PBE 20/08 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.
Want to keep up with news on the Public Beta Environment?
Here’s a list of the updates for Patch 4.15:
- 13/08: Cyber Ops Yasuo (with Video Preview), Buff to Essence Reaver
- 15/08: Final Boss Veigar (with Video Preview), Buffs to Urgot, Urgot Q VFX Change
- 15/08: Headhunter Caitlyn Splash Art, Updates to Cyber Ops Yasuo
- 19/08: Buffs and Quality-of-Life Changes to Gnar
Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.
- Range increased from 1175 to 1250
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com.
Coming from Korea’s OGN league and jumping straight into competitive play in North America, I had a chance to sit down with Lustboy after defeating Evil Geniuses in his LCS debut with Team SoloMid.
Lustboy, how was your trip from Korea?
Lustboy: It was good. On the plane I thought about the game and about bot lane in general.
What is your favorite thing that’s happened so far while in the US?
How are you getting along with the team so far? Who do you think you are most alike?
Lustboy: We are all getting along well. I think me and Amazing have the most in common.
Playing with Wildturtle, what is the biggest thing that stands out to you in his play?
Lustboy: I like playing with Turtle because he has great mechanics and can out play the enemy adc reliably.
Do you think WildTurtle is the best AD Carry in NA?
How strong are you as a bot lane right now compared to how strong you could be?
Lustboy: We are very strong right now and we have a lot of room to continue growing and be even stronger.
How was your first LCS match? Was there a lot of pressure to perform? How do you feel about your performance?
Lustboy: It was good. We mostly played defensively because we knew we were playing for top lane. I felt like Krepo did not play as aggressively as he should have. There was no stress, but a lot of pressure coming into a team where you have high expectations to perform, especially when people already expect you to perform. I gave my best and feel like I did well, but I performed at about 30% of my potential.
Who do you want to face the most? Why?
Lustboy: I like playing against CLG because they have a very strong bot lane.
Do you feel you are the best bot lane in NA?
TSM now has 3 players that came from another region. What are your thoughts on regions importing talent?
Lustboy: I believe that except for EU, only top players are traded to other regions. I believe it is good for top talent to be able to move freely. That said, I think when an entire team transfers from one region to another, it makes cheering for them a little less genuine. Not to take away from any teams, all of them are just as hard working as the next and deserve to play and compete where they wish. I just don’t want it to become an issue of oversaturation of foreign talent to the point where a single region takes over the entire international scene.
Anything else you would like to say?
Lustboy: When I first arrived I was anxious and felt a lot of pressure. Once I saw how motivated the rest of the team was I started to feel more relaxed, and after the most recent games I feel like the weight has been lifted. I am ready to prove that I am a top player and will only get better.
About the author: Tim Kimbirk is an eSports Journalist and writer with Solomid. Stay up to date on the latest interviews and features by following on twitter: @CaymusNoL
Hello I am Marcin “Jankos” Jankowski, I am Polish and I play Jungle for Team ROCCAT in the European LCS.
You finished 3rd in the playoffs, but you’ve had a rough season so far? What’s going on?
We are underperforming because we did not really adapt to the new meta, but we are playing a lot right now which hopefully will lead with us catching up and managing to fight for the top spots
What do you think are the biggest issues in the team? What influences your play the most?
Our individual decision making is currently not on par with the other teams. Our team fights are lacking the microgame, so we are trying to improve it.
Do you think the team can recover? Is going to worlds still in your crosshairs?
We are doing our best to recover, I think we are on the way on getting back competing for the best slots, and I definitely think that we will be fighting for a worlds spot at the playoffs!
How does the team operate in game? Who is responsible for primary shotcalling? What is your mindset like entering a game?
I think main shotcallers are me and Overpow, but everyone has its calls and ideas in game. We do not limit ourselves to one or two persons, we all have our tasks during the game.
And about the mindset – #ROCCATFIGHTING
How do you deal with criticism on social media/from fans? Is it hard or demotivating, or do you take it and use it positively?
Lately people are actually trying to help us rather than criticize and bash on us. Which i think its quite helpful for us. People are trying to cheer us up on our social media rather than flaming us for losing. And usually those things dont really affect me in a bad way.
The tables seemed to have shifted quite a bit. How big of a skill difference do you believe there is between the top half of teams and the bottom half?
I think SK and Alliance are ahead of the rest right now, but most of the teams right now are able to catch up with them with the time if they continue adapting the way they are right now. I think we are one of those teams that can catch up to them.
How strong is Alliance? Do you think they are still only warming up? What’s it like playing against Shook, who shares a similar champion pool to you?
Alliance is currently the best team in Europe. Most of their players solo skills are the best in the region and not only that but right now they are even good with their team play and rotations. I don’t see anyone beating them for now in EU. Shook is the best jungle in European LCS and I really like to play against him because i learn new stuff, and it is always a challenge.
You seem to be relying on old favorites in the jungle. Is this personal or team preference?
I think everyone right now is relying on the old champions like Elise, Lee and Eve. They are just the best options right now for the jungle, and those are anyways my personal favorites.
What do you feel are the most viable junglers right now in competitive play, and do you think we will be seeing anything new?
If the 3 OP’s are not available, we might see Rengar, Jarvan, Vi, Skarner – but you need to build a team around them specifically for them to be as useful in game.
I want to thank all the people that support us even when we are losing – that means a lot to us! Also i would like to thank ROCCAT and AMD for the continued trust and support, without them we wouldn’t be able to be where we are. Also a big thanks to my girlfriend for supporting me and being there for me!
Introduce yourself for those who may not know you.
Hi! I’m Makler, AD Carry of “Lublin Shore”. You might also know me as former player of mouz and MYM.
You’ve been around for quite a while. Do you think you are on the strongest team you’ve played on so far?
Since the begining of LoL I’ve played with almost the same people. For 3 years it was Me, my brother Mokatte, Czaru, Kubon and of course the big guy Libik, my support! I would say we are strongest at this moment, we have one of the best junglers in Poland which is Kikis from Departed, and TakeFun in midlane who replaced Czaru very well.
Going back to the promotion tournament, what exactly happened? Do you think it was possible for you to win, or were you simply weaker overall than SHC? Do you think if you played those matches now, you could win?
To be honest we were really excited to play vs SHC for LCS because at that time we considered SHC as a mid-tier team. We were pretty confident and I think that lost us the series. We were suprised by how well they were playing at that day. SHC has a little bit different roster right now, Selfie instead of Moopz, Wewillfailer instead Migxa. I think those changes are good for SHC but I still feel our team is stronger. I would say 3-1 for us in a bo5.
What is the biggest obstacle in being relegated or attempting to promote into the LCS?
Financial pressure I believe. When you are in LCS you have some presure on you, many people watching your every move. but after all you are still getting money even when you lose. When you play in the Challenger Series, you’re only getting money from tournament wins.
What keeps you motivated to keep playing? What is your routine like?
I just love competition. Playing competetively is motivation for me. I just love being better at something than others. Every day looks the same, eat, workout at the gym or go running, play play play, sleep. Day after day.
