Archive

Posts Tagged ‘league of legends’

 

August Sales List

 

I took the full sales list for August from this thread on Reddit and linked the skins to video previews of them on SkinSpotlights. Lots of great sales this month, see if there’s anything you’d like having !

 

Recent News

PBE-Update-July-31-Second-Banner

PBE-Update-July-31-Banner (1)

Koren-Pro-Team-Icons-Banner

 

 

All Sales for August

 

8/1 -> 8/4
Item Original Price Sale Price
Galio 880 440
Vi 975 487
Teemo 585 292
Crimson Elite Talon 750 375
Statue of Karthus 520 260
Ghost Bride Morgana 975 487
8/5 -> 8/8
Item Original Price Sale Price
Lee Sin 880 440
Corki 790 395
Nami 975 487
Minuteman Gangplank 520 260
Special Weapon Zac 975 487
Soul Reaver Draven 1350 675
8/8 -> 8/11
Item Original Price Sale Price
Amumu 585 292
Hecarim 975 487
Shyvana 880 440
Hextech Anivia 750 375
Waterloo Miss Fortune 520 260
Major Ziggs 975 487
8/12 -> 8/15
Item Original Price Sale Price
Skarner 880 440
Jax 585 292
Rengar 975 487
Sorceress Lux 520 260
Justicar Aatrox 975 487
Foxfire Ahri 975 487
8/15 -> 8/18
Item Original Price Sale Price
Malzahar 880 440
Rammus 790 395
Fiora 975 487
Uncle Ryze 520 260
Woad King Darius 975 487
Runeborn Xerath 750 375
8/19 -> 8/22
Item Original Price Sale Price
Kennen 880 440
Aatrox 975 487
Zilean 585 292
Superb Villain Veigar 975 487
Forsaken Olaf 520 260
Arcade Hecarim 1350 675
8/22 -> 8/25
Item Original Price Sale Price
Kog’Maw 880 440
Cho’Gath 585 292
Quinn 975 487
Ravager Nocturne 520 260
Arctic Warfare Caitlyn 750 375
Rageborn Mundo 975 487
8/26 -> 8/29
Item Original Price Sale Price
Riven 880 440
Sona 790 395
Nautilus 975 487
Blast Zone Heimerdinger 520 260
Bloodstone Taric 975 487
Warmonger Sion 975 487
8/29 -> 9/1
Item Original Price Sale Price
Rumble 880 440
Xin Zhao 585 292
Darius 975 487
Iron Solari Leona 975 487
Commando Jarvan IV 520 260
Little Knight Amumu 750 375

 

 

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

 

 

PBE Update July 31 Second Banner

 

PBE 31/07 Contents:

 

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.

 

Previous updates from Patch 4.14 Cycle:

 

PBE-Update-July-31-Banner

PBE-Update-July-29-Banner

 

 

Big Update to New Summoner’s Rift


 

 

AEON New PortraitHey Summoners,

It’s time for our first big update to Summoner’s Rift! We’ve got a lot of content today, with changes for everything from Baron Nashor to the minimap. Check below for all the details and, as always we’d love to hear your feedback in this thread and please report any bugs you find here.

 

MAP & ART CHANGES

  • FOG OF WAR :: In-game coloration has been improved!
  • GROUND TEXTURES :: Ground textures have been adjusted so that jungle pathing should be more readable
  • MORE GROUND TEXTURES :: We’ve made the ground textures brighter for the north and east jungle, as well as all lanes
  • TEXTURE UPDATES :: We’ve updated textures all over the map
  • MINIMAP BRIGHTNESS :: Minimap brightness levels have been adjusted to address visibility issues (should be much easier to see wards on the minimap now)
  • CRITTERS :: Ambient Critters have emerged on the Rift! See if you can spot them!

BRUSH

Context: When we were looking at the positioning of top lane / bottom lane brush, we found that they were actually off-center by about 450 units. We considered just leaving them alone, but realized that this is exactly the kind of stuff we should be doing with an update to Summoner’s Rift, so we shifted them back.

  • BRUSH POSITIONING :: Top lane and Bottom lane brush have been re-centered (they’ve moved about 450 units in total)

DRAGON

Context: We did some tuning for the Dragon fight to bring his damage closer to what you might expect on Live. That said, it was really tough to tell how much damage Dragon’s fire laser (flame breath) was doing – and how frequently he was using it – so we removed it in the name of CLARITY.

  • FIRE BALL :: Deals 50% damage to targets beyond the first (instead of full AoE dmg)
  • FLAME BREATH :: Removed (the dragon laser)

BARON NASHOR

Context: We’re testing something new! While these changes mean Baron will be easier to take out when a team has full control (less damage, no Voracious Corrosion on multiple targets), they also make it easier for opponents to engage on a team that’s already started fighting Baron (as he has more crowd control abilities).

Final point: removing the knock… forward? on Back Spikes makes the fight a little more forgiving for the squishy targets who want to hide deeper in the pit (or maybe we want them huddling there when a fight happens so it’ll be harder to escape, who knows…).

