright – again, thanks for your patience. We’ve chatted a bit about Warwick, and I’ll try to lay out what we see the problems, concerns, and our direction we’d like to take while fixing things to bring him up to date.

Let’s start with what’s holding Warwick back, currently;

He has weak pre-6 game presence:

Because of the reliance on his ultimate, Warwick’s ability to make plays, gank, or finish a kill is really poor until he hits 6.

He has a very flat pacing that disallows skilled duels, which keeps him weak:

Most reasonable Warwick builds have enough cooldown reduction to keep W up almost all the time, spam Q quickly (and E, of course, is a passive). Over time, this has lead Warwick to having few levers for us to adjust and make him have both a satisfying and balanced place in League.

Blood Scent is only helpful if Warwick is ahead:

Since the skill is passive, and conditional on the enemy being low, this thematically-great skill doesn’t make a lot of opportunities for fallback patterns or make ways to outplay an opponent.

These are likely the first places we’d look to fix with him. Next, where do we envision Warwick living in the game, and what should he do?

Warwick should be a staple in the jungle:

Warwick has historically been a jungler (and for a lot of older players, THE jungler!), and we think this should be where he primarily lives. His lifesteal focus is easier to balance there, and could be used to make for strong counter-jungling safety with the right adjustments.

Warwick should be a consistent, sustained lifesteal fighter:

This is largely what he is now, and I don’t see any need to change that identity. I think details will need to change to bring him up-to-date, but the identity is a fine one.

I’ll give you some very initial thoughts on what direction we’ll take. I’m not going to comb details much in this thread (that’s going to likely be handled by someone on the team!), but just give you an idea what we’re thinking.

Improve Blood Scent and improve pre-6 ganks:

This is a pretty cool skill in the way it sells “hunter,” but mechanically, it needs some work. This skill is also the first place for us to look in ways to add new decisions (which will show more/less skilled play between players) and enable pre-6 ganks so he can actually perform his job as a jungler.

More wildly adjust numbers, especially cooldowns:

The lack of pacing spoken to earlier will need to change if we want to buff Warwick. Even other fighters like Jax or Irelia have windows of downtime that more knowledgable players can capitalize on to turn engagements. Without this, we can’t really up Warwick’s power much – this will be a part of it. It may also include mechanical tweaks on skills like W, E, or his passive.

This likely won’t happen for several patches:

While we agree something needs to occur here, we do have bigger fish to fry before we do this. I’d love to get this out after World Finals patches are stabilized and we can focus on more opportunistic work like WW.

I’m sure there are some unanswered questions, so I’ll try to get to what I can.

 

 

How do you plan on making Warwick a “sustain tank”?

 

morelloButton Rioter Morello: Part of this is by making him a primary jungler. Lifesteal tanks are much more problematic in lane (especially melee) because there’s not tons of options to deal with them, and the combat windows are long and support sustain. From the jungle, they can use it to get an edge during ganks, but not become sustainbots.

 

 

Will Warwick get a Visual update along with his Rework?

 

morelloButton Rioter Morello: Bigger offenders on the VU list, but I’m sure he’ll get one when it’s his turn

 

 

 

 


Updated Champion Roles


 

morello decoration

Morello discusses the upcoming distinctive name-changes of Champion Roles, complete with descriptions of each one.

 

 

morello Button Rioter Morello: Hey Summoners,

After much discussion, we’ve decided to update our champion role names to more accurately reflect how we think of roles in League of Legends. While most of these roles (maybe not one!) may sound familiar, we wanted to share our thoughts with you and to get everyone on the same page before the changes go live in-client on the champion info tab and leagueoflegends.com with Patch 3.10. I’m also going to take this as an opportunity to give some insight into the live design process and how we differentiate between role archetypes that exist in League of Legends and the positions they can play in a given game.

Let’s start with defining what role means.

A champion’s role roughly defines the type of value they contribute to a team, or else communicates the fundamentals of their playstyle. It sets expectations for what a player’s experience will be like and what they can do for their team. At Riot, we see a champion’s place in the game as some combination of primary and secondary roles from the following list.

  • Assassin

An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.

Assassin

  • Mage

Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.

mage

  • Tank

Tanks are durable, front-line champions that help lock down enemies and start fights. They’re usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.

Tanks

  • Support

Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.

Support

  • Fighter

Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don’t have as much utility as a tank or as much damage as an assassin, a fighter’s damage will add up over time to make them a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.

Fighter

  • Marksman

A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.

Marksman

By the way, using the term “marksman” over the colloquial “AD carry” is deliberate. Calling the role marksman defines it in a more clear and accurate way – plus AD carry is a bit of a holdover from when an AD player was always expected to carry a team. League is a game about teamwork and it’s inaccurate to say that marksman is the only role, or even the primary role, to carry teams to victory. A lot of people will still call it AD carry, and that’s fine, but for the places we use this officially, we’ll be using marksman. It’s a semantic change, but it’s important to note here just to let you know it’s coming.

Some of these roles are obvious fits for a champion, like Brand being a mage or Nautilus being a tank, but others are more nuanced or embody a combination of roles. This helps us define what the champion brings to the table and lets us get on the same page about the types of expectations you can have for a champion. For example, Mordekaiser is primarily a mage, but also a fighter. It’s also worth mentioning that we’re relatively stat agnostic when it comes to considering roles – Pantheon and Annie are both mages, for example, because they rely primarily on their abilities for damage, but the former is attack damage based while the latter is ability power based.


Since I’m here, I’d also like to address a common misconception about position and how it differs from role. Position refers to the places a champion can go, so a champion going mid could be a mage, assassin, or a fighter, but they’re still playing the mid position. This is the part of the game that players define and evolve, and we frequently like seeing surprising things here (as long as it supports good counterplay, of course)!