How do you think your botlane stacks up compared to other EU teams right now?
We can perform well against any other bottom lane that we have a chance to play.
What are your thoughts on how sustainable it is to be in the Challenger scene for extended periods of time?
I’ve been part of both LCS and Challenger teams and I can say that they are totally different worlds. Being a Challenger team is hard, and Coke Zero format is bad. You play too few matches to attract sponsors and there’s too much randomness on the way to the top 8.
What do you think of the skill level of EU overall? Do you feel it is stagnant at the moment? What issues do you think are the most prevalent in trying to go pro?
I think the skill level in EU is ok, we have many really good teams but none of them really stand out from another. I think financial problems are the most critical in going pro. You have to spend ALOT of time playing and there is no guarantee to make a super high cash reward, and you need to live from something.
Who do you think are the strongest teams in the EU challenger series right now?
Beside us NIP and C9 seem to be best ones. I think they will cause the most trouble to LCS teams in relegation.
Thoughts on Alex Ich moving to NiP? Do you think NiP will qualify for the spring split?
Alex is really solid player, but I’m not sure if he can adapt to the top lane playstyle, time will tell. I’m pretty sure it will be hard for him to replace Zerozero. Hard to predict, last promotion I was sure they would make it so I won’t try to predict their matches anymore :p
After facing Gamers2 at the Solomid invitationals, how strong do you feel they are? Is Ocelote still as good as he was, if not, how far do you think he has fallen in terms of skill? Do you feel they have a chance to qualify to LCS?
They are ok, Ocelote is good, but right now is not up to par with other mid laners.
Everyone has a chance to qualify to LCS but I would say C9 and NIP are slighty ahead of them.
Will you continue playing if you do not qualify for the next LCS split? What will you do after pro gaming? Do you intend to stay in eSports?
We’ll find out in time. If I can make a living playing then I won’t give up easily, but if I can’t then it will be hard.
It’s hard to tell what i will do after pro gaming, but i don’t see myself in any other role in esports aside from player. I will just fade away probably, and see what opportunities I get from life.
Thank you to all of my fans and my team!
(Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.)
I see these terms being thrown around in-game and on the forums, and despite my efforts to correct player’s misconceptions on what the TOS and EULA actually do, the misinformation is rampant. Hopefully this will help clear up some of the confusion! The article centers on a question relevant to all League of Legends players:
What exactly are you agreeing to when you play League of Legends?
In this article I will quickly explain how the EULA and TOS are legally enforceable contracts, what the differences between the two are, and finally how they apply to the average player. I cannot stress enough that while I am doing a legal analysis, I cut through a lot of legal mumbo-jumbo and make conclusive statements for the purposes of entertainment. If you need legal advice, please speak with an attorney.
I. Clickwrap Agreements
Just about every time you install a program, download a patch, or purchase from a website, you have to pass through a threshold of “agreements.”
Many of these agreements are called “shrinkwrap,” “clickwrap,” or “adhesive” agreements - where you don’t see/understand what you’ve agreed to until after you’ve already agreed to it. For example, many online games only allow you to see the TOS after you’ve bought the game, but before you can play it online. A better example is a website, where you’ve already “agreed” to their TOS just by being on their site.
Clickwrap agreements tend to have certain characteristics:
- Clickwrap contracts are usually offered on a “take it or leave it” basis. In many contractual agreements, parties can negotiate over the terms of the contract, but in clickwrap contracts, the user has no bargaining power –they can either agree to all the terms or none.
- As discussed above, click wrap agreements often apply post-transaction. For example, some companies (such as AutoDesk) typically don’t allow people to resell their software – but a customer might not know that until after they’ve purchased AutoCAD, and are going through the installation.
If your knee-jerk reaction is similar to what mine was, you might be thinking, “is that really a legal contract?” Because let’s be honest, if you’re like most people, you simply don’t have the time to read every agreement you accept online. Even if you read most, there will often be terms that won’t make sense until you start using the service/software (e.g., how many people could understand what “riot points” are prior to installing League of Legends?) This part of why EULA/TOS are often considered to be adhesive contracts – most of us have no idea what it is we’re agreeing to.
So are these even legal? The short answer is: Usually. There are, however, some limited exceptions:
- Explicit Agreement: The rule of thumb is that a user must explicitly agree to an agreement before it becomes enforceable. If you don’t make an explicit act showing you are both aware of the terms and you agree to them, they are unlikely to be enforceable as a contract. While this isn’t exactly a problem for Riot (you have to click “I Agree” every time a new patch comes out), it is a notable exception to many software agreements.
- Outrageous Terms. If there’s something absolutely ridiculous and unexpected hidden in the fine print (for example, the “immortal souls clause” that granted a British game company 7500 “soul-licenses”), that term or the whole agreement may be rendered invalid.
- Application to minors. In most situations, if you’re under the age of 18, you lack capacity to enter legally binding agreements. This may provide an exception to click-wrap agreements in some situations, as the contract may be voidable.
II. “EULA” vs. “TOS”
So since we already have no idea what we’re clicking, why are there so many boxes? Why not just throw it all into one box and get it over with? Although many portions of the EULA and TOS overlap, there is a fundamental distinction between each type of agreement:
EULA: EULAs govern the use of the software itself. This is useful to stop unauthorized use of the game, as well as to disclaim liability for what it does to your system.
- Example: Hosting your own “League of Legends” world championship, with dedicated servers to boot, would likely be a violation of the EULA if you used Riot’s software (and probably some intellectual property violations as well).
- Example: Riot’s EULA would probably prevent them from being liable if League of Legends overheats your cardboard toaster. Which is really the best outcome for everyone.
EULAs are often extremely broad in what they cover. Interestingly, Apple’s EULA for iTunes explicitly disallows use of their software for the development of weapons of mass destruction:
TOS/TOU: The Terms of Service governs the use of a particular service offered. In Riot’s case, some of the services offered are the ability to create an account and a means to use that account via access to their servers. While you are using their service, you are expected to follow their rules – otherwise, they may terminate your access to the service, as per the agreement. Most players will only be concerned with the TOS.
- Example: Going idle or AFK in-game often enough can result in temporary or permanent suspension of your ability to access Riot’s servers, because you’ve agreed to allow LeaverBuster to monitor in-game activity.
The main difference between the TOS and the EULA for players is in the types of violations, and what Riot is able to do in terms of punishing players who breach these agreements. For the most part, the TOS will impact a user’s access to the service. The EULA, on the other hand, will impact a user’s access to the software.
Say you’re having a bad game, and decide to spam “**** you all, **** ***-skilled *******s!!!” a few dozen times in all-chat. Assuming this violates the TOS, Riot’s punishments all involve your account’s use of the service (remember, the service is access to their servers) even to the extent of permanent bans. This is where I see a lot of confusion, especially when players argue for methods (such as uninstallation) to combat toxic behavior – they confuse the accounts for the players, and the service for the software.