  • INDICATORS :: Have been recolored and will appear faster
  • DEATH BREATH :: – Area-of-effect changed to match the visuals
  • VORACIOUS CORROSION :: Baron’s Spells no longer apply stacks of Voracious Corrosion (now only applied to whoever is tanking damage)
  • BACK SPIKES :: No longer knock enemies toward the front of the pit
  • ACID BALL :: No longer deals damage-over-time in the acid pools. Now slows for 50% inside the pool.
  • BARON TAIL :: Knockup time increased to 1.25s (from 1s). Damage lowered by 25%.
  • BUGFIX :: Baron now properly regenerates health when attacked from over the wall

TECH STUFF

  • Global map adjustments have been made so that minimap icons and in-game Fog of War will now draw correctly
  • Animated Brush performance optimizations
  • Creature/minion performance optimizations
  • Faster loading time for low end machines
  • Memory improvements across the map by optimizing animated props

BUGFIXES

  • Black screen of suck has been fixed
  • Mac is no longer die
  • Banner of Command now properly transforms cannon minions
  • Rengar’s Dominion trinket is gone from the shop
  • Nunu’s consume now gives buffs
  • Lee Sin no longer crashes the game when he uses Sonic Resonance on the Blue Buff (whoops)
  • Red and Blue caster minions no longer have different attack speeds (double whoops)
  • Red cannon minions have learned to attack properly
  • Health bars on structures are now in the correct place
  • Turrets are no longer missing particles
  • Pathing around turrets has been fixed
  • Dragon and Baron always attack
  • Missing icons for Baron/Dragon/jungle camps have been added
  • Debug strings when pinging Baron/Dragon/jungle camps have been fixed

[ Link to Post ]

 

 

New Portraits for Minions on Summoner’s Rift

 

BlueRange_Square BlueMelee_Square Bluemechmelee_Square Bluemechcannon_Square

RedRange_Square RedMelee_Square Redmechmelee_Square Redmechcannon_Square

 

 

Dino Gnar Skin

 

Dino Gnar Teaser

 

Sorry, I couldn’t get around to covering Dino Gnar. I’ve attached a video preview, courtesy of SkinSpotlights.

 

 

 

Champion Changes

 

Gnar New Portrait

 

Gnar R New IconGNAR! [ R ]

  • Slow duration increased from 1.25/1.5/1.75 seconds to 1.5/1.75/2
  • Slow strength reduced from 60% to 45%
  • AD ratio decreased from 0.5 to 0.3

 

 

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

 

 

Champion Skin August 4


The following Champions and Skins will be 50% off until August 4th:


Champions


  • Galio – 440 RP
  • Teemo – 292 RP
  • Vi – 487 RP


Crimson Elise Talon – 375 RP


Talon_2

 

Ghost Bride Morgana – 487 RP


Morgana_5

 

Statue of Karthus – 260 RP


Karthus_2

 

 

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


A Pause Feature Banner

 

 If you’ve played League for any number of days, chances are you’ve experienced the sweet joy of having someone AFK or disconnect in a match. Though this article won’t discuss dealing with people deliberately leaving games, it will talk about a solution to all other factors leading to a person not participating, factors that are usually resolved within several minutes.

 Pausing is a feature I love having in competitive games, like StarCraft, StarCraft II and DotA 2. It harkens back to a smaller, more mature audience that had a certain etiquette of sportsmanship I miss from my old days of playing Brood War. I’d like to see it brought to League, a game that’s innumerably bigger than the examples I’ve given (which brings its own issues), in a way that doesn’t harm a player’s experience, but helps him/her out in situations where you really need that pause.

 

Why should LoL have a pause option

[ Note ] There is pausing in pro-level games; this article discusses the possibility of adding a pause on the live client, for normal games, custom games and ranked games.

Quote it's a great tool Pausing solves problems that lead to in-game toxicity and unbalanced matches. For all its downsides like extending game length, the possibility of someone spamming pauses to annoy others or prematurely unpausing a game, it’s a great tool to give to players because it empowers them in situations that would otherwise be out of their control.

 A pause is an unspoken agreement between players that they’re willing to wait X amount of time in the interest of a fair and fun match. Because it’s an automated system, you can’t cheat it by disconnecting from malicious intent, as players would inevitably unpause.

 Here are some scenarios I’m sure most of you have found themselves in that pausing could remedy:

  • Real-life emergency you need only a few minutes to resolve
  • ISP issue you can quickly contact your provider about
  • Game crashing right before start due to poor Internet connection and you need time to reconnect
  • Basically any scenario where you need to wait a few minutes to continue playing

I feel that arguing why there needs to be a pause in LoL is fairly redundant, but what it boils down to is this: it’s a 5v5 game and if you have someone in your match AFK on either side, it makes that match unfair and not fun. If you had a tried-and-tested solution to this issue, surely you’d want to figure out how to implement it, no ?

 

But pausing is evil! How will it work in League

Tribunal User Quote Who gets to pause and who doesn’t starts in the Tribunal. Say, a player is evaluating a case of a toxic element reported for offensive language. Upon reviewing the chat logs, the Tribunal user finds out that one of the reported player’s teammates has tried to calm him down, encourage him, or has generally responded maturely to the onslaught of rudeness. That player has shown responsibility and willingness to act serious and so the Tribunal user recommends him/her to be rewarded with a feature that would be unavailable to reported players – the option to pause a match once.

 

 Positive players from Tribunal cases with a sufficient number of votes are reviewed by Riot staff. This both sifts through the majority of players who wouldn’t use the pause for its intended purpose and discourages attempts at trolling the vote system, i.e recommending a toxic player that just happened to not be reported. Upon approval, the player-in-review receives a notification on his landing page in the client that he/she can pause any match once. Let’s call this a pause charge. The number of pauses earned are displayed in the profile page, as shown below. To pause, you need to spend a pause charge. The game won’t take away the pauses you’ve earned, unless you are later punished by the Tribunal, in which cases you will either lose all your pause charges or be put on probation for a few weeks, if it’s a light offense.

 A paused game can be unpaused by anyone at any time. This follows the model of, for example, DotA 2, where the system is merely a test of people’s willingness to respect a pause. That way it’s a harmless addition that could, at worse, be a mild annoyance, but never an abusable option where you pause a losing game and the winning team is unable to resume.

