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Posts Tagged ‘league of legends’

Kalista Fan-Art Roundup

November 26th, 2014

 

Fan Art Kalista Banner

Here‘s a collection of amazing Kalista fan-art done by amazing artists:

 

 

Jynx Final Portrait As Kalista’s eternal search for retribution continues, her spectral image haunts and inspires those who encounter her. Check out these eerie community creations featuring The Spear of Vengeance herself!

 


nkinesss

inkinesss

 

Jess

Jess

 

Neo-TK

Neo-TK

 

Roach_P

Roach_P

 

Artsed

Artsed

 

suppa-rider

suppa-rider

 

Nanna

Nanna

 

ipaanbaa

ipaanbaa

 

Jununy

Jununy

 

Skaera

Skaera

 

Crown

Crown

 

Sharkies

Sharkies

 

brunonic

brunonic

 

MonoriRogue

MonoriRogue

 

Zhyphrus

Zhyphrus

 

ArtisticPhenom

ArtisticPhenom

 

We suspect some of you are still working on your Kalista creations, so share them in the comments below when you’re done!

[ Link to Post ]

 

 

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

 

 

Dev Blog Exploring Player Behavior Design Values Banner

The latest dev blog explores player toxicity and how it can and can’t be resolved.


 

TLDR: There is no silver bullet that solves negative behavior in online games. Players are a diverse bunch, and each player has different motivations and responds differently to different consequences. We design diverse systems using three core philosophies based on reform, punishment, and reward.

In the early days of the internet, players might use racist or homophobic language and nothing would happen; as a result, deviant behaviors not only emerge, but become the norm. In these cases, a non-action such as silence is reinforcement of the behavior, so the behaviors grow in frequency and severity.

But the League community has shown that change is possible. When structure is introduced, players rally behind it and online societies are maturing in some of the bigger online games like League. For example, we know the community rejects homophobic, racist, and sexist language–we’re seeing this type of language in less than 3% of games globally and when it does appear, it’s immediately reported by players and acted upon. We’ve seen time and time again that the majority of players in League will stand up against verbal abuse, and that it doesn’t belong in our community. The problem is, some players have now been gamers for decades where these excessively negative behaviors were considered “OK,” so now we’re playing catch up and need to change our standards and expectations. In this series of dev blogs, we’ll dive deep into our approach to this problem and how we’ve worked with the community to create the tools to enact change and give a voice to the majority of players who reject negative behavior.

One of the first things we did was take a step back from some of the traditional assumptions around online gaming and human behavior. For example, there is no silver bullet to the problem. It isn’t just about banning negative players (punishment) and it isn’t just about rewarding positive players (positive reinforcement). There’s a diverse group of players online (and in real life) and each group of players have different motivations and respond differently to different consequences. We need a diverse spectrum of systems to address the overall player behavior problem in online communities.

As a result of everything we’ve learned, we design our systems, features and programs along three axes: Reform, Punishment, and Reward.

 

Reform

Reform is critical because less than 1% of players are so persistently negative that they trigger a permanent or 14-day ban, ranked restriction or even a single chat restriction. For about 95% of players, they’ll never see these harsh penalties and don’t drift close to negative behavior except on the rare bad day. But we still need to have systems aggressively try to reform or remove the persistently negative players because they could impact an abnormally large number of games. In our next blog post, we’ll focus on reform systems and why sometimes all players need is a harsh penalty that triggers introspection and shows them some behaviors are never okay in League.

 

Punishment

For some types of players and some types of behaviors, punishments are the best method of enacting change. Some of our punishment features include chat restrictions and ranked restrictions, and the new Leaverbuster which forces players into a low priority queue if they routinely AFK or leave games. In addition, the system gives players frequent and immediate feedback about their negative behaviors every time they try to get back onto the Rift. In the punishment-related blog, we’ll dive into the design rationale for some of these punishment systems, and why we believe ideas like Prisoner’s Island (where you match negative players with negative players) are poor design, and what we’ve done to improve on these concepts.

 

Reward

Finally, let’s talk about rewards. It’s not enough in a community to simply reform or punish negative behaviors; in a society where expectations and norms are no longer the standards we want for ourselves, we need to re-educate players on what it means to be sportsmanlike. To do this, we need to spotlight positive behaviors and celebrate positive behaviors more often. The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach. We’ll take a deeper look in a later post at reward systems and how we’d like to spotlight positive behavior over the course of 2015, and why it’ll always be valuable for players to be good.

Our designs around rewards need to be diverse and include extrinsic and intrinsic options (different types of rewards for different people). For example, our current thinking is that, over the course of a year, we’ll introduce light rewards every few months such as the recent IP boost for positive play. One or two times a year, you might earn a more substantial reward such as the Santa Baron summoner icon. In the end, our goal is spotlighting positivity and how awesome the community actually is, not bribing or buying out negatively behaved players.

Before we sign off, we wanted to thank you again for showing us what the community wants to see in itself by using the reports and honoring your positive teammates. We’ve only introduced the philosophy behind our Player Behavior designs in this blog, and we’ll be going into greater detail about specific implementations in future posts.

We’ll continue to iterate and refine, creating new systems with our three design pillars in mind, and we’ll see you on the battlefield.

-The Player Behavior Team

If you still want to know more about how science can help us understand player behavior online, learn more from Lyte’s talk at GDC in 2013: http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player.



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


 

News 26 11 Banner


Summary Final Banner

The community’s questions regarding Rek’Sai’s mechanics have been answered on both Reddit and forums. Also, we have a few discussions on Warwick, Lissandra, knock-up CC and the colors of Blood Moon Elise, as well as an offer to participate in an online study on teamwork done by MIT and Riot. Apologies for no TL;DR, rough day.