Let’s look do a thought exercise:

What is Teemo? Besides adorable, or pure evil, depending on who you ask, he tends to go top lane. But that doesn’t make him the same type of champion as Jax, Irelia or Jayce – champions that also go top lane. What it means, in terms of our discussion, is that Teemo is a marksman/mage. That’s his role from a design perspective. The fact that he is commonly played top is a matter of position. Lux is a mage (role) that is commonly played in mid (position). She is also played bot in more of a support role. Kha’Zix is an assassin who people like to play top, jungle or mid.

None of these position choices affect the DNA of the champion at all – they still bring the same ability kits and have the same core playstyle, but their position can affect what they do for that game. Naturally, some champions will be more suited for some positions, but there are also variables that affect even that. Team composition, for allies and enemies both, will influence a champion’s effectiveness, and item build synergy can enhance a champion’s ability to perform within a certain position. The different items players buy when playing Jarvan IV top lane as opposed to jungle Jarvan show us how items can enhance and define the two positions, even on the same champion. Ultimately these things can affect current game balance, but not the champion’s core role.

The long and short of it is that role and position are different concepts, and we approach them differently as designers. Players can use this information to better understand what to expect from a champion, and what their strengths and weaknesses can be. By all of us speaking the same language on these concepts, it’ll make for better discussions on more complex design issues.

 

 

 Will Melee Carries like Master Yi now be classified as Assassins?

 

morello Button Rioter Morello: Yes, his pattern is a bit carry-ish, a bit assassin. Melee carries were the hardest in here, and it was hard to justify a role name for a handful of characters. It won’t change how we treat them, really – we still know this design space is needing work.

 

 

 

Do AD Casters fall in the “Mages” category?

 

morello Button Rioter Morello: We debated this – maybe so. I think since they were colloquially “AD Casters,” anything that implied casting was OK. Mage and Caster was a hard word to pick, actually!

 

 

 

 

What categories will Urgot fall under?

 

morello Button Rioter Morello: Probably Fighter/Marskman or vice-versa.

 

 

 

 

 

Will Lux/Karma/Morg/Orianna be Mages or Supports?

 

morello Button Rioter Morello: Mages. They can be played in the Support position, but their role is mage.

 

 

 

 

 

Why is Mordekaiser labeled as “Fighter”?

 

pwyff Button Rioter Riot Pwyff: Each fighter has a unique blend of mobility, damage, disruption and durability.First it’s worth noting once again that Mordekaiser is primarily a mage (lots of area-effect damage and primarily dealing damage with spells), but he’s secondarily a fighter because he deals damage ramping up over time.

So his “unique” blend here is damage and a small amount of durability (in comparison to, say, a lot of mages thanks to his self replenishing shield).

In other words, primarily a mage and secondarily a fighter!

 

 

What constitutes a “Tank” Champion?

 

pwyff Button Rioter Riot Pwyff: Leona’s inherently tanky due to her W. Alistar is inherently tanky due to his ultimate. I think ultimately if we go by your argument that a champion must build a certain way in order to fulfill the role, then Marksmen might not achieve their definition as high-damage auto-attackers because they inherently need items to reach that potential.

If we were to take part of your definition of supports being an ideal label (in that a support has abilities that, when used correctly, accomplish supportive goals) then I think tank as a role also works. Leona is a tank because her damage isn’t high but she has built in tankiness (her W), lots of battlefield control, and huge initiation capabilities. Alistar can be seen in the same way. This is core to their abilities and can be augmented by how they’re built. You use Blitz as an ideal “support” category, but I’ve seen a coworker run AP Blitz for his huge AoE ult damage and displacement (he uses the hook to get himself kills).

Other tank champions who fall under the category role of tank might be able to go glass cannon for great effectiveness (AP AMUMU WHYYYYY), but their core skillset fundamentally encourages a tanky playstyle, and that’s an expectation that goes hand in hand with the role.

If I were to think of a perfect champion that fulfills the tank role, by the way, I’d think of Leona and Alistar – not Singed.

 

 

Will we be able to create our own Champion Role tags?

 

morello Button Rioter Morello: Totally different goals and tech required (and not a bad idea), but not really part of any of this stuff.

 

 

 

 

Why are Carry Mages (Cassiopeia/Karthus/Ryze) not listed under “Marksman”?

 

pwyff Button Rioter Riot Pwyff: For your first point, you’re misconstruing the concept of a Marksman as a “Carry” and this was the precise reason we wanted to move away from AD Carry as a term. Marksmen can carry. Mages can carry. Fighters can carry. So on and so forth. Nowhere do we indicate that one role cannot carry and one is a designated carry because, as you’ve noted, Ryze, Karthus and Cass can carry as Mages.

To argue the other point about Cass being a Marksman, I don’t quite understand what you’re going for aside from the fact that she can carry a team with her strong damage. Cass deals all of her damage through abilities and she has two high control spells in her ultimate and Miasma. You’ll notice this definition in Marksman:

“Typically focused on using their basic attacks more than their abilities”

But that’s not the case here.

On that note we did debate about adding a line “While Mages may not deal as much damage as Marksmen, they can still have a high impact in damage and control etc etc” that’s not the actual wording but the general gist is there. We just took it out because we realized we mentioned Marksmen before we even got to the definition.

As for your edit, champions can have secondary roles (see Mordekaiser as a Mage / Fighter), so consider that.

 

 

Follow-up:

 

pwyff Button Rioter Riot Pwyff: For the role referring to ranged constant DPS, I get that there are a few crossovers (Ashe as another example of straddling certain boundaries despite operating primarily as a Marksman), but these are foundational role titles that need to be broad in order to get that alignment. I’m thinking of roles as being almost a spectrum wherein champions fall in various spots on the rainbow of roles (the difference between Mage and Support feels a little hazy to me).

Anyway, I apologize if I misconstrued that initial point. I think I was focused a little too heavily on getting that “some roles can carry at different stages in the game” point out there. Cass does do continuous damage through ability use, but I still feel her highest impact point is in her ultimate which primarily classifies her as a Mage. That’s just my two cents though.

