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eula vs tos

(Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.)

 

When in-game behavior carries consequences in the “real world,” many people start to wonder what limits, if any, companies like Riot have when policing user accounts. Ultimately this boils down to those pesky “Terms of Use/Service” (TOU/TOS) and “End-User License Agreement” (EULA) windows we have to click through every time a new patch is released.  

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.” 

accept-button

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

The takeaway is this: Clicking the “I agree” to Riot’s Terms of Use and End-User License Agreements probably creates a legally enforceable contract.

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:

Apple v. Estate of Hussein is still pending.

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.

TOS Violations:

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).

EULA Violations:

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.

 

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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!

Lucian decoration

 

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

Stalking returns: Rengar’s new Build

Champion/Skin Sale – Expires August 2nd


 
 

 Lucian’s AMA

 

reddit

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?

 

RunaanRiotlink Button 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”?

 

RunaanRiotlink Button 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?

 

nickstravaganzaRiotlink Button 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?

 

nickstravaganzaRiotlink Button 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?

 

ScarizardRiotlink Button 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 Riotlink Button 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 :P 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?

 

morellovatar Riotlink Button 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?

 

RunaanRiotlink Button 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?

 

morellovatar Riotlink Button 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.” :)

 

 

 

Follow-up:

 

RunaanRiotlink Button 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?

 

Riotlink Button 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?

 

Riotlink Button 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?

 

morellovatar Riotlink Button Morello: There’s some influence from that there, for sure.

 

 

 

 

 

[suchareq3] His autoattack and ultimate particles are really unique -where did you get the inspiration for them?

 

riotsilverRiotlink Button 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.

 

Riotlink Button DanielZKlein: Yup. It was called Seeking Shot or something like that. Here’s how it worked:

  1. You marked an enemy champion in ~1500 range. For the next 6s they received a Caitlyn ult icon over their head (placeholder art).
  2. 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.
  3. 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.
  4. 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?

 

Riotlink Button DanielZKlein: Morello answered this in great detail in the original AMA. Here’s my TL;DR:

  1. Our Q feels like a trick shot: lined up through a moving target, great range but dodgeable. If you hit it, you feel accomplished.
  2. 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 ?

 

Riotlink Button DanielZKlein: The actual formula, from memory, is (AS * 2.5/3/3.5) + 2.5, and it rounds down.

 

 

[Herpes_Vendor] Did you have an obvious lane combo in mind when making Lucian?

 

Riotlink Button 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?

 

Riotlink Button DanielZKlein: I personally am very satisfied with them, yes. Give it a few weeks, you’ll see.

 

 

[EonOmega] Is it intentional that multiple “Light” champions have Proc-based mechanics? (Leona-Passive, Lux-Passive/Ulti, Lucian Passive/W)

 

Riotlink Button DanielZKlein: This is a tough one to answer. I feel there’s an underlying trope here of light marking enemies, but I can’t quite put my finger on it. It feels right, you know?

 

 

[Zemnozz] What do you think is the priority for Lucian’s ult? Attack speed or AD?

 

Riotlink Button DanielZKlein: AD

 

 

[Vulkanus8] Do you expect to see Lucian on the competitive play? Why/why not?

 

Riotlink Button DanielZKlein: Too early to tell, but I’m hopeful!

 

 

Do you agree that Lucian’s reset mechanic is too hard to pull off?

 

Riotlink Button DanielZKlein: We’re okay with a useful E reset being a one in ten games thing. Thanks for your kind words!

 

 

[Zacheris] Isn’t there a disconnect between Lucian’s AS scaling on R and his natural AD scaling?

 

Riotlink Button 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?

 

Riotlink Button DanielZKlein: Early data suggests close to a 49% winrate. This is while we’re still in the steepest climb of his learning curve.

 

 

[grbee] Isn’t his W bad for his kit and why is it star-shaped?

 

Riotlink Button 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?

 

Riotlink Button DanielZKlein: Yup. Our QA vendors are on it.

 

 

[DemonDZ] Why doesn’t his ultimate scale with SotD’s AS active?

 

Riotlink Button DanielZKlein: It would have made the item too much of a must buy for Lucian.

 

 

[elguepo] Was the effectiveness of Lucian and Thresh laning together done on purpose?

 

Riotlink Button DanielZKlein: It’s partly an accident and partly me being a huge fan of CertainlyT.

 

 

[Bugslider] How does Lucian’s E fit his kit?

 

Riotlink Button DanielZKlein: So the thought toward kit synergy in his E is that all his other skills require precise positioning. E allows you to get that positioning, even when a Nasus withered you.

 

Lore

 


 

[juffery] Are Lucian and Vayne similar in their beliefs?

 

RunaanRiotlink Button 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?

 

RunaanRiotlink Button 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?

 

RunaanRiotlink Button 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?

 

RunaanRiotlink Button RiotRunaan: His guns essentially fire purifying light magic. They also cannot be fired by just anyone – you have to have certain qualities to be able to fire them.

 

 

 

 

[Velediron] What gave the inspiration to Lucian’s and Senna’s backstory and lore?

 

RunaanRiotlink Button 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?

 

RunaanRiotlink Button 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?

 

RunaanRiotlink Button 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?

 

Runaan Riotlink Button RiotRunaan: He’s from Demacia!

 

 

 

 

 

[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)?

 

RunaanRiotlink Button 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).

 

 

Gameplay

 


 

[Clavikus] How does Lucian’s ultimate interact with Lulu’s Help, Pix!, and how does his passive interact with the aforementioned ability?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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!

 

 

Follow-up:

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

morellovatar Riotlink Button 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 :)

 

 

Fun bits

 


 

[vakabiel] When Senna was taken from Lucian did he sit on a park bench and stare at a cupcake with tears in his eyes?

 

RunaanRiotlink Button RiotRunaan: “She was everything to me. But they took her. And with her, they took my pastries and my cookies. That was their mistake – because now, all I’ve got left is a cold cupcake.”

 

 

 

 

[dida55] How does Lucian feel laning with Thresh?

 

RunaanRiotlink Button RiotRunaan: Awkward.

 

 

 

 

 

[Thomasedv] Anything crazy happen during development?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button Scarizard: Mandatory John Woo viewings. Daily.

 

 

 

 

 

[ravedave] How many man hours went into building Lucien across art, design, and coding?

 

ScarizardRiotlink Button Scarizard: Probably like half a day.

 

 

 

 

 

[Draki1903] NAME ALL THE ITEMS THAT HAVE AN EFFECT APPLIED BY HIS ULTI. CAPS LOCK IS MANDATORY.

 

Riotlink Button DanielZKlein: RYLAJS CRYSTAL SCEPTER. ALL SPELL VAMP ITEMS. ERR. ANYTHING THAT PROCS ON SPELL AOE.

 

 

 

Rengar bannerRengar’s new Build

 

Following the last, rather poorly received iteration of Rengar’s kit, Scarizard returns with promising changes!

 

 

 

 

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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?

 

ScarizardRiotlink Button 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 Riotlink Button 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 Riotlink Button 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?

 

Scarizard Riotlink Button Scarizard: Currently, Yes.

 

 

 

 

 

Won’t split-pushing with Rengar still be too dominant?

 

Scarizard Riotlink Button Scarizard: Possible, but there are many ways to combat this. Q no longer damage towers – or, Q does hit towers but doesn’t gain the 3 Ferocity or Attack Speed from towers.

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 Riotlink Button 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

 

Scarizard Riotlink Button Scarizard: I’ve seen this a bunch in this thread so far, but i don’t see it as having the same problems due to

- 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 Riotlink Button 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.

 

 

 

 Champion/Skin Sale – Expires August 2nd


 

Sale 2nd AugustEnjoy the following champions and skins at a discount until August 2nd!

 

 

Champions:

 

  • Fizz – 487 RP
  • Maokai – 440 RP
  • Mordekaiser – 395 RP

 

 

Commander Galio – 260 RP

 

Commando Galio

 

Rugged Garen – 375 RP

 

Rugged Garen

 

Pentakill Yorick – 487 RP

 

Pentakill Yorick

 

 

Missed any recent updates? Check here!