 

Recent News Banner

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PBE Updates Patch 4 21 Banner

 

 

Reksai QA Banner

 

Don’t know about Rek’Sai? Check out her official preview:

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Is RekSai invisible invulnerable while burrowed

DanielzKlein Final PortraitYou can totally see her and interact with her in every way you normally can: attack, hit with skillshots, hit with AOEs etc.

[ Link to Post ]

 

 

 

Will RekSai play like a bruiser or an assassin

Beat Punchbeef Final PortraitShe’s a fighter but her pattern operates more like an assassin. Her passive gives her the ability to enter a fight, mosh a little bit, back out and wait for cooldowns, and then go back in.

[ Link to Post ]

 

 

 

How many tunnels can RekSai have at any one time

Beat Punchbeef Final PortraitCurrently she can have 8 on the map at any given time.

[ Link to Post ]

 

 

 

 

How long do tunnels last

DanielzKlein Final PortraitRight now tunnels last 10 minutes. You can destroy them by standing on them as the enemy. You even get some gold.

[ Link to Post ]

 

 

Follow Up

Do these 10 minutes count down separately for tunnels

DanielzKlein Final PortraitYes, each tunnel has its own cooldown when used.

[ Link to Post ]

 

 

 

 

Can enemies destroy her tunnels

DanielzKlein Final PortraitYes, enemy champs can destroy tunnels by standing on them, currently takes 1.5s (totally subject to change). She is completely visible underground.

[ Link to Post ]

 

 

Follow Up

So if an enemy steps on one end RekSai can exit from the other

DanielzKlein Final PortraitYou kill the pair by stomping on either end.

[ Link to Post ]

 

 

 

 

Does a knockup when burrowed unburrow her

Beat Punchbeef Final PortraitGetting knocked up does not un-burrow her. Tried this at one point but forced state changes just end up confusing the player as to which state they’re in.

[ Link to Post ]

 

 

 

Is her ult canceled if a tunnel shes ulting towards is destroyed

Beat Punchbeef Final PortraitHer ultimate can be difficult to set up. It also has a global sound effect attached to it. Due to these reasons, we defer to the Rek’Sai player once the ultimate is cast.

[ Link to Post ]

 

 

 

Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

[ Link to Post ]

 

 

DanielzKlein Final PortraitThere was this one ultimate once upon a time…

[ Link to Post ]

 

 

 

 

Does the burrowed detection give info only to RekSai

Beat Punchbeef Final PortraitRek’Sai’s team sees her Tremor Sense as well.

[ Link to Post ]

 

 

 

 

Does RekSai need Fury to burrow

Beat Punchbeef Final PortraitShe doesn’t need it to burrow. It gives her health based on how much Fury she has when she burrows.

[ Link to Post ]

 

 

 

If burrowing only limits vision isnt it useless

DanielzKlein Final PortraitIf you’re calling regeneration, extra movement speed, and an enemy movement sensing ability with nearly a full screen’s range useless, then yeah, totally! Also you only get to make tunnels while burrowed, and unburrowing knocks people up.

[ Link to Post ]

 

 

 

If global ults are bad for the game why does RekSai have one

Meddler Final PortraitFree movement global ults are something we felt needed to be removed and something we don’t have any plans to make more of. Those with conditions to be used by contrast, such as Shen ult or Rek’Sai ult, don’t generate the same problems.

[ Link to Post ]

 

 

 

Single Posts 26 11 Banner

 

 

Sign up for Online Study on Teamwork by MIT and Riot

Lyte Final Portrait We would like to invite you to a study conducted by researchers at the Massachusetts Institute of Technology (MIT) in collaboration with Riot Games. We’re interested in exploring the ability of a team to perform a wide range of collaborative tasks, and will measure this using an online battery of tasks your team will work on together.

To qualify for this study, you have to be part of a Ranked 5s Team that has played at least 20 games together this season on the NA Server. Once you complete the following tasks below, we will grant you a reward on your main accounts:

  • An online screening survey individually (takes approx. 20 minutes); AND
  • An online battery of tests with ALL members of your team simultaneously (takes approx. 1 hour).

At the end of the study, we’ll also send you a scorecard of your team’s ability in skills like decision-making, execution, sensing and memory.

Participation in the study is completely voluntary and all information used in the study will only be linked to your summoner name. Privacy is one of our highest priorities and all data gathered during the experiment will be stored securely. We will only publish data in summary form, so it will not be possible to link the data to an individual person. The study has been accepted by the Institutional Review Board at MIT.

To participate in the study, please have one team member, on behalf of your team, sign-up your Ranked Team here: http://goo.gl/forms/Sv5mjpGGZw

[ Link to Post ]

 

 

What happened to the announced Warwick rework

Vesh Final PortraitZenontheStoic (Daniel Klein) was actually working on a WW kit but he ended up shifting over to Azir. Since then, the Champion Update team has been formed and we will be doing projects like this. There’s so many champions that we want to update to various degrees that it’s a careful balancing act of what we work on first. Some projects can be worked on simultaneously and some cannot. WW will need new visuals and animations even if we were just talking about gameplay because at the very least we will need new VFX for new spells.

Some other characters like Trist have really clear spaces for improvement visually and need very little gameplay changes (or sometimes none in the case of Maokai).

[ Link to Post ]

 

 

Will Lissandras passive be reworked

Meddler Final PortraitTried a number of variants on shield passives, didn’t find a version that generated engaging gameplay for her however (just added tankiness basically). Would still like to find a more satisfying passive for her, want something that creates some interesting decisions though, particularly if its adding significant power.

