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Posts Tagged ‘league of legends’

 

Work-in-progress! PBE is up.

 

PBE 04/08

Store Content

Fighter Updates

Balance

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 


ACADEMY AHRI

Academy Ahri can join your local otaku convention for 750 RP.

 

MODEL Banner

Academy Ahri Model 1 Academy Ahri Model 2

 


Arcade RIVEN Banner

Arcade Riven will be available in store for 1350 RP.

 

MODEL Banner

Arcade Riven Model 1 Arcade Riven Model 2

 

Recall Banner

Arcade Riven Recall

 

BROKEN WINGS Q

Arcade Riven Q Arcade Riven Q 3

Arcade Riven Q 2

 

KI STRIKE W

Ki Strike W Pic

 

VAULT E

Arcade Riven E

 

BLADE OF THE EXILE R

Arcade Riven R 1

 

 

ACADEMY DARIUS

Academy Darius will be available for 750 RP.


MODEL Banner

Academy Darius Model 1 Academy Darius Model 2

 


ACADEMY EKKO

Academy Ekko will cost 750 RP.

 

MODEL Banner

Academy Ekko Model 1 Academy Ekko Model 2

 

 

ACADEMY VLADIMIR

Academy Vlad will be available for recruitment for 750 RP.

 

MODEL Banner

Academy Vlad Model 1 Academy Vlad Model 2

 

 

BATTLE BOSS BLITZCRANK

Battle Boss Blitz will be sold for 1350 RP after Patch 5.16 hits live.

 

MODEL Banner

Battle Boss Blitz Model 1 Battle Boss Blitz Model 2

 

Recall Banner

Battle Boss Blitz Recall 1

 

MANA BARRIER PASSIVE

Battle Boss Blitz Passive 1

 

ROCKET GRAB Q

Battle Boss Blitz Q 1

 

OVERDRIVE W

Battle Boss Blitz W

 

POWER FIST E

Battle Boss Blitz E 1

 

STATIC FIELD R

Battle Boss Blitz R 2 Battle Boss Blitz R 3

Battle Boss Blitz R 1

 

 

FIGHTER UPDATES
 

Darius Final Portrait

General Box

  • Attack Range increased from 125 to 175
  • Attack Damage-per-level increased from 3.5 to 5
  • Health per level increased from 93 to 100
  • Armor per level increased from 3.5 to 4
  • Base Attack Speed reduced from 0.679 to 0.625
  • Attack Speed-per-level decreased from 4% to 1%

 

Buff BoxHemorrhage Final Icon

Hemorrhage [ Passive ]

  • [New] Bloodrage: Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit.
  • Bleed now deals physical damage instead of magic
  • Base bleed damage per stack decreased from 12-36 to 10-27
  • Darius no longer gains bonus Movement Speed if enemy champions are bleeding

 

Change BoxDecimate Final IconDecimate [ Q ]

  • Now has a 0.75 second delay before swinging
  • Darius heals for 10% of his missing Health for each enemy champion hit by the blade, capped at 30%
  • Damage on the outer circle has been changed from 105/157.5/210/262.5/315 [+1.05 Bonus AD] to 20/40/60/80/100 [+1/1.1/1.2/1.3/1.4 Total AD]
  • Damage in the inner circle has been decreased from 66% of the outer circle’s damage to 50%, or 10/20/30/40/50 [+0.5/0.55/0.6/0.65/0.7 Total AD]
  • Enemies hit by the handle (inner circle) no longer receive a stack of Hemorrhage

 

Change BoxCrippling Strike Final IconCrippling Strike [ W ]

  • Damage changed from 120/140/160/180/200% of Total AD to 140% of Total AD at all ranks
  • Slow strength increased from 20/25/30/35/40% to 40/50/60/70/80%
  • Slow duration decreased from 2 seconds to 1
  • Crippling Strike no longer lowers the Attack Speed of enemies
  • Cooldown changed from 8 seconds at all ranks to 9/8/7/6/5
  • No longer reduces the base cooldown of the spell per Hemorrhage stack
  • Mana cost decreased from 30/35/40/45/50 to 30

 

Buff BoxApprehend Final IconApprehend [ E ]

  • Fixed a bug where enemies would be pulled in if they escaped the area during the cast time
  • Cast time decreased from 0.35 seconds to 0.25
  • Now briefly slows targets after being pulled in

 

Change BoxNoxian Guilotine Final IconNoxian Guillotine [ R ]

  • Base minimum damage decreased from 160/250/340 to 100/200/300
  • No longer refunds Mana on re-casts; instead, all re-casts cost no Mana
  • At rank 3, Noxian Guillotine has no Mana cost
  • Upon executing an enemy champion, all nearby minions and monsters become terrified for a few seconds

 

 

Garen Final Portrait

General Box

  • Recommended items updated
  • Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 3.5 to 4.5
  • Armor-per-level increased from 2.7 to 3
  • Auto Attack range increased from 125 to 175

 

Nerf BoxDecisive Strike Final IconDecisive Strike [ Q ]

  • Silence duration decreased from 1.5/1.75/2/2.25/2.5 seconds to 1.5 at all ranks

 

 

Nerf BoxCourage Final IconCourage [ W ]

  • No longer grants 20% bonus Armor and Magic Resist
  • New passive: Killing units permanently grants 0.2 Armor and Magic Resist (1 for champions, large monsters, and epic monsters), up to a maximum of 10/15/20/25/30
  • Active no longer decreases the duration of incoming CC by 30%

 

Change BoxJudgement Final IconJudgment [ E ]

  • Damage per tick changed from 10/22.5/35/47.5/60 [+0.35/0.4/0.45/0.5/0.55 Total AD] to 12/16/20/24/28 [+0.47/0.49/0.51/0.53/0.55 Total AD]
  • Base damage ticks per cast decreased from 6 to 5
  • Cooldown decreased from 13/12/11/10/9 seconds to 9 at all ranks
  • New passive: Judgement’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
  • If Garen cancels Judgement prematurely, he’s refunded cooldown equal to the remaining duration of the spin
  • Garen no longer moves 20% slower while moving through minions
  • Garen now moves 20% slower while moving toward champions he’s hitting with Judgment
  • Judgment no longer benefits from Critical Strike Chance or Critical Strike Damage

 

Buff BoxDemacian Justice Final IconDemacian Justice [ R ]

  • New Passive: The enemy champion with the most recent kills is marked as Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage
  • Demacian Justice now deals true damage to the Villain instead of magic damage

 

 

Mordekaiser Final Portrait

General Box

  • Recommended Items updated
  • Base Movement Speed decreased from 340 to 330
  • Base Health decreased from 555 to 525
  • Health-per-level increased from 73 to 80
  • AD-per-level increased from 3.5 to 5
  • Attack Speed-per-level increased from 2.6% to 3%
  • Health-per-5 increased from 3.3 [+0.3 per level] to 4 [+0.55 per level]
  • Attack animation improved, but no longer scales as well with Attack Speed
  • Auto attack range increased from 125 to 200
  • Armor-per-level increased from 2.7 to 3

 

Change BoxIron Man Final IconIron Man [ Passive ]

  • Shield decay-per-second changed from 3% of the shield’s max value to 2% of base Health
  • The shield will now stop decaying when it reaches 25%
  • Maximum shield value is now equal to 25% of Morde’s maximum Health (no longer scales with level)
  • Shield generation decreased from 35% of damage dealt to 25%

 

Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • Now buffs Mordekaisers next 3 attacks
  • The second hit does triple the damage of the first hit, and the third hit does triple the damage of the second

 

Change BoxCreeping Death Final IconCreeping Death [ W ]

  • New Passive: Mordekaiser receives full experience from any lane minion he kills, regardless of lane partners
  • New Active - Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 Movement Speed while moving toward one another.
  • When close to one another, both deal magic damage to nearby enemies over 4 seconds, equal to Creeping Death’s live damage
  • Ability can be reactivated to instantly deal ~40% of the total DoT and heal Mordekaiser and his ally for the damage dealt (heal takes 3 units maximum; 33% heal to minions)
  • Health cost removed.