Players are only able to access the service through an account, and thus, can only violate the TOS through the use of an account (the notable exception to this is browsing their website, but that is beyond the scope of this article). The way Riot has their TOS set up, the account acts as a real-life shield for players – both for good and for evil. The account provides a layer of privacy protection and facilitates a pseudo-anonymous experience, a great benefit for online interactions. On the downside, it makes it very difficult to penetrate the account and punish players directly – especially when it’s difficult to prove that it was that player breaking the TOS (e.g., you’re in the middle of a match when you have to answer to door (it’s your turn to pay for the pizza), and when you get back to your computer, you find that your roommates have been soliciting some of the female characters in a manner rather inconsistent with that of a gentleman).
Under the TOS agreement, it is unlikely that Riot could force removal/uninstallation of the software. And the way Riot’s current TOS is set up, it would also be difficult to enforce an IP ban (should Riot wish to implement such a penalty, it may be possible, but the TOS would likely need to be reworded).
A forced uninstallation (i.e., an injunction) could only occur through a EULA violation (although this doesn’t stop vigilante players from wishing it to upon less-than-desirable teammates). The terms of the EULA are much less relevant to most players. However, they do clarify an interesting point: violations of the EULA would probably end up in court (or “mandatory arbitration”). This is where Riot would claim you’ve somehow overstepped the “fair use” of their product, perhaps by selling downloads to unsuspecting users, or attempting to “reverse engineer” their game to create your own, etc. They’d be suing you for damages, injunctions, and possibly attorney’s fees, depending on the nature and extent of the violation.
To date, I have yet to see any pending complaints by Riot against any of their players. Suing your customers is not the custom and practice of most business entities, and on top of that, Riot tends to be more forgiving to its player-base than most companies in the industry. If they have had issues with EULA violations, it’s likely they have been taken care of using cease & desist letters – very common in the realm of IP violations.
TL; DR: The Terms of Service and EULA are legally enforceable contracts. If a player violates the Terms of Service, their access to the service may be suspended but not necessarily their access to the software – that would require a violation of the EULA.
Like the article? Have any comments or suggestions? Post below and follow me on Twitter @VCDragoon
Special thanks to Chefo for working on images and formatting!
Recently some of the big names in American sports have been under fire for using performance enhancing drugs (PEDs). From A-rod to Armstrong, PEDs are starting to look so common that many argue that to compete without them sets one at a disadvantage. Yet in eSports, the issue is almost never mentioned. And while the idea of taking steroids to enhance your video game playing performance seems pretty pointless (do you even lift?), I want to make the argument in this article that there are PEDs that ought to be discussed, if not regulated, in eSports.
I’ve divided this article into three parts: First, I want to look at PED policies and regulations in the Physical Pro Sports to provide some context. Second, I will argue that there are some PEDs that may impact the performance of Professional Gamers. Finally, I’ll tie it all up by applying the analysis of the physical Pro Sports PED policies to the context of eSports, and exploring what solutions might work better than others.
Before beginning I want to quickly point out that I’ve limited the scope of this article to performance enhancing drugs as opposed to recreational drugs. While there’s obviously a lot of overlap, the analysis tends to be pretty different and would warrant its own article.
PED’s in Physical Sports – Regulating ‘Roids.
Historically, of the four major American physical Pro Sports, Major League Baseball has had the most issues dealing with performance enhancing drugs. Just after the mid-90s MLB player strikes, there was a significant boost in anabolic steroid use (that strangely correlated with a number of record-breaking streaks).
But despite baseball having the most association with steroids historically, all of these sports have dealt and continue to deal with PEDs. In fact, the issue was gaining so much attention that Congress threatened to start regulating PED testing themselves, as well as reevaluate the antitrust exceptions sports franchises have so liberally enjoyed. Why are PEDs such a big deal, one might ask. Amongst many safety and image concerns, the driving motivation behind PED bans is: to preserve the spirit and integrity of the game.
In response to the threats from Congress, different leagues instated different policies. In the NFL (arguably the least-restricted league), all players are tested at least once a year, never during a game, and almost always in the off-season. In the NBA (arguably the most-restricted league), players are often tested frequently during the season, and sometimes even in the locker room right after a game. The MLB and the NHL are somewhere in between.
Penalties for PEDs are very league-dependent, ranging from a slap on the wrist “name and shame” to years of unpaid suspension. The type of PED and the number of prior offenses all weigh into the penalties given. Unfortunately, these policies may not be as effective as the leagues would hope. MLB’s “Mitchell Report” indicated that most PED use is going undetected. Most recently, sports leagues have been going after the producers and suppliers of PEDs for tortious interference with the player-contracts.
Steroids in particular are extremely difficult to combat. Teams and coaches have every incentive to “look the other way” because of the benefits the drugs bring. Anabolic steroid chemists are staying ahead of regulations, with a huge demand to change the drug enough to avoid detection, but not enough to lose its effects. Finally, the leniencies of league policies allow many drug tests to be duped or avoided completely.
From Physical Sports to Virtual Sports – Are PED’s an issue?
While steroids aren’t exactly an issue for eSports, they are not the only performance enhancing drug on the market. For example, in 2012, almost half of the NFL’s PED-related suspensions were due not to steroids, but to Adderall (that’s right, PED-related, not recreational related). Many prescription drugs such as Adderall and Ritalin are banned by most sports leagues (the notable exception being the NHL), although leagues do hand out exemptions on a case-by-case basis.
Adderall is considered a performance enhancing drug for many reasons – the effects combat fatigue, allowing players to train longer and harder. The mental stimulant allows for heightened awareness both during competition and during practice. The enhanced focus enables play-learning and other strategic aspects to be more easily retained. In fact, the amphetamine class was specifically tailored by the US military during World War II for these very reasons – fighter pilots in particular showed great benefits from amphetamines during combat. And ask 1 out of any 3 college students, and you’re sure to get a similar response.
But Adderall is not the only issue. Several over-the-counter energy drinks (albeit requiring an over-18 or over-21 ID, depending on the state) are prohibited by many major sports leagues. Dozens upon dozens of prescription medicine, from stimulants to painkillers, are heavily regulated in sports. Anything that gives a player an unfair advantage is an issue – and many of these drugs have serious potential for eSports, where mental acuity and stamina are some of the most important skills a Pro Gamer can have.
Here’s my point: as eSports progresses and professionalizes, as it has been doing in great leaps and bounds over the last decade alone, should league officials start to be concerned with performance enhancing drugs? I think they should. When players are able to gain significant advantageous over each other for non-medically related substances (or abuse of those substances), we start facing threats to the spirit and integrity not only of the game, but of the industry.
Crossing Over – What can eSports learn from its physical companions?
The first lesson is clear: don’t wait until it’s too late. By the late 90s, players associations had such control over drug testing and had so many privacy policies in place, it has been an uphill battle for leagues to get control over PED usage. While having enhanced performance certainly attracts more viewers, it does so at a very high cost – the integrity of the game.