Not sure why her base mana wasn’t changed with the standardization of other mages, will follow up on that, check if deliberate decision or overlooked.

[ Link to Post ]

 

 

Why arent new champions balanced before release

DanielzKlein Final PortraitThere is no amount of pre-release testing that comes close to the level of exposure a champion gets during the first two hours after release, when literally millions of players who take winning seriously try to make the champion work. The numbers just don’t work out. We can only ever get in the right ball-park, and for champions with game changing abilities (which is all we want to make now, of course) even that can be hard. We’ve erred on the side of undershooting since Braum, I think.

[ Link to Post ]

 

 

Will a future champion use Rumbles Heat resource

Meddler Final PortraitWe’ve talked about using Heat on another champion occasionally, it’s not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble’s gameplay.

[ Link to Post ]

 

 

Can you make Blood Moon Elise pink again

[ Note ] Blood Moon Elise got her color palette bloodied in a recent PBE update.

KateyKhaos Final PortraitThe feedback for Blood Moon Elise initially versus the changes that hit PBE yesterday were about the same, actually. (I’ve been collecting feedback for the skin.) The team’s aware of player feelings for both the initial color, as well as the color most currently on PBE. We’ve been discussing it.

[ Link to Post ]

 

 

Knockups are becoming too common in champion kits

Meddler Final PortraitHey all,

Wanted to throw in some of our thoughts on displacements here for a bit of context, given they’re definitely a CC type we’re using more that has both some costs and some benefits to the game relative to other types of CC.

First off, some details on why we’ve been using displacements more/what we feel the benefits of displacements are:

  • Displacements are clear. Having the unit(s) affected move makes it clear who a spell’s hit and, provided the displacement arc or knockback distance is understandable, helps all players involved track the duration of the CC as well.
  • Displacements are visceral. A knockup can often feel better for the caster than a significantly longer duration stun, leading to better satisfaction from the same power budget.
  • Displacements, if there’s a noticeable amount of knockback included, add some extra play to how a spell’s used, giving players more ways to optimize and more options to play around. Not all hits are equal basically (e.g. a great knockback, versus an ok knockback versus a terrible knockback that helps the enemy), giving another point of mastery for players of the champion in question.

On the cost side:

  • Displacements over large distances can make it harder to track where champions, your own especially when moved suddenly against your will, are in a busy fight. Using relatively short range displacement helps avoid this being a significant cost however.
  • Displacements diminish the value of Tenacity and Cleanse. That means players have fewer responses against them.
  • With regards to Tenacity, item based counterplay tends to be relatively poor if the item’s not one that changes your gameplay noticeably (e.g. Zhonya’s via its active, Bloodthirster since sustain modifies how you look to trade/fight, Boots of Mobility significantly impact how you initiate, ward etc) since it’s otherwise just a single decision, based off team comp and lane match up. Tenacity items don’t have a particularly significant impact on playstyle however, so the loss of interesting gameplay there’s pretty limited.Tenacity’s also harder to access for many classes (deliberately), so often irrelevant, and the vast majority of the counterplay associated with CC is almost always to avoid the skill in question (whether by dodging, staying out of range, not being a tempting target etc).
  • Cleanses not removing displacements by contrast is a higher cost and one it’s important to be aware of, particularly with regard to champions with burst who’ll potentially kill a target within the duration of a single CC.

Some other notes:

  • CC durations on new champs/major reworks nowadays are generally significantly shorter than those used on the original 40 champs. In terms of raw numbers new champions will tend to have more displacements than the original lineup, but those will tend to be of shorter durations (we’re trending away from abilities like Morgana’s Dark Binding, Rammus’ Puncturing Taunt or Fiddlestick’s Fear with extremely long CC durations via a single skill).
  • Displacements do interrupt dashes/leaps in progress which gives them extra power relative to most other CCs. Having counter mobility options like that in the game as a common tool’s got significant value however and as above that power’s offset against shorter CC durations.
  • Like many other effects displacements do lose some of their value as a tool when used too often and we have certainly gone through a solid run of champions with displacement on their kits. The next champ up after Rek’Sai will almost certainly not have a knockback or knockup and it’s highly likely that the champ after that won’t either. We’ll definitely continue to use displacements where, as above, it’s appropriate, they’re not something that should be found on every new character however.

[ Link to Post ]

 

 

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

 

 

PBE 25 11 Banner 2

 

PBE 25/11

 

[ 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.

 

PBE Updates Patch 4 21 Banner

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mo2jl3b

qezHaC3

 

 

Reksai the Void Burrower


RekSai_Splash_0

RekSai_0 RekSai_Square

 

Reksai Model 1

Reksai Model 2


 

Rek’Sai Abilities [ from Riot's preview ]

 

Rek’Sai Champion Voice [ video by SkinSpotlights ]

 

Reksai Final Portrait

Base Stats

  • Damage: 55.628 (+ 3.35 per level )
  • Health: 611.2 (+ 90 per level )
  • Movement Speed: 335
  • Armor: 28.3 (+ 3.75 per level )
  • Magic Resist: 32.1 (+ 1.25 per level )
  • Health-per-5: 7.35 (+ 0.65 per level )
  • Range: 175 (Melee)

Doesn’t use Mana, uses Fury

 

Client Lore

“The largest and fiercest of her species, Rek’Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek’Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.”

 

Fury of the Xer'Sai Final IconFury of the Xer’Sai [ Passive ]

Dealing damage while unburrowed generates Fury.

Burrowing consumes Fury over 5 seconds to restore up to X health. During this time, Rek’Sai’s next attack that generates Fury will grant 15 bonus Fury.