 

Change BoxSiphon of Destruction Final Icon Siphon of Destruction [ E ]

  • Base damage decreased from 70/115/160/205/250 to 35/65/95/125/155
  • Now additionally scales with 0.6 of Total AD
  • Cooldown decreased from 6 seconds at all ranks to 6/5.75/5.5/5.25/5
  • If the spell hits an enemy Champion, Morde instantly fills 15% of his maximum shield

 

Buff BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • New Passive – Dragon Force: Dealing damage to the Dragon curses it for 10 seconds. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target.
  • Planned: Ghost scaling cleaned up [This is not yet on PBE]

 

 

Skarner Final Portrait

General Box

  • Recommended Items updated
  • Base Movement speed decreased from 345 to 330
  • Base Health-per-levle decreased from 96 to 84.25
  • AD-per-level increased from 4.2 to 4.5

 

Crystal Spires [ New Passive ]

  • Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds.
  • While near active crystals, Skarner gains 150 Movement Speed, 35% [+5% per level] Attack Speed and restores 3% of his maximum Mana per second.

 

Crystal capture specifics:

  • Crystals remain captured permanently for the capturing team until recaptured by the opposing team
  • Capturing a crystal grants 15g to players that helped capture it
  • Crystals are locked out of being recaptured for 10 seconds after being captured
  • While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time)
  • If a member of the team owning the crystal is standing on the crystal, it cannot be captured

 

Change BoxCrystal Slash Final Icon Crystal Slash [ Q ]

  • Uncharged damage changed from 20/30/40/50/60 [+0.4 Bonus AD] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Charged damage changed from 20/30/40/50/60 [+0.2 AP] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Cooldown decreased from 3.5 seconds at all ranks to 3.5/3.25/3/2.75/2.5
  • Duration of charge buff decreased from 5 seconds to 4
  • Against non-champions, basic attacks now decrease Skarner’s cooldowns by 0.25 seconds, decreased from 0.5
  • Mana cost decreased from 16/17/18/19/20 to 10/11/12/13/14
  • Crystal Slash no longer stacks bonus Movement Speed and Attack Speed

 

Change BoxCrystalline Exoskeleton Final IconCrystalline Exoskeleton [ W ]

  • Shield value changed from 80/135/190/245/300 [+0.8 AP] to 12/13/14/15/16% of Max HP [+0.8 AP]

 

 

Buff BoxFracture Final IconFracture [ E ]

  • Missile speed now decreases for each champion hit
  • Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second.
  • Slow duration decreased from 2.5 seconds to 2

 

Change BoxImpale Final IconImpale [ R ]

  • Base magic damage decreased from 100/150/200 to 20/60/100
  • Now deals additional physical damage both at the start of the channel and at the end, equal to 100% of Skarner’s Total AD
  • Mana cost decreased from 100/125/150 to 100 at all ranks
  • Cooldown decreased from 110/100/90 seconds to 120/100/80
  • No longer deals bonus damage to targets with Crystal Venom

 

Champion Changes

 

Kassadin Final Portrait

 

Buff BoxRiftwalk Final IconRiftwalk [ R ]

  • First jump’s damage additionally scales with 0.2 AP; each subsequent Riftwalk scales with 0.1 AP

 

 

Lee Sin Final Portrait

 

Buff BoxFlurry Final IconFlurry [ Passive ]

  • Lee Sin now gains 20 energy back on the first basic attack and 10 on the second, changed from 15 energy on both attacks

 

Buff BoxDragons Rage Final IconDragon’s Rage [ R ]

  • If the target of the kick hits an enemy Champion, it deals additional physical damage equal to 15/18/21% of its bonus Health (damage stacks with more targets hit)

 

 

Lissandra Final Portrait

 

Buff BoxFrozen Tomb Final IconFrozen Tomb [ R ]

  • When self-cast, Frozen Tomb heals Lissandra for 100/150/200 [+0.3 AP]; this value is increased by 1% for each 1% of Health missing

 

 

Lucian Final Portrait

 

Buff BoxArdent Blaze Final IconArdent Blaze [ W ]

  • Bonus Movement Speed increased from 40/45/50/55/60 to 60/65/70/75/80
  • Duration of MS buff decreased from 2 seconds to 1
  • Lucian can now gain the MS buff if any ally hits a target marked by Ardent Blaze
  • Mana cost decreased from 60 at all ranks to 50

 

 

Nasus Final Portrait

 

Buff BoxSiphoning Strike Final IconSiphoning Strike [ Q ]

  • While the Siphoning Strike buff is active, Nasus’s basic attack range is increased from 125 to 150

 

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

NEW ITEMS

 

Riot Axes New PortraitHi folks,

In support of the Juggernaut champion changes, we’re releasing a pair of new items – Sterak’s Gage and Titanic Hydra. This thread is a good place for feedback.

 

 


New Item BoxSterak Gage Final Icon Sterak’s Gage

Recipe: Giant’s Belt [1000 Gold] + Long Sword [360 Gold] + 1190 Gold combine cost = 2550 Gold total

Grants 500 Health and AD equal to 25% of the user’s Base AD

UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds.

Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.

 

Storak Gage Ingame

 


Some quick context: It turns out there’s a ton of ambient AOE damage on the front lines of a teamfight – a lot of ults hit for 500+ and they all tend to come down at once. Sterak’s Gage should help Juggernauts avoid dying by accident in an average teamfight while leaving them able to be killed by focus fire or truly dedicated wombo.


 

New Item BoxTitanic Hydra Final IconTitanic Hydra (Melee Only)

Recipe: Tiamat [1900 Gold] + Ruby Crystal [400 Gold] + 1000 Gold combine cost = 3300 Gold total

Grants 250 Health, 50 AD and 100% Base Health Regen

UNIQUE Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit.

UNIQUE Passive – Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage).

UNIQUE Active – Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn’t apply to this attack).

 

Titanic Hydra Ingame

 


Quick context: The Black Cleaver covers spell-based tanky melee champs pretty well, and Trinity Force covers its set of champions amazingly. Titanic Hydra should cover more basic attack-focused Juggernauts with their own option while providing a decent stretch goal for other Juggernauts having a great game to shoot for.


Quick note – VFX, audio, and icons are still work in progress.

This thread is a great place to leave feedback if you get a chance to test these items.

Thanks!

~Riot Axes

[ Link to Post ]

 

 

Item Changes

 

Xypherous Final PortraitHey guys,

Defensive items right now are in a generally okay place – It’s not great but it’s functional.

There are some very high powered items (especially in Armor) but there are also some weaker items (especially in Magic Resistance) that are viable so on the whole – defensive builds as a whole generally reach the amount of power / cost that’s probably okay.

However, we’ll be introducing several new defensive items in the 5.16 patch and the existence of these high powered items create a world where any new item has to be almost equally high powered to compete.

This necessitates a rebalancing of power across the board such that it can be acceptable of new items being introduced.

I suspect that this changelist isn’t going to be particularly exciting – especially compared to AP – but these changes were made to provide an easier environment to balance introducing new defensive items that we’ll be introducing in the same patch.

This does have some side effects on low income characters (Support / Support Tanks / Pure Tanks) – and so we’ll likely be looking at base statistic adjustments on the ones that are most affected if we feel like they’re in a terrible spot.

TL;DR – Armor items are generally more expensive or grant less armor. Health items readjusted. Magic Resistance is generally cheaper and easier to build. Will be looking at specific support or low-income champions that might be hurt from an Armor perspective.

 

MAGIC RESISTANCE

 

Buff BoxNull Magic Mantle Final IconNull Magic Mantle

  • Cost decreased from 500 to 450

 

Buff BoxNegatron Cloak Final IconNegatron Cloak

  • Cost decreased from 850 Gold to 800

 

Note: Rescaled the cost of MR to be roughly 90% of Armor.

 

Change BoxAegis Final IconAegis of the Legion

  • Total cost decreased from 1900 Gold to 1600
  • Recipe Change: Null Magic Mantle [500 Gold] + Crystalline Bracer [600 Gold]
  • Now grants 100% Base HP regen
  • Aura no longer grants HP regen and the bonus MR to allies has been decreased from 20 to 15
  • Aura Regen: No longer grants HP Regen as an Aura.

 

Notes: Recipe change was a fairly requested change – however, given the power/size of the item – the recipe change alone would probably favor bruiser / solo tanks than actual support characters.