Of course, how regulation should occur is difficult to say. What should or should not be regulated? Illegal drugs? Prescription drugs? Over-the-counter PEDs? And Should teams agree to urine tests periodically during worlds? Or is once a season enough? These are all questions that will need to be dealt with, and there are no easy answers.
The penalties are easy enough to cross over from the physical sporting world – suspensions are already the prime form of punishment in eSports, and would likely be the preferred sanction for PEDs as well.
Fortunately, the amount of control eSports leagues in general have over the players and teams is high enough that any problems with PEDs can be easily squashed – important, no doubt, to maintain a certain image for eSports. But as eSports grows, and as the money involved starts piling higher and higher, how much more incentive will players have to use PEDs to gain that competitive edge? In physical sports, regulation is very difficult. It does not have to be that way with eSports – if eSports leagues can get policies in place and cooperate with sponsors, team owners and venues from the get-go, detection, punishment and prevention should never be an issue.
Like the article? Add me on Twitter @VCDragoon for updates!
Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.
California has recently passed a law that will allow minors to effectively “take back” statements they say online. The bill, which will go into effect starting January 1, 2015, will require
the operator of an Internet Web site, online service, online application, or mobile application to permit a minor, who is a registered user of the operator’s Internet Web site, online service, online application, or mobile application, to remove, or to request and obtain removal of, content or information posted on the operator’s Internet Web site, service, or application by the minor
Reading further into the bill, it is important to note that “remove” doesn’t require deletion – it does, however, require the service provider to restrict public access to the statement. California State Senators have called this an “eraser button” for minors, who may not fully understand the damage they could do to themselves by making spur-of-the-moment, off-the-cuff posts that they don’t mean. Many speculate this is a response to the Justin Carter case, to help protect hot-headed children and increase online privacy.
What does this mean for League of Legends? The biggest glaring possibility is that the California bill could give California minors an “out” to tribunal action. Riot is an operator of an online service (self-admitted in their Terms of Service), and all users are, by Riot’s own terms, required to register in order to use Riot’s services. So, in theory, California minors should be able to request the removal of comments they write in-game – never to see the public eye.
This would probably include the removal of content on tribunal reports.
Even the purpose of the California bill seems to be to allow this type of removal – toxic comments are typically made in the heat of the moment – I don’t know anyone who hasn’t typed something they haven’t meant, without thinking, say when a teammate throws their silver-to-gold 5th promotion match. So does that mean California minors have a “get out of the tribunal free” card?
Possibly. The tribunal has a couple things backing it. First, Riot could argue that minors have waived that right by agreeing to the ToS. This is a weak argument, since it is unlikely a California court would allow a minor to waive this right at all. Second, Riot could argue that the fact that the chat is anonymous protects the privacy of the minor. This could work, depending on things like a.) the purpose of the tribunal action, b.) the impact and degree of the minor’s language, and c.) whether the courts view LoL as a social media outlet (unlikely).
What do you think? Should the California law give minors an out to tribunal action? Or should Riot still be allowed to post content by minors to be judged by the community?
Like the read? Follow me on Twitter @VCDragoon for more posts! (yup, I just gave in)
I always prefer duo-queue to solo. Feel free to add me in-game!
Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.
Part of my own legal education has been the study of Professional Sports law (in the United States), so I decided to do a quick comparison of regulations and punishments between some of the major US sports organizations to Riot’s eSports organization.
In this article, I’m talking about professional League players in the eSports setting; not your everyday bronze scrub.
The Original Setup – Rules and Regulations in Physical Pro Sports
In the four major US sports (NFL, NBA, NHL and MLB), the rules and regulations are set up sort of like a corporate hierarchy: you have the Commissioner at the very top, who controls most aspects of the game itself – the schedule, regulating officials, league-based discipline, etc. The Commissioner’s power over the league and its teams is set forth through a League Constitution (similar to a corporation’s bylaws). However, these constitutions don’t directly dictate the relationship between teams and players – those are set up contractually.
In each of these sports league constitutions there is a clause called the “best interests of the game” clause. It basically gives the Commissioner the authority to do just about anything as long as the act is in the best interests of the game as a whole.
A New System? – Rules and Regulations in League of Legends
Unfortunately, Riot’s eSports regulation setup isn’t publicly available, and most professional player contracts have a non-disclosure clause. With the lack of available information, the best we can do is apply current sports law concepts and see how they fit onto Riot’s eSports infrastructure.
In League of Legends, the setup is very different from the club/league “franchise” arrangement most other professional sports use, but the outcome is essentially the same. Riot effectively takes on the role of “league commissioner,” exerting direct control over both the game and the teams simultaneously.
The biggest difference is that instead of holding “commissioner” power through a league constitution, Riot seems to be given that power contractually – teams sign lengthy contracts that give unilateral control over League events to Riot – which seems pretty obvious. If you want to play their game in their tournaments, you have to agree to play by their rules.
Ok, so instead of becoming a commissioner through a “league constitution,” Riot becomes a commissioner through individual contracts. Is that really any different? The answer is yes.
The Differences – Advantages and Disadvantages of Riot’s eSports Setup
Setting up commissioner power as contractual agreements has advantages and disadvantages. It’s advantageous to Riot on several practical levels:
First, Riot maintains a direct relationship with the players – as opposed to professional sports law, where only teams and owners are parties to the bylaws, and players have no direct relationship with the Commissioner. Second, individual contracts allow a large degree of flexibility – great for different teams in differing circumstances (e.g. foreign teams). Finally, Riot could distance themselves from principal-agent situations with teams/players, which has several benefits – not the least of which involves avoiding antitrust violations.
However, there are some legal disadvantages to having a contractual setup rather than a series of league bylaws. The first is that contractual damages are very limited. Harsh penalties designed to deter behavior don’t fly in contract law – if actual damages can’t be proven with certainty, Riot has no case. This poses a problem, for instance, with cheating – you want to punish cheaters even if cheating didn’t actually help them win, but a court will require you to prove that damage was done. This may explain why Riot caught several teams screenwatching last year, but only chose to penalize when they were certain it had an impact on the game.
A related disadvantage is the lack of a “best interests of the game” clause. In professional sports law, such clauses are kept extremely ambiguous on purpose, to meet whatever new situations can come up (e.g., dog fighting, gang-related signs… etc). It also allows for flexible discipline measures to be taken – commissioners can fine teams, revoke draft picks, or even force team ownership transfers outright.
But the ambiguity that makes the clause so valuable in a bylaw is also what makes the clause detrimental to contract law. Ambiguous words and phrases are difficult to enforce because it’s hard to tell if both parties really agreed to the same thing. (e.g., what exactly constitutes a “performance enhancing” drug? Is it limited to anabolic steroids? What about prescription medications such as Adderall? Energy drinks? Caffeine?). In some situations, courts can strike entire clauses from a contract for being too ambiguous – a pretty severe disadvantage.
Will we ever see any of these issues get raised in court? Probably not, as most teams and players are not in any position to negotiate or test any of the terms in their contracts. Their bargaining power is effectively nullified by the fact that Riot has a stranglehold on League of Legends – it is, after all, their game.