 My proposal relies on a Tribunal that not only services as a glorified courtroom for problematic players, but rewards positive players for their exemplified attitude. You may remember an article I wrote on the option of voting for a Most Valuable Player earlier this year; I still believe the behavioral systems need to be focused on encouraging people to behave well, as it’s just an approach the majority relate to more than the fear of punishment.

 

Pause Example

 

 

Why are only positive players allowed to pause a game

 As an abusable mechanic and a possible nuisance, I’d like to leave pausing in the hands of players who are most likely to use it as intended. If I were to, say, put a pause option in the menu for everyone to use, like in StarCraft, I’m potentially allowing 10 people to all interrupt a match, and they all might have a different mentality towards the feature. If I exclude those who leave games frequently, who use toxic language, who are easily frustrated and so on, I’m limiting the cases where a game would be paused for the sake of ruining other people’s fun, and not contributing to it.

Pause Charges

 

Why can’t these players pause as much as they want

 Let’s say my proposed system has curated all toxic players from the list of potential receivers of in-game pauses; I’m still not sure the feature won’t be abused. Even though a permament pause option would encourage more people to behave like decent human beings in LoL, it would defeat the purpose of having pause be available only to those who’ve proven they will use it appropriately.

 

Why are you only looking for positive players in cases with reported ones

 Since the Tribunal already offers cases of reported players to review, it makes sense to start hunting for positive players to reward there. That being said, I’d like the Tribunal to expand to where users can review honored players for additional rewards. This would be a separate function in the Tribunal and would again include the voting system and the reviewing by people working for Riot.

 

Why isn't there a cap on pausing duration, like 5 minutes

 Pausing can be necessary for all manner of circumstances and if you waste your pause and the time wasn’t enough for the person to come back… well, that doesn’t sound fair, does it? Also, as mentioned above, having to wait for someone should be an open agreement between players and not a restrictive system.

 

Players will just unpause, they want the best chance of winning

Quote Respecting a Pause I can’t give you any statistics here, so I’ll use past experience from competitive games where you’re allowed to pause. In my time of climbing through leagues in StarCraft, or practicing playing DotA 2, I’ve had, at worst, 1 or 2 cases of someone unpausing a match without the agreement of the person who issued the pause. You’d logically assume that very few people would respect a pause, since disrespecting it increases your odds of winning. In my opinion, it’s the psychology of unspoken sportsmanship that has made pausing such a useful feature, at least for me. I’ve seen players in DotA who are actively toxic in chat wait for a person on the enemy team to reconnect.

 Once again, talking about this is fairly pointless, as I can’t guarantee it will be the case in League. My perspective is that the majority respect a fair match and will not go out of their way to play with unsatisfying odds on either side.

 

Closing Thoughts, Why I feel League needs a pause feature

 League isn’t a Michael Bay movie where there needs to be action constantly or the audience would just get up and leave- it’s a 5v5 strategic battle that needs people to coordinate. If you have one less person for that, you’re at a severe disadvantage, and that harms the player’s experience a lot more than having to sit through a pause.

 I’m sure most readers of this article are familiar with the misfortune of dealing with circumstances that could be a solved by a simple pause. I believe a pause feature can be added to League in a way that enforces the teamplay environment and doesn’t just open another avenue for players to abuse the people they’re in a match with.

 What are your thoughts? Do you even want pausing to be in LoL, and, if so, do you think my idea is realistic?

 

 

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

 


PBE Update July 31 Banner


PBE 31/07 Contents:

  • Arcade Miss Fortune Splash Art
  • Arcade Miss Fortune Loading Screen Art

Patcher, Landing Page & Summoner’s Rift VU return for testing

 

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.


Previous updates from Patch 4.14 Cycle:


PBE-Update-July-29-Banner

 


PBE New Splash Arts 


MissFortune_Splash_7

 

 

Not familiar with Arcade Miss Fortune? Here’s a preview:


 


PBE New Loading Screens


MissFortune_7

 

 

PBE New Summoner Icons


profileIcon687


 

The Patcher & Landing Page visual updates have returned for testing!


Landing Page

 

Landing Page 2

 

 

Summoner’s Rift VU has also returned for testing:


Summoner's Rift VU

 

 

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


 

Koren Pro Team Icons Banner

 

 

Recent News

Team-Builder-Improvements-Banner

Gnars-Balance-Banner

Post-Patch-4-point-13-DFG-Banner

 

 

The Korean pro scene has begun the second half of the 2014 Season and remains the premier circuit for world-class LoL. To celebrate this stronghold of competitive League, we’re bringing back permanent summoner icons with the team logos for 250 RP each.

  • Bigfile Miracle
  • CJ Entus (Blaze, Frost)
  • IM (#1, #2)
  • Jin Air (Falcons, Stealth)
  • KT (Bullets, Arrows)
  • Najin (White Shield, Black Sword)
  • Samsung (Blue, White)
  • SKT T1 (K, S)

(Unfortunately, MKZ opted out of making their icon available for sale)

As before, you’re not just showing off your team allegiance with these icons – 20% of each purchase goes straight to the team, while we use the other 80% to directly support esports through prizing, streaming, events and more!

Rep your favorite Korean pro team as the championships approaches!

[ Link to Post ]

 

 

Here are the icons in question:

 

1 2 3 4

5 6 7 9

 

 

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

 

 

Team Builder Improvements Banner

 

Check out the latest improvements to Team Builder that shipped with Patch 4.13 !

 

 

Lyte New PortraitWith significant improvements coming to the Team Builder experience, we’re re-inviting you to give the new queue a try. We’ve listened to the feedback throughout the live beta test and launch, and we continue to tinker with ways to improve Team Builder. Some of the changes we’ve implemented relate to matchmaking, others combat long queue times. In at least one case, we’re making it easier to find friends to play a Team Builder match.