With this general rebalance – shrinking the item’s power and effect also lets us streamline the item path as it’ll be less suited for solo bruiser/tanks and more appropriate to support tanks / pure support who have less inventory slots.

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2800 Gold to 2750
  • Shield strength increased from 50-230 to 75-345
  • Shield duration decreased from 5 seconds to 2

 

Note: Similar to the AP item work – taking the time to sharpen the identity and power of several of these items. While a 5 second low power shield is fairly decent at general defense – it’s not quite enough shield to save someone and somewhat poor at fighting back against a high powered burst spell.

Compressing the power and duration of the shield is aimed at pushing the power away from general ambient damage absorption to a more reactive ‘block’ approach.

 

Buff BoxBanner of Command Final IconBanner of Command

  • Total cost decreased from 3000 Gold to 2750

 

 

Buff BoxSpectres Cowl Final IconSpectre’s Cowl

  • Magic Resistance increased from 35 to 40

 

 

Buff BoxSpirit Visage Final IconSpirit Visage

  • Total cost decreased from 2750 Gold to 2700
  • Magic Resistance increased from 55 to 60
  • Bonus Base Health regeneration increased from 100% to 150%

 

Buff BoxBanshees Veil Final IconBanshee’s Veil

  • Total cost decreased from 2750 Gold to 2700
  • Recipe Change: Ruby Crystal [400 Gold] swapped for Crystalline Bracer [600 Gold]
  • Magic Resistance increased from 55 to 60

 

Notes: Nothing to see here. Just general cost / power tuning – as well as some light recipe adjustments. Crystalline Bracer now forks at Veil and Aegis if you’re building MR -or- between RG and Warmog’s if you’re looking for Health.

 

ARMOR RESISTANCE

 

Change BoxRaptors Cloak Final IconRaptor’s Cloak

  • Total cost increased from 1000 Gold to 1100
  • Bonus Base Health regeneration increased from 100% to 150%
  • Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.

 

Notes: In general, Raptor’s Cloak was pretty good at one or two specific scenarios (dancing) – however, the usability tuning of it frequently meant it was pretty inconsistent in a lot of other things. While this isn’t the core problem with the item – doing some light tuning passes here to improve some of the usability around this item.

 

Change BoxZzrot Portal Final IconZZ’Rot Portal

  • Total cost decreased from 2800 Gold to 2750
  • Point Runner: See Raptor Cloak.
  • Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points.
  • Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
  • Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.

 

Notes: Some cleanup and adjustments on ZZ’Rot Portal – mostly for usability. While the range is ‘doubled’ – the health of the voidlings is lower at any given point – so poor placements of ZZ’Rot will still get you voidlings when you properly support them but at generally far lower health pools.

 

Change BoxOhmwrecker Final IconOhmwrecker

  • Point Runner: See ZZ’Rot Portal

 

 

ARMOR ITEMS

 

Buff BoxGlacial Shroud Final IconGlacial Shroud

  • Total Cost decreased from 950 Gold to 900

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Total Cost increased from 1050 Gold to 1100

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90

 

Notes: So Frozen Heart is one of several main defensive item outliers in terms of just raw power and efficiency – so we’re going to tone that down by quite a bit as, compared to other items – the effective power to cost ratio was incredibly high.

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

Note: Thornmail was another major outlier in terms of power effectiveness – but – it is only strong in the presence of high health pools. Because Thornmail is such an effective standalone Armor item and additional Armor doesn’t really make Thornmail much stronger – Thornmail is strongest when you can stack Health (as is the case for most pure resistance items.)

While this case will always be naturally powerful – putting a hook onto Thornmail such that purchasing additional Armor items unlocks a different sort of power as well as having some more soft synergies with other champions (Leona, Rammus, etc.)

If you’re under the effects of a negative % decrease in Armor – Thornmail will ignore it for the purpose of calculating bonus damage. However, flat decreases and shreds that cancel our your innate % increases (For example, Malphite vs. Garen) – will impact the damage of Thornmail.

 

Change BoxRanduins Omen Final IconRanduin’s Omen

  • Total Cost decreased from 2850 Gold to 2700
  • Health decreased from 500 to 400
  • Armor decreased from 70 to 60
  • Cold Steel Passive: Unchanged
  • Crit Damage Reduction: Now reduces critical strike damage taken by 10%.
  • Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds.

 

Notes: Randuin’s Omen is probably one of the more ubiquitous items in the game in terms of general purpose strength. Since we’re adding several items that try to do slightly different things – sharpening Randuin’s Omen to be a more dedicated ‘Oh god, crits are murdering me’ item seemed appropriate. However, this is overall intended to be a moderate nerf to the item.

 

HEALTH

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Now grants 200% Base Health Regen [zero on live]
  • Passive Changed: Grants Warmog’s Heart if you have above 3000 life. Warmog’s Heart restores 3% of your maximum life per second when you haven’t taken damage in 8 seconds.

 

Notes: Sharpening items. MORE SHARP. MORE FOCUS.

I think we’ve been generally happy with Warmog’s Armor as an anti-siege option for the mid-late game – so we’re kind of tripling down on the concept at this point. In the late game – recalling and regenerating has roughly similar effects in a winning case – and therefore we’ve decided to push Warmog’s into a space where it is powerful enough to replace the act of Recalling for healing in the late game for character’s that choose to invest heavily into a health route.

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total Cost decreased from 2500 Gold to 2400
  • Catalyst Passive: Loses Catalyst Passive on Upgrade.

 

Notes: Catalyst has two clear upgrades – a rush item (Rod of ze Ages) or Righteous Glory (Team Fight).

One of the reasons we’ve tuned down RG over time is that whenever its strong enough to be rushed as first item, we tend to dislike how early skirmishes get decided. Trying some minor experimental stuff to discourage RG as first-pick up by giving it a clear tradeoff from its counterpart – while also making it slightly easier to build later in the game.

 

Change BoxCinderhulk Final IconCinderhulk

  • Base Health increased from 300 to 400
  • Health multiplier decreased from 25% to 15%

 

Notes: This is a minor buff to Cinderhulk’s average case and a nerf to Cinderhulk’s best case late game. While Cinderhulk isn’t exactly a dominant pickup at the moment – it sits in this odd spot of having most of its power devoted to a late game which already has its fair share of powerful effects (Devourer). This change shifts it to be slightly more mid-game focused than its counterparts and should let us better control how much Health a character will have due to the reduced multipliers.

TL;DR – Armor is nerfed and more expensive. MR is generally cheaper and easier to build. Health adjusted. Total cost should be similar – but most likely more expensive. Will be looking at some classes for base statistics adjustments to compensate for potential loss in defensive armor.

 


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

Patch 5.15 Notes

August 4th, 2015

 

Patch 5 15 Official Notes Banner

Patch 5.15 will hit live in a few hours. Here are the official notes:

 

Champion Updates

Balance

Store Content

Miscellaneous

 

Don’t know when the patch will hit live for your region? Here’s the schedule:

Patch-5-15-Maintenance-Banner

 

Scarizard Final PortraitGreetings, summoners.

Welcome to Patch 5.15, the small one where we sit back and let the game catch its breath for a sec. What with all the updates recently to jungle items, game balance and burning tides (thanks, Miss Fortune), we figured it best to enjoy a lighter patch where we focus on some pro-play outliers and watch the ever-evolving metagame take shape. So kick your feet up, this one’s on the house.

Diving a level deeper, we do have some sizable changes for Teemo to give him more control of his destiny in fights rather than setting up minefields and hoping folks’d walk into it. If you’re someone that wishes we’d delete him instead, we suggest you try out Fiora, who’s got a set of updated Demacian duds and slick new moves to help you take out the furry little monster in style. Random aside: did you know Teemo’s last buff was 3 years ago? We thought you’d like some trivia dressing with your foreword-salad. We’ve never really thought of the foreword as food before, but salads are healthy (and so is context).

That’s about everything for 5.15. Check out our HUD update post to read up on the juicy feedback-driven changes being made (or head to the patch notes below), as well as our new ward-skin selection tech, and we’ll see you next time!