 

Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2′s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

 

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Master Yi banner 1 

See Lucian and Master Yi‘s full kits in detail! SmashGizmo shares his plans to bring Olaf back in the spotlight, IronStylus talks about buffing Sivir’s visual appeal and Xelnath lays the plans for Xerath‘s new ultimate, the props and hitches.

 

PBE: Lucian – Full Ability details
PBE: Master Yi’s Reworked Kit
IronStylus: Sivir’s Visual Update
SmashGizmo: Olaf Changes coming
Xelnath: Xerath’s new Ultimate

 

Lucian – Full Ability details

 


lucian pbe decoration

Full information on Lucian’s abilities in their current state on PBE.

 

 Lightslinger

Lightslinger ( Passive )

After using one of his abilities, Lucian’s next auto attack within 6 seconds will strike twice. The second shot deals 50-75% of Lucian’s AD based on level, but fully applies on-hit effects. Minions and monsters take full damage from the second shot. The second shot can critically strike.

 


Piercing LightPiercing Light ( Q )

Cooldown: 9/8/7/6/5 || Cost: 50/55/60/65/70 || Range: 570 for casting; 1100 total range of laser

After a 0.4 second delay, Lucian fires a laser in the direction of the target enemy, dealing 80/120/160/200/240 (+0.6/0.75 /0.9/1.05/1.2 bonus AD) physical damage to all enemies in a line. Minions take 75% damage.

 

Ardent BlazeArdent Blaze ( W )

Cooldown: 14/13/12/11/10 || Cost: 60 mana || Range: 1100

Lucian fires a shot that explodes upon hitting an enemy or reaching the end of its path, dealing 60/100/140/180/220 ( + 0.9AP ) ( + 0.8 bonus AD ) magic damage in a cross pattern and marking enemies hit for 6 seconds.

If Lucian damages a marked target with his basic attacks or abilities, he gains bonus 40/45/50/55/60 movement speed for 2 seconds. This does not consume the mark.

 

Relentless Pursuit

Relentless Pursuit ( E )

Cooldown: 18/16/14/12/10 || Cost: 60/45/30/15/0 || Range: 425

Lucian dashes a short distance and removes all slowing effects. Relentless Pursuit’s cooldown resets if Lucian scores a kill or assist during The Culling ( R ).

 

The CullingThe Culling ( R )

Cooldown: 100/75/50 || Cost: 100 || Range: 1400

Lucian fires 7.5 ( + 7.5/9/10.5 × Attack Speed ) shots toward his target over 3 seconds (channeled). Each shot deals 35/50/65 ( +0.33 AD ) ( + 0.4 AP ) physical damage. Lucian can move and use Relentless Pursuit without interrupting the ability. Reactivating the Culling will cancel the ultimate early. Bullets can be interrupted mid-flight, but deal 300% damage to minions (not monsters).

 

 

Due to major issues with the latest patch, the PBE content containing Lucian and his new skin was removed. Will update promptly!

 



Master Yi’s Reworked kit


 

ionia master yi decoration

AD Master Yi is back in action! Ok, he never was to begin with.

 

Double StrikeDouble Strike ( Passive )

Every 4th consecutive basic attack, Master Yi strikes twice. The second strike deals half damage, but applies on-hits and can critically strike. Double Strike counter resets if Master Yi has not dealt or received damage in the last 4 seconds.

 

Alpha Strike

Alpha Strike ( Q )

Cooldown: 18/17/16/15/14 || Mana Cost: 80/90/100/110/120

Master Yi leaps to strike up to 4 enemies, dealing 10/45/80/115/150 ( +1.1 AD ) physical damage to each and an additional 75/100/125/150/175 damage to minions and monsters.

Alpha Strike can critically strike, dealing an additional (?? ) physical damage. Basic attacks lower the cooldown of Alpha Strike by one second.

 

Meditate

Meditate ( W )

Cooldown: 35 || Mana Cost: 50/65/80/95/110

Master Yi channels, restoring 20/45/70/95/120 ( +0.3 AP ) Health per second for 4 seconds (maximum heal: 80/180/280/280/480 ( +1.2 AP ). This healing is increased by 1% for every 1% of Master Yi’s missing health.

While channeling, Master Yi reduces incoming damage by 40/45/50/55/60%. This damage reduction is halved against turrets.

Wuju Style

 Wuju Style ( E )

Cooldown: 18/17/16/15/14 || Mana Cost: None

Passive: Grants 10/12.5/15/17.5/20% bonus Attack Damage.

Active: Basic attacks deal bonus (~1 AD) true damage for 5 seconds. The passive bonus is not active while Wuju Style is on cooldown.

 

Highlander


Highlander ( R )

Cooldown: 75 || Mana Cost: 100

Passive: Champion kills reduce Master Yi’s basic cooldowns by 18 seconds. Assists reduce them by 9.

Active: Grants Master Yi bonus 25/35/45% Movement Speed and 20/40/80% Attack Speed and makes him immune to movement reduction effects for 10 seconds. While active, champion kills and assists extend the duration of Highlander by 4 seconds.

 

 


 Where is Sivir’s Visual Update?


 

Sivir Banner

A long time ago we received news that Sivir will be getting a visual rework. Let’s see how that’s going along!

 

 

IronStylus Button Rioter IronStylus: BEGIN HEAVY DISCLAIMERS ABOUT TIMELINES, EXPECTATIONS and FEATURES!

Good progress has been made. Her base is currently modeled, textured and being animated. Particle work is also progressing. This does not mean there’s a timeline for release, but this is the stage we’re at. Once the base is mostly done, her skins will be implemented. Those hi-rez models however are complete and awaiting low-rez conversion and retopo. After that they’ll get rigged and go in for animation.

I will say this much: From what we’ve been seeing so far, I’m extremely impressed with what the team has made. She feels like the same character, but with massively updated aesthetics, though we’ve significantly added fidelity and new flavors into her. Animations especially. They go miles in terms of reinforcing the character and generally just making for a beautiful product. She feels like a single character where before she was open to a thousand interpretations.

(She’s also super sexy now in a warrior princess sorta way)

 

 

 Does she have less or more clothes on compared to before?

 

IronStylusButton Rioter IronStylus: Eh, I guess slightly more, but it’s more like she now has garment where boots and stuff just ended. Better material transitions is really a better way to describe it. The important fact is that she still has sexy, sexy midriff.

 

 

 

Follow-up: Does sexy midriff mean abs?

 

IronStylusButton Rioter IronStylus: Yes. Not hyper-chiseled, but sexy lady abs of strongness.

 

 

 

 

What kind of a color palette can we expect for her clothes?

 

IronStylusButton Rioter IronStylus: Similar, but not nearly as obnoxious. This is very subject to change though. We looked at her in game today and saw she was pretty warm, and might needed some complimentary colors in her texture. It’s about what works best for the game at this point, not preserving what was iconic for bad reasons.

 

 

Are her abilities being reworked as well?

 

IronStylusButton Rioter IronStylus: Small QoL changes I think, but nothing major. Mostly a VU.

 

 

 

 

Is her boomerang being worked on?

 

IronStylus Button Rioter IronStylusHer boomerang is properly epic and no longer feels it’s made of cardboard like she’s actually a lady in Sivir cosplay.

 

 

 

Does she still strut with pride?

 

IronStylus Button Rioter IronStylus: She no longer strides. She runs like a badass.

 

 

 

 

How does her Spell Shield look like?

 

IronStylus Button Rioter IronStylusIt looks great. Feels more tied into the weapon as being a possible source for the shield.

 

 

 

 

Are her feet still as big?

 

IronStylus Button Rioter IronStylusDeath to pizza feet.

 

 

 

 

Will we be getting new animations for Sivir’s skins?

 

IronStylus Button Rioter IronStylusAll skins are rebuilt from the ground up. Everything is new.

 

 

 

 

 


To Action! Olaf Changes coming


 

olaf decoration

SmashGizmo gives us an overview of what changes we can expect to Olaf’s kit.