  • “Demand Board” — A new feature showing which roles are in highest demand, allowing players to “fill” if they want
  • “Enhanced Play Again” — Captains can choose from a “Recently Played” list filled with players they can one-click invite to the next game
  • “Smarter Matchmaking” — The system that recognizes your familiarity with each role, position and champion, adjusting your MMR based on your experience. Smarter Matchmaking’s improved the way the system finds appropriate opponents, using this new, more accurate gauge of skill

To make sure you’re getting into game fast enough to feel these changes, we also overhauled the rules for adding solo players to teams. We’ve seen improved queue times across the board, and if you want to read more, check out my deep dive into all of the changes in this update.

 

 

With new reasons to start using Team Builder, we’ve designed a series of new summoner icon rewards for playing the queue. Because Team Builder’s champion select accounts for role, the new rewards are earned by playing your way. After you play five games as one role, tracked in-client, you’ll unlock the icon of that role instantly. And yes, if you’re more of a generalist (or a completionist), you can unlock all six icons.

So join us in the revamped Team Builder, and show off your favorite role with your new icons!

[ Link to Post ]



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



News Update July 30 Banner

 
Summary

Short update today! On Reddit, Pwyff elaborates on the nerfs to DFG in Patch 4.13 and why wave-clear mages and Zhonya’s haven’t been nerfed. Champion designer Gypsylord addresses community concerns about Gnar being too strong and how his transformation and bounce mechanics work.

 


Recent News

Patch-4-point-13-Notes-Banner

Sona-Update-Banner

PBE-Update-July-29-Banner



Post-Patch 4 point 13 DFG Banner


 


Wave-clear mages are as non-interactive as DFG assassin mages


[ Context ] Deathfire Grasp was nerfed in Patch 4.13.


deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90


Pwyff New PortraitI hear this now and then – I get that choosing a wave-clearing mage means you may not be taking an assassin mage, but that’s more correlation than causation. The DFG change was specifically focused on assassins, their playstyle, and creating more healthier patterns. It’s a weird conclusion to draw that we’re doing it because we love wave-clearing mages.


As a side note, There’s a comment below about nerfing an underused item – when assassins become strong then DFG often becomes strong as well. When DFG becomes strong, then it comes down to the only assassins who benefit are the ones who can use DFG to its maximum effect.

Touching up on DFG allows us to see what sort of breadth of assassin play there is for AP dudes out there rather than pidgeon-holing us into the idea that all AP assassins must blow up their target with 1 second.

[edit] Some responses from below for visibility. Someone mentioned that I misconstrued the argument – that waveclearing was equally non interactive and we should have hit both:

Ah yes – on that note I agree but I would also argue that there are ancillary changes that tackle this. A wave-clearing stall mage has the general weakness of “IF I’M CAUGHT I’M DEAD,” so assassins being buffed (exhaust / heal / banshee’s veil / chalice) has an impact on them as well. This is a very delicate balance to strike and trying to maintain multiple forms of strategic diversity is tough. We’re already seeing some assassins in competitive play against heavy waveclearing teams and it’s easy to overshoot.

[ Link to Post ]



Follow Up

1 2

Pwyff New PortraitImagine if it wasn’t! I get that assassination tends to be a very blunt definition, but imagine if there are assassins like LeBlanc who are super high-risk high-reward versus assassins like Fizz who are far better at repeated engagements and skirmishing.

It’s oddly nuanced, but when you add DFG to the mix it’s like “WELL THERE’S AN ITEM THAT GUARANTEED MAKES ME FASTER AT KILLING THINGS” so you buy it and it skews things. It’s hard to conceptualize around those kind of patterns when there’s an item that pushes so hard at emphasizing speed.

Not to mention it’s fairly low skill at that (no offence), as it’s like “push an extra button and kill faster.” APM aside, it’s tough to justify placing so much emphasis on that kind of capability.

[ Link to Post ]

 


Why are you nerfing DFG when Zhonya’s has remained untouched

Pwyff New PortraitSo to be clear: we buffed assassins this patch. Exhaust’s damage reduction went down, Heal went down, Banshee’s Veil (which was broadly aimed at siege breaking but impacts assassins) got a timing reduction, Chalice lost 5 mr (okay not much but still). These are buffs.

I’m not saying that DFG pidgeonholes champions into building the item but a lot of the time if assassins are strong then the competitive meta can get focused on who manipulates DFG the best.

Syndra does build DFG more often than the others on your situational picks, and Annie / Veigar are unpicked for other reasons. LeBlanc / Ahri / Syndra (sometimes TF and lategame Fizz) do build it and those are the AP assassins we’d probably see come up if they do get strong. Even Lissandra there’s a very real danger when she gets played that she instead goes for a DFG and blows fools up (as someone put it).

I’m not saying it’s as black and white as pidgeonholing but I am saying that the danger of burst mages rushing DFG is a pretty unhealthy world. We’d instead prefer to have that power on the mage themselves.

[ Link to Post ]

 


Isn’t building a Deathcap a lot more non-interactive than a DFG burst

Pwyff New PortraitBecause then the focus can be made on the champion interactions themselves. I don’t think adding an additional input onto a champion’s skill rotation is really a great argument. Take that single input away and maybe we can balance around that.

[ Link to Post ]

 


(Off-topic) Are you nerfing Thresh because of his popularity

Pwyff New PortraitI agree that it’s not the best context and I probably should have done better. The argument is circular, but Thresh being a reliable, top tier support is partially due to his popularity but also because he’s just so damn strong across the board. He’s got insane teamfight presence but he also happens to be one of the best support skirmishers around. He’s just so well-rounded that it’s tough to really reduce power without hurting his identity.