Follow me on Twitter @VCDragoon for updates!
Rioters answer all your questions about Lucian below! Additionally, Scarizard brings a massive update to Rengar’s state, including the return of stealth and the Armor/MR from Battle Roar! Last (and kinda least) – the new Champion/Skin Sale!
Apologies for the article drought this week. I’ll be back on schedule as early as Monday! Also, there may be formatting issues with this particular article on widescreen resolution, so if you see any, you’ll need to resize your aspect ratio through your browser’s tool options.
Lucian’s Double AMA
Rioters gather to answer all questions regarding the latest addition to the League’s roster!
Feel & Design
[Valaran] Why does he carry two different guns?
RiotRunaan: The fact that they’re different is very important from a story perspective, though, and something we focused on quite heavily during art iteration. One of the weapons belonged to his wife, and one of them was his all along. It was a tough challenge to make sure the guns were similar enough to avoid the implication of a different power source or different gameplay between the two, but still preserve such an important aspect of his story.
[Agracho] How did you get the idea for the Ultimate ”The Culling”?
RiotRunaan: Couple more details – thematically, we wanted a moment in which Lucian could “let loose.” All of his other abilities are very focused, precise, and deliberate. In his ultimate, raw emotion breaks through his normally cool and collected personality.
[Jocko6418] When designing a champion, does the idea originate from a character concept, or an in-game mechanic concept? Which was Lucian created from?
nickstravaganza: It can come from either, depending on the champion. Lucian was inspired first by the concept art. His gameplay went through many iterations, but he’s always stayed quite close to the first image.
[Velediron] I’ve noticed that when Lucian’s passive is used, if he begins moving, he continues the animation by shooting to his side/over his shoulder and I absolutely adore it. How difficult was this to implement and can we expect such smooth animations for future abilities?
nickstravaganza: Hey, as Lucian’s animator, I can answer #5. That passive animation uses something called parametric blending, which allows us to blend between different animations based on how he turns. We’ve used it in the past on Thresh (his long chain) and on Zac (Stretching Strike). We’re using it more going forward and even on Lucian, it’s used on his W and his Ult in addition to the passive.
[Arcviral] How much has “The Culling” ( R ) changed during development?
Scarizard: The Culling has basically been on the kit since Day 1 – but it was initially tuned as a ‘blow this guy up and do every bit of damage’ spell. The base Damage/Ratio are still very high, but we found that with that model Lucian’s Ult took up almost all of the power budget of the champion, such that his Q/W/E/P felt really useless, but then the Culling would just instagib people out of nowhere. We decided to make the Culling still a good portion of his kill/damage potential, but inject more agency into his other spells.
[Tnomad] What was it like working with Daniel ‘Zenon’ Klein on Lucian?
Scarizard: The day Daniel started, i thought to myself ‘I wonder if i’ll tear my hair out working with him.’ Many months later and after our first project – i can safely say i’m still asking myself the same question Truthfully though, Daniel’s personality i feel is what helped keep Lucian core through a lot of feedback and iteration. Champion Designers are usually the guardians of their Champion’s feel, and he was no exception in this regard. Quite sure i’m speaking for the team when i say it’s awesome working Daniel and would do so again.
[nothingxs] What was the focus of Lucian’s design?
Morello: Lucian was a weird process – it actually broke a couple backs on the way because of lack of direction on this front. In the end, we did something in-between; the thematics called for something that felt pretty “action-packed” (using references of material like the Matrix or Equilibrium), but we wanted to explore a space that was both more auto-attack focused to fit the role of a Marksman. Additionally, we wanted to try something a bit different than missile-based skillshots to get there, which leads to skills like Lucian’s Q and R being “aimed,” but not shooting normal skillshots.
[slinkyvagabond] Why was Senna abandoned in the story?
RiotRunaan: In writing Lucian’s story (and being a woman myself), I struggled with this quite a bit. I admit that it does feel like a bit of a cop-out in the way it’s been presented so far, but the conclusion I came to was that the story we’re focusing on, at least for Lucian’s champion release, is Lucian’s. We did our best to hint at Senna’s deeper character – for example, it’s lightly touched upon that when they were together, she was the more no-nonsense and “tougher” of the two (with Lucian being the more light-hearted and humored). It was important to communicate, at least in a small sense, that she was more than just a cardboard cutout “damsel,” even if we were going to present very limited information about her.
There’s also the mystery of how exactly Thresh managed to manipulate and trap her – this is something we left intentionally vague, as it’s something we eventually want to reveal as very deep to Senna’s character. The most I can say is that it was not at all a simple trap. We’ve left a lot open for further development on Senna’s character, too – for example, I hope people speculate as to what her interaction with Thresh is like from within the lantern. Senna’s a fighter; she’s not going to take his torment easily. tl;dr – I admit Senna’s presentation in current lore is very limited. That said, we have discussed her very heavily and there is more to her than what’s been presented thus far. I very much want to develop her further and use her in ways that aren’t typical to the “damsel in distress” trope in the future. : )
[Sour_Jam] Why was Thresh picked as Lucian’s rival over other established villains?
Morello: Originally, we wanted them to be released near each other, but some release complexities changed that. We thought the lantern hook was good too – it’s easier to understand the relationship when a character already has “this thing holds souls.”
RiotRunaan: To add to Morello’s post, we also wanted a character who stood in contrast to the Shadow Isles specifically. As Thresh was in development, it was an ideal opportunity to bring the two together.
[TxtsMinez]Was the replay button for Lucian’s load screen theme hard to implement?
Verdugren: We have some awesome tech/art wizards who weave the black magic that makes the login screen work… They definitely picked up their game for this one and are always looking to level up what we do with the login.
[vakabiel] How did you end up working with Crystal Method on the login music?
Verdugren: A bunch of us on the music team with Praeco are big fans (myself included) too of Crystal Method. We reached out and had an awesome vibe with them, and they loved Lucian. The rest is history!
[godplusplus] Is Hired Gun Lucian based on The Twins from Matrix: Reloaded?
[suchareq3] His autoattack and ultimate particles are really unique -where did you get the inspiration for them?
RiotSilver: Lucian is all about light. Originally his particles in development looked very prismatic with many more colors than their current state. At that point they were pretty noisy and treaded a little too close to Lux’s particle design space so we ended up limiting the palette to a blue/yellow sceme that we feel still communicated the same thing, in a more unique and readable way.
Mechanics (from Zenon’s solo AMA)
[Cxarol10] What was the previous ult that he had? I heard it was some kind of missile.
- You marked an enemy champion in ~1500 range. For the next 6s they received a Caitlyn ult icon over their head (placeholder art).
- Within the next 6s you could shoot a missile in any direction. The missile would travel in that direction for about 0.5s and then start turning toward the marked target.
- The missile would bank SLOWLY and overshoot and correct. I was madly proud of the fake physics I’d written for that simple spell. It gave the missile a feeling of heft and real world physics.