 

 

The problems with Support Champions: Season 4 improvements

 

morello Button Rioter Morello: I think the biggest issue here, abstractly, is supports miss out on the satisfying power curve portion of LoL. I think their duo laning is actually pretty good (they focus on PvP actions as opposed to farm – a different pace), but their inability to gain power meaningfully throughout the game is highly unsatisfying. Right now, their income isn’t terrible overall, but their expenditure due to ward burden is.

Unfortunately, that speaks to more systemic fixes – especially to wards and vision. And that’s all for Season Four.

 

 


 Savage Gameplay – Rengar Improvements


 

rengar decoration

Disappointed with the latest updates on Rengar? Don’t be! Scarizard and Wav3Break are dedicated to making the League’s predator rise to glory.

 

 

Regarding the recent Savagery suggestions

 

ScarizardButton Rioter Scarizard: Trying to balance catching up on posts and doing actual work – a few points:

1. Please remember that the changes to Q are in testing, and that the lack of an effect on Q is placeholder. It might be returned to %AS on Q and ??? on Q2. Previously we had ‘If Savagery strikes a champion below 50% life, gain an additional ferocity point’ which we had some pros and cons. When judging the changes understand that the goal is to lower the burst potential of these two spells and that shifting them into tools for sustained damage is a win for Rengar’s balance overall – but i don’t intend to leave either part of this skill bare.

2. Some people seem to like the counterplay we’re introducing to his ultimate, and some of you don’t. I’m open to suggestions here – but Rengar sorely needs more counterplay on this skill for it to retain the strength it has, let alone gain more. Give me your thoughts on how’d you like to see this done.

Gonna go grab some food, but i’m at least caught up on this threads’ posts.

 

 

 Possible improvements to Savagery

 

Scarizard Button Rioter Scarizard: So i’m finishing up packing and heading to bed before my flight in the morning (For those of you who missed the previous post, i’m heading the Spain for the EU Pro Player conference for a couple of days) but wanted to let you guys know about the iteration we just clocked – while i won’t be around for playtests on thursday or friday, Wav3break will be tuning numbers and driving it while i’m gone.

I’ll update the original post as well, but the changes look something like:

Savagery
- Attack Speed reinstated, -slight- buff to %AS, -slight- nerf to base damage.

Empowered Savagery
- In addition to dealing bonus damage, grants Rengar 3 Ferocity.

So what does this mean? Basically, Rengar’s Empowered Savagery sets him up for a potential Ryze-like spell chain. Feedback from this thread has been that (Triple Q or no), you guys really like stabbing. With this setup, you can Q2 -> Q, W, -> Q2, E. Q ->Q2 again, with a higher degree of Attack Speed than before. I’ve played around with the changes a bit with a few people and i have to say it looks pretty awesome tbh. You lie in wait, ready for the kill….and then you proceed to maul your target’s face off.

Another cool thing about the ‘Q-Train’ as Volty calls it, is that you can end the cycle at any point with Empowered Battle Roar or Emp. Bola strike and call it a day, winning trades or flatly disengaging. We still need to see what this does in laning situations, but from i can tell it drastically increases his engagement windows but highly rewards him for ‘keeping up’ his combos – all while hacking away like a madman.

I suspect it will be slightly OP with this version, but we can always tune. One idea we had is to slightly lower the damage further of Empowered Savagery, but instead have it apply a debuff making your next Emp. Savagery deal 50% more damage (probably only stacks 3 times?). This option feels unnecessary at -this- point, but can proceed to it if his laning is obnoxious but we like the pattern of Q2. Also drives home a lot of the ‘single-target mauling predator’ feel if you can single out your prey and make their lives hell.

Feeling more confident about this version, but everything is always subject to change. Could possibly see Bola’s slow% being increased to accomodate Rengar’s knifing around if he’s having too much trouble gettin’ to the folks he needs. Looking into using Battle Roar as a slot to provide a mechanic that helps him survive endgame without making his solo/dueling cases feel unbeatable – some of you guys have suggested a Wukong-like ‘Less defense, but stacking with nearby targets’ and i’d like to try it and see how it goes.

Even to those who think i’m not listening – your voices not going unheard. Thanks again for all of your posts, y’all.

 

 

Suggestion for Bonetooth Necklace bonus (bonus movement speed in brush/when unseen)

 

Originally Posted by Eleshakai View Post
I think a +movement speed when not visible to enemy team might be a cool perk for the necklace to offer. Kind of along the lines of boots of mobility, but just any time he isn’t able to be seen by enemy teams. It’d also open up some strategic counter-ward play.

 

ScarizardButton Rioter Scarizard: Catching this before i leave – i think something like this sounds really cool. I know i mentioned earlier that we were looking at +MS% in brush. What do people think about similar version?

‘Rengar gains X movement speed while not visible to the enemy team (or out of combat). This bonus is doubled while Rengar is in brush.’ ?

A lot of the bonetooth ideas specifically have been pretty interesting – Wav3break’s heavy lifting is going to be focused on BTN, but i’ll make sure to keep passing these along.

 

 

Q-mashing Awesomeness

 

Wav3Break Button Rioter Wav3Break: Just to buffer Scarizard’s post, I am currently tuning the new “Q-Train” destroyer knife cat damage window and I’m not gonna lie, this thing feels freaking awesome to pull off. You will knife more than you ever could and stab peoples faces like no tomorrow. Now time to balance and test it more :P . Again everything is subject to change.

I would also like to ask some questions:

How would you guys feel about Bola Strike being a skill shot?

How would you guys feel about Empowered Bola Strike bringing a little bit more team utility?

P.S. I think Bone Tooth is feeling pretty healthy building out of a Hunter’s machete for all of you jungle Rangos out there .

Continue to give us great ideas guys we will continue to iterate and try our best to make sure Rengar becomes an awesome and healthy character!

 

 

Rengar will still burst

 

Wav3BreakButton Rioter Wav3Break: Rengar will always have burst due to the nature of his ability mechanics, but we need to tune it to be healthier in early stages of the game and give him some extra stuff to make him flow into late game scenarios where he should be able to select his target of choice, possibly be in the middle of the enemy team and not necessarily only fulfill the role of “I kill your squishy and die right after/I can only kill your squishy and am useless to my team if I fail.”