As for Thresh’s position in the LCS / OGN / competitive play, he’s in the top 3 supports of pick/ban. Consistently he has passed 75%+ across the board and while popularity is never a core statistic we use purely, it indicates a degree of reliability and a disregard for strategic use that we can’t ignore. If Thresh can just be picked whenever and wherever (hello Lucian) that’s not the best.

[ Link to Post ]



Gnar's Balance Banner


 

Mini Gnar’s W does 14% of Max HP as magic damage at max rank

Gypsylord New PortraitSo yes Gnar’s W does a decent chunk of damage. I won’t comment on whether or not it’s OP (numbers can change) but I will throw out 2 things to think about.

Gnar’s range is very low which requires him to put himself in some degree of danger when AA’ing enemies. It starts at 400 and reaches 502 at level 18.

The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA’s and his W proc.

[ Link to Post ]



Follow Up


Why does Gnar’s range scale up

Gypsylord New PortraitBasically 500 range Gnar was too oppressive in lane while 400 range Gnar was somewhat useless in teamfights. Scaling the range allowed us to realize the play patterns we wanted throughout the course of the entire game.

[ Link to Post ]




Isn’t that Tristana’s signature mechanic

Gypsylord New PortraitWhile the base mechanic (gains range per lvl) is technically the same I feel they pan out very differently in feel and fantasy. To me this component of Gnar’s passive reads “your range goes from bad to less bad.” Tristana’s passive reads “your range will eventually become THE BEST IN THE GAME!”

[ Link to Post ]




How does Gnar’s passive transformation work

Gypsylord New PortraitHere’s the nitty-gritty on Gnar’s transform. I’m avoiding listing numbers as they are subject to change.

  • Gnar gains X rage every second while he is in combat. In combat is defined as dealing or taking damage.
  • Gnar gains X rage whenever he AA’s a unit or hits them with a boomerang. Minions and monsters give 25% rage.
  • The amount of rage generated (X) starts low and increases with level, maxing at level 11.
  • Gnar’s rage will fall off slowly if he spends a very long time out of combat (much longer than Trynd or Renekton).
  • When Gnar reaches 100 rage his next spell will be cast as Mega Gnar and cause him to transform. If he casts no spells he will transform after 4 seconds.
  • Mega Gnar lasts for 15 seconds.
  • After transforming back to mini form Gnar will become tired and be unable to gain rage for Y seconds.

[ Link to Post ]



Why does Gnar transform automatically at 100 Fury

Gypsylord New PortraitAt 100 rage he can transform using his next spell. If he doesn’t cast a spell for 4 seconds he’ll transform anyway.

Gnar is tuned so that it isn’t about “if” he’ll transform but “when.”

[ Link to Post ]



Does Gnar’s passive heal him when he transforms

Gypsylord New PortraitGnar keeps the same health % when he shifts from big form to small form so that his passive doesn’t give him too much free healing over time.

[ Link to Post ]

 

 



Does Gnar use his Ranged or Melee ability when he transforms

Gypsylord New PortraitMelee. Though if he uses his E it’s a combination of the two versions (bounces as mini Gnar, AOE landing as big Gnar).

[ Link to Post ]

 

 



Clarity on Gnar’s bouncing mechanics from Hop E

Gypsylord New PortraitGnar does need a targetable unit to bounce, so if you go untargetable as he’s about to land and there are no other units around he will indeed hit the ground and stop. It is possible to bounce over walls, you’ll need to line up a jump onto a unit pretty near the wall in question though and won’t be able to get through the thicker walls, since as with the initial leap the bounce range isn’t enormous.

[ Link to Post ]



Can Gnar be played as a jungler

Gypsylord New PortraitIt’s possible, pretty challenging though because of the way his rage generation/form swap works, so getting access to the tools you want for specific camps/ganks is tough. Having said that while our best guess is that Gnar will be most effective in solo lanes could certainly believe there are some jungle options out there. Really interested to see what people discover.

[ 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 4 point 13 Notes Banner


Patch 4.13 Notes



Recent News

Sona-Update-Banner

Gnar-Revealed-Banner



Pwyff New Portrait Hi Summoners,

Welcome to patch 4.13! With the World Championships on the very near horizon, we’re ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big – and it is! – it’s more about the breadth of changes than any deep shakeups. What that really means is we’ve got about 40+ patch entries, but each change alone isn’t going to be very significant in isolation.

So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we’ve gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!

Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn’t been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We’ll have more context below in her gameplay update, or you can check out theSona gameplay update page! Regardless, on with the patch notes!

[ Link to Post ]

 


Champions

 

 

Braum New Portrait

 

64px-Concussive_BlowsConcussive Blows [ Passive ]

  • Stun damage decreased from 38 ( +12 per level ) to 32 ( +8 per level )

 

64px-Stand_Behind_MeStand Behind Me [ W ]

  • Mana cost increased from 30/40/50/60/70 to 50/55/60/65/70

 

64px-Glacial_FissureGlacial Fissure [ R ]

  • Knock-up time reduced from 1.5 seconds at all ranks to 1/1.3/1.5
  • Slow field strength reduced from 60% at all ranks to 40/50/60%
  • Slow duration of ice field decreased from 1.5 seconds to 0.3

 

 

Elise New Portrait

 

CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55

 

RappelRappel [ Spider E ]

  • Range decreased from 925 to 700

 

 

 

Evelynn New Portrait

 

Hate SpikeHate Spike [ Q ]

  • Base damage decreased from 40/60/80/100/120 to 30/45/60/75/90
  • Mana cost decreased from 16/22/28/34/40 to 12/18/24/30/36