SmashGizmo Button Rioter SmashGizmo: I’m not 100% sure about PBE deploy times, so I can’t say exactly, but suffice to say that the initial changes are in and starting to get some testing internally and they will go to PBE the next time PBE patches.

 

Sooooo that being said, let’s get into the nitty gritty… Keep in mind that all the changes you see here are subject to heavy iteration before you get to see them on live. Numbers may shift to varying degrees, mechanics may be added and/or dropped, etc etc etc.

Olaf Changes, V1.0

UndertowUndertow ( Q )

  • Slow no longer decays
  • Now has a minimum throw distance of 450 units
  • Axes now stick in walls and structures rather than going through them

Slow decay on this ability ultimately doesn’t make sense to me. The slow decaying accentuates the power of re-applying the slow repeatedly and lessers the impact of hitting the epic long range axes that seem like they should feel the best to hit. If I need to re-tune the slow numbers from here to be slightly less severity or duration, so be it, but I can’t conceptually get on board with this ability having a decay on its slow.

Minimum distance is being added to this ability to limit Olaf’s ability to abuse repeated minimum distance Axe throws on top of Melee range targets. Ultimately this pattern is counterintuitive, adds a lot of burst to Olaf and makes the gameplay confusing to opponents who can’t even see the axe in the ground since he immediately picks it up.

The wall sticking change for Undertow actually just started as a cool thematic idea from CertainlyT, but it also happens to solve a couple big issues I was running into with Undertow. The first is that it lets Jungle Olaf circumvent the minimum distance on Undertow to preserve his fast clear by standing near a wall and repeatedly throwing axes. The second is that it strips a bit of extraneous power off of Olaf in terms of scouting (i.e. checking baron over and over with it) and sniping, which ultimately aren’t very cool places for a Viking to have power, which frees him up some power budget to spend on cooler stuff.

Vicious_StrikesVicious Strikes ( W )

  • Mana cost reduced to 25 from 40/45/50/55/60
  • Now provides 1% enhanced healing from all sources for every 2% health Olaf is missing during the duration THIS IS IN ADDITION TO THE CURRENT MECHANICS ON W, NOT REPLACING THEM

At the end of the day, this ability feels like it should be cooldown gated, not mana gated, so I’ve reduced the mana cost to a fairly negligible number to reduce this ability’s strain on Undertow.

The scaling increased healing effect on this ability is meant to supplement Olaf’s fight-your-way-out pattern and better communicate to players when they want to use their W. It also opens up a tuning lever on his lane-sustain so that he feels less oppressive when ahead and more resilient when he’s behind. I also hope that this clarifies Olaf’s itemization options (in particular, opening up lifesteal items more for him), though that remains to be seen as I’m not really convinced that players plan around this interaction with Spirit Visage (same mechanic) at the moment.

Ragnarok  Ragnarok ( R )

  • Mana Cost removed
  • Cooldown changed to 120/100/80 from 100
  • Active duration changed to 5 from 6
  • New Passive Added: Olaf gains 10/25/40 Armor and Magic Resist passively
  • Active Changed: Olaf removes all disables from himself and becomes immune to them for the next 5 seconds. During this time, he gains double Attack Speed from Berserker Rage

As with Vicious Strikes, it feels crummy for Ragnarok to constrain your ability to cast Undertow and as this will only ever be used once per fight, I’ve just stripped the mana cost off completely.

The larger changes here are about clarifying Ragnarok’s purpose and counterplay. After looking through feedback on how players perceive the counterplay and discussing this with numerous designers, I’ve come to the conclusion that Ragnarok is a more interesting and healthy ability if it functions as a trade off rather than a god mode. With this direction in mind, I’ve added a passive Armor/MRes component to give Olaf the tankiness he needs to be a front liner with no mobility and made the Ragnarok button press decision more about becoming unstoppable in order to do damage, at the cost of the resilience from damage. Hopefully this opens up the option to the opposing team to focus fire down the un-CCable monster coming for their Carry, rather than leaving them feeling completely resigned to Olaf being able to get to and kill their Carry. With this being the new decision point surrounding Ragnarok, I’ve scaled the duration back 1 second, as I believe that Olafs should now be casting Ragnarok slightly later in teamfights once he’s closer and facing imminent CC rather than using it at the start of his approach to mitigate all the incoming damage. I also think these changes holistically add a nice side effect of giving CC-users a small satisfaction out of forcing Olaf’s ult by hitting his resists, thought this is admittedly pretty minor.

So this is where I’m starting with my changes. Feel free to let me know what you think and I’ll try to address any concerns you guys want to bring up. As I said before, this is an early iteration and I expect to be doing a whole bunch of iterations before getting to where we need to be with Olaf.

 

 

Why did you remove the slow decay from Undertow?

 

SmashGizmo Button Rioter SmashGizmo: Taking off the slow decay on Q is pretty huge in terms of adding power back onto Olaf’s Q, IMO. The difference in feel in the playtest today was pretty massive from the experience on live. I don’t want to derail forward progress by looking back too much, but I do just want to throw this out there that I do think Olaf’s peak power before we nerfed him was certainly too high in competitive play and the nerf aspects of the Q changes are all aimed at hitting it’s old power in the competitive arena while having fairly minimal impact across lower skill players.

In addition, the healing buff on W is a considerable buff to Olaf’s windowed sustain, which should let him better outlive fights through lifesteal. The whole idea is to shift this missing power towards his passive/W/R gameplay, as this gameplay extends Olaf’s engagement window, allowing his opponents more time to play against him rather than getting vaporized once he gets on top of you. Likewise, the shift from Armor Pen to Attack Speed is again aimed at extending Olaf’s engagement window. Armor Pen was allowing Olaf to burst harder vs. low armor targets (due to Q benefiting largely from it), which was one of the biggest pain points of playing against Olaf and I’m hoping that shifting the burst potential of that armor pen will 1. allow Olaf to brawl other frontliners better with sustained damage and lifestealing and 2. force him to stick to carries for longer to kill them rather than bursting them down super quickly.

 

 

Won’t making only Undertow mana reliant result in infinite axe spamming?

 

SmashGizmo Button Rioter SmashGizmo: I’ve discussed this quite a bit earlier in the thread, but the tl;dr on this is that mana constraining his Undertow is what allows the pattern of the ability to not be abusive, and I’d really like to preserve Undertow’s use pattern because I think it’s thematic and awesome.

 

 

 

Are the bonus resistances from Ragnarok lost when the ability is on cooldown?

 

SmashGizmo Button Rioter SmashGizmo:  They are only lost during the active duration of Ragnarok. It would be pretty awful if they were lost while it’s on CD IMO. Basically my feeling is that Olaf feels super clunky when Ragnarok is down and when he’s in this clunky state in teamfights, he needs the defense to make up for the fact that he’s very kiteable and pokeable.

 

 

What prompted you to change Ragnarok?

 

SmashGizmo Button Rioter SmashGizmo: This is how players currently use the ult.

 

 

 

- Fight Starts
- Olaf Ults
- Olaf runs through the fight (takes minimal damage cause he gets over 2K in defensive stats for free in addition to CC-immunity)
- Olaf Q, Auto, E, Qs your carry (bursting him super hard due to flat penetration obliterating low armor targets)

I contest that this pattern is inherently flawed because it offers up no clear forms of counterplay. This pattern of Olaf, when strong, frequently leaves a fairly large subset of characters feeling totally helpless and hopeless vs. Olaf and thinking to themselves, “there is nothing I could have done there to not die to him.”

I am saying instead that Olaf is healthier if we open up a distinct vulnerability during his ult and try to patch up his weaknesses outside of it. This version isn’t intended to be used exactly the same way as the current ult, again, because I think the way the current ult is used leads us to a core design flaw in Olaf.