 

Reksai Passive

 

Queens Wrath Prey Seeker Final IconQueen’s Wrath/Prey Seeker [ Q ]

Cooldown: 4 seconds || Range: 325

Unburrowed – Queen’s Wrath: Rek’Sai lashes out, dealing 15/35/55/75/95 ( +0.4 Bonus AD ) bonus physical damage damage to all enemies around her with her next three basic attacks within 5 seconds.

Burrowed - Prey Seeker: Rek’Sai fires out a pulse of void energy in a straight line skillshot that detonates on the first enemy struck, dealing 60/90/120/150/180 (+0.5 AP) magic damage and revealing the target and all nearby enemies also hit by the missile’s explosion for 2 seconds.

 



 

Burrow Unburrow Final IconBurrow/Unburrow [ W ]

Cooldown: 4 seconds || Range: 1650

Unburrowed - Burrow: Rek’Sai burrows underground, gaining Tremor Sense (a unique mechanic that shows Rek’Sai all enemy movement in a wide area around her) and increased movement speed at the expense of vision range and access to her basic attacks. She ignores unit collision as she moves around.

Burrowed - Unburrow: Rek’Sai bursts out into the open, knocking up nearby enemies for 1 second, based on their proximity to Rek’Sai, and dealing 60/110/160/210/260 ( + 0.5 Bonus AD) physical damage to them. A unit cannot be hit by Unburrow more than once every 10 seconds.

Burrowed Effects: New abilities, +15 Movement Speed, reduces vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in the Fog of War have their position revealed to Rek’Sai and her allies.

 


 

Furious Bite Tunnel Final IconFurious Bite/Tunnel [ E ]

Cooldown: 12 seconds|| Cooldown for Burrowed: 20/19.5/19/18.5/18 seconds || Range: 250

Unburrowed – Furious Bite: Rek’Sai bites a target dealing 80/90/100/110/120% of Total AD as physical damage, increasing by up to 100% at maximum Fury. If Furious Bite is cast while Rek’Sai has 100 Fury, it deals true damage instead of physical.

Burrowed – Tunnel: Rek’Sai digs toward a target location, creating a pair of tunnels at the two ends of her path. Tunnels last for 10 minutes and can be destroyed by enemies. Rek’Sai may have 8 tunnels at one time.

 



 

Void Rush Final IconVoid Rush [ R ]

Cooldown: 180/150/120 seconds || Range: Global

Passive: Rek’Sai gains 20/40/60% Attack Speed.

Active: Rek’Sai channels for 1.5 seconds before burrowing and dashing towards any of her tunnels, briefly gaining significant movement speed once she emerges. Taking damage from a champion or tower will interrupt the channel.

 


 

 

Eternum RekSai

Eternum Rek’Sai will be available in store for 1350 RP.

 

Eternum Reksai Model 1

Eternum Reksai 2

Eternum Reksai 3

 

Eternum Reksai Recall

For her recall, Eternum Rek’Sai summons red lightning around her.

 

Fury of the Xer’Sai [ Passive ]

 



Queen’s Wrath/Prey Seeker [ Q ]

 


Eternum Reksai W 2

Burrow/Unburrow [ W ]

 


Eternum Reksai E 2

Furious Bite/Tunnel [ E ]

 



Void Rush [ R ]

 

 

Poro Ward Skins

The following wards will be sold at 640 RP in the store.

 

Poro Ward

Poro Ward Skin

 

Astro Poro Ward

Astro Poro Ward

 

Gentleman Poro Ward

 

 

Champion Changes

 

 

Jax Final Portrait

 

Counterstrike Final IconCounterstrike [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14/12/10/8

 

Grandmasters Might Final IconGrandmaster’s Might [ R ]

  • Flat magic resist bonus changed from 25/35/45 to 20/35/50
  • Bonus Armor changed from 25/35/45 (+0.3 Bonus AD) to 20/35/50 (+0.5 Bonus AD)

 

 

Sejuani Final Portrait

  • The changes to Sejuani posted during this PBE update are now up for testing.

 

 

Shen Final Portrait

 

Shadow Dash Final IconShadow Dash [ E ]

  • Energy cost reduced from 120 at all ranks to 100

 

 

Shyvana Final Portrait

 

Twin Bite Final IconTwin Bite [ Q ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 9/8/7/6/5

 

Burnout Final IconBurnout [ W ]

  • Now deals 20% more damage against jungle monsters

 

 

Soraka Final Portrait

  • Base HP-per-second decreased from 0.9 to 0.4
  • HP-per-second per level decreased from 0.14 to 0.1

 

Astral Infusion Final IconAstral Infusion [ W ]

  • AP Ratio on heal after hitting an enemy champion with Starcall increased – minimum ratio up from 0.2 AP to 0.3 AP, maximum – from 0.4 AP to 0.6 AP

 

 

Warwick Final Portrait

 

Hunter's Call Final IconHunter’s Call [ W ]

  • Duration increased from 6 seconds to 10 seconds

 

 

Yasuo Final Portrait

  • Movement Speed increased from 340 to 345

 

Steel Tempest Final IconSteel Tempest [ Q ]

  • Cooldown decreased from 5/4.75/4.5/4 seconds to 4 at all ranks

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ]

  • Base damage increased from 80/120/160/200/240 to 80/130/180/230/280
  • Addtionally, Elastic Slingshot will spawn bonus health blobs for Zac if he hits multiple enemy champions with the spell.