[ Link to Post ]

 


FIORA REWORK Banner

Fiora_0-1 Fiora_Splash_0-2-1024x604

 

MODEL

Fiora-Updated-Model-3-1024x640 Fiora-Updated-Model-4-1024x640

 

Fiora Champion Portrait Final

General Box

  • Health decreased from 593 [+85 per level] to 570 [+80 per level]
  • Base mana pool increased from 287 to 302
  • Attack Damage-per-level decreased from 3.2 to 3
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.65 [+0.11 per level]
  • Mana-per-second increased from 1.52 [+0.1 per level] to 1.6 [+0.14 per level]

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 AD]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 40/45/50/55/60% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

NEW FIORA INCLIENT LORE

To complement her gameplay & visual rework, Fiora’s received a new short client entry:

 

”I have come to kill you for the sake of honor. And though you possess none, you will die just the same.” The most feared duelist in all of Valoran, Fiora is as renowned for her indomitable will and haughty pride as she is for her skill with the blade. She was born to Demacia’s House Laurent, a once-proud family whose reputation was tarnished by the actions of her father. In an unprecedented move, Fiora challenged him to single combat and, upon winning, took control of House Laurent. Defying the Demacian establishment, she has set about restoring the reputation and pride of her family name, one duel at a time.

 

ROYAL GUARD FIORA Banner

Fiora Updated Model Royalguard 1 Fiora Updated Model Royalguard 2

 

NIGHTRAVEN FIORA Banner

Fiora Updated Model Nightraven 1 Fiora Updated Model Nightraven 2

 

HEADMISTRESS FIORA Banner

Fiora Updated Model Headmistress 1 Fiora Updated Model Headmistress 2

 

 

NEW MODEL FOR GANGPLANK

Gangplank’s default model has been updated to reflect the events of the Bilgewater Tides storyline. You can get his older looks with the Captain Gangplank skin, which will be free to all players who finish a matchmade game with Gangplank by August 10th (otherwise it will cost 975 RP).

 

Gangplank_Splash_0 GangplankLoadScreen

Gangplank_Square

 

MODEL Banner

Updated GP Model 1 Updated GP Model 2

 

POWDER KEG E

Gangplank Updated E

 

Here is Gangplank’s new Champion Select quote:

 

 

UPDATED INCLIENT LORE FOR GANGPLANK

”I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don’t want to take me on.” As unpredictable as he is brutal, the dethroned reaver king known as Gangplank is feared far and wide. Where he goes, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails on the horizon causes panic among even the hardiest crew.

 

UPDATED INCLIENT LORE FOR MISS FORTUNE

“‘The bigger the risk, the bigger the bounty.” Beauty and danger: there are few who can match Miss Fortune in either. One of Bilgewater’s most infamous bounty hunters, she built her legend upon a swathe of bullet-riddled corpses and captured ne’er-do-wells. The booming echoes of her twin pistols in the port city’s reeking wharfs and scavenger shanties are sure signs of another warrant from the Bounty Board being settled.

 

 

Champion Changes

 

Ekko Final Champion Portrait

 

Change BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ]

  • Slow strength decreased from 40/50/60/70% to 30/40/50/60% [values for levels 1/6/11/16]
  • Movement Speed buff increased from 40/50/60/70% to 40/50/60/80%
  • AP ratio on third hit increased from 0.7 to 0.8

 

Change BoxParallel Convergence Final IconParallel Convergence [ W ]

Shield value changed from 150/195/240/285/330 [+0.8 AP] to 80/100/120/140/160 [+1.5 AP]

 

Change BoxChronobreak Final IconChronobreak [ R ]

  • Health strength changed from 20/25/30% [+3.33% per 100 AP] of the damage taken over the last 4 second to 20% [+6.66% per 100 AP]

 

 

Gangplank Final Champion Portrait

General Box

  • Gangplank now additionally gains one Silver Serpet every second [3v3, ARAM and Dominion only]

 

Quality of Life Box FinalCannon Barrage Final Icon Cannon Barrage [ R ]

  • [Tooltip Fix] Now mentions that ranks in Cannon Barrage increase Gangplank’s maximum planted Powder Kegs from 2 to 3/4/5

 

 

Nidalee Final Champion Portrait

 

Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Base minimum damage decreased from 50/75/100/125/150 to 50/70/90/110/130
  • Maximum base damage decreased from 150/225/300/375/450 to 150/210/270/330/390
  • Cast time has been increased from 0.125 seconds to 0.25

 

 

Sivir Final Champion Portrait

 

Nerf BoxOn the Hunt Final IconOn the Hunt [ R ]

  • Movement speed boost decreased from 60% at all ranks to 40/50/60%
  • If an ally walks within range of On the Hunt after it’s been cast, they’ll receive 20% bonus MS [tooltip fix]
  • If an ally walks into On the Hunt’s range after it’s been cast, they will gain bonus MS equal to Sivir’s bonus MS at the time [on live, they get the maximum value of the buff]. This value still decays to 20% over the duration

 

 

Teemo Final Champion Portrait

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Attack Speed when exiting stealth changed from 40% to 15% + 5% per level
  • Teemo now takes 1.5 seconds to stealth, down from 2
  • While in brush, Teemo will enter stealth twice as fast (0.75 secs) and moving through brush won’t break the stealth.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Mushrooms now last 5 minutes, decreased from 10
  • Cast range increased from 230 to 300/600/900
  • Internal cooldown decreased from 1 second to 0.25
  • Casting time increased from 1 second to 1.5
  • Now has an additional function: if Teemo throws a mushroom on top of another mushroom, it will bounce up to 3/4/5 Teemos before being planted.

 

Teemo R Bounce

 

Teemo also received new spell icons. From left to right: Passive, AS buff icon from Passive, Q, W, E and R.

Teemo_P Teemo_P_Buff Teemo_Q Teemo_W Teemo_E Teemo_R

 

 

Item Changes

 

Change BoxZekes Harbinger Zeke’s Harbinger 

  • Buff duration has been increased from 6 seconds to 8
  • Now grants 4 stacks per basic attack, decreased from 6
  • Stacks for spellcasts decreased from 12 to 8

 

 

COTTONTAIL FIZZ

You’ll be able to buy this insomnia fuel for 975 RP some time after Patch 5.15 hits live.

 

Fizz_Splash_8 (1) Fizz_8 (1)

 

MODEL

Cotton-Fizz-Model-1-1024x640 Cotton-Fizz-Model-2-1024x640

 

Recall Banner

Cotton-Fizz-Recall-1024x640 

 

CHUM THE WATERS

Cotton-Fizz-R-1024x640 

 

 

CAPTAIN GANGPLANK

GP’s “old” looks will be available in store for 975 RP or for free to all players who finish a matchmade game with GP before August 10th.

 

Gangplank_Splash_0 (1) GangplankLoadScreen

Gangplank_Square_0

 

MODEL EMOTES

Gangplank Model 1 Gangplank Model 2

 

Recall Banner

Gangplank Recall

 

 

New Chroma Packs

All chroma packs are available in store for 590 RP and can be found in the “Bundles” tab.

 

CASSIOPEIA CURSE CHROMA PACK

Cassiopeia_5 Cassiopeia_6 Cassiopeia_7

Cassiopeia Chroma Updated 1 Cassiopeia Chroma Updated 2

Cassiopeia Chroma Updated 3 Cassiopeia Chroma Updated 4

Cassiopeia Chroma Updated 5 Cassiopeia Chroma Updated 6

 

DRAGONSLAYER VAYNE CHAOS CHROMA PACK

Vayne_7 Vayne_9 Vayne_8

Vayne Chroma Updated 3 Dragonslayer vayne Chroma Updated 3

Vayne Chroma Updated 1 Dragonslayer Vayne Chroma Updated 1

Vayne Chroma Updated 2 Dragonslayer Vayne Chroma Updated 2

 

KOI NAMI ELEMENTS CHROMA PACK

Nami_4 Nami_5 Nami_6

Koi-Nami-Chroma-11 Koi Nami Chroma 4

Nami Updated Chroma 1 Nami Chroma Updated 1

Nami Updated Chroma 2 Nami Chroma Updated 2

 

 

New Summoner Icons

This tablet pen-wielding poro will likely be a reward for the recent art event on Riot Korea’s official page.

 

profileIcon904

 

 

TWEAKS TO NEW HUD

Here’s the official list of upcoming changes to the new HUD:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

 

The KDA score and minion kills are once again displayed in the top right corner of the screen. Also, stats that’re affected by runes, items, masteries, etc., are now listed with a yellow color with in the Champion Stats [C] box.