We are not going to destroy his burst nor are we tuning him into a tanky bruiser. You will still be able to knife cat ambush people, but once again, the challenge for us is to make that pattern healthy, fun and balanced. This undoubtedly means we have to take some power away from his burst, whether its damage or execution speed. At the same time, we are also able to use the room created by this change to give him cooler effects that won’t force Rengar into his current “if I fail to kill someone squishy on my first Leap from Ult, I am useless” and “suicide dive bomb/kamikaze” play pattern.

As a final thought, I would just like to stress this point again: burst damage on a long duration true stealth character with no counter play, no warning, and no window to react is not okay. It is not fun to play against, it is not healthy for our game and it completely warps the game for enemy players. This pattern’s existence in its current form on Rengar’s kit limits our ability to make this character healthy and that is why it has to go. With it gone we have the room to make him into the true predator and hunter who doesn’t just jump in and die after taking down his prized prey.

 

 

How far can Rengar go with his new ultimate?

 

ScarizardButton Rioter Scarizard: Pretty far – Rengar’s vision range originates from his body, so it’s impossible for him to ever activate it and exceed his own vision range. Currently, people only hear VO if they are within his champion sight radius(around 1k or so) when he activates the ultimate. If he activates the ultimate while he’s ‘on his way’ the opponent won’t hear his VO play – but would see the particle above their head once he reached the appropriate range.

 

 

Will you remove triple Savagery?

 

ScarizardButton Rioter Scarizard: I’d like to address this. Triple Q with Rengar isn’t like Zed landing double Razor Shurikens or Lulu Glitterlancing multiple people, or even like Kha’Zix leaping perfectly for a multi-kill. Once you know how to do it, you know how to do it.

 

Triple Q’ing isn’t what makes Rengar rengar. Stalking prey, making decisions on which Ferocity Bonus to use for the right situation, leaping out of brush and killing someone, or flanking and jumping someone for an allied takedown? Those are things that make Rengar who he is. You’re all right that this was intended functionality when it was put in the game – but even Classick agrees that it was also a mistake. Frontloading 500% of your AD in less than a second on a target of your choosing when no one can see you coming is just not something that’s okay.

I want him to kill people – Rengar’s a damage dealer and that’s what he does. I would just like him to kill people over 5 or 6 seconds than 1 to 2.

I want him to inspire fear into his opponents. I don’t want him to inspire rage.

 

 


Wild thoughts on Olaf


 

olaf decoration

SmashGizmo posts an update on his previous changes to Olaf.

 

 

SmashGizmo Button Rioter SmashGizmo: Guess I should’ve made it clear that I would be gone all weekend when I mentioned I was going to Evo. Sorry for the delay on updates.

Just gonna rapid fire my thoughts to you guys so you know what’s going on, but I honestly don’t have enough time for a lot of back and forth until later in the week.

Undertow

  • Min Range
  • Overall confident in the change
  • Distance currently tuned at 400 (pickup radius is 250, cast ranges are measured for the center of a character so Olaf is currently walking under 100 units to retrieve min range axes)
  • Slow Decay
  • Confident in the change
  • Unlikely to change slow values until I’m confident in larger scale changes and am at the phase where it’s time to do balance tuning
  • Wall Sticking
  • Unconfident in the change
  • Testing feedback has been inconsistent
  • More experienced Olafs dislike it more than newer Olafs, laners dislike it more than junglers
  • Planning on trying an iteration where wall sticking only occurs if the axe would land inside impassible terrain, essentially trying to keep it as a solution for junglers who rely on the lower min range without disrupting its current use cases
  • Going to try lowering axe’s vision radius on impact to reduce the ability’s scouting power without fully removing the scouting aspects

Vicious Strikes and Ragnarok

  • AS feels pretty meaningless on Ult, probably getting removed
  • AD on Vicious Strikes muddles the use case considerably
  • Likely to iterate on Vicious Strikes by removing the spell vamp and AD and replacing with AS of some sort
  • Undertow scaling off the AD and spell vamp is making the usage of this skill overly confusing
  • Would like to make it clear that this is your berserking steroid, best used in conjunction with Berserker Rage, rather than providing a hodgepodge of stats that are difficult to optimize
  • Still trying to figure out what to do with Ragnarok
  • Passive Armor/MRes that is cast aside during Ragnarok is conceptually better in terms of defined counterplay and seems well liked by Designers
  • However, creates some weird feelings for players with less design context, where they are hesitant to trade off their defensive stats and then go in
  • Still trying to find the balance between offering sufficient counterplay to opponents and providing the Olaf player with what they want out of Ragnarok

So I guess the tl;dr is that I’m still not happy with the W/R mechanics and will be shifting those around until I’m happier with their defined use cases and will be trying to find a more intuitive way to accomplish my goals on Undertow.

 

 

Why do you want to remove the bonus AD from Vicious Strikes?

 

SmashGizmoButton Rioter SmashGizmo: I specifically don’t like that players have a strong natural urge to press W before Qing to get the bonus AD and spell vamp on their axe. This pattern encourages Olaf players to use their strongest auto-attacking steroid before they’ve closed the distance, which is a fairly large misuse of the ability’s power in most situations. I wonder if maybe just taking the spellvamp off is sufficient to make this use case less attractive.

 

I dunno, I’ll think on it. I agree that the AD provides better gains for Olaf by accessing the multiplicative scaling and conceptually feels better, but I just don’t like the W + Q interaction and how it frequently leads players into a poor skill usage cycle.

 

 


Champion/Skin Sale – Expires July 22nd


 

Sale 22nd July

Enjoy the following champions and skins at a discount from July 19th to the 22nd!

 

  • Janna - 292 RP
  • Varus - 487 RP
  • Yorick - 440 RP

 

 

Full Metal Pantheon – 487 RP

 

Full Metal Pantheon

 

Ravager Nocturne – 260 RP

 

Ravager Nocturne

 

Sun Goddess Karma – 375 RP

 

Sun Goddess Karma

 

 

Missed any recent updates? Check here!