 

 

Item Changes

 

Athene's Unholy Grail Final IconAthene’s Unholy Grail

  • Unique passive  - Mana Font increased to 2% missing mana every  5 seconds from 1.5%

[ Note ] This change also applies to Chalice of Harmony and Mikael’s Crucible

 

Forbidden Idol Final IconForbidden Idol

  • Mana Regen decreased from 60% of champion’s base mana regen to 50%

 

 

Jungle Changes

 

Ranger's Trailblazer New IconRanger’s Trailblazer

  • No longer reduces Smite’s cooldown by 15 seconds

 

Gift of Heavy Hands [ Krug Camp ]

  • Stun on jungle monsters now procs every 6 attacks, increased from 5

 

Krug-Camp-Visuals2

 

 

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

 

 

New Champion Reksai Banner

Rek’Sai from the recent Terror Beneath trailer has been revealed!

 

The shifting Shuriman sands harbor countless tales, and while most speak of its long-forgotten civilization, others reveal something else: terror within the dunes. The nomads and traders that cross through Runeterra’s golden lands know the stories well enough, the bloody remains of their kin testament to the void beast below. And while some enter Shurima unaware of the monster’s fearsome reputation, few last long once they enter Rek’Sai’s lands.

 

 

Abilities

 

Fury of the Xer'Sai Final IconFury of the Xer’Sai [ Passive ]

Rek’Sai gains fury whenever she attacks her enemies. Burrowing consumes her fury, briefly regenerating her health.

 

 

 

 

Queens Wrath Prey Seeker Final IconQueen’s Wrath/Prey Seeker [ Q ]

Unburrowed – Queen’s Wrath

Rek’Sai lashes out, dealing damage to all enemies around her with her next three basic attacks.

Burrowed - Prey Seeker

Rek’Sai fires out a pulse of void energy in a straight line skillshot that detonates on the first enemy struck, damaging, and revealing the target and all nearby enemies also hit by the missile’s explosion.

 

 

 

Burrow Unburrow Final IconBurrow/Unburrow [ W ]

Unburrowed - Burrow

Rek’Sai burrows underground, gaining Tremor Sense (a unique mechanic that shows Rek’Sai all enemy movement in a wide area around her) and increased movement speed at the expense of vision range and access to her basic attacks. She ignores unit collision as she moves around.

Burrowed - Unburrow

Rek’Sai bursts out into the open, knocking up and damaging all surrounding enemies.

 

 

 

Furious Bite Tunnel Final IconFurious Bite/Tunnel [ E ]

Unburrowed – Furious Bite

Rek’Sai bites her target, dealing increasing damage based on her fury, or true damage if she has a full fury bar.

Burrowed – Tunnel

Rek’Sai digs toward a target location, creating a pair of long-lasting tunnels at the two ends of her path.

 



Void Rush Final IconVoid Rush [ R ]

Passive: Rek’Sai gains attack speed.

Active: Rek’Sai channels briefly before burrowing and dashing towards any of her tunnels, briefly gaining significant movement speed once she emerges.

 

 

 

RS_Comic

Rek’Sai is a powerful and mobile monster well suited to the jungle of Summoner’s Rift. Clever use of her tunnels gives Rek’Sai unparalleled mobility through her jungle and into the enemy’s domain. Once there, she works best counter-jungling her opponent into obscurity before ganking enemy laners from the unconventional angles her tunnels provide.

 

 

Jungling

Rek’Sai is a mobile menace at all stages of the game, creating tunnels throughout her own jungle to help her dart from camp to camp. But she doesn’t just burrow quickly; she kills at speed, too. Queen’s Wrath brings mass carnage to each camp’s monsters, dealing solid area of effect damage to every enemy around her, while Furious Bite deals powerful single target damage. Monsters will fight back, but Rek’Sai – once she’s generated enough fury – can sustain through the slaughter by burrowing, which restores her health and speeds her toward the next camp. And once her jungle’s empty, it’s time for Rek’Sai to turn toward the enemy jungle.

Tremor Sense is central to Rek’Sai’s counter-jungling runs, which focus on killing enemy camps while her counterpart’s away rather than dueling directly. By checking for movement in her intended direction, Rek’Sai can at least understand where her opposing jungler isn’t, then use that knowledge to burrow in and steal camps, effectively starving her opponent out of their jungle and forcing them into premature ganks, or worse yet, into Rek’Sai’s lair. Pity those who dare stray too deep into the burrower’s home: her tunnels offer incredible mobility, and with good vision control, Rek’Sai can easily coordinate her allies as she hunts down wandering targets.

Then there are her ganks. Rek’Sai’s relative lack of burst damage means she thrives best when she ganks for her high-damage allies, using her considerable utility to slow and stop her target’s escape. Most crucially, Rek’Sai’s tunnels give her unique angles of attack into enemy lanes, from which she can damage her mark with Prey Seeker before unburrowing beneath them. The knock-up provides a strong enough window for most assassins to secure their kill, but even if her enemy’s still alive, Rek’Sai can turn to her own abilities – Queen’s Wrath and Furious Bite in particular – to add extra damage into the mix.

 

 

Teamfights

Come mid-game, Rek’Sai operates best when she takes advantage of her unique vision and tunnels, using her knowledge of the enemy’s movements to split push or pick lone targets. In split-push situations, she makes short work of minion waves with Queen’s Wrath, shoving her own minions into towers and forcing the enemy team to react. Tremor Sense ensures she’s always aware of her enemy’s whereabouts, too, allowing her to dive through the myriad tunnels she’s already created and skirt around those who come to stop the shove. But her mobility doesn’t end there. Void Rush gives Rek’Sai the ability to burrow to any of her tunnels, potentially crossing over the entirety of Summoner’s Rift in seconds.