New Hud Yellow Text

 

Cooldowns on the new HUD now fill the entire icon, not just a circle inside it:

Hud-Comparison1-1024x224

 [ Note ] The new HUD will also replace the old one for Ranked when Patch 5.15 hits live. You can read the announcement HERE.

 

 

WARD SELECTION FOR CHAMPION SELECT

You can now select the ward skins for the wards you won’t place from Champ Select:

 

Ward-Selection-1-1024x640 Ward-Selection-2-1024x640

 


INSTANT FEEDBACK SYSTEM

As mentioned at launch, the Instant Feedback System was originally tuned conservatively to avoid false positives. Now that it’s been in place for a few months we’re ready to start taking the training wheels off. In particular, the system is now more likely to punish hate speech after just one incidence.

 


CHAMPION MASTERY EMOTE

When Champion Mastery launched a while back, we decided we’d wait and see how the rank 4 and 5 emotes were being used before making them visible to the enemy team. Fast forward a few months and, after adding in a light safeguard to ensure players can opt out of emote spam, we’re ready to let you show your achievements off to everyone in your matches!

[ YOU CAN’T IGNORE MY BADGE ] The rank 4 and 5 Champion Mastery emotes are now visible to the enemy team

[ WAIT YES YOU CAN ] Muting a player now hides their Champion Mastery emote (both ally and enemy)
 


Bugfixes

 

  • (Black Market Brawlers) Enchantment: Teleport‘s active effect can no longer be bugged to cast without a cooldown
  • Rift Scuttler now drops a soul
  • Upgrading a trinket no longer resets its cooldown (This was fixed in 5.14 but we forgot to document it. Sorry!)
  • Using a consumable item no longer temporarily disables Devourer’s effects
  • Galio now properly gets assists when shielding allies with W – Bulwark
  • Spirit Guard Udyr now plays VO when he kills a Rift Scuttler
  • Restored custom E – Shunpo VFX for Sandstorm and Slay Belle Katarina

 


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

 

Juggernauts Banner

The recently-announced gameplay updates for Darius, Skarner, Mordekaiser & Garen have now been revealed:

 

Gameplay Updates

 

We wanted to write some thoughts up to prepare you for some pretty hefty changes we’ll be experimenting with over the next few patches. In short, here are our goals:

  • Every game of League should feel meaningfully different based on the champions in it
  • Each champion in League should feel distinct from one another

We’re primarily going to talk about the second goal here: getting all champions in League to feel different from each other through unique gameplay in addition to their themes and art.

Every game of League should feel meaningfully different based on the champions in it

Now, some champs already bring their unique brand of play to League. Take Blitzcrank into a game and you’ll heavily affect the way both teams play. Instead of looking for solid initiation, your team will more likely wait for you to pull off a successful pick, while the enemy team will position their frontline in the hope of getting grabbed. And Rocket Grab is just one ability on one champion!

Plenty of other champs have similar impact, from Gnar with his rage meter, to Yasuo with his Wind Wall. But while we succeeded with some, we frankly didn’t with others (such as Darius and Garen) and, when two champs play the same way, you just end up picking the one that does the same things better. The result is the same folks played in every game (unless that power balance shifts), and each game of League feeling similar. That’s one of the main things we wanted to begin solving with this update.

Previously when balancing champs, we’ve occasionally taken the approach of nerfing their strengths so we could buff their weaknesses. We’re not doing that here. Instead, we’re often entirely refocusing each champion’s power so that their highs and lows are both deeper and more differentiated from others in the same role.

Rather than just diving in headfirst and tackling all the champions, our plan is to break them down into groups – tackling champions who share roughly the same strategic or tactical niche as others at the same time. By hitting a handful of champs at a time, we can address a few underserved groups, like the first set that we’ve affectionately referred to as juggernauts.

Caveat: A lot of the following changes may sound like net buffs–and they generally are–but often times we didn’t want to only add power, so we’ve shifted a lot of strength around to more focus these tanky melee carries on offering more unique identities with conditional power built on their range. You’ll find more information in the patch notes, but we wanted to highlight our intentions here even if we aren’t going through the full changelist.

 

Juggernauts Mini Banner

Nasus. Darius. Garen. Skarner. When you think brute force, these champions should come to mind: powerful, durable, immobile and melee. They’re League’s hulking titans who, come late game, turn into super tanky carries who’ll pretty much destroy anyone foolish enough to get in their way. The prototypical juggernaut is Nasus, the classic one dog late game wrecking machine. The archetypal raid boss can only do his thing when he’s in melee range, and his lack of gap closer means he often has to rely on allied speed boosts like Sivir’s On The Hunt or well-aimed crowd control like a Morgana binding to get close, but once he does, he unleashes the power of his trademark Siphoning Strike.

When you think brute force, these champions should come to mind: powerful, durable, immobile and melee.


This balance of power and peelability helps keep tanky melee carries in a good state and leads to distinct playstyles that belong to each champion. What we did with this update was we took a look at some of the juggernauts that occupied the same ‘tactical space’ as Nasus (we think there are a few more than these, but settled on four for our first set) and added a little more uniqueness where we could.

 

 

 

DARIUS Banner

Death by my hand

We’ve always thought of Darius as one of League’s strongest cleanup fighters, the pentakill machine who’d outlast his enemies’ attacks before apprehending his wounded enemies and getting his chop on. The problem was, while that fantasy is great, Darius almost never got to do any of it. Either you’d build damage on him and die before it was cleanup time, or build tanky and lack the damage to properly get your dunk on.

With this update, we’re tweaking Hemorrhage and giving the big guy’s passive a new tool: Bloodrage:

 

HEMORRHAGE PASSIVE

Hemorrhage Final IconDarius cuts enemies he attacks, causing them to bleed. Hemorrhage can stack up to five times.

[New] Bloodrage: Whenever Darius executes an enemy with Noxian Guillotine or fully stacks Hemorrhage on a target, he gains Bloodrage for a few seconds. While under the effects of Bloodrage, Darius deals greatly increased physical damage and applies max Hemorrhage stacks to all enemies he hits.

 

 

The idea here is to give Darius the means to be Darius. The damage amp upon fully stacking Bloodrage is huge, but he still has to work to get it. Opponents will have to be much more cautious about letting the Hand of Noxus get his passive stacks going – preventing him from gaining stacks means he won’t go into Bloodrage which, in turn, means he’ll have a much harder time chaining his executions together. But when he does… well… there will be pentakills.

 

GAREN Banner

Justice, by law, or by sword

Garen’s an interesting champion to work on. He’s League’s preeminent “spin to win” champion, but doesn’t really bring enough uniqueness to the games he’s in. What’s more, when late game comes around, the Might of Demacia turns into the Meek of Demacia and falls off so hard he doesn’t do much other than occasionally tell people – very loudly – where he’s from. We wanted to balance Garen out a little, so we tinkered with his power curve to make him weaker early but stronger come late game, and then added a fancy new passive to the big man’s ult.

 

DEMACIAN JUSTICE R

Demacian Justice Final Icon[NEW] Passive: Garen identifies the enemy champion with the most recent kills as the enemy team’s Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of their max Health as true damage.

Active: Garen calls upon the might of Demacia to deal a finishing blow to a targeted enemy. The more health they’re missing, the more damage Demacian Justice will deal. [NEW] Demacian Justice deals true damage to the enemy team’s Villain.

 

 

Now Garen has an active and unique role in every game: to destroy any foe, regardless of how tanky they are, so long as they’ve recently killed one of his friends (champions on his team). This isn’t just cool in design terms, it’s also super fitting to his character’s fantasy: now Garen’s a protector of the weak both in and out of game, and has a kit that directly opposes Darius’. This isn’t a static rivalry either – Villainy will adapt as the game progresses, changing Garen’s target as his enemies rise to – and fall from – power.