 

 

Some iteration on Undertow’s minimal throw range

 

SmashGizmo Button Rioter SmashGizmo:  Probably shouldn’t have put a number to the minimum range…

Olaf’s pick up detection on Axes is fairly generous and I played with that number quite a bit before arriving at 450. With no boots, throwing at minimum range, it’ll take you about half a second of walking towards the axe before you pick it up. The intent here is solely to prevent repeated axes at your feet and if people disagree with my tuning of this number, I’ll tweak it until it feels right.

 

 

Will wall sticking apply to all walls or will he be able to throw axes over low ledges?

 

SmashGizmo Button Rioter SmashGizmo:  Unfortunately, all these boundaries in our game are functionally the same so I don’t even think it’s possible to make it not awkwardly stick in these ledges. It does look a bit goofy in a few places, but so does Nautilus Hook and I think the gameplay goals are worth the aesthetic tradeoff for the time being.

 

 

Have you thought about putting a CD Floor on Undertow?

 

SmashGizmo Button Rioter SmashGizmo:  I’ve thought of a floor and it feels like an inelegant solution because it creates weird optimization regarding when you’re supposed to pick up the axe.

The other option I’ve considered is having the pickup’s cooldown decrease scale multiplicatively with CDR as opposed to additively with CDR (think Hecarim’s Rampage mechanics), but with the variable times when you can pick up the axe, this starts to make optimizing really messy again.

Basically, I just want Olaf to feel good about picking up the axe when he wants to throw it again without needing to consider further optimization and I think the flat reduction feels good for this and that the minimum range both feels appropriate and solves the 0 range abuse cases. I will continue to monitor how up close and personal axes feel on Olaf and explore other options if this proves problematic, but based on the initial testing with minimum range, I think it’s promising. I can understand the concerns about the feel of low range axes with a minimum range, but I do want to urge you to not be too hasty in your judgement of the mechanic based on the range number (subject to tuning as appropriate), as ultimately what matters here is that low range axes feel appropriate to Olaf players and fair to opponents.

 

 

How does his reworked kit come together in a game?

 

SmashGizmo Button Rioter SmashGizmo:  I envision Olaf brawling with frontliners by default and then seizing opportunities when carries get too close by going all-or-nothing mode with Ragnarok. Whether this proves to be his actual teamfight pattern or not remains to be shown, but in my minds-eye, that’s where I see him.

 

As for what testing has shown so far, you guys are getting eyes on the first set of changes that have been ready for testing. In the only game he’s been in thus far, he drew his lane vs. Elise and then went bananas on the opposing ranged AD lategame with Q -> E -> Q -> E chasing, typically using Ragnarok to break free from the frontline CC mess or Elise cocoons in order to chase the opposing ranged AD out of the fight (and ultimately killed him pretty much every time). Axes into walls had a bit of a learning curve for the Olaf player, but after getting used to them he said he wasn’t really bothered by it, as any time he felt like he got robbed of his Axe by a wall, he would almost instantly get the Axe back on his natural chase path which let him take another shot. Ult attack speed changes had very little opportunity to shine due to teamfights scattering on both sides due to teams trying to not get boned by the junglers AoE lockdowns (Nautlius vs. Amumu), which left Olaf running around using skills rather than sitting and brawling. W numbers looked like they’re probably overtuned for sustain in lane at the moment and the Olaf player claimed that he wished he had bought a vamp scepter earlier to abuse this sustain pattern. Note that this is just feedback from one game, you can only draw so much from it, but in general, I didn’t see any warning signs that the direction on these changes is inherently wrong. I’m interested to see how patterns establish with the feedback over more games.

 

 


Xelnath on Xerath: Ultimate patterns


 

scorched xerath banner

This is a continuation of the on-going topic of Xerath‘s rework, as discussed by Xelnath. Learn how his ultimate ties in with his new kit!

 

 

XelnathButton Rioter Xelnath: Hey guys,

We’ve been undergoing a large number of iterations on Xerath’s kit. Primarily his “R” slot. Giving an update on every single change would probably just lead to more confusion trying to stay current than just giving a bigger update after we’ve done a bunch of different tests.

When I can find the time to sit down and focus more, I’ll walk through a few of the iterations and explain the problems with each incarnation.

All of these iterations involved immobilization during Locus. The most recent cycle has been:

A) Xerath R increases all spells and grants auto-attack barrages, duration limited by mana.
B) Xerath R grants 50% base cooldown reduction, duration limited by mana. No auto-attack replacer.
C) Xerath R grants super short cooldown on “W” (aoe orbital strike) for the duration.
D) Xerath R grants global range on W for a short time. Duration flat and limited by mana.
E) Xerath R grants super-massive range on auto-attack replacer. Duration flat. Mana Cost flat.

Issues with Patterns:

A)

Having a spell that grants sustained damage over a long period of time is cool.
Having a spell that grants super range is cool.
Having a spell that has its duration unlimited, except by mana is cool.

Combing two or more of these mechanic together has proven infinitely frustrating to the enemy team if it is large. Having the opponent constantly raining down damage that you cannot retaliate against proved frustrating and game warping.

Our early experiments reveals that Xerath performing at a “growing missile silo” was a very cool in terms of creating a map objective. However, it fell apart once you required either the Xerath to stand there for 10-15 sec before acting (xerath player got bored) since that’s how long it took for a player to reach Xerath.

Furthermore, many of the champions that *could* reach Xerath would either die being bombarded along the way or would get ripped apart cutting through the enemy team to get to Xerath. Ultimately, this left our live designers feeling like this strategy wasn’t fun in League of Legends.

I could see it revived in terms of a “nuke silo building” champion who sets up a time-delayed bomb or item in the future, but forcing a player to remain there just doesn’t play nice.

B)

Once we removed the constant barrage of damage, we expected to alleviate the perceptions of constant danger. Once that happened, the “right” way to play Xerath (intuitively) was to siege up, blow your load, then leave the siege mode immediately.

Movement in league of legends is a moment-to-moment filler of activity that feels very good in terms of allowing mages to feel useful and smart. Removing that ability and not providing a moment-to-moment replacement meant we had to reduce the cooldowns of your spells in Locus of Power so that you were constantly casting.

This meant that we were back to square one in terms of “constant zone of power” on Xerath which meant enemy players just constantly fled his radius and he never could captialize on his ultimate. 3000 was either too easy or impossible to flee.

C)

Being bored while rooted isn’t fun. So next we tried other ways, aside from the constant missile storm to make you feel good during the root.

Next we tried just allowing you to spam “W” (orbital strikes) as the primary damage source. This just lead to Xerath being insanely bursty *and* being unable to escape him.

D)

Next we tried granting Xerath global range Orbital Strikes, paced 4-5 sec apart. This was a very cool idea, but it turned out that we had just re-created Karthas that was harder to play, kill-stole constantly *and* didn’t feel like an artillery-barrage feel.

It was about this time that we realized that all of these ultimates having severe influence on other lanes resulted in Xerath’s laning phase needing to be weaker than most midlane champions. So we cut the ultimate’s power down and boosted his laning phase.

E)

Now we’re on iteration E. We found that allowing super-massive CC + slows + full access to your damage was overwhelming. There was too much to do as well. Even our challenger level testers were like, “there’s more here than I could possibly ever do, so I never felt good about what I chose to do.”

So we asked ourselves, “What’s the most fun part of the new locus of power and barrage attacks?”

The answer was resoundingly “Let’s focus on his role as a mage sniper / long range damager. Let’s move all of the range we want Xerath to have on his base kit into his base spell ranges, then give him an ultimate that is about predicting and finishing off escaping targets”

So now we’re trying this ultimate:

Ascended Wrath (R) – Xerath immobilizes himself and disables his basic spells, but granting him the ability to fire super-long range aoe barrages at the target location every 0.5 sec. During this effect, Xerath gains 25-30% damage reduction and is immune to displacement effects Lasts for 6-8 sec or until cancelled.

Currently roughly the same range as Zigg’s ultimate.

Xerath’s Q, W and E are all now around ~1000 range, except Q which can be charged-up to 1550 range.

By focusing what Xerath can do to a concentrated point in time, it gives both Xerath and opponents a clear indication of how good a job Xerath is doing and gives them the opportunity to blow cooldowns to escape it.