 

 

Gragas New Portrait

 

Barrel_RollBarrel Roll [ Q ]

  • Now deals 70% damage to minions

 

Drunken_RageDrunken Rage [ W ]

  • Now costs 30 mana at all levels (previously 0)
  • Damage reduction duration decreased from 3 seconds to 2.5
  • Cooldown decreased from 8/7.5/7/6.5/6 to 8/7/6/5/4

 

 

Graves New Portrait

 

BuckshotBuckshot [ Q ]

  • Bonus damage per additional shot increased from 35% to 40%
  • Maximum damage increased from 102/161.5/221/280.5/340 ( +1.36 bonus AD) to 108/171/234/297/360 ( +1.44 bonus AD)

 

Collateral_DamageCollateral Damage [ R ]

  • Initial base damage increased from 250/350/450 to 250/400/550
  • Secondary base damage increased from 200/280/360 to 200/320/440

 

 

Hecarim New Portrait

 

WarpathWarpath [ Passive ]

Now gains bonus attack damage equal to 15/17.5/20/22.5/25/27.5/30% of bonus MS, increased from 10/12.5/15/17.5/20/22.5/25% of bonus MS

 

RampageRampage [ Q ]

  • Mana cost reduced from 24/28/32/36/40 to 24/26/28/30/32

 

 

Janna New Portrait

 

Tailwind [ Passive ]

Range increased from 800 to 1000

 

Howling_GaleHowling Gale [ Q ]

  • Maximum knock-up duration increased from 1 second to 1.25
  • Cooldown now starts when Howling Gale is cast, not when the channel is over

 

 

Kayle New Portrait

 

Kayle_ERighteous Fury [ E ] 

  • AP ratio on both the on-hit single target damage and splash damage increased from 0.2 to 0.25

 

Kayle_RIntervention [ R ]

  • Cooldown decreased from 110/95/80 to 100/90/80

 

 


Kogmaw New Portrait

  • Health-per-level decreased from 88 to 87 [ live value is 84 ]
  • Base HP decreased from 440 to 400

 

Caustic_SpittleCaustic Spittle [ Q ]

  • Armor / Magic Resist shred reduced from 20/22/24/26/28% to 12/16/20/24/28%

 

 


LeBlanc New Portrait

 

DistortionDistortion [ W ]

  •  Mana cost reduced from 80/90/100/110/120 to 80/85/90/95/100

 

 

Lee Sin New Portrait

  • HP-per-second increased from 1.25 to 1.65 [ base HP-per-5 up from 6.25 to 8.25 ]

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 

Lissandra New Portrait

 

Ice_ShardIce Shard [ Q ]

  • Cooldown decreased from 6/5.5/5/4.5/4 seconds to 6/5.25/4.5/3.75/3

 

Ring_of_FrostRing of Frost [ W ]

  • AP ratio decreased from 0.6 to 0.4

 

Frozen_TombFrozen Tomb [ R ]

  •  Slow strength increased from 20/30/40% to 30/45/75%

 

 

Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  • Cooldown increased from 14/13/12/11/10 seconds to 18/17/16/15/14
  • No longer reduces slow effects

 

 


Lulu New Portrait

 

GlitterlanceGlitterlance [ Q ] 

  • Glitterlance’s slow decay no longer scales with ability power

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5
  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks

 

 

Lux New Portrait

 

IlluminationIllumination [ Passive ]

  • Damage changed from 10 + ( 10*Level ) to 10 + ( 8 *Level ) + ( 0.2 AP )

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10

 

 

Olaf New Portrait

 

Undertow Undertow [ Q ]

  • Cooldown reduced from 8 seconds to 7

 

Vicious_StrikesVicious Strikes [ W ]

  • Heal strength is now increased by 1% for every 2% HP missing, increased from every 2.5%

 

RagnarokRagnarok [ R ]

  • Cooldown decreased from 120/100/80 seconds to 100/90/80

 

 

Rammus New Portrait

 

TremorsTremors [ R ]

  • Now has a range indicator for how far the shockwaves expand

 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

  • Movement Speed now wears off after 2/4/6 seconds, increased from 2/3/4

 

 

Sona New Portrait

 

Power Chord [ Passive ]

 

Sona_Passive No changes.

 

 

 

Hymn of Valor [ Q ]

 

Range: 700 || Cost: 45/50/55/60/65 mana || Cooldown: 8 seconds at all ranks

Sona_QActive: Sona sends out bolts of sound that deal 40 / 80 / 120 / 160 / 200 (+ 0.5 AP) magic damage to the two nearest enemies within 700 range, prioritizing champions.

Aura: Sona and allied champions tagged with Hymn of Valor‘s aura deal 40/50/60/70/80 (+10/20/30 per Crescendo rank) (+0.25 AP) bonus magic damage on their next basic attack within 5 seconds. The damage increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Staccato: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord deals 50% bonus damage.

 

 

Aria of Perseverance [ W ]

 

Range: 1000 || Cost: 65/70/75/80/85 mana || Cooldown: 10 seconds at all ranks

Sona_WActive: Sona heals herself and a nearby allied champion with the lowest health percentage for  20 / 40 / 60 / 80 / 100 (+ 0.2 AP) . The healing is increased by 1% for every 1% of the target’s missing health, up to a maximum of 40 / 80 / 120 / 160 / 200 (+ 0.4 AP) .

Aura: Sona and allied champions tagged with Aria of Perseverance‘s aura are shielded for 40 / 60 / 80 / 100 / 120 (+10 / 20 / 30) (+ 0.2 AP) up to 1.5 seconds. The shield’s strength increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Diminuendo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also reduce the target’s damage output by 20% (+ 2% per 100 AP) for 3 seconds.