 

 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

Patch 3.9 Preview, Lucian revealed and Themed Bundles

Heimerdinger Rework, Lucian Revealed, RP Summer Sale & Art Thread

 

Patch 3.5 banner

 

 

This patch will include:

  • Zac, Riot’s latest champion
  • The long- anticipated Karma rework
  • Numerous changes to Udyr
  • The Champion Select AFK System

as well as several balance tweaks, item changes and numerous bug fixes!

 

New Champion: Zac, The Secret Weapon

 

ZacSquare

 

 

 

        Zac

passiveicon 

 (Passive) Cell Division

Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine.
If any bloblets remains after 6 seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has 10% of Zac’s maximum health, and 50% of his Armor and Magic Resistance. This ability has a 5 minute cooldown.

 

Qicon( Q ) Stretching Strike 

Smacks enemies, dealing 70/110/150/190/230 (+0.5) Magic Damage and slowing them for 20%/25/30/35/40 for 2 seconds.

Cost: 6% of current health
Cooldown: 9/8.5/8/7.5/7

 

Wicon( W ) Unstable Matter

Zac’s body erupts, dealing 40/60/80/100/120 Magic Damage + 4/4.5/5/5.5/6 (+.02 AP)% of the enemy’s maximum Health as Magic Damage to all nearby enemies (Max: 200 damage against minions and monsters).

Cost: 4% of current health
Cooldown: 4/4/4/4/4 seconds

 

Eicon

 ( E ) Elastic Slingshot

Zac charges up over 1 second in the direction the ability was cast. Activating the ability again will launch him towards his target, dealing 80/130/180/230/280 (+0.7 AP) Magic Damage to all enemies hit and knocking them back for 0.5 seconds. Can be cancelled while moving.

Cost: 12% of current health
Cooldown: 24/21/18/15/12 seconds

 

Ricon( R ) Let’s Bounce

Zac bounces 4 times, knocking up and slowing enemies.
Each bounce deals 160/240/320 (+0.25 AP) Magic Damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up or slowed. Zac gains an accelerating movement speed buff (20-50%) while active. Zac can right-click to move while in the air.

Cost: No cost
Cooldown: 130/115/100 seconds

 

 

Balance Changes:

 

 

KarmaSquare

 

 

 

     Karma

 

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.

 

Karma_PassiveGathering Fire (Passive): Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).

 

 

Karma_QInner Flame (Q): Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.

 

Karma_Q_EmpoweredMantra Bonus – Soulflare (R+Q): Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.

 

Karma_WFocused Resolve (W): Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.

 

Karma_W_EmpoweredMantra Bonus – Renewal (R+W): Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.

 

 

Karma_EInspire (E): Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.

 

Karma_E_EmpoweredMantra Bonus – Defiance (R+E): The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.

 

Karma_RMantra (R): Karma empowers her next ability within 8 seconds for an additional effect.

 

 

 

 

HecarimSquare

 

 

 

   Hecarim

 

Spirit_of_DreadSpirit of Dread (W): 

  • Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14

 

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

 

 

RumbleSquare

 

 

 

    Rumble

 

The_EqualizerThe Equalizer (R)

 

  • No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
  • Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage unchanged)

 

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch we’re adjusting The Equalizer to better match its original intent.

 

 

UdyrSquare

 

 

 

      Udyr

  • Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35

 

Monkey's_AgilityMonkey’s Agility (Passive)

 

  • Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance

 

Turtle_StanceTurtle Stance (W)

 

  • No longer returns mana when dealing damage
  • Shield increased to 60/100/140/180/220 from 60/95/130/165/200
  • Udyr can now critically strike in Turtle Stance

 

Bear_StanceBear Stance (E)

 

  • Udyr now ignores unit collision while the movement speed bonus is active
  • Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
  • Bear stance attacks can no longer be self-interrupted mid-attack
  • Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
  • Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4

 

Phoenix_StancePhoenix Stance (R)

 

  • First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
  • No longer grants bonus Ability Power and Attack Damage when activated
  • Ability Power ratio on the fire cone increased to 0.45 from 0.15
  • Updated the fire cone’s spell effect to be more visible

 

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

 

Quality of Life Changes & Bug Fixes

 

 

AkaliSquare

 

 

 

    Akali

 

Twilight_ShroudTwilight Shroud (W)

 

  • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
  • Akali is now immediately stealthed when casting Twilight Shroud directly on herself
  • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
  • Delay on re-stealthing increased by 0.15 seconds

 

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

 

 

AniviaSquare

 

 

 

   Anivia

 

CrystallizeCrystalize (W):

  • Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

 

 

AsheSquare

 

 

             

       Ashe

 

Focus Focus (Passive):

  • Now displays the Critical Strike chance bonus on the buff bar

 

 

 

DravenSquare

 

 

 

    Draven

 

Spinning_AxeSpinning Axe (Q): 

  • Now leads Draven more accurately when he is benefiting from Movement Speed increases
  • Axe drop location will no longer be placed partially inside walls / terrain

 

 

MasterYiSquare

 

 

 

 Master Yi

 

Double_Strike Double Strike (Passive):

  • Double Strike swing time now scales with Master Yi’s Attack Speed instead of being fixed at 0.6 seconds
  • Fixed a bug where the second strike of Double Strike could critically hit turrets

 

 

RivenSquare

 

 

 

      Riven

 

WindSlashWind Slash (R): 

  • Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya’s Hourglass

 

 

RumbleSquare

   Rumble

 

Electro-HarpoonElectro-Harpoon (E):

  • Fixed a bug where the visual effect would disappear before the actual end of the projectile

 

 

TrundleSquare

 

 

 

    Trundle

 

Pillar_of_FilthPillar of Filth (E)

  •  Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

 

 

WarwickSquare

 

 

 

   Warwick

 

Hunter's_CallHunter’s Call (W)

  • Now displays range indicator on mouseover

Blood_ScentBlood Scent (E)

  • Now displays range indicator on minimap on mouseover

 

 

ZedSquare

 

 

 

         Zed

 

Living_ShadowLiving Shadow (W)

  • Fixed a bug where Living Shadow would sometimes cast in a random direction

 

 

Items

 

Nashor's_ToothNashor’s Tooth 

  • Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)

Spirit_of_the_Elder_LizardSpirit of the Elder Lizard

  • UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50

Maw_of_MalmortiusMaw of Malmortius

  • Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5

 

Champion Select AFK Detection

 

  • When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
  • A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
  • Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
  • Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
  • Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
  • Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
  • This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.