But when to ult? If she’s attracted enemy attention with her split pushes, Rek’Sai can quickly relocate to join her waiting allies in another lane, using their newfound numbers advantage to force down towers or claim other objectives. Alternatively, a sneaky tunnel in the enemy base sets up a perfect late game backdoor attempt, while tunnels near her own base give Rek’Sai the opportunity to dash back and help defend when the enemy forces come knocking. During the early and mid game, Void Rush gives Rek’Sai instant access back into her jungle whenever she recalls, meaning she can carry on clearing camps and gaining experience and gold while her counterpart heads back to their jungle.

In large-scale teamfights, Rek’Sai works best when she can follow up on a solid initiation, following in and locking up priority targets with the knock up from Unburrow. Once she’s engaged, Rek’Sai has to work fast, generating fury as quickly as she can before crippling her enemy with Furious Bite. The ability scales in damage depending on how much she’s filled her fury bar, and deals true damage when full. Once she’s laid down her punishment, Rek’Sai needs to focus on survival. Burrow gives her both the movement speed and health regen she needs to dodge and recover from the enemy’s retaliation, and gives her opportunity to peel for her damage dealers by Unburrowing beneath their would-be killers.

 

 

Champion Insights

Rek’Sai, game design by Beat Punchbeef

 

When we started working on Rek’Sai it was with two concepts in mind: Burrower and Land Shark. As we started running with the idea it became clear very quickly that first we needed to identify what was unique and fun about being in the ground. Initial prototyping helped us determine being invisible wasn’t quite right. Permanent stealth is something Evelynn does well already but more importantly, the most terrifying thing about a shark is seeing that iconic and ominous fin circling around you and knowing deep down that there’s nothing you can do to stop it.

Once we knew the basics of being burrowed it was time to figure out what you’d actually do in that state. The first idea that came to us was the concept of feeling vibrations from movement in the ground and using that to track prey. This gave us the ability to gain information about your targets in similar ways to stealth without needing to worry about a lot of the frustrations experienced by players on the other side of it. It also creates emotional highs for players on all sides. Rek’Sai gets to feel like a stealthy hunter while her enemies get to feel the tension and dread of knowing there’s something out there watching them.

Now that we have a burrowing character who can track prey at great distance without their knowledge, what’s left? To be a true hunter, it’s not enough to simply know where your prey is. It’s about finding the right moment to strike. To do this, Rek’Sai needed to be flexible in how she moved around the map, to dance around the target she was stalking while remaining undetected. This is where Tunnel comes into play. Underground, Rek’Sai is the master of her domain and she doesn’t care for paltry restrictions like walls. Tunnels give her the freedom to be anywhere on the map at any time and really think about how and where she wants to strike at her unsuspecting prey.

 

 

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

 

 

Battlecast Sale Banner

The Battlecast Skins from Patch 4.20 are finally here and up for sale!

 

Battlecast Sale

 
[ Note ] Battlecast Xerath, Battlecast Vel’Koz,Battlecast Prime Cho’Gath (legendary) and Battlecast Urgot are also on sale.
 

Battlecast Alpha Skarner

 

Wallpaper-Battlecast-Skarner

The key to my battle strategy. Subject’s organic carapace was impressive but my needs are more. With these augmentations, the subject will be unstoppable. None shall escape its claws. It will pave the way for the glorious evolution. – 1820 RP

Subject no longer misses his kind.

 

Here’s a complete preview of Battlecast Alpha Skarner:

Battlecast Skarner Model

Skarner Model

Skarner Recall

For his recall, Battlecast Alpha Skarner transforms (and rolls out). No, he doesn’t, but he does turn into a tank.

 

Skarner Basic Attack

Crystalizing Sting [ Passive ]

 

Skarner Q

Skarner Q Enhanced

Crystal Slash [ Q ]

 

Skarner W

Crystalline Exoskeleton [ W ]

 

Fracture E

Fracture [ E ]

 

Impale 1

Impale 2

Impale [ R ]

 

Voice-Over [ video by FrostyNinja ]



Battlecast Kog’Maw

 

Wallpaper-Battlecast-KogMaw

The cutest subject to survive my glorious evolution.

My enhancements transformed the organism into a mechanized mortar. Full scale production initiated. The skies will scream with living artillery. The Resistance will crumble. – 1350 RP (on sale for 975 RP through December 1)

 

Here’s a full preview of Battlecast Koggy:

Battlecast Kogmaw Model 1

Battlecast Kog'Maw Model 2

Battlecast Kog'Maw Recall

For his recall, Battlecast Kog’Maw turns into a ball, rolls around a bit and is finally dragged upwards by the giant belt buckle on his tail (yes).

 

BK Passive

Icathian Surprise [ Passive ]

Battlecast Koggy looks very happy when he dies. Might be the bronze software.

 

BK Q

BK Q 2

Caustic Spittle [ Q ]

 

BK W

Bio-Arcane Barrage [ W ]

 

BK E

Void Ooze [ E ]

 

BK R 1

BK R 2

Living Artillery [ R ]

 

Voice-Over [ video by SkinSpotlights ]



Battlecast Ward

The Battlecast Ward skin will be available in store for 640 RP.

 

Battlecast Ward Update

wardskin_32

 

 

Battlecast Summoner Icons


Two Summoner icons can be yours during the sale.

 

Battlecast Icon

profileIcon741

Will be available for 250 RP.

 

Glorious Evolution Icon

Battlecast Gift Icon

Gift a Battlecast skin to earn this icon and prove your devotion. Available from November 25 through December 7.