 

 

What about his damage reduction? Is that still there?

 

XelnathButton Rioter Xelnath: We removed it previously. What we discovered is that “stray” skillshots would constantly penalize Xerath’s immobilization to the point where he could no longer participate in team fights. This lead to some amount of survivability to be justified. It may not last, but we’ve yet to see a situation where an assassin who closes on Xerath doesn’t finish him off.

This just lets Xerath finish more of his payload before exploding.

 

 

How much damage will his new ultimate deal?

 

XelnathButton Rioter Xelnath: Numbers are the last thing you should fret over at this point, but in the last playtest, a champion who was locked down and couldn’t move for the entire duration took ~1000 damage from the ultimate at max rank.

 

 

 

How about making his spells supercharged during his ultimate, like Ryze?

 

XelnathButton Rioter Xelnath: We tried that, iteration C. The result was that either you need to be able to constantly cast spells (making him the area control mage from hell) or you get bored being immobilized for the duration. The result was that Xerath protecting a point made the game stagnate for too long and denied too many opportunities for his opponents.

 

 

Does the new ultimate provide bonus range only for auto attacks?

 

XelnathButton Rioter Xelnath: You are still immobilized and gain a large amount of range, but only on one type of specific mortar-style attack.

 

 

 

How long does it take to charge the new Arcanopulse ( Q ) for maximum range?

 

XelnathButton Rioter Xelnath: I think its 1.5 sec to total charge-up.

 

 

 

 

Follow-up: How big is the AoE?

 

XelnathButton Rioter Xelnath: 200 unit radius seems to feel right. That’s about the same size as a Karthas Q.

 

 

 

 

Why should he become immobilized?

 

XelnathButton Rioter Xelnath: In many ways, this play pattern is actually *more* like traditional Xerath. Except instead of dropping 3 undodgeable boulders, you fire a stream of precision rockets.

This in general has felt healthier and let Xerath be more powerful and focused.

 

 

How does the new Xerath feel in terms of damage? Sustained DPS, nuker, long-ranged poker?

 

XelnathButton Rioter Xelnath: He’s a blend of all three. Less bursty than on live, but still quite powerful.

 

 

 

 

Yes, abs were referenced as “sexy” to avoid the question.

 

Lucian banner

Get all the details on Riot’s latest champion, Lucian, The Purifier! Also, preview of all the changes coming in Patch 3.9, four themed bundles coming to the store, the latest sale, rotation and more!


Lucian revealed

Patch 3.9 today

Summer Bundles coming

Red Post Collection

Champion Rotation – Week 23

Champion/Skin Sale – Expires 12th July





Lucian revealed!


Lucian splash

Splash Art


Stand against the shadows and obliterate evil with righteous power as Lucian, the Purifier. Armed with ancient weapons, this ranged carry excels at pummeling opponents with quick shots, relentless dashes and a barrage of light-infused bullets.

 

 LightslingerLightslinger ( Passive )

  • After using one of his abilities, Lucian’s next auto attack shoots twice.

 


Piercing LightPiercing Light ( Q )

  • Shoots a bolt of light through a target, damaging enemies in a line.

 


Ardent BlazeArdent Blaze ( W )

  • Fires a shot that explodes in a star pattern and marks targets. Shooting marked targets deals extra damage and grants Lucian a short burst of speed.

 

Relentless PursuitRelentless Pursuit ( E )

  • Lucian dashes a short distance and removes all slowing effects. Relentless Pursuit’s cooldown resets if The Culling kills an enemy champion.

 

The CullingThe Culling ( R )

  • Lucian moves freely while firing rapidly in a single direction, dealing damage to the first enemy hit.

 

lucian comic













Bot lane


A highly-mobile ranged damage dealer, Lucian punishes enemies for straying too close. Piercing Light offers Lucian significant harass potential, even through minions, forcing enemy carries to decide between missing last hits as they dodge his shots or taking damage as they farm up. Dashing with Relentless Pursuit or landing Ardent Blaze and a follow-up auto attack on escaping targets gives Lucian the speed boost needed to close gaps, score kills or escape a deadly gank.

Lightslinger enables Lucian to fire two auto attacks in quick succession after using his abilities. This offers ample opportunities for the Purifier to bully his lane enemies and take the upper hand in simple duels. On-hit effects such as life steal, slows and red buff proc twice, making Lucian all that more likely to survive tough exchanges and maintain presence in lane.

The Culling, Lucian’s ultimate, is a channeled ability that fires a barrage of bullets in a straight line, damaging the first enemy champion hit. Unlike many channeled abilities, Lucian has the option to dash with Relentless Pursuit as he unleashes The Culling. While on the move, The Culling will continue firing in the same direction as when activated. Simultaneous use of Relentless Pursuit allows Lucian to quickly dash away from his approaching enemies or move in towards fleeing foes. Earning kills or assists with The Culling also refreshes Relentless Pursuit, making Lucian a swift death dealer while his ultimate is active.

rune line


Teamfights


Once teamfights break out, Relentless Pursuit enables Lucian to quickly escape unfavorable situations and kite pursuing opponents, or skirt around the enemy team to single out priority targets. When facing off against a group of foes, tagging multiple enemies with Ardent Blaze gives Lucian plenty of targets to peg for a speed boost while Piercing Light rips through the group.

rune line


Story


lucian motto

 lucian pistol 1Lucian wields relic weapons imbued with ancient power and stands a stalwart guardian against the undead. His cold conviction never wavers, even in the face of the maddening horrors he destroys beneath his hail of purifying fire. Lucian walks alone on a grim mission: to purge the spirits of those ensnared in undeath, his eternal beloved among them.

Like the twin relic weapons they wielded, Lucian and his wife Senna were carved from the same stone. Together they battled evil in Runeterra for years, bringing light to darkness and purging those taken by corruption. They were beacons of righteousness: Senna’s dedication to their cause never faltered, while Lucian’s kindness and warmth touched the hearts of the many lives they saved. Two parts of one whole, they were devoted and inseparable.

Though Lucian and Senna witnessed terror that would break most warriors, nothing they had seen compared to the horrors wrought by the Shadow Isles. When the spectral denizens of that accursed place began to manifest across Runeterra, Lucian and Senna hunted them down wherever they appeared. It was grim work, but the fearless pair prevailed until one tragic encounter with the soul-collector Thresh. Lucian and Senna had faced such nightmarish undead before, but never one so deviously clever and cruel. As the terrible battle unfolded, Thresh sprung an unexpected ploy. To Lucian’s horror, the creature tricked Senna and ensnared her soul, trapping her in a spectral prison. 

lucian pistol 2Nothing could bring her back. Senna was lost, and for the first time, Lucian faced his mission alone.

Though the Warden had taken half of Lucian’s heart, he had also created the Shadow Isles’ most dangerous foe. Lucian became a man of dark determination, one who would stop at nothing to purge the undead from the face of Runeterra. In honor of Senna’s memory, he took up her fallen weapon and vowed to see their mission through to the end. Now wielding both relic weapons, Lucian fights to slay the undead and cleanse the souls of the Shadow Isles. He knows that Senna’s soul is lost, but never loses hope that one day he will bring her peace.


“Be grateful. By slaying you now, I spare you an eternity of torment.” – Lucian

 




Patch 3.9 Preview!


Riot Rival Button Rioter RiotRival: Summoners,

On 07/10/13, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 3.9. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.

 

 

Champions changes


 

BrandSquare

    Brand

Pillar_of_FlamePillar of Flame ( W )

  • Mana cost decreased from 70/80/90/100/110 to 70/75/80/85/90


ConflagrationConflagration ( E )

  • Mana cost increased from 60/65/70/75/80 to 70/75/80/85/90


PyroclasmPyroclasm ( R )

  • Mana cost decreased from 100/150/200 to 100 at all ranks




CorkiSquare

      Corki

Missile_BarrageValkyrie ( W )

  • Mana cost reduced from 100 to 50 at all ranks


Missile_BarrageMissile Barrage ( R )

  • Mana cost reduced from 30/35/40 to 20 at all ranks


A common Corki complaint is that he feels extremely mana constrained by the cost of Phosphorus Bomb. However, after looking at his abilities, Phosphorus Bomb needs to be expensive to balance out its lack of counterplay. So we instead reduced the cost on some of his other spells to make mana less of a constraint overall.