 

 

Song of Celerity [ E ]

 

Cost: 65 mana || Cooldown: 12 seconds at all seconds

Sona_EActive: Sona gains 13 / 14 / 15 / 16 / 17 % (+ 2 / 4 / 6%) (+ 7.5% per 100 AP) bonus movement speed that decays down to 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) over 3 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Aura: Allied champions tagged with Song of Celerity’s aura gain 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) movement speed for 1.5 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Sona_Passive Tempo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.

 

 

Crescendo [ R ]

 

Range: 1000 || Cost: 100 / 150 / 200 mana || Cooldown: 140 / 120 / 100 seconds

Sona_RPassive: Each rank of Crescendo improves Sona’s aura bonuses and Song of Celerity’s self buff.

Active: Sona plays an irresistible chord in a line, dealing 150 / 250 / 350 (+ 0.5 AP) magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.

 

 

Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • Shield value increased from 60/95/130/165/200 to 60/100/140/180/220
  • No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern

 

TheBoxThe Box [ R ]

  •  If a wall is broken, the remaining walls deal no damage and apply the slow for half its duration

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from 2.5 seconds at all ranks to 1/1.5/2/2.5/3.0

 

Explosive_ShotExplosive Shot [ E ]

  • Damage-over-time decreased from 110/150/190/230/270 to 80/125/170/215/260

 

 

Varus New Portrait

 

Chain_of_CorruptionChain of Corruption [ R ]

  •  Cooldown decreased from 120/105/90 seconds  to 110/90/70

 

 


Vayne New Portrait

  • Attack Speed-per-level increased from 3.1% to 4%

 

Final_HourFinal Hour [ R ]

  • Bonus AD increased from 25/40/55 to 30/50/70

 

 

Yasuo New Portrait

 

Way_of_the_Wanderer Way of the Wanderer [ Passive ]

Shield duration reduced from 1.5 seconds to 1

 

Wind_WallWind Wall [ W ]

  • No longer builds additional Flow when dashing (aka passive removed)

 

 

Ziggs New Portrait

 

Mega_Inferno_BombMega Inferno Bomb [ R ]

  • Cooldown increased from 120/105/90 seconds to 120 at all ranks

 

 

Items



Banshee's_VeilBanshee’s Veil

  • Spell shield now refreshes after 40 seconds, increased from 25

 


Chalice_of_HarmonyChalice of Harmony

  • Magic resist decreased  from 25 to 20

 

deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90

 

3361 Greater Stealth Totem

  • Cooldown decreased from 120 seconds to 90

 

Frostfang_itemFrostfang

  • Gold-per-10 decreased from 4 to 2

 

Frost Queen's ClaimFrost Queen’s Claim

  • Gold-per-10 decreased from 4 to

 


Nomad's_Medallion_itemNomad’s Medallion

  • Mana-per-5 decreased from 7 to 5
  • Now grants 10 flat Movement Speed

 


Rylai's_Crystal_ScepterRylai’s Crystal Scepter

  • Health decreased from 500 to 400
  • AP increased from 80 to 100

 


Talisman_of_Ascension_itemTalisman of Ascension

  • Health-per-5 increased from 10 to 15
  • Cooldown reduction decreased from 20% to 10%
  • Now grants 20 flat Movement Speed

 

 

 

Summoner Spells


 


ExhaustExhaust

  • Damage reduction reduced from 50% to 40%
  • Now reduces target’s Armor and Magic Resist by 10 for the duration of Exhaust

 



HealHeal

  • Now heals for 90-345 (+15 per level), decreased from 95-475 (+15/20/25/30 per level)

 

 

Upcoming Skins

 

 

Debonair Ezreal Skin Spotlight

 

 

Debonair Vi Skin Spotlight

 

 

Ezreal_Splash_7

Vi_Splash_3

 

 

Team Builder

We’ve made a number of improvements to Team Builder in the months since its initial release. This patch, we’re adding improved matchmaking to the list of updates!

  • Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
    • Team Builder matchmaking now takes into account your experience with the specific champion, position and role you’ve selected.
    • Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role

Team Builder Matchmaking Adjustment

 

Match History Beta


Based on your feedback, we’ve been adding new tools and visualizations to theMatch History over the past few patches. Here are some of our recent changes!

  • Color blind mode has been added
  • Vilemaw is now tracked as an objective for Twisted Treeline matches
  • A Match Breakdown section has been added, providing:
    • Graphs for Champion Kills, Gold, Damage, and Wards
    • Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
  • Selecting a champion in the minimap’s Champion Kills view now also indicates their death locations

While we were at it, we squashed a few bugs and inconsistencies with Match History’s data tracking and reporting.

  • Purple team objectives are now tracked correctly for Co-op vs. AI matches
  • Item tooltips for matches played on previous patches now display item details specific to that patch
  • Fixed a few rendering bugs for matches longer than 60 minutes
  • Fixed a bug where item undo wasn’t reversing gold spent, causing players to appear to have spent more than they earned
  • Clicking a match in another player’s in-client match history now correctly highlights them on the web

Lastly, while our focus is on making the Match History web experience as awesome as possible, we’ve added a bit more information to the client’s “at a glance” match history view for players who want the bare essentials.

  • Item build, gold earned and summoner spells have been added to the in-client “at a glance” match history

 

Match history now displays your item build in every match.

 

Match History Screen

 

Bugfixes

  • Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
  • Fixed a bug causing players to get stuck in Spectator mode at the end of a match
  • Fixed a few tooltip bugs with Spirit of the Ancient Golem
  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
  • Fixed an Undo feature bug with activatable items

Since launching our new audio engine last patch, we’ve been working to fix a lot of small differences that crept in.