- Once the missile was locked onto the target for 0.2s in a row, it would go into dumbfire mode, accelerating and gaining most of its damage. The target line would change colour to communicate this changed state. This was when the enemy could sidestep the missile. It could be body blocked at all times.
There were a whole bunch of reasons why we canned that ultimate, not least of all that it’s an AP carry skill: it’s a skill for a character who relies on skill execution rather than positioning. It also required you to look in too many places and potentially stand still for too long while lining up the shot. Finally, the counterplay I imagined wasn’t there. Before I added the dumbfire mode people just shot the missile point blank at the enemy and all the banking was totally lost. After I added the dumbfire mode I never found the right set of values for missile speed/acceleration before/after dumb fire that made it challenging but possible to dodge.
I admit I still have the lua scripting shelved. Just in case I need it for another character at some point. It was my first complex skill ever, and I was really happy with it from a playing-as perspective.
[tzu3] What was the reason to not make Lucians Q a Skillshot since that would somehow make more sense?
- Our Q feels like a trick shot: lined up through a moving target, great range but dodgeable. If you hit it, you feel accomplished.
- Gating allows us to put greater power into the skill. It scales with bonus AD like mad once you get it to rank 5.
[DarkPercy] How does The Culling’s AS Ratio round up/down ?
[Herpes_Vendor] Did you have an obvious lane combo in mind when making Lucian?
DanielZKlein: I don’t think Lucian was specifically “made” to shake up the bot lane meta, but this is very much an intended side effect. Let’s see how it turns out! As for supports, we found that he generally works with most supports that are strong now (which is a good thing), but particularly supports that can hold the enemy in place for 3s.
[Magnissimus] Are you satisfied with Lucian’s current state?
[EonOmega] Is it intentional that multiple “Light” champions have Proc-based mechanics? (Leona-Passive, Lux-Passive/Ulti, Lucian Passive/W)
[Zemnozz] What do you think is the priority for Lucian’s ult? Attack speed or AD?
[Vulkanus8] Do you expect to see Lucian on the competitive play? Why/why not?
Do you agree that Lucian’s reset mechanic is too hard to pull off?
[Zacheris] Isn’t there a disconnect between Lucian’s AS scaling on R and his natural AD scaling?
DanielZKlein: Yeah, there’s a few things here. You correctly identified that AS “feels” good and we want to support that. At a very low / beginner level, you want to be able to build things that feel good and not completely screw yourself. Secondly, The Culling feels like an extension of Lucian’s auto attack. It just feels right to have it scale with AS also. Finally, at the top level it’s about build diversity. Once you have a bunch of AD and armor pen, building AS becomes very cost effective.
[NurokToukai] Is there any talk on the team to buff his ult?
[grbee] Isn’t his W bad for his kit and why is it star-shaped?
DanielZKlein: The star was there first. Casey made a badass looking star explosion and I made the skill to fit. And why would you say that? He’s all about mobility and the skill gives him more mobility.
[rafalemos] Have you seen the Q bug where it costs double the mana?
[DemonDZ] Why doesn’t his ultimate scale with SotD’s AS active?
[elguepo] Was the effectiveness of Lucian and Thresh laning together done on purpose?
[Bugslider] How does Lucian’s E fit his kit?
[juffery] Are Lucian and Vayne similar in their beliefs?
RiotRunaan: You’re right, they are very similar on a base thematic level (“hunters of evil”), but they’re essentially two sides of the coin – think of it in terms of darkness and light. Lucian and Senna hunted evil with its natural opposite, righteous magic intended to destroy corruption. They were also protectors; their motivation hinged on saving innocents in need as much as it did purging corruption. They were beloved heroes.
Vayne, on the other hand, is more of the Batman of Runeterra – she’s hell-bent on destroying the supernatural, but she is not afraid of using underhanded methods and turning the darkness against itself. Her methods are not always smiled upon by greater society. Personally, the similarities between them alongside the subtle differences are a really interesting opportunity for future interaction. They wouldn’t get along, but they’d share incredibly similar goals – perhaps they’ll end up reluctantly fighting a common threat one day. Who knows?
[ringadu] Was the Lucian / Thresh relationship planned around when Thresh was being made?
RiotRunaan: We definitely wanted to leave a lot open-ended between Lucian and Thresh. Usually, when we develop relationships between champions, we like to leave some elements of the story to be explored in the future. As I mentioned in another response, Lucian and Thresh were actually developed around the same time late last year – Lucian’s gameplay just required a lot of iteration that led to his much later release date.
[Glyceroll] Is Senna stuck forever or is there hope for her escape?
RiotRunaan: Senna’s pretty dang trapped for the moment. There’s nothing to say that she couldn’t be set loose – Thresh’s goal in taking her to the Shadow Isles was essentially to set her free there, where her powerful soul would be transformed into some kind of monstrosity. However, he hasn’t let her go… is he keeping her trapped as a tool to torment Lucian, or is there a deeper motivation behind his keeping her locked away? Food for thought!
[vakabiel] What powers the guns that Lucian uses?
[Velediron] What gave the inspiration to Lucian’s and Senna’s backstory and lore?
RiotRunaan: The inspiration for Lucian and Senna’s story was actually pretty spur of the moment. Lucian and Thresh were actually developed around the same time (late last year) during the time we were focusing heavily on The Shadow Isles. We came up with the connection between them pretty organically – someone threw out the idea in a meeting. “Wouldn’t it be crazy if Thresh had the soul of Lucian’s wife in his lantern?” Everything else sprung up from there.
[Velediron] What’s the story behind the interactions with Hecarim and Mordekaiser?
RiotRunaan: Lucian’s hatred of the Shadow Isles is centered on Thresh, but his mission to purge the undead definitely doesn’t stop there. He’s definitely encountered other denizens of the Shadow Isles along the way – thus the custom taunts.
[Velediron] Do you flesh out the stories more than just the lore that is revealed to the players? Is there a more intricate story about how Thresh actually tricked Senna and escaped from Lucian?
RiotRunaan: Yes, there’s definitely more to the story than we’ve given away. We had a ton of discussion on how Thresh manipulated Senna and managed to capture her, but the things we talked about couldn’t be told in a way we thought would be satisfying or impactful to players. We chose to focus on the core of the characters involved and leave some revelations and story for the future.
[EinAardvark] From where in Runeterra is Lucian?
[Epik-EUW] So, just to clarify because the Batman analogy made me slightly confused…. Vayne is more of an anti-hero sometimes adored, sometimes vilified (like Deadstroke), when Lucian is more of a traditional hero (like Superman)?
RiotRunaan: Yes, that’s roughly it (though Lucian’s in a place where he’s “fallen” in a way after the death of his wife – he’s lost sight of the righteousness of his mission in favor of obsessive revenge against the undead of the Shadow Isles).
[Clavikus] How does Lucian’s ultimate interact with Lulu’s Help, Pix!, and how does his passive interact with the aforementioned ability?
Scarizard: As Lulu’s Pix buff is a modifier to your basic attack, it would not have any interaction with The Culling (As the Culling is a spell) – but would double-shoot pixbolts with Lightslinger, as it’s two basic attacks.