 

General

 

  • Turrets

In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

  • Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
  • Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
  • Siege Minions
    • Siege Minions now take 70% damage from Turrets, increased from 50% damage
    • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions
    • Super Minions now take 70% damage from Turrets, increased from 50% damage
  • Teleport

We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

    • Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
  • Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
  • Smart casting with charge-up abilities should be more responsive now

 

The highlight of this patch is definitely the Zac release, followed by Karma’s rework and the changes to Udyr. If you’d like to read more on these updates, please follow the links below.

 

Zac preview article

Karma’s Rework article

PBE: Udyr changes article

 

Have any gripes or praises for the new patch? Share below!

 

Good luck on the Fields of Justice!

 

Categories: LoL News Tags: , , , ,

Comic: Expired Goods

March 21st, 2013

comicbannerComic2-2

Artist: Kaleta


Writer: Digiwombat

Karma’s Remake Overview

March 20th, 2013
Karma Banner Final 

 

Karma has had her official remake and it’s on the PBE server! Check out how her abilities work and look below!

 

 

Karma’s abilities & looks

 

karma model final

Karma’s Default Model

 

Gathering Fire (Passive)

 

Reduced Mantra’s cooldown by 1 second each time Karma damages an enemy champion with one of her abilities (Half-effect for Karma’s basic attacks).

 

Inner Flame (Q)

 

Mana cost: 50/60/70/80/90

Cooldown: 7/6.5/6/5.5/5

 

Fires a blast of energy that explodes upon enemy contact, dealing 60/110/160/210/260 (+0.6) magic damage to enemies in the area and slowing them for 15%/20%/25%/30%/35% for 1.5 seconds.

 

Mantra Bonus – Soulflare: Deals 25/75/125 (+0.3 AP) additional magic damage and leaves a circle of flame at the impact area or upon reaching maximum damage, slowing enemies for 50%. After 1.5 seconds the circle erupts, dealing 50/150/250 (+0.6 AP) magic damage to enemies in the area.

 

karma Inner FlameInner Flame (Q)

 

empowered flame

Inner Flame Soulflare (Mantra Q)

 

Focused Resolve (W)

 

Mana cost: 70/80/90/100/110

Cooldown: 16/15.5/15/14.5/14

 

Links Karma to target enemy champion, revealing them and dealing 60/110/160/210/260 (+0.6 AP) magic damage over 2 seconds, rooting them in place for 1/1.25/1.5/1.75/2 seconds if the link is not broken.

 

Mantra Bonus – Renewal: Spirit Link deals 75/150/225 (+0.6 AP) bonus magic damage heals Karma over the duration for 75/150/225 (+0.6 AP)

 

Spirit Link

Focused Resolve (W)

 

Inspire (E)

 

Mana Cost: 60/70/80/90/100

Cooldown: 12/11/10/9/8

 

Target ally gains a shield, granting 20%/30%/40%/50%/60% movement speed for 1.25 seconds and absorbing 80/120/160/200/240 (+0.5 AP) damage for 4 seconds.

 

Mantra Bonus – Defiance: The shield overflows with energy, dealing 60/140/220 (+0.6) magic damage to enemy units around her target. Allied champions around her target gain half that amount as a shield and are also hasted by 20%/30%/40%/50%/60%.

 

Inspire E

Inspire (E)

 

Empowered Shield final

Defiance (Mantra E)

 

Mantra (R)

 

No Cost

Karma empowers her next ability within 8 seconds for an additional effects.

 

Soulflare: Deals 25/75/125 bonus magic damage and leaves behind a circle of flame, heavily slowing enemies and dealing 50/150/250 damage after a brief delay.

 

Renewal: The link deals 75/150/225 bonus magic damage to her target, healing Karma by the same amount while the two are linked.

 

Defiance: Allied champions around Karma’s target become shielded and gain movement speed. Enemy units around her target are dealt 60/140/220 magic damage.

 

karma mantra model final

 

 

Karma’s Remodeled Skins:

 

Sun Goddess Karma

 

Karma Skin 1 Final

Sun Goddess Karma Model

 

Sun Goddess Mantra

Sun Goddess Karma Mantra

 

Sakura Karma

 

Sakura Karma Model

Sakura Karma Model

 

Sakura Karma Mantra Final

Sakura Karma Mantra

 

 

Good luck on the Fields of Justice!

 

Karma Banner alt
With Karma’s Remake just a few days (or hours!) away, Riot have been ever so willing to tease the community with bits and pieces of her design.

 

on on why Karma’s fans have made a return in her design, albeit only during her dance emote.

 

The Return of the Fans:

 

Annie_Splash_Goth_Tibbers

 

Ququroon: I felt this needed its own post.

Yes, we did add them in, on all her skins. Yes, as some of you have guessed, it is only on her Dance. We wanted to give you guys an homage to the fans, as they were a key element to her in the past.

 

We did initially remove the fans, as Morello quipped in the Leak thread. We weren’t fully prepared for how fond of them some of you were; which is a point we’ve heard loud and clear, and will be discussing further in-depth for future Relaunches and Visual Upgrades.

Allow me to jump into the fray here for a second. On our champions, especially older ones, we have very iconic elements. Things that when you think of the champion, you can’t help but think of. This can go one way or another, either good or bad, weak or strong.

An example of this in the past would be Annie’s panties. Could you argue that it was a core element to her design? Sure. Okay. But was it strong, or a good thing? A little more arguable. Was it something we wanted to keep? How would it look with increased fidelity? How much are players attached? We reviewed this in her case, and removed them. We felt that something like Tibbers was much stronger, more core, and very recognizable in her case, and so we pumped that up to the awesome floppy bear you see today.