  • Howling Abyss death music is now properly controlled via the Music slider in Sound Options
  • Fixed a few issues where players were hearing sounds from distant areas of the map
  • Removed various VO lines that snuck in with the new engine
  • Rebalanced a number of sound effects to more closely match their old levels
  • Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other

 

 

 

Skin Splash Updates

The following skins have all had their splash arts changed with splash arts from the Chinese client:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Chrome Rammus
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

 



New Summoner Icons


profileIcon685 profileIcon686


 

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

 


Sona Update Banner

A devblog on the upcoming Sona update; if you have your doubts about the strengths of the new Sona, this is worth a read.



Recent News

Gnar-Revealed-Banner

PBE-Roundup-Patch-4-point-13-Banner

Patch-4-point-13-Maintenance-Banner

 


“With three big visual updates now tinkering, poisoning, and death-defying their way through the Rift, it’s time to take a look at the next of our coming gameplay-oriented updates! We’re talking about Sona, a champion whose kit made her one of the most passive champs on the Rift… outside of her game-changing ultimate. We’ll fully get into the why of the update later, but first here’s a rundown of her new abilities and intended play patterns to give you a feeling of how we’re updating her.



Abilities


Power Chord [ Passive ]

After casting three basic abilities, Sona’s next basic attack deals extra magic damage and applies an effect based on the song she last played.


Hymn of Valor [ Q ]

Sona plays a melody that deals magic damage to the nearest two enemies. Additionally, Sona briefly creates an aura around herself that empowers her and her allies, charging their next basic attack with extra magic damage. Tagging an ally with the aura briefly increases its duration.

Power Chord – Hymn of Valor’s Power Chord deals even more magic damage.


Aria of Perseverance [ W ]

Sona performs a tune that heals both her and the most wounded nearby allied champion. Additionally, Sona creates an aura around herself that briefly shields her and her allies. Tagging an ally with the aura briefly increases its duration.

Power Chord – Aria of Perseverance’s Power Chord briefly reduces the target’s damage output.


Song of Celerity [ E ]

Sona plays a song that accelerates her movement speed. Additionally, Sona creates an aura around herself that briefly speeds up all allied units. Tagging an ally with the aura briefly increases her movement speed boost along with the aura’s duration.

Power Chord – Song of Celerity’s Power Chord briefly slows the target’s movement speed.


Crescendo [ R ]

Passive: Crescendo passively empowers each of Sona’s auras, giving Hymn of Valor increased damage, Aria of Perseverance an increased shield, and Song of Celerity increased movement speed.
Active: Sona fires out an irresistible chord in a broad straight-line skillshot. Enemies caught by the chord take damage and are briefly forced to dance.


 

Laning


From the start of the game, Sona works best operating close to her allies. Here her auras help them trade effectively, with Hymn of Valor boosting her marksman’s attacks while empowering her own poke. Aria of Perseverance heals more on low health friends, so while topping off an ally’s health is relatively inefficient (particularly with its high mana cost and low base values), saving her heal for later in fights grants markedly more health and makes baiting all the more effective. Power Chord offers some tactical options, too: Aria of Perseverance’s Power Chord effectively reduces the enemy marksman’s attacks when timed correctly, while Sona can chase down fleeing enemies or escape from ganking junglers with the slow from Song of Celerity’s Power Chord.



Teamfights


In teamfights, the smaller auras encourage Sona to stay mobile enough to heal, shield and empower her allies as needed. Song of Celerity gives her plenty of movement speed, and tagging allies with the edge of her aura gives them the same buff while extending the duration of her own. And while she previously relied on flash to position for her ult, her new E’s sudden surge of mobility is significant enough to get Sona into position to use Crescendo, which is just as potent and game-changing as before. Once it’s been cast, Sona works best healing and shielding her squishier allies with Aria of Perseverance while using Hymn of Valor to amp up her allies’ damage.



Champion Insights


Sona, designed by Fearless 


Fearless New PortraitSo, let’s get to the why part!

Essentially, we took Sona to the update board because we saw a unique opportunity to make her more rewarding and more fun. She wasn’t terribly strong or weak, but her kit clearly lacked high moments and overall satisfaction. We wanted to keep her theme as it was and retain her awesome Crescendo while giving her basic abilities a more visible and tangible impact. Oh, and if we could sneak in some fancy texture updates in the process (and we could!), then all the better.


All Sona Skins


So what’s changed? Well, Sona’s gameplay now revolves more around moments of power. Instead of hanging back and winning a war of attrition during laning, Sona’s now got the kit to power up her allies and save their lives when a fight turns against them. Auras are smaller and more visible now, so getting the most of them requires great positional awareness for Sona and coordination with her allies. This allows us to reward great play with much more impact for each of her songs. You’ll be able to make plays as Sona, earn your team kills and save lives with clutch ability casts and smart positioning. At the same time, the enemy team has larger windows to fight back in thanks to her longer cooldowns, adding in clarity and counterplay to Sona’s kit. We can’t wait to see what players can do with her update.

That’s about it for this update! Give the new Sona a spin and let us know your thoughts below! We’ll be back with more news from the champion update team soon. It’ll be bananas.”


 

Here’s my extended opinion and preview of the reworked Sona:


Sonas-Rework (2)


And here are the visual updates to Sona:

 

Classic Sona

Sona Hair Update


Pentakill Sona

Pentakill Sona Texture Update


Guqin Sona

Guqin Sona New Model


Arcade Sona

Arcade Sona New Model


Silent Night Sona

Silent Night Sona Texture Update


Muse Sona

Muse Sona Texture Update For Real

 

 

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