 

SKARNER Banner

Fear my sting

Skarner has one of the coolest ultimates in the game and we think that’s A Good Thing, but we also wanted to give him a few more toys to be excited about when kidnapping isn’t on the docket. We wanted Skarner to have something truly unique to him – here’s where we ended up:

 

 

Whenever Skarner is in a game, six crystal spires appear on the Rift. They’re located by red buff, blue buff, Baron, and Dragon.These crystal spires are capturable, just like the altars on Twisted Treeline. When someone on the lonely scorpion’s team captures a spire, it creates a zone that gives Skarner (only Skarner!) pretty significant boosts to his movement and attack speed. The enemy team can capture them too and, when they do, they gain gold, a short burst of vision, and temporarily lock Skarner out from his super meaningful buffs. That’s the key – with these changes, Skarner becomes a neutral objective control king, and super useful for teams looking to overcome their enemies with buff and map control.

 

MORDEKAISER Banner

Misery loves company

Last but certainly not least, we took a look at ol’ Morde. Over the years, he’s been a consistently difficult champion to balance thanks to his pretty unique mechanics. League’s very own man of steel is a shielded and manaless AP burst mage who’s super slow, lacks crowd control… and is often played in a solo lane. So, rather than committing to balancing him in a patchwork fashion for the next few years, we decided to try something a little crazy. Here goes…

We’re trying Mordekaiser out as a duo lane juggernaut, intended to step up in lieu of a regular marksmen pick.

Yep.

Morde’s rework has some pretty unique aspects. For starters, Creeping Death now only deals damage if Morde and his targeted ally stay near each other, a change intended to help entice Morde into duo lanes the way we mentioned. Secondly, even if he’s playing in lane with a support, he’ll earn full experience from any minion he’s able to last hit (support will get their usual half share of xp). This means that Mordekaiser, unless he dies horribly beforehand, will always hit level six way before his lane opponents, and will always have a pretty handy advantage when it comes to bot lane battles and early game dragon contests.

Speaking of dragon, check this out:

 

 

Whenever he deals damage specifically to the dragon, Mordekaiser curses it – if his team’s then able to kill it, Morde summons a specter of dragon that follows him around and fights for him. If you’ve ever thought about watching dragon and Baron duke it out… well… now you can.

Obviously these are some pretty significant updates that are, as ever, subject to change, but hopefully we’ve shown you some unique and different angles for the juggernauts we’re looking at and how we’re looking to diversify champs in similar spots. We’ve plans for other tanky melee carries (specifically Shyvana and Olaf), and broader plans beyond that for the entire champion roster. Again, our goal is that every champion in League has specific reasons to be picked, or brings a unique and awesome thing to each game.

There’ll be more info in upcoming patch notes, but in the meantime, let us know your thoughts in the comments below.

Ezreal

 


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

 

Game Over Skin Teaser Banner

A new skin teaser has popped up on Riot’s official site.

 

The first part contains a circled exclamation mark that occasionally fires lightning bolts (note, the file is called chest.png)

Teaser Arcade 1

 

Afterwards, a “Game Over” blob appears and later prompts you to start over (aka repeat the animations).

Teaser Arcade 3

Teaser Arcade 2

 

 

Listed Changes to Fighter Items Banner

Following the recent announcement that Fighter items and several Fighters will be getting reworks, Meddler has shown the first batch of changes to hit the PBE:

 

Extra resources:

 

Whats the scope of the Fighter item changes Are you only tweaking costs

We’re talking changes a little bit bigger than that, but not by too much. Few examples:

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Price decreased from 2750 Gold to 2700
  • Magic resist increased from 55 to 60
  • Now builds out of a Crystalline Bracer [600 Gold]  instead of a Ruby Crystal [ 400 Gold ] / Combine cost increased by 150 Gold

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90

 

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

Meddler Final PortraitRewards using Thornmail with other armor effects, allows the damage reflect to still be significant against enemies dealing much of their damage through on hit effects instead of raw auto attack damage (e.g. Vayne). Significantly weaker as a sole Armor item however. This is about as big as this set of changes gets by the way, most of the others are just stat adjustments, not functionality changes.

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitOne update since there seems to be a bit of confusion: Thornmail’s not being changed to reflect on hit damage. It’s damage calculation is being changed to be less based off the enemies AD, with damage instead also coming from the target’s Armor, reducing the different in damage reflected for full AD builds versus on hit builds.

[ Link to Post ]

 

 


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

 

Patch 5 15 Maintenance Banner

Patch 5.15 will hit live in the early hours of August 4th (5th for OCE):

 

Here’s everything Patch 5.15 will contain:

PBE-Roundup-Patch-5-15-Banner

 

 

Patch 5.15 maintenance schedule for NA

Riot Noc New PortraitOn 8/5/15, starting at 1:30 PDT, ranked queues will be disabled in preparation for patch 5.15. At 3:00 PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]

 

And here is the schedule for the other regions:

  • EUW ] 03:30 UK (02:30 UTC) – 05:00 UK (04:00 UTC)
  • EUNE ] 01:30 CEST (23:30 UTC) – CEST (01:00 UTC)
  • OCE ] 02:30 Sydney Time (16:30 UTC) – 04:00 Sydney Time (18:00 UTC) [August 5th]
  • LAS ] 02:30 de Buenos Aires / 02:30 de Santiago – 04:00 de Buenos Aires / 04:00 de Santiago
  • LAN ] 02:30 de Ciudad de México / 02:30 de Bogotá – 04:00 de Ciudad de México / 04:00 de Bogotá
  • BR ] 03:30 do horário de Brasília (06:30 UTC) – 05:00 do horário de Brasília (08:00 UTC)
  • TR ] 03:30 TSİ (00:30 UTC) – 05:00 TSİ (02:00 UTC)
  • RU ] 00:30 по московскому времени (21:30 UTC) – 02:00 по московскому времени (23:00 UTC)

 


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

 

Free Champion Rotation August 11 Banner

The following Champions will be free-to-play until August 11th:

 

Elise Final Portrait

Galio Final Portrait

Heimerdinger Final Portrait

Karma Final Portrait

Katarina Final Portrait

Fizz Final Portrait

Graves Final Portrait

Miss Fortune Final Portrait

Nami Final Portrait

Nautilus Final Portrait

Shen Final Portrait

Sion Final Portrait

Twisted Fate Final Portrait

Twitch Final Portrait

Volibear Final Portrait

Zilean Final Portrait

 


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

 

Champion Skin Sale August 7

The following Champions and Skins will be 50% off until August 7th:

 

Nautilus Final Portrait

Singed Final Portrait

Varus Final Portrait

 

Bear Cavalry Sejuani – 675 RP

Bear Cavalry Sejuani

 

Jade Dragon Wukong – 487 RP

Jade Dragon Wukong

 

Valkyrie Leona – 260 RP

Valkyrie Leona

 


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

 

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PBE 03/08

 

 

NEW MODEL FOR GANGPLANK

Gangplank’s default model has been updated to reflect the events of the Bilgewater Tides storyline. You can get his older looks with the Captain Gangplank skin, which will be free to all players who finish a matchmade game with Gangplank by August 10th (otherwise it will cost 975 RP).

 

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Updated GP Model 1 Updated GP Model 2

 

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Gangplank Updated E

 

Here is Gangplank’s new Champion Select quote:

 

 

CAPTAIN GANGPLANK

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MODEL EMOTES

Gangplank Model 1 Gangplank Model 2

 

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Gangplank Recall

 

 

UPDATED INCLIENT LORE FOR GANGPLANK

”I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don’t want to take me on.” As unpredictable as he is brutal, the dethroned reaver king known as Gangplank is feared far and wide. Where he goes, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails on the horizon causes panic among even the hardiest crew.

 

UPDATED INCLIENT LORE FOR MISS FORTUNE

“‘The bigger the risk, the bigger the bounty.” Beauty and danger: there are few who can match Miss Fortune in either. One of Bilgewater’s most infamous bounty hunters, she built her legend upon a swathe of bullet-riddled corpses and captured ne’er-do-wells. The booming echoes of her twin pistols in the port city’s reeking wharfs and scavenger shanties are sure signs of another warrant from the Bounty Board being settled.

 


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

 

GANGPLANK HAS RETURNED

 

Gangplank has survived Miss Fortune’s attack with only a metal arm to tell the tale. His classic skin has been updated to reflect this piece of the story and his current skin has been relegated to Captain Gangplank, which you’ll acquire for free if you played a matchmade game with GP during the Bilgewater Tides event.