The takeaway here for and from Karma is that we should scrutinize core elements more. This doesn’t mean we’ll necessarily keep them all, but perhaps if we do wind up in a similar situation, we’ll keep some kind of reference in. For the fans, as I said, we added them back in as an homage, for those fond of them. We really wanted to push the Mantle of Decorum, and her Mantra style gameplay. And who knows? Maybe this will open the space for another fan champion to blow us all away?

Does this properly explain our choices, whether you like them or not?

Does that mean we can expect to see Sejuani’s boar removed? It only serves a purpose in one of her skills and the thing seriously detracts from her overall appearance.

 

A little love for Sejuani

 

Does that mean we can expect to see Sejuani’s boar removed? It only serves a purpose in one of her skills and the thing seriously detracts from her overall appearance.

 

Annie_Splash_Goth_TibbersQuquroon: I felt this needed its own post.

Sure, I can see how my post could lead to that impression. And you know what? I can agree with your line of thinking. I personally feel that Sejuani is thematically weak- because while she has both a Flail and a Boar, she… doesn’t really use either of them. Does this mean we should remove both? Absolutely not! Hear me out.

What is Karma is two words? What fantasy does she fill? She’s very serene and calm in the face of everything. The fans were an end to those means; a part of the whole, but not really front and center when you boil things down. She has a lot of focus now, and uses her strong empowered will. I’m sure Runaan will speak on this more in the AMA tomorrow!

Now how about Sejuani? She’s a mounted warrior, mowing down enemies from atop a brutal beast. Should she be on a mount? Probably! Does it have to be a boar? …Not really! Could we change that? Sure. The question is will we. And… Will we? Not if we don’t have to. We don’t like changing things where we don’t need to. Could we sell her fantasy better though? Yes. Absolutely. Our angry Freljordian could use some love.

So… in a short of it, I feel like Karma needed some refinement and focus in her fantasy, whereas Sejuani needs improvement and better communication of her theme.

 

So her skins won’t get the glow hands and sweet leg tatoo thing?

 

Annie_Splash_Goth_Tibbers

Ququroon:

They do. The awesome glow is on all her skins, it shows when she uses Mantra (and looks sweet).

 

 

For all you 3D Designers, IronStylus has presented his insight on why certain filters and physics mechanics are difficult to implement.

 

Why League animating is different:

 

SwainBilgewaterParrotIronStylus: We do indeed animate differently. There’s no cloth simulation, no real-time physics engine, it’s all hand-crafted. This makes fabrics in general very taxing on the animators, and when things go astray, where there’s clipping, or a particular animation might cause the polys to deform badly, we have to edit. It’s not about “are we up to the challenge”, there are physical limitations we do have to deal with, and we do have to make cost/benefit analysis at times. It can be an issue of practicality, feasibility and payoff.

Ohmikegoodness is an absolute authority on this. He can tell you personally how difficult Queen Ashe and Divine Soraka were.

 

Follow Riot’s Reddit AMA on Karma’s remake if you’d like to ask the developers some questions of your own!

 

The New Karma will soon be available on the PBE for testing! In addition to her visual overhaul, she will be receiving numerous improvements to her skills, which are listed here. A full review of her remake will be posted come the next few days!

Riot Fixed

After months of waiting with bated breath we finally know what wild and wonderful powers Karma will be graced with!

Passive:

Gathering Fire – Damage from Karma’s spells and basic attacks lower Mantra’s cooldown.

Q:

Inner Flame – Skillshot that deals magic damage and slows enemies.

Empowered by Mantra: Soulflare – Increases damage and leaves behind a zone that slows and, after a brief delay, explodes for AoE damage.

W:

Focused Resolve – Enemy-targeted tether that deals damage over time. If the tether is unbroken after a short duration, the tethered target is rooted in place.

Empowered by Mantra: Renewal – Deals bonus damage and heals Karma for the duration of the tether.

E:

Inspire – Shields an ally and grants them a short speed boost.

Empowered by Mantra: Defiance – Enemies near the shielded ally are damaged while nearby allies are shielded and granted a short speed boost.

R:

Mantra – Empowers Karma’s abilities, adding an extra effect to the next ability cast.

The goal was to make her a support that might build some AP (like Zyra) but also give her some viability in solo-lanes. On paper it looks like she’ll be a lot of fun to play while still feeling like Karma. Can’t wait to play her and find out!

You can read everything Riot have to say, as well as contribute to the discussion yourself, here

 

Categories: LoL News Tags: , , ,
Karmabanner

 

At long last we have information on Karma’s new visuals! Have Riot managed to preserve the original Eastern-culture focus of Ionia’s champion or is this a new direction entirely? Read to find out!

 

 

“Looks like our cover’s been blown…

Karma_Traditional_SS44

Traditional (Classic) Karma

Yep, this is new Karma. Yep, this is a big change. We believe Karma needed a re-imagining, and we are going to talk to you about why we feel that’s the case. But before we dig into it, there’s something you should probably know first – anyone who owns Karma before her relaunch will get this Traditional Karma skin for free:

This is important, because we know there are lots of fans (heh) of Karma’s existing look, and we don’t want to take that for granted.

We actually have been working on a dev diary that talks about our thought process behind Karma’s relaunch, but since the cat’s out of the bag…we’ll share the story and art sections of the dev diary right here, right now. We’ll release the full dev diary, including details on her new kit, when she’s ready for PBE (which is pretty soon). Without further ado, here’s her new splash:

Karma_Splash3

 

Obviously the team working on Karma’s rework is excited to show her off and with good reason! Here’s Grumpy Monkey with more specific details:

 

Why did you change Karma’s look and costume?

 

Riven_BattleBunny_Backgroundface_AvatarKarma’s original look had a few shortcomings that we’d like to address for her relaunch. For starters, her aesthetic was hard to read and didn’t really convey much about her character. Her fans, dress and posture didn’t reflect her playstyle or storyline. There was a lot we could change about Karma to bring a more cohesive vision to the character.