 

Viktors Bundle All Battlecast Content

True Battlecast disciples can procure Viktor’s Glorious Bundle for 8232 RP (14102 RP if you need the champs) to receive the full range of Battlecast skins and unlock Creator Viktor, the Battlecast Ward and the Battlecast Icon for 99% off. You have through December 7 to augment your arsenal.

 

Battlecast Sale Bundle

 

To iterate, the bundle includes:

Champions

  • Xerath
  • Viktor
  • Vel’Koz
  • Kog’Maw
  • Cho’Gath
  • Urgot
  • Skarner

Skins

  • Battlecast Xerath
  • Battlecast Kog’Maw
  • Battlecast Vel’Koz
  • Battlecast Alpha Skarner
  • Battlecast Prime Cho’Gath
  • Battlecast Urgot
  • Creator Viktor

Account

  • Battlecast Icon
  • Battlecast Ward

 

 

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

 

 


PBE 25/11:

 

[ 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.

 

PBE Updates Patch 4 21 Banner

PBE-19-11-Banner

mo2jl3b

 

 

Legend of the Poro King Game Mode

Here’s an overview of the new game mode:

 

Champion Select is Blind Draft pick – you can ban champions and you can’t see what the enemy has picked. You also can’t change your Summoner Spells; the following two are locked for you:

 

 
Poro Toss IconPoro Toss

No Cost || Cooldown: 20 Seconds

Active: Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds if it hits an enemy, to dash to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

Poros are not blocked by spell shields or wind walls because they are animals, not spells!

“Poros are a model for Runeterran aerodynamics.”

 


To the King IconTo the King!

No Cost || Cooldown: 10 Seconds

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to King Poro’s side. Can only be cast while the Poro King is summoned for your team.

“Poros tug the heartstrings. The rest of you just comes along for the ride.”

 

The match starts with everyone at level 3. You also get a few poros to follow you.

 

The goal is to score poro hits on enemies with your Poro Toss. The goals are displayed on the top-right score graph.

 


Get 10 goals and you summon the Poro King, who will tank towers and let you push. He’ll also occasionally throw poros around for lols.

 

Problem is, the Poro King does almost no damage and has the AI of a bronze player. As a result, he’s more of a tanky waypoint for you to teleport back to with To the King! and not a worthwhile objective.

 

A TL;DR would be: the new game mode is ARAM where you get to pick your champion and everyone gets a Lee Sin Q.

 

These five Summoner Icons each cost 250 RP in the store. They also change how the poros that follow you look.

profileIcon743 profileIcon744 profileIcon745 profileIcon746 profileIcon747 

 

These two are still a mystery, but I assume they’re rewards for playing the new game mode.

profileIcon748 profileIcon749

 

 

L4T3NCY Final PortraitThis year’s Snowdown brings with it our next featured game mode… and a legend. The “Legend of the Poro King”. We’ve dramatically changed what fights on the Howling Abyss will look like, so let’s get straight into the rules:

Played on the Howling Abyss, Legend of the Poro King is a 5v5 Blind Draft game mode, where your goal is still to destroy the enemy team’s nexus. However, you’ll have some Poro companions with you (to throw at each other of course), be diving deep to make #bigplays and work together to summon some help from the legendary Poro King himself.

New summoner spells

When playing the Legend of the Poro King, your regular summoner spells are replaced with two new ones, made just for the mode:

1) Poro Toss / Poro Dash:

Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds after it hits an enemy to cast Poro Dash, which will dash your champion to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

2) To the King!:

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to the Poro King’s side. Can only be cast when the Poro King is summoned for your team.

The Poro King

The Poro King is benevolent and will aid whichever team has summoned him. He can be dispelled, but only to return again when enough favour has been curried with him. As a tanky siege minion, he brings an impressive power boost to whichever team he’s aiding. His powers include:

– Tanky siege minion with a LOT of health. Let him be your front line!
– The Poro King absorbs all Poros within his range being thrown by the enemy team, making him a powerful pushing force.
– The Poro King will heal nearby allied champions every 5 seconds for health and a smaller amount of mana based on the team’s average level.
– Every 5 seconds, the Poro King will lob out Poros in an arc around him, dealing magic damage to enemies where they land.

Known issues:

– Play flow art placeholder. Coming soon.
– Loading screen art placeholder. Coming soon.
– Some VO still missing from the Poros.

Also, for fans wondering where Showdown is this year, never fear. We’re looking to make some tweaks to that one and hopefully bring it back at some point as a smoother experience than it was the first time around. We wanted to try something new and light-hearted this year and can’t wait to see what you guys can pull off with the Poro King. Your collective mechanics are waaaaay better than anything we can manage in our playtests, so we’re looking forward to it. The dives.. oh the dives…

See you guys on the Abyss. o^_^O

[ Link to Post ]

 

 

Blood Moon Elise Color Changes

Blood Moon Elise is now distinctly more blood-colored. Check out her full preview here.

 

Old

Blood Moon Elise Model 2

Blood Moon Elise Spider Model

 

New

Blood Moon Elise Updated Model 1

Blood Moon Elise Updated Model 2

 

 

Champion Changes


 

 

Fiddlesticks Final Portrait

 

Terrify Final IconTerrify [ Q ]

Now applies Dread, Fiddlestick’s passive.

 

[ Note ] Dread got a major overhaul in a recent PBE update; it’s no longer an aura, but it applies on all of Fiddlesticks’ basic attacks and spells

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • The active now automatically targets enemies caught in Slicing Maelstrom

 

Sliciing Malestrom Final IconSlicing Maelstrom [ R ]

  • Delay between maelstrom strikes decreased from 0.5/0.4/0.33 seconds to 0.25 at all levels
  • Delay between maelstrom strikes on the same target increased from 0.5/0.4/0.33 seconds to 0.5 at all levels
  • Duration of ult unchanged: 3/4/5 seconds.