 

 

DravenSquare

    Draven

League of DravenLeague of Draven ( Passive )

  • Draven gains a stack of Adoration when he catches a spinning axe or kills a minion or monster. When Draven kills an enemy champion, he consumes half his Adoration stacks, gaining 3 gold per stack consumed. Draven loses half the Adoration stacks upon death.

We lowered the early game damage output Draven got from his passive since it wasn’t adding much in terms of satisfying gameplay. Unfortunately, to get the numbers right, we realized we would need to reduce his passive damage to a point where it would be even less satisfying. We instead opted to rework Draven’s passive altogether into something that reinforces his current gameplay, something so… Draven… even his opponents will feel begrudged to applaud: Welcome… to the League of Draven.

 

EliseSquare

       Elise

Spider_FormSpider Form / Human Form ( R ) 

  • No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.

 


HecarimSquare

  Hecarim

RampageRampage ( Q )

  • Mana cost increased from 25 at all ranks to 24/28/32/36/40



JayceSquare
     Jayce

Acceleration_GateAcceleration Gate ( E )

  • Cooldown increased from 14/13/12/11/10 seconds to 16 at all ranks


Jayce TransformationMercury Hammer / Mercury Cannon ( R )

  • No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.


By increasing the cooldown on Jayce’s Acceleration Gate, we can keep his Shock Blast + Acceleration Gate combo impactful while toning down his poke and disengage potential. In addition, since later in the game not every Shock Blast will be accelerated, we’ve increased the base speed of the ability to make it better as a standalone skillshot.



KennenSquare

    Kennen

  • Base attack damage decreased from 51.3 to 47

Mark_of_the_StormMark of the Storm ( Passive )

  • Duration reduced from 8 seconds to 6



LeBlancSquare

    LeBlanc

Mirror_ImageMirror Image ( Passive )

  • The Mirror Image will now attempt to run instead of standing still


Sigil_of_SilenceSigil of Silence ( Q )

  • Mana cost reduced from 70/75/80/85/90 to 50/60/70/80/90
  • Initial damage reduced from 70/110/150/190/230 ( +0.6 AP ) to 55/80/105/130/155 ( +0.4 AP )
  • Mark trigger damage increased from 20/40/60/80/100 ( +0.3 AP ) to 55/80/105/130/155 ( +0.5 AP )
  • Silence duration reduced from 2 seconds at all ranks to 1.5


DistortionDistortion ( W )  

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


Ethereal_ChainsEthereal Chains ( E )

  • Cooldown changed from 10 seconds at all ranks to 14/12.5/11/9.5/8
  • Shackle time-to-trigger decreased from 2 seconds to 1.5
  • Immobilize duration changed from 1/1.3/1.6/1.9/2.2 seconds to 1.5 at all ranks


MimicMimic ( R )

  • Mana cost reduced from 100/50/0 to 0
  • All mimicked abilities now deal their own base damage instead of amplifying the base spell’s damage


Mimic_Sigil_of_SilenceMimic: Sigil of Silence ( Q+R )

  • Damage changed from 99/165/231/297/363 ( + 0.99 AP ) at Rank 1, 112.5/187.5/262.5/337.5/412.5 (+ 1.125 AP ) at Rank 2 and 126/210/294/378/462 ( + 1.26 AP ) at Rank 3 to 100/200/300 (+0.65 Ability Power) on both instances. New total magic damage: 200/400/600 ( +1.3 AP )


Mimic_DistortionMimic: Distortion ( Q+W )

  • Cooldown now starts on cast rather than after returning to your Distortion
  • Damage changed from 93.5/137.5/181.5/225.5/269.5 ( + 0.66 AP ) at Rank 1, 106.25/156.25/206.25/256.25/306.25 ( + 0.75 AP ) at Rank 2 and 119/175/231/287/343 ( + 0.84 AP ) at Rank 3 to 150/300/450 ( + 0.975 AP ) on impact


Mimic_Ethereal_ChainsMimic: Ethereal Chains ( Q+E )

  • Damage changed from 99/165/231/297/363 ( + 0.99 AP ) at Rank 1, 112.5/187.5/262.5/337.5/412.5 (+ 1.125 AP ) at Rank 2 and 126/210/294/378/462 ( + 1.26 AP ) at Rank 3 to 100/200/300 (+0.65 Ability Power) on both instances. New total magic damage: 200/400/600 ( +1.3 AP )

LeBlanc’s Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes aim to make Mimic equally interesting with other skills. For one, Mimicked abilities will now deal their own base damage instead of amplifying the base spell. This means players will be able to use Mimic in more creative ways at level 6, rather than saving it for Sigil of Silence. Additionally, Sigil of Silence will now deal less damage up front but more damage on detonation in order to better promote LeBlanc’s multi-skill interaction.

Click here if you’d like to see the reasons for these changes.

 

NidaleeSquare

     Nidalee

Aspect_of_the_CougarAspect of the Cougar ( R )

  • No longer counts as a spellcast for the purposes of items like Tears of the Goddess, Sheen, etc.



NunuSquare

      Nunu

  • Health per level decreased to 96 from 108

ConsumeConsume ( Q )

  • Damage lowered from 600/700/800/900/1000 to 500/625/750/875/1000


We’ve reduced the overall damage of Consume to prevent it from outsmiting Smite at rank one.



ShyvanaSquare  

   Shyvana

Fury_of_the_DragonbornFury of the Dragonborn ( Passive )

  • Remade. Grants bonus Armor and Magic Resistance at set intervals. Level 1 – 5, Level 6 – 10, Level 11 – 15, Level 16 – 20. Bonuses are doubled in Dragon Form.


 Twin_BiteTwin Bite ( Q )

  • Shyvana’s basic attacks reduce the cooldown of Twin Bite by 0.5 seconds.


BurnoutBurnout ( W )

  • Shyvana’s basic attacks extend the duration of Burnout by 1 second, up to a maximum of 4 extra seconds.


Flame_BreathFlame Breath ( E )

  • Damage decreased from 80/125/170/215/260 to 80/115/150/185/220 
  • Now damages all enemies in a line, instead of only the first enemy hit.
  • Now applies ‘Cinders‘ for 5 seconds instead of the 15% armor reduction for 4 seconds.
  • Bonus damage against debuffed units changed from 12/18.75/25.5/32.25/39 (+ 9% AP) to 2% of their maximum health


Dragon's_Descent Dragon’s Descent ( R )

  • No longer grants bonus Armor and Magic Resistance
  • Passive fury generation in human form increased from 1 at all ranks to 1/2/3 every 1.5 seconds
  • On-hit fury generation increased from 2 at all ranks to 2/2.5/3
  • Fury decay while in Dragon Form reduced from 6 per second to 5


We’re repositioning Flame Breath as a core tool for objective control and faster jungle clear, while also emphasizing its use as a “burn down” ability to be followed up with auto attacks against tankier fighters. We’ve also fixed a long-standing bug with Shyvana’s Burnout where it wasn’t scaling with attack damage while in Dragon form. This fix – along with her increased fury gains and reduced fury decay – will help her in late game teamfights. Lastly, we’ve moved the descriptions of her previous passive effects to their new ability tooltips to help centralize information.

 

ZiggsSquare

      Ziggs

Satchel_ChargeSatchel Charge ( W )

  • Missile speed increased from 1600 to 1750
  • Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing
  • Knockback distance increased from 250 to 350
  • Cooldown now starts when spell is cast, not when Satchel Charge detonates


We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.