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Here’s how his model looks now, stacked up next to his skins:

GP_Lineup

 

 

Gangplank returns and the event end draws near

BY PABRO

TLDR: Bilgewater: Burning Tides sails away on August 10 at 10:00 BST. You can earn the free Captain Gangplank skin if you own the champion and play a full matchmade game with him (or if you’ve already played at least one) before the event ends.

The orchestrated spectacle of the Dead Pool’s destruction led many to believe that the dread reaver Gangplank perished in the flames. But what is dread may never die, and Gangplank returns to reclaim what he believes to be rightfully his.

Fitted with a new limb to replace the one he lost, the Saltwater Scourge will soon rain cannonballs down on Summoner’s Rift again after a brief stay on the PBE.

Since this is the first time we’ve done something so dramatic with story and theme, we’re commemorating the event with the Captain Gangplank skin depicting the dread pirate from before the events of Bilgewater: Burning Tides. All players who own and play (or have already played) an entire matchmade game as Gangplank during the event will receive the Captain Gangplank skin for free.

Captain Gangplank reflects a simpler time, when one uncrowned reaver king ruled over Bilgewater with an iron cutlass and a fearsome love of scrimshaw. While base Gangplank has been irrevocably changed by Miss Fortune’s masterful scheme, the Captain Gangplank skin hearkens back to before the pirate’s bloody fall.

With Gangplank’s return imminent and the conclusion of the story trailing the choppy wake behind Bilgewater: Burning Tides’ stern, the end of the in-game event draws ever closer.

Bilgewater: Burning Tides sails over the horizon in just over a week, stowing in its hold the bundles, merch, icon rewards, and game modes. Whether you’re looking to brawl in the black market, add the free Captain Gangplank skin to your wardrobe, or acquire any other Bilgewater spoils, you’ve got until August 10 at 10:00 BST.

We hope you’ve enjoyed the journey so far, and we’ll see you on the battlefields!

[ Link to Post ]

 

 

chapter-heading-epilogue

EPILOGUECHAOS THE RUINED MAN PURPOSE

Bilgewater was devouring itself. The streets rang with the shrieks of the desperate and the dying. Fires burning in the lowly slums rained ash across the entire city. Control had been lost, and now every gang rushed to fill the power vacuum left by the fall of one man. A war had been started by the spread of three simple words: Gangplank is dead.

Savage ambitions and petty grudges that had festered for years were now being acted upon.

On the docks, a crew of whalers ran down a rival fisherman. They skewered him with harpoons and left his body hanging from a trotline.

At the highest peak of the island, tall opulent gates that had stood since Bilgewater’s founding were battered apart. A cowering gang lord was ripped from his bed by a rival. His mewling cries were silenced when his skull was dashed upon the hand-crafted marble of his own front steps.

Along the wharf, a fleeing Red Cap attempted to staunch a bloody head wound. He looked over his shoulder but could see no sign of his pursuers. The Jagged Hooks had turned on the Caps. He had to get back to the safe house to warn his crew.

He rounded the corner, screaming for his brothers to gather their arms and join him. But his thirst for blood dried in his throat. Standing in front of the Red Caps’ own den was a band of Hooks. Their blades dripped with gore. At their head, a wiry figure, barely a man, creased his pock-marked face with a vicious grin.

The Red Cap had time to utter one last curse.

Across the bay, off a quiet back alley, a physician attempted to ply his trade. The gold he had been handed was plenty to buy his services – and assure his silence.

It had taken half an hour to peel the sodden coat from the sloughing flesh of his patient’s arm. The doctor had seen many horrific injuries before, but even he recoiled at the sight of the mangled limb. He paused for a moment, terrified of the response his next words would provoke.

“I… I’m sorry. I can’t save your arm.”

Within the shadows of the candlelit room, the bloodied ruin of a man composed himself before staggering to his feet. His good hand shot out like a lash and wrapped around the throat of the quivering doctor. He lifted the surgeon slowly, measuredly off the floor and pinned him to the wall.

For a terrible moment, the brute stood impassively, considering the man in his grasp. Then he abruptly dropped him.

Lost in panic and confusion, the healer coughed violently as the shadowed mass strode to the back of the room. Passing through the light of the surgeon’s lantern, the patient reached for the top drawer of a well-worn cabinet. Methodically, the man opened each drawer searching for what he needed. Finally, he stopped.

“Everything must have a purpose,” he said, looking at his mutilated arm.

He pulled something from the case, and threw it to the doctor’s feet. There, glinting under the lantern was the clean steel of a bonesaw.

“Cut it off,” he said. “I’ve got work to do.”

 

 

Mystery skins return

Wizardcrab New Portrait The Dead Pool may be sitting atthe bottom of the sea, but not all of its treasure is lost. During the final week of Bilgewater: Burning Tides, Mystery Skins and Mystery Chests are back in the store!

Here’s the twist: During Bilgewater: Burning Tides, for every six mystery items you purchase for yourself or friends, you’ll receive a free Mystery Skin after the event ends!

Mystery Chest – 790 RP

Mystery Skin – 490 RP

Mystery Chests cost 790 RP, guaranteeing an unowned skin worth 975 RP or more.

Mystery Skins cost 490 RP, guaranteeing  an unowned skin worth 520 RP or more.

You have until 02:00 PDT on August 10 to earn bonus Mystery Skins, so get ahold of one before they sail away.

[ Link to Post ]

 


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

 

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Recent News Banner

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Upcoming Reworks Banner

Riot’s current Champion Update schedule features Darius, Garen, Skarner and Mordekaiser. Below is a discussion on what each of these smaller-scale gameplay updates will focus on:

 

 

Did these updates pop up in the rework schedule because theyre smallscale

Meddler Final PortraitYup, Poppy’s a full relaunch (Sion level of changes in terms of gameplay, visuals, audio etc). The four champs added to the update list today by contrast are all smaller projects with a gameplay focus.

[ Link to Post ]

 

 

When will the reworks for Darius Garen Skarner be up on the PBE

Meddler Final PortraitOur aim is to release the Garen, Darius, Skarner and Morde reworks in the same patch, along with some changes to fighter and defensive itemization. As usual that’s not 100% guaranteed, it’s certainly what we’re trying for though.

[ Link to Post ]

 

 

Meddler Final PortraitOdds are pretty high this stuff will be in 5.16.

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What do you mean by fighter and defensive itemization

Meddler Final PortraitA new item or two, plus some small (mainly) adjustments to defensive items (in general Armor items are getting slight nerfs, MR items slight buffs).

[ Link to Post ]

 

 

 

 

Why are so many reworks being released at the same time

Meddler Final PortraitDeliberate choice to pair these reworks with the item changes.

[ Link to Post ]

 

 

 


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Whats the scope of Mordes rework Will he get a Visual Update too

Meddler Final PortraitMorde’s a moderate sized update (bigger than Garen, Skarner or Darius). His skills are still pretty similar, but all have at least some degree of adjustment, with a push in more of a bruiser direction. We’re not going to be giving him CC or mobility though, we feel lack of those, in exchange for some otherwise pretty inappropriate stuff (that ult especially), is a key part of Morde’s identity.

We’re with you that Morde could do with a visual update. There are other characters we feel need the work more though on the art side, so he’s a way down the priority list (Poppy’s the primary art intensive project on the Champion Update team right now). We’re going for a mainly gameplay update as a result, since we’ve got kit changes ready to go (with some limited visual effects changes to support them as needed).

[ Link to Post ]

 

Do you still plan on making Mordekaiser more bruiseroriented

Meddler Final PortraitTankier, more sustained damage/close range damage, less burst combo.

[ Link to Post ]

 

 

 

 

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Will Darius rework be up on the PBE next week

Repertoir New PortraitThey should all go to PBE at the same time barring unexpected complications with one of them.

[ Link to Post]

 

 

 

Will you fix Darius E to not pull enemies who dash out of range

Meddler Final PortraitWe will be changing Darius’s E so that it checks for targets to pull at end of cast, not start (so no more flash away but still get pulled).

[ Link to Post ]

 

 

 

Skarner Update banner

 

What will be the scope of Skarners rework

Meddler Final PortraitSomewhat bigger than Garen, though not dramatically so. One of the biggest things we want to do in his case is give him a clearer niche when his ult’s on CD.