 

 

Item Changes

 

Abyssal Scepter Final IconAbyssal Scepter

  • Recipe changed: no longer builds out of 2 Null Magic Mantles (2 x 500 Gold) and a Blasting Wand ( 860 Gold )
  • Now builds out of the new Negatron Cloak (850 Gold) and a Blasting Wand ( 860 Gold). Combine cost is 730 Gold.

 

 

64px-Devourer_itemEnchantment: Devourer

  • On-hit magic damage decreased from 40 damage to 25

[ Note ] The item is currently disabled and can’t be purchased.

 

Face of the Mountain Final IconFace of the Mountain

  • Execute passive range increased from 200 to 400 (means you can execute minions when your allies are at 400 range)

 

Targon's Brace Final IconTargon’s Brace

  • Execute passive range increased from 200 to 240 (same change as Face of the Mountain, but smaller range)

 

Overlord Bloodmail Final IconOverlord’s Bloodmail [ Twisted Treeline / Dominion ]

  • Health-over-5 after a kill or assist increased from 200 to 300

 

Skirmisher's Sabre Final IconSkirmisher’s Sabre

  • While marked by Challenging Smite, targets take bonus true damage from basic attacks for 3 seconds, decreased from 6

 

 

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

 

New Game Mode Banner

Do you like poros? Good news! You’ll soon get a new mode’s worth of poros. Check out the rules to “Legend of the Poro King”:

 

[ Note ] The new mode will reward players with these Poro Summoner Icons. Oh, and this one.

 

L4T3NCY Final PortraitThis year’s Snowdown brings with it our next featured game mode… and a legend. The “Legend of the Poro King”. We’ve dramatically changed what fights on the Howling Abyss will look like, so let’s get straight into the rules:

Played on the Howling Abyss, Legend of the Poro King is a 5v5 Blind Draft game mode, where your goal is still to destroy the enemy team’s nexus. However, you’ll have some Poro companions with you (to throw at each other of course), be diving deep to make #bigplays and work together to summon some help from the legendary Poro King himself.

New summoner spells

When playing the Legend of the Poro King, your regular summoner spells are replaced with two new ones, made just for the mode:

1) Poro Toss / Poro Dash:

Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds after it hits an enemy to cast Poro Dash, which will dash your champion to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

2) To the King!:

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to the Poro King’s side. Can only be cast when the Poro King is summoned for your team.

The Poro King

The Poro King is benevolent and will aid whichever team has summoned him. He can be dispelled, but only to return again when enough favour has been curried with him. As a tanky siege minion, he brings an impressive power boost to whichever team he’s aiding. His powers include:

– Tanky siege minion with a LOT of health. Let him be your front line!
– The Poro King absorbs all Poros within his range being thrown by the enemy team, making him a powerful pushing force.
– The Poro King will heal nearby allied champions every 5 seconds for health and a smaller amount of mana based on the team’s average level.
– Every 5 seconds, the Poro King will lob out Poros in an arc around him, dealing magic damage to enemies where they land.

Known issues:

– Play flow art placeholder. Coming soon.
– Loading screen art placeholder. Coming soon.
– Some VO still missing from the Poros.

Also, for fans wondering where Showdown is this year, never fear. We’re looking to make some tweaks to that one and hopefully bring it back at some point as a smoother experience than it was the first time around. We wanted to try something new and light-hearted this year and can’t wait to see what you guys can pull off with the Poro King. Your collective mechanics are waaaaay better than anything we can manage in our playtests, so we’re looking forward to it. The dives.. oh the dives…

See you guys on the Abyss. o^_^O

[ Link to Post ]

 

 

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

 

End-of-game Gifting is Here

November 24th, 2014

 

End of Game Gifting Banner

Mystery Gifts can now be gifted to people who aren’t in your friend list post-game!



SaberPrivateer Final PortraitWe’ve all had those epic League games that burn into our frontal lobes. Your mid laner xPekes the Nexus to win your last promo game. The enemy top laner manages to hold back your challenger tier Jax. Your plat ranked teammate gives you tips on how to improve instead of raging when you fall behind. In these games, “GG” just isn’t enough.

So, our yordle scientists have developed a new feature called end of game gifting. Now, players can show their appreciation by sending mystery gifts from the post-game lobby. Here are the details:

  •  You do NOT have to be friends to send a gift
  • You can send gifts to players on both teams
  • You can send Mystery Skins, Mystery Champions, or a skin for the champion they just played.
  • Prices are the same as in the store
  • Other gifting restrictions apply.  You must be level 15 to send, level 5 to receive, and can only send or receive up to five gifts each day (For example, sending three mystery gifts from the store and two from the end of game hits your limit)
  • Available in all queues except for custom games

Whether you want to acknowledge a friendly player on the enemy team or reward a teammate who earned their first Pentakill, you can show your appreciation with a gift at the end of the game!

[ Link to Post ]


Also, check out Riot’s newest trailer, The Terror Beneath:




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


 

Champion Skin Sale November 28 Banner

The following Champions and Skins will be 50% off until November 28th:

 

Champions

Blitzcrank Final Portrait

Rengar Final Portrait

Shyvana Final Portrait

 

Bear Cavalry Sejuani – 675 RP

 

Sejuani_BearCavalry_Splash

 

 

Dragonslayer Vayne – 487 RP

 

Vayne_Dragonslayer_Splash

 

 

Freljord Rammus – 260 RP

 

Rammus_Freljord_Splash

 

 

 

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