[zachy55] Why does Lucian’s ultimate feel so lackluster late-game?
Scarizard: I think it all comes down to your build – Varus and Miss Fortune are two champions with really powerful AD Ratios, but these will tend to fall-off if your build doesn’t support ability usage and instead favors sustained basic attack damage. Besides, doing damage while kiting or backing off as an AD carry isn’t something i would turn down!
Scarizard: I think a lot of the power of the Culling is tucked away in the simple fact that you can move + cast Relentless Pursuit while using it. You’re totally right that the Low Cooldown is to incentivize using it whenever you feel the need without having to feel like you’ve wasted it – I can see us (do not misinterpret – VERY SLIGHTLY) upping the AD ratio on it, but the situations you’re outlining are the situations the ability is designed to handle.
Doing DPS in a fight when a bruiser decides to jump you? Hit Ardent Blaze + The Culling on them and move backward and enjoy repositioning while dealing damage. Balance on this spell due to a number of factors has always been on a knife-edge – a simple ratio increase can take it into ‘Lucian just uses his short cooldown Culling and everything dies’ or ‘Lightshow tickle-fight’. If it’s more the latter, as always, we’ll make changes if he needs it. Just not convinced he needs it at the moment.
[sublimeo12] Any explanation for why BOTRK is listed as his “essential” item, when items like BT and Triforce seem to be stronger on him in general? Is AS really that strong on Lucian early game?
Scarizard: Lucian scales with so many different stats that it really allows you to customize your playstyle. Builds like IE/PD give you a ton of spike damage with your basic attacks, but leave The Culling taking a backseat in terms of your overall damage output – while BT/LW make your Culling a god-mode R, your basic attacks will be weaker than a crit investment. BOTRK fits his dueling nature and allows him to outplay his opponent easily, as well a synergizing with Lightslinger. It’s not my preferred way to play him, but i think it comes down to there being so many ways to utilize him that none were ever really going to feel like they were the best pick.
[lcarlos5] What kind of team comps do you see Lucian fitting in?
Scarizard: We generally have seen him work really well in kite/disengage teams, or pick-based compositions. Things like Elise, Ahri, Thresh (funnily enough) – anyone that makes the opponent stop moving, Lucian can just turn on the Giga-Culling-Prismatic-Gatling-Death-Attack and blow through them with ease. Have to say I’m also hopeful of his viability in a double-AD composition that we’ve seen worldwide. Lucian Mid is quite good, due to wave clear, escapability and the aforementioned burst-damage. Played some tests internally with Lucian Mid and a Vayne Bot and between the two of us we cleaned house.
[DLEric] Why doesn’t Lucian’s Ultimate apply on-hit effects?
Scarizard: Pretty much echoing what people have said before, we didn’t want to apply on-hits unless there was a strong reason to do so. We’ve had periods of Lucian’s balance where his ult is 80% of the damage he deals to a person he kills and as such was kind of insane – Imagine getting hit with Frozen Fist or other types of onhits at the same time D: !
It just came down to a judgement call on our parts – the Culling is kind of a numbers-intensive ability when it comes to balance – adding On-hits into that equation lowers the amount of strength the ability itself is allowed to have due to needing to balance around the ‘best-cast (Ex. if Bork+Shiv+Iceborn Gauntlet+SOTEL Culling is insane, Culling without these items needs to be at 20% Capacity just because he -could- build them).
[alchemist87] Why isn’t his Q a skill shot? Any particular reason as to why it is the way it is right now?
Scarizard: There were really two reasons driving this – one was that Lucian earlier on was missing a reliable damage ability which playtests showed that he really needed. We also felt that he needed a ‘trickshot’ type ability, or something that had him lining up shots or feeling clever about using well situationally.
This led to the Double Up + Ricochet style ability we have – in lane and in skirmishes, it allows Lucian to line up some nice shots (I’ve personally gotten kills -through- an enemy champion to their allied support or jungler a few times), but in the latergame you can still just put your mouse on them and fire away for the damages. Once we really embraced it as ‘Lucian uses a target to aim the laser, then fires it no matter what’ we also found interesting interactions (for instance, Vayne can tumble away from it, quicker movement speeds can run away from it) that actually made it feel much cooler from a playing against perspective.
[Deathzwergi] Will you buff Lucian next patch?
Scarizard: Likely not. If we need to buff him we will, but waiting and not overreacting to first-impression feedback and letting people get accustomed to the champion/letting people explore different builds generally yields better results. Personally, none of us are convinced that he’s weak, and data is trending to suggest it either. Daniel Klein and i already prepared Buffs in the event that he’s weak, or nerfs in the event that he’s OP and can change him if he requires either.
Isn’t Lucian a weak AD carry because he’s dependent on skillshots?
Morello: To be fair, we got this feedback about Caitlyn when she launched. I’m not convinced people have solved Lucian yet (Draven was similar too). I’d rather make it so more counterplay exists than less. We haven’t always done a good job of this, but no excuse to not do better
[vakabiel] When Senna was taken from Lucian did he sit on a park bench and stare at a cupcake with tears in his eyes?
[dida55] How does Lucian feel laning with Thresh?
[Thomasedv] Anything crazy happen during development?
Scarizard: Nothing too gamebreaking, except when we implemented Ardent Blaze’s MS proc, ‘Blucian’ was the build we were testing. While that build still lives (No longer truly blue, just an AD + CDR build) – Spirit of the Elder Lizard’s True Damage (That was applied by the W spell itself) was proccing the Mark, allowing him to just get insane MS at long range without having to follow-up which was pretty OP D:
[Runningman4107] So how many John Woo movies did you guys watch in the process of designing Lucian?
[ravedave] How many man hours went into building Lucien across art, design, and coding?
[Draki1903] NAME ALL THE ITEMS THAT HAVE AN EFFECT APPLIED BY HIS ULTI. CAPS LOCK IS MANDATORY.
Following the last, rather poorly received iteration of Rengar’s kit, Scarizard returns with promising changes!
Scarizard: Hey dudes, sorry for going mostly silent this week – had a lot to get done and i don’t like to post when i know i won’t have time to follow up with y’all (this is why last week’s post came on a Friday evening so i had all weekend to keep talking)
So i’m likely going to format this horrendously because i’m at home and don’t have a screencap of the tooltip, but here’s the new idea for Rengar’s ultimate:
Thrill of the Hunt
Hunt: Rengar activates his Predatory instincts, gaining % movement speed and vision of all nearby enemy champions. During this time, Rengar also generates up to 5 Ferocity and his first basic attack will cause him to leap. Lasts (Long Duration) or until Rengar uses an ability/leaps.
After a few seconds, Rengar may choose to reactivate Thrill of the Hunt to enter Stalk.
Stalk: Rengar loses all bonus movement speed from Thrill of the Hunt, but enters Stealth. Lasts (Shorter Duration) or until Rengar takes offensive action.