Tooltips, Bug Fixes & Quality of Life


BrandSquare

    Brand

Pillar_of_FlamePillar of Flame ( W )

  • Now always hits after 0.625 seconds instead of fluctuating between 0.5 and 0.75

 


EvelynnSquare

    Evelynn 
Agony's_EmbraceAgony’s Embrace ( R ) 

  • Fixed a bug where the Sated buff and visual effect appeared when Evelynn hit only spell-shielded targets (visual change only)



LeonaSquare 

      Leona

Solar_FlareSolar Flare ( R )

  • Now always activates after 0.625 seconds instead of fluctuating between 0.5 and 0.75



MalzaharSquare

   Malzahar
Call_of_the_VoidCall of the Void ( Q )

  • Now correctly grants vision on the entire line path
  • Damaged targets will now always become visible


Malefic_VisionsMalefic Visions ( E )

  • Will now jump when active on a zombified champion (i.e. Karthus, Kog’Maw, Zyra, etc.)



MasterYiSquare

   Master Yi
Double_Strike Double Strike ( Q )

  • Fixed a bug where Guinsoo’s Rageblade wasn’t properly giving 2 stacks



MorganaSquare

   Morgana
Dark_BindingDark Binding ( Q )

  • Fixed a bug where Dark Binding wasn’t properly snaring stealthed Champions



NasusSquare

      Nasus
Siphoning_StrikeSiphoning Strike ( Q )

  • Bonus damage now displayed as a buff on Nasus



NautilusSquare

    Nautilus
Dredge_LineDredge Line ( Q )

  • No longer travels through some walls



OriannaSquare

    Orianna

Command-ProtectCommand: Protect ( E )

  • Now has a passive range indicator showing the range at which the ball will return to Orianna while it is attached to an allied champion.



PantheonSquare

  Pantheon
Spear_ShotSpear Shot ( Q )

  • Fixed a bug where Spear Shot was not scaling with bonus Critical Strike damage when hitting an enemy below 15% Health



RivenSquare

      Riven
Broken_WingsBroken Wings ( Q )

  • Fixed a bug that made it possible to chain more than 3 strikes



ShenSquare

      Shen
Ki_StrikeKi Strike ( Passive )

  • Fixed a bug where the visual effect wasn’t properly appearing at the start of the game



SwainSquare

      Swain

NevermoveNevermove ( W )

  • Now always activates after 0.875 seconds instead of fluctuating between 0.75 and 1



SyndraSquare

     Syndra

Dark_SphereDark Sphere’s ( Q )

  • Tooltip now states: “This spell can be cast while moving.”


Force_of_WillForce of Will’s ( W )

  • Tooltip now states: “This spell can be cast while moving.”

 


ThreshSquare

     Thresh

DeathSentenceDeath Sentence ( Q )

  • After initially using Death Sentence the tooltip will now describe his Death Leap ability



TwitchSquare

     Twitch
AmbushAmbush ( Q )

  • Fixed a bug where Twitch could revive in stealth when Guardian Angel or Chrono Shift was active on him



VayneSquare

      Vayne
Final_HourFinal Hour ( R )

  • Stealth from Final Hour will now properly be broken upon launching a basic attack



VeigarSquare

    Veigar

Dark_MatterDark Matter ( W )

  • Now always falls after 1.25 seconds instead of fluctuating between 1.2 and 1.5



ZacSquare

Zac
ElasticSlingshotElastic Slingshot ( E )

  • Fixed a bug where aiming could preemptively break the targets’ spell shields




Items


In order to alleviate some of the gold pressure on supports as they push for vision dominance, we’ve made some changes to how the Oracle’s buff works as well reworked the rewards for killing wards. First off, Oracle’s Elixir no longer expires upon death, meaning players can be more aggressive with Oracle’s, rather than just passively clear warded areas they know to be safe. Secondly, the gold from destroying a ward is now distributed between both the player who kills the ward AND the player who, whether through Oracle’s or placing Vision wards, granted vision on that ward.


The_Black_CleaverBlack Cleaver

  • Can no longer apply more than one stack of Armor Shred per basic attack.


Maw_of_Malmortius Maw of Malmortius

  • Attack damage increased from 55 to 60
  • Magic resist increased from 36 to 40
  • Now grants 1 AD per 2% missing HP, up from 2.5%


We’ve made Maw of Malmortius’ passive bonus easier to understand at a glance. Now Maw will grant its maximum AD when the shield procs, so players will know exactly when they’re at peak power.


oracle's elixirOracle’s Elixir

  • Revealing a ward with an Oracle now grants a portion of the gold reward when it is killed
  • Now persists through death
  • Reveal Radius reduced from 750 to 600
  • Duration reduced from 5 minutes to 4 minutes
  • Now has a particle showing the radius of effect


ItemOrb of Winter ( new item )

  • Total Cost: 2080
  • Grants 70 MR
  • Grants 20 HP per 5 seconds
  • UNIQUE Passive: Grants a shield that absorbs up to 30 (+10 per level) damage. The shield will refresh after 9 seconds without receiving damage.


Sight_WardWards

  • Vision and Sight Ward are now worth slightly more gold, up from 25
  • Wriggle’s Lantern Ward is now worth slightly more gold, up from 15
  • The killer of the ward gains 50% of the ward’s base gold value
  • Nearby allied champions with Oracle Elixir or allied champions that have placed Vision Wards nearby split 50% of the ward’s base gold value


Tear of the GoddessTear of the Goddess

  • UNIQUE Passive – Mana Charge
    • Cooldown per charge increased to 4 seconds from 3
    • Updated the tooltip to clarify its actual functionality


ManamuneManamune

  • UNIQUE Passive – Mana Charge
    • Cooldown per charge increased to 4 seconds from 3
    • Updated the tooltip to clarify its actual functionality


Archangel's StaffArchangel’s Staff

  • UNIQUE Passive – Mana Charge
    • Mana gained increased to 8 from 6
    • Cooldown per charge increased to 4 seconds from 3
    • Updated the tooltip to clarify its actual functionality

 

Previously, champions whose attacks applied a secondary source of physical damage (we’re looking at you Jarvan), could unintentionally gain additional stacks of Black Cleaver’s shred with one hit. Characters like Shyvana or Renekton that can apply multiple basic attacks at the same time will still stack up shreds as normal.




General


Death Streaks


  • Death Streak gold has been changed a bit. The death streak penalty has been changed to 13% for first death then 20% for every death afterwards from 13% and 30%. Additionally, the minimum gold a player can be worth is now 50g instead of 15g

We’ve made some changes to death streaks in order to address strategies where repeatedly dying to lower your kill bounty could be used to gain an advantage. We know this may affect games where people are not intentionally dying, and we’ll continue to monitor this.

Here is a more comprehensive explanation of the reworked death streak rewards, along with a table.



Game Interface


  • Fixed a long-standing bug where Attack-Move and Move commands could trigger while typing in chat
  • Fixed a keybinding issue where some modifier keys could not be used with certain keys and mouse buttons
  • Significantly improved performance when purchasing item upgrades



League System


  • Added the ability to spectate players and teams in challenger tier via an option in the leagues menu
  • When viewing teams in the Leagues tab, clicking on a team will now show a list of the team’s top players



Loading Screen Changes


 We worked with the Player Behavior team on a smaller change to remove all latency (ping) displays except your own. After looking closely at the data, it seems that showing pings during loading can add toxicity to games before they even begin. Ultimately we came to the conclusion that removing the ping display on champion load screens would lead to a healthier community overall, so we acted on it.

