The following Champions will be free-to-play until October 22nd:
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com
The following Champions will be free-to-play until October 22nd:
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at firstname.lastname@example.org
Order of the Lotus Karma is now up on the store for 975 RP!
The strong accept frailty. The enlightened embrace chaos.
Inspire your allies with Order of the Lotus Karma, available now in the in-game store for 975 RP.
Order of the Lotus Karma in her Mantra‘d state.
For her recall animation, Lotus Karma fans herself and a string instrument plays.
Inner Flame [ Q ]
Focused Resolve [ W ]
Inspire [ E ]
Soulflare [ Mantra Q ]
Defiance [ Mantra E ]
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com.
The following Champions and Skins will be 50% off until September 19th:
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at firstname.lastname@example.org.
The following Champions will be free-to-play until August 26th:
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com.
The following Champions will be free-to-play until June 17th:
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at firstname.lastname@example.org.
The following Champions will be free-to-play until April 29th!
If you have any questions for me, feel free to ask me at @NoL_Chefo.
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
Moonflair Spellblade (3v3 and Dominion exclusive)
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!
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:
Morello shares his thoughts on Poppy – including her be-all-end-all ultimate!
We won’t remove the wall slam. Too cool to scrap.
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.
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.
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.
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.
Prepare your bodies, that passive will eventually be out of the game.
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.
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.
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.
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.
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.
Again, junglers are very good and contribute a lot of power. Junglers have satisfaction issues.
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!
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!
NOTE: The changes to Jayce, Karma and Olaf have been reverted and will be available in the next patch.
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.
Warwick’s getting some much-needed attention from Rioters. Morello covers the basis for future improvements.
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.
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.
Morello discusses the upcoming distinctive name-changes of Champion Roles, complete with descriptions of each one.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
Disappointed with the latest updates on Rengar? Don’t be! Scarizard and Wav3Break are dedicated to making the League’s predator rise to glory.
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.
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:
- Attack Speed reinstated, -slight- buff to %AS, -slight- nerf to base damage.
- 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.
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.
‘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.
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!
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.
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.
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.
SmashGizmo posts an update on his previous changes to Olaf.
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.
Vicious Strikes and 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.
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.
Enjoy the following champions and skins at a discount from July 19th to the 22nd!
This patch will include:
as well as several balance tweaks, item changes and numerous bug fixes!
(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.
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
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
( 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
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
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.
Mantra 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.
Mantra 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.
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.
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.
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.
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.
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.
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.
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