 

First, we made sure that Karma’s new look showed off her status as a paragon of Ionia while appearing unique on the battlefield. Her floating fans weren’t cutting it as magical conduits, so we replaced them with a powerful manifestation of her Ionian will. Now, Karma carries the draconic symbol of Ionia with her at all times. We also decked her out in Ionian garb to emphasize her allegiance. We also crafted a new set of animations that emphasized her status as a champion of Ionia rather than a matronly diplomat.

This new approach to Karma transforms her into a badass conduit of inner strength that brings Ionia’s strength to every battlefield.

Karma_SS

Karma’s new look

RiotRunaan has shed some light on what they were hoping to achieve with Karma’s new look:

 

EzrealIn the past, we’ve created engaging characters that epitomize the ideals of their homeland. Garen as the Might of Demacia or Darius as the Hand of Noxus are good examples. With Karma, we wanted to capture Ionia, a place of wisdom and great spiritual power.

We also wanted to hold onto much of Karma’s characterization. She’s a strong leader and a mystic who stands apart from other champions.

What were we looking to improve with Karma?

The connection between Karma’s motif and playstyle was never as clear as it could have been. She didn’t have a distinct theme that tied everything together and brought out the badass spiritual leader she is in her lore.

Ionia is a land that has suffered greatly. The ongoing struggle has taken its toll on Karma’s calm, composed demeanor. We wanted to evolve Karma’s personality to suit her place in a nation filled with internal strife and awakened ferocity.

What have we done to address these issues?

Karma can now manifest her inner spirit and willpower as powerful magical energy. With her inner flame she can inspire and protect her allies, damage foes and manipulate the spiritual bonds between those around her. We’ve also taken her Ionian ties a step further: her magic springs from the crest of twin dragons in her mantle, literally and figuratively transforming her into a symbol of her homeland.

The changes we’ve made have given new life to Karma’s title, “The Enlightened One.” In the past, her title conveyed her serenity and calm. Now, it represents the enlightened path she’s found for Ionia: a new path, merging the spiritual traditions of Ionia with the nation’s newfound strength.

Finally, we’ve given Karma new VO that conveys her internal struggle and intensity. Karma’s attempting to unite a wounded and divided nation, which is no easy task! We want you to believe she’s got the inner strength—and inner flame—that it takes to persevere.

Conclusion

Karma’s now the powerful Ionian leader she was always meant to be. Through her determination and indomitable spirit, she’s set to rebuild Ionia and inspire her people to greatness.

 

Grumpy Monkey has explained why Karma no longer wields fans:

 

Riven_BattleBunny_Backgroundface_Avatar“Hey Guys, just to chime in on the fan conversation and to give some insight.

We got rid of the fans because they did not reflect who we wanted Karma to be going forward. The lore team really wanted to make Her the paragon of Ionia. The fans were not cutting it as a source of readable power in game either. So we iterated on the Ionian standard, the two swirling dragons.

We played with the idea that She harnesses Her spiritual energy and uses the Two Ionian Jade Dragons as a conduit for her Mantra. After the particle team got hold of that idea, they made something that was much more impactful and holistic than the two fans. We feel it’s a much stronger idea.”

 

Regarding her balancing, Scarizard had this to add:

 

Graves_Riot“Hey dudes! As you might know by now, i’m heading up the Karma Relaunch from the design side, and i bring good news – we are changing her kit. While i don’t want to go too in-depth just yet, i wanted to drop in to this thread and answer this question, as it’s one i’ve heard a lot and am sure will continue to be a concern.

Karma was re-imagined in our eyes as a support-mage. Think Lux, Morgana, Orianna – the kinds of characters that scale just as well with ability power as they do cooldown reduction and provide a lot to the team in the way of supporting their efforts. As a support-mage, she won’t necessarily have the exact same specialized strengths as say Nami or Thresh (who were primarily designed as duo-lane support champions), but brings a mixed bag of damage and utility that we hope will leave you able to affect the outcome of teamfights and skirmishes alike no matter what lane you want to take her.

I’ll be back with specifics on her abilities and mechanics as we get closer to her PBE release.”

 

Unhappy with how Karma will look after her update? Fear not! Riot Pwyff is here to share his insight on the Traditional Karma skin:

 

Lulu_Splash_DragonTrainer_MidBottomDragon“Alright so I got the final word here.
Vintage Karma will be available for purchase for two weeks after Karma officially hits the live servers. After that, Vintage Karma will be retired to our legacy skins vault.
Karma’s IP / RP prices will not change on her launch.

As for Karma being a reward for her old fans, it’s a question of what you value. You already own Karma and if you liked her old aesthetic, this is the opportunity to get retain that. If you want to be known far and wide as the first Karma adopter in the world, that might be a little more difficult ;(“

 

But how will she sound? Not that much different if you’re an old- time fan, says RiotAmes:

 

Jayce_Default_Avatar“Traditional’s voice will be her original VO.”

 

 

 

My thoughts

 

Personally I’m thrilled that Karma’s getting her well-deserved visual rework! Her spells never felt empowering or epic and judging by the screenshots provided, it seems Riot is aiming to do exactly that. Obviously they want to make players feel connected to the champion’s background and homeland and the Ionian-themed clothing and ornaments suit Karma wonderfully. She looks mesmerising and unique, a true paragon with mystic powers. I will miss the fans, though. Watching them swirl around like birds was absolutely brilliant so I’m a bit disappointed that they’re not present in her new look. Then again, they probably wouldn’t have fit her new psychic spellweaver style.

One thing that I’m sure many of you are wondering is how Karma’s spells will be reworked. Sadly there is no information about that yet, but hopefully Riot will be able to build on Karma’s unique support/mage philosophy.

Overall this is great news for Karma players! She is a special champion that deserves her spotlight in competitive play.

 

Stay tuned for more info on Karma’s rework!

 

Good luck on the Fields of Justice!