[ Link to Post ]

 

 

 

What aspects of Skarners kit do you plan on changing

Scruffy Final PortraitThe general way you play him will feel very similar (though with some pretty major QoL improvements in the new passive area). The changes are gonna be more focused on giving him a more unique contribution to his team/playstyle. Effectively expect that most of his current skills will remain in tact.

Next week will answer all of the questions when he’s on PBE for testing.

[ Link to Post ]

 

 

Will Skarner become more unique after the update

Scruffy Final PortraitThis is actually the major goal of the upcoming changes. Giving him some totally new things to bring to his team/the game.

[ Link to Post ]

 

 

 

Will Skarner get an updated lore and a new Champion Spotlight

Scruffy Final PortraitFor expanded lore, yes at some point. I don’t know the exact dates though (not on the narrative team sry).

Don’t think there’s a new champ spotlight in the works right now but I know they would like to redo the one’s for reworked champs when they have the time.

[ Link to Post ]

 

 

Will Skarner still be able to carry games if hes ahead

Scruffy Final PortraitYea these type of immobile bruisers (morde, skar, darius, garen) should reach pretty carry status with the amount of tankiness and damage they need to make up for their lack of mobility or CC tools.

[ Link to Post ]

 

 

Tarics rework should have higher priority than Skarners update

Repertoir New PortraitTaric needs a whole lot of work on the visual side as well as gameplay. Skarner could get a lot of gains on mostly the gameplay side. As a result, Skarner was able to be completed first. This isn’t really a matter of Skarner instead of Taric. They’re drawing from two different resource pools. You certainly won’t be playing Taric in the next months, but he’s actually coming along really well and I’m super excited for him.

[ Link to Post ]

 

 

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Goals for Garens rework

Meddler Final PortraitWe’ll be talking about Garen in detail soonish, few initial comments in the meantime though:

  • Garen’s probably the lowest scope project on that list, with the addition of a new mechanic to his kit and some noticeable power curve tuning as key elements for him. Somewhat larger gameplay changes than MF, significantly smaller than GP.
  • Changes to Garen are very much being developed with the item changes in mind.
  • Very with you on the value of distinct benefits for bringing a particular champion to a team. We’ve got something else in mind for Garen though that doesn’t overlap with other objective controllers (ult on monsters would give a very Cho/Nunu sort of feel).

[ Link to Post ]

 

 

Will Garen be a reliable tank or will players be expected to build for damage

Meddler Final PortraitOur approach with the primary tags on each character is generally to reflect what a champion is trying to do in a fight, rather than how they build. Garen’s there primarily for damage for example. He does bring a little bit of CC, and he’s happy to soak up some damage where he can, but his ideal goal is to spin on someone then ult them for a kill. Tanks by contrast, even if they’ve got similar builds, tend to be much more focused on setting up the enemy team for others to kill and/or protecting their own team. Lot of disruption basically, most often through CC.

[ Link to Post ]

 

 

Postrework Garen will still have his silence because it can be avoided

Meddler Final PortraitThat’s pretty accurate as to our thinking on silences (can be a good fit on champs where there are things you can do to avoid the silence, generally not appropriate on characters who have the tools to silence you with really high reliability). Garen’s keeping his silence as a result, for while it’s click to hit it’s also a melee ability and he doesn’t have a dash/jump/blink.

[ Link to Post ]

 

 

Will Garen still be new player friendly

Repertoir New PortraitGaren should remain a good option for beginners after his changes (possibly better in some ways). I wouldn’t worry too much about his level of difficulty skyrocketing in his update.

[ Link to Post ]

 

 

Offtopic What about Yorick Hes a fighter in need of a rework

Meddler Final PortraitWe believe Yorick needs a full scale relaunch, not just a small to moderate gameplay update. He’s behind Poppy, and likely Taric in the queue for one though. Also possible we might opt for Urgot before him, depends on how the early exploratory work on each of them comes along.

[ Link to Post ]

 

 

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Why doesnt Poppys rework have priority over the other fighter updates

Meddler Final PortraitThe bulk of the work that needs to be done on Poppy at this point is art/sound/VO. These other reworks by contrast are gameplay updates with the minimal amount of other work needed to support kit changes. Delaying these won’t help Poppy get out any sooner as a result, these are updates that are being done in parallel with full relaunches, not instead of.

[ Link to Post ]

 

 

Is Poppys rework still in development

Scruffy Final PortraitThe poppy project is bigger than these 4 and it’s being worked on by a different part of the champ update team. These won’t slow her down.

[ Link to Post ]

 

 


NEXT STEPS FOR THE LORE TEAM

 

Whats next for the lore team

Jaredan Final PortraitWe’ve got a lot left to do, I’ve stated that on numerous occasions, and Burning Tides wasn’t ever meant to be the panacea for all the issues we are striving to tackle. What I hope it does is give an idea of the quality bar we are trying to lay down.

We have a lot of things to do, including rewrites and expansions of old bios and current character introductions, but we feel like we are on the right path, particularly as the response to the kind of template for the new introductions has been received so positively. We still have layout stuff to sort out, but the style of content seems to be resonating and we think it’s a good start.

But that’s all we consider it to be. We want to get many more stories to you, combined with a stronger basis and understanding of our Champions and the world they inhabit. Burning Tides has just made us more determined to do that.

[ Link to Post ]

 

Do you think disabling Gangplank has been received positively

Jaredan Final PortraitIt’s been controversial, we knew it would be and we knew we were taking a risk (and by we, I mean Events team, the Narrative folks involved, and Riot) but we’ve actually received a lot of praise for doing so. That doesn’t mean I think everyone has been happy, and for players who feel badly treated, hopefully we can make things right, as mentioned by the official response.

[ Link to Post ]

 

 

IMPROVEMENTS TO EUNE AND EUW PLATFORMS Banner

 

 

General EU Improvements July 2015

MicroBr3W Final PortraitHey awesome people!

TL;DR: There have been connectivity (including drophack) issues in EU for the last few months. We have recently implemented some improvements, and we have some additional improvements in progress.

More details…

Over the last several months, connectivity to EU game servers has not been stable for some players. This includes disconnects, “drophacks”, unable to reconnect, and ghost games. (see our previous post on drophacks here:http://boards.eune.leagueoflegends.com/en/c/announcements-en/ErvzMk1Y-increase-of-drophacks-may-2015)
Rioters from both EU and NA offices have been working closely together to identify specific issues and design solutions to protect your connections to LoL game servers.

Because much of what we have implemented involves security measures, we won’t go too deep into specifics. The Bad Guys™ read these boards as well, and we don’t want to give them any hints on how to be more annoying.

Here are some of the improvements we’ve rolled out, some globally and some specific to EU:

  • Tighter restrictions on network traffic able to reach Riot infrastructure. This is where, unfortunately, we must be vague. Just know that these restrictions provide more protection against drophacks and the random disconnects you might have experienced previously.
  • Server-side code optimizations have resulted in lower average load of game server processes. Not only is this just a good thing to do for energy conservation efforts, it also provides more capacity headroom to absorb malicious burdens, such as denial-of-service attacks.
  • Improved infrastructure monitoring. A common thread here at Riot is “If you don’t know about it, you can’t fix it”. In this case, we have improved our visibility into server, network, and inter-connectivity metrics. This, in turn, allows us to dig deeper and find issues affecting smaller groups of players.

But we are driving forward with more improvements:

  • Riot Direct. The exercise of building out a network across a multi-country continent is an exciting challenge. The team has been working hard negotiating locations and facilities, configuring equipment, and establishing ISP connectivity. We’re getting close to lighting up those links for LoL players, carrying all of that important network traffic across an infrastructure specifically designed for resiliency and low-latency.
  • Continued investment in security technologies. Riot teams of client, server, security, and infrastructure engineers have been busy writing up roadmaps and testing hardware/software for security improvements. Capital investments are prepared for further distribution of our security protections.

So there is a brief summary of some things Riot has been working on to improve the EU play experience of LoL. We have seen definite improvements in connectivity with the implemented measures, and we are driving to further improve with the upcoming changes. We are very committed to providing an awesome gaming experience. Thank you for playing LoL and sharing our passion for this great community of players!

[ Link to Post ]

 


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