If i can clarify more, let me know. The basics are that Rengar players get to choose which is best for the situation – to Speedcat for a chase or cleanup? or Stealthcat for an ambush or otherwise awesome juke? I’m excited about this version because it has a lot of flexibility in what Rengar can do throughout the game (by retaining Higher % MS than is on live via Hunt, but retaining the Stealth Ambush in Stalk) but doesn’t let you just hit R and run without being smart about it.
Bonus Question!- Consuming Ferocity on cast is still something i want to do, but i’d want to find a better bonus you get for ‘Empowering’ your Ultimate rather than duration. Suggestions? I anticipate a lot of ‘+Damage and +Stealth’ time, but i’m open to hearing what you guys have to say.
Let me know what you guys think, and sorry for the delay!
Is the “few seconds” wait for stealth necessary?
Scarizard: This is something that can be toyed with, but the idea here is that the Stealth from Stalk activation has no delayed fade time like Live (where damage causes the fade time to increase). Basically if you catch a Rengar out and he ults, either A. He’s gonna book it the whole way, in which case you can see him the whole time or B. He has about seconds of running/juking he needs to do before he has access to his instant stealth.
Again, the intricacies of how/when he stealths is tunable, but i’d like very much for there to be a delay between the two.
Why didn’t you give him Eve-like stealth and can Rengar still Leap during Stalk?
Scarizard: I’ve posted in one of the main-page edits why it’s unlikely that we’d give him Evelynn Stealth – but yes, you can still Leap out of Stalk. From Rengar’s Passive: While in brush or in stealth, Rengar gains bonus attack range and his attacks cause him to leap at his target.
After the stealth ends will the movement speed turn back on or does triggering the stealth end the ultimate entirely?
Scarizard: Once you activate Stalk, that’s it. Any of the duration you had in Hunt is now gone – you can maximize this in a long-rage engagement (Use hunt to traverse great distance, Stalk at the end) but in cases where you’ll Hunt, run at them and have a good portion of Hunt left, your decision to Stalk must be weighed againt using the duration of that MS. You don’t lose Predator Vision though – it’s just the movement speed.
Suggestion: Empowered = Rengar gains extra range on his leap based on how many stacks of Ferocity he consumed
Scarizard: One of the reasons we don’t do things like different spell ranges that are non-ultimate (Zac’s E is a recent example of where we’ve intentionally broken this rule) is that your enemies have no idea how many Ferocity points, if at all you’ve burned. So if you’re in Hunt mode and just booking it, how do i know when to use my disengage spell? How will i know when you’re about to leap?
I’d like to make the bonus something that Rengar-only kind of cares about. Duration fit that bill and i’m happy to go back to it, i’m just opening it up to see if there’s anything we can do. Damage incentives make you feel like you never want to ult UNLESS you’re 5-stacked, so making it too much of the ult’s power makes the optimization point feel necessary. Ideally, this feels like a thematic/fun bonus but something you could live without.
Suggestion: Kills or assists during ult grant Rengar an additional necklace stack
Scarizard: Really cool that Rengar could ever double-up on Trophy Gain, but i wonder about the implications of when/how. I’m unsure if Rengar (A champ who on Live is already approaching mechanical overload) could stand the complexity, but in a perfect world where we could do whatever we wanted, i’d want to see a ‘revenge’ mechanic.
Basically you lose a stack when you die, but if you kill the person who last killed you, you’d take back the trophy that ‘dropped’ and a new one – this would reset each death you had and you’d probably only get it once – but it would definitely be interesting. Unlikely that it’d happen, but i’ll keep my eyes open for Big Game passive.
Will I get the same stealth duration if I activate Stalk later?
Won’t split-pushing with Rengar still be too dominant?
Also, Hunt’s MS can ramp. Stalk providing no MS and a shorter duration also means that if he stealths after you find him splitpushing, you can actually fan out and catch him when he reappears.
Not concerned about this. There are more levers than even these that can make things less terrible in a world of gigasplitpushrengar, and i’m willing to do any one of them since they don’t really hit his -actual- power.
Community Feedback: Why the ult change?
Scarizard: Brief post before i head out for the day – been reading a lot of your Ferocity bonuses for R and while i appreciate the creativity, unsure if i’m gonna take anything i see – everything so far is kind of above the powerbudget i’d like to give it – i’m heading towards ‘nice, small bonus’ – where things like Tenacity, a Fear, extra Damage are all things that just make me feel like an idiot for ever ulting without max ferocity.
As for Hunt -> Stalk, i’ve seen a lot of you mention you think it should be reverse. Aside from my poor naming (Maybe Sprint->Prowl would be more accurate?), the basic idea around this is
1. Adds a window of time where Rengar can get caught out and still be outplayed – stealthing, picking a direction you want to go, and then bursting into speed to run away is kind of @_@. Hunt->Stalk at least has a period of time where you know he cant’ stealth you, and if you don’t play it right may not even need to use it.
2. Taken as evidence from our tests where the ult had no stealth at all – in most cases, i think ‘Hunt’ is more universal. When ulting with Rengar, more often than not you want to run fast. Whether or not you’re getting into position for an Ambush or just running a guy down, if your ultimate button gave you nothing else, MS is more consistent and you can form an expectation around the button press. Seeing low-health dudes and pressing R, only to know your giant MS boost is ~5s away from activation feels like they’re escaping from you just because we let it happen – while giving it to you upfront and keeping the Stealth optional allows you to premeditate it for when it would be useful to you.
Maybe i didn’t explain it that well – only got like 4h or so of sleep (Damn you, gamescom !_!), but i hope it makes sense. I’m still considering all of these suggestions, this is just snapshot on where i’m feelin’.
Suggestion: Stalk costs Ferocity to enter
- Stalk having less Stealth Duration than on Live
- Stalk losing Thrill of the Hunt’s movement speed
- Rengar’s overall burst being lowered
In general, there’s a much lower window for Rengar to Sneak-Attack you. He can also just run and leap on you if his goal is to just get to you, but if taking your opponent by surprise is important (say, in a lane-gank) that option is still available and potent. Overall it takes a lot more planning and execution to pull off the stealth-attack, but you can forgo the planning and just bumrush them (at the cost of alerting them to your presence earlier)
Update: Rengar’s damage still stronk, rolling back on W’s DR changes
Scarizard: Xelnath played him in the jungle and got like 1 bajillion kills (I think the final end score was 15/7/8?) building BTN, BT, Trinity Force, Infinity Edge and Berserker’s Greaves. They ended up losing to a few misplays, but so far judging by his in-game performance (and the screams of ‘oh god’ from the other members of Live Design) it seems like he’s still 100% capable of dealing damage.
W Mechanic is back to Armor and MR from AD Reduction – this hurts his early clear, but we decided that it’s actually pretty necessary for him especially now that he takes slightly longer to kill.
Sprint/Stealth ult is working out pretty well, going to play him myself later today from a Toplane position and begin working on that since jungle seems like it’s working fine (insofar as a bruiser-utility guy with strong laneganks or as an assassin), so i want to make sure that Toplane Rengar is still pretty strong.
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