  • The load screen now includes Summoner Icons
    • The progress bar has been removed due to space constraints
    • The ping of other Summoners has been removed

Rune Page Changes


  • The rune page has been significantly reworked to provide a more responsive experience:
    • Filtering out all runes of a given type (such as Marks or Seals) will cause it to turn grey, indicating that it’s empty
    • Reverting the changes in the runebook no longer changes which is being edited
    • It’s now possible to open more than one rune type at a time in the rune inventory
    • Right clicking or double clicking to rapidly add runes doesn’t require waiting for the animation to complete
    • Shifted the rune slots slightly to reduce certain gaps
    • The scrollbars have been made more responsive and easier to click
    • The dividers between effects in the stats pane now scale down when the scrollbar appears
    • Dragging a rune into place no longer highlights slots near the drop target
    • Rune combiner animations are simpler and less CPU intensive
    • Rune combiner filters are now more consistent with rune page filters

Technical


  • When Smart Cast Range Indicators are enabled, the keybinding for Self Cast Spell (ALT by default) will activate the ability immediately on key press, rather than on key release. This matches the behavior of abilities which are innately self-cast, such as Sivir’s Spell Shield.
  • Added tooltips and visual indicators in the client to more clearly convey which game modes, maps, and types are locked for new and low level players
  • PVP.net will now automatically scale itself down to 1150×720 or 1024×640, whichever is most appropriate. The most common desktop resolutions that will see their experience impacted are:
    • 1366×768
    • 1280×768
    • 1280×700
    • 1182×864
  • Logitech hardware support can now be disabled by adding “LogitechSupport=0″ to the “General” section in your game.cfg



Map Specific Changes


With Patch 3.9, we are setting a new precedent by making separate, map-specific balance changes to certain champions. The intent is not to reach a balancing cadence similar to Summoner’s Rift, but to address some egregious balance outliers to improve the overall player experience. In this patch we’re toning down Kassadin on Crystal Scar and Singed on Twisted Treeline. If this approach proves successful we’ll follow suit with additional tweaks where necessary.



Twisted Treeline


SingedSquare

    Singed


  • Armor per level decreased from 3.5 to 2

Insanity_PotionInsanity Potion ( R )

  • Cooldown increased from 100 to 120 seconds




Crystal Scar



KassadinSquare
   Kassadin
RiftwalkRiftwalk ( R )

  • Cooldown increased from 7/6/5 to 9/8/7 seconds
  • Range decreased from 700 to 600



Tear of the GoddessTear of the Goddess

  • Mana per charge increased from 4 to 5


ManamuneManamune

  • Mana charge limited to twice every 6 seconds, changed from once every 3 seconds flat.


Archangel's Staff Archangel’s Staff

  • Mana Charge increased from 6 to 10 mana per cast
  • >Mana Charge limited to twice every 6 seconds, changed from once every 3 seconds flat.

 




Summer Bundles coming!


Bundle decoration

Four special bundles are coming to the store in a few weeks!

 

UdyrSquare Button Rioter Udyr: Hey everyone,

Since Extra Bonus RP is active until the end of this Friday, I wanted to give everyone a heads up that we’ll have some new themed bundles coming up soon (weeks, not months). If you liked the themed bundles, this would be a good opportunity to take advantage of the Extra Bonus RP promotion and stock up..



UdyrSquareButton Rioter Udyr: Here is the pricing so there isn’t any speculation or bad information, since the breakdowns are posted already:

 

 

Pretty in Pink: 2067RP

(4116RP if you need Champions (Champions and skins both at 40% off ))

  • Bittersweet Lulu
  • 5th Age Taric
  • Dynasty Ahri
  • Sewn Chaos Orianna

Pentakill: 2325RP

(4345RP if you need the Champions (both champions and skins at 50% off))

  • Pentakill Morde
  • Pentakill Sona
  • Pentakill Yorick
  • Pentakill Olaf
  • Pentakill Karthus

Ranged Rovers: 3585RP

(No skins, flat 25% off)

  • Varus
  • Vayne
  • Graves
  • Quinn
  • Draven

Retirement: 935RP

(3000RP if you need the Champions (75% off for skins, Champions also included at 50% off))

  • Caterpillar Kog
  • Hextech Galio
  • Muse Sona
  • Molten Rammus
  • Sailor GP

 




Red Post Collection


Riot logo decoration

 

Lead Champion Designer Meddler discusses how the nerf to Jayce’s Accelerated Gate will be compensated for in the future.


Meddler Button Rioter Meddler: We’re currently testing a slight increase to the speed of his non accelerated Shock Blasts so that using Shock Blast when Acceleration Gate is on CD (which will be a more common occurrence now) will be a bit better. Overall we do intend to reduce Jayce’s power a bit, poke/disengage primarily, so this is not aimed at fully compensating for the AG CD nerf.




Lucian’s dance animation


ZenonTheStoic Button Rioter ZenonTheStoic: Let’s say his weapons leave his hands. Also, what a lot of people have theorized might be in his dance is actually in his bluepill animation.





Spirit Guard Udyr: Death Animation

This is in response to Udyr’s ultimate skin lacking a death animation.


Riot DudeBro Button Rioter Riot DudeBro: Hey Folks,
We hear ya we’ll be adding a custom death for Spirit Guard Udyr. Unfortunately, it won’t make it for launch but soon after(targeting the following patch).
Thanks for being an awesome community!




Follow-up


Riot DudeBro Button Rioter Riot DudeBro: —-SGU is coming out without a custom death animation/particle. That will be added post release(within a patch or two). The death animation/particle is not holding up release.





New Splash Art for Akali


RiotSilver Button Rioter RiotSilver: Dudes! Akali is definitely a splash that we’re looking to have reworked very soon. I’m actually already in the process of working on it and I’m pretty stoked to say that it should reflect her game-play a lot more than the one currently in game (akali is my main). It’s gonna take a little bit of time, but we will be getting to every base splash that doesn’t meet our current quality standards as well as the ones we feel don’t quite fit the character. Keep sending feedback!



New Splashes for Trundle’s skins


RiotSilver Button Rioter RiotSilver: When will Junkyard and Lil Slugger Trundle splashes be updated? These, like the Nidalee skin splashes will be of the first skin splashes to be reworked. Our goal with splash reworks is to address all of the base splashes first, and then we will work on a priority list for skins, which will be judged based on both quality standards and on which skins are the furthest from their in game model counterparts (skins that have had their VU will for the most part be very high on this list.)


Out of curiosity what’s the process before a piece actually makes it in game? Why do the splash art updates take so long? Do the artist also work in different fields? How large of a team of artists do you have?


Splash team is currently a team of 8 artists who are more or less dedicated to working on splash art. We are all league players. Sometimes we work on concepts, and sometimes concept artists will also work on splashes. Each splash takes between 3-4 weeks. We start with a set of thumbnail sketches (around 3-6) and decide on which has the best composition and best fits the character. From there we create a few quick color sketches from the picked thumbnail to decide on which mood feels right. From there it’s all about drawing it out and rendering until it’s done. The rendering process differs slightly when considering if the splash will be animated for a login screen or not, but that mainly just pertains to how many layers in Photoshop we will use.



Buddy List and PVP.Net chat improvements


Damiya Button Rioter Damiya: Hey folks,
I wanted to reach out and fish for thoughts, feelings, and requests for improvement/change on the Buddy List and Chat NotificationsPlease note, this isn’t an official inquiry; much like some of the other topics I’ve spawned, I’m looking to deepen my understanding of the pain points around the chat system.With that said, there’s a few topics that are outside the scope of discussion here:


Invites and Chat disconnects, while super frustrating, are very much a separate piece of the client (even if they use the same core processes).I’m mostly looking to talk about this screen that we all know and (love?):


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That said, what would you like to see changed? What really sucks about it? What works well?





 Champion Rotation – Week 23


Champion Rotation Week 23

The following champions will be free-to-play until  July 16th!


  • Katarina - 3150 IP / 790 RP
  • Kennen - 4800 IP / 880 RP
  • Kog’Maw - 4800 IP / 880 RP
  • Leona - 4800 IP / 880 RP
  • Nunu - 450 IP / 260 RP
  • Riven - 6300 IP / 975 RP
  • Teemo - 1350 IP / 585 RP
  • Trundle - 4800 IP / 880 RP
  • Varus - 6300 IP / 975 RP
  • Wukong - 4800 IP / 880 RP

 




Champion/Skin Sale


Champion Sale 12th June

Enjoy the following champions and skins at a discount until June 12th


Champions:


  • Caitlyn - 440 RP
  • Tryndamere – 292 RP
  • Zyra – 487 RP


Bird of Prey Anivia - 260 RP


Bird of Prey Anivia

 

Iron Solari Leona – 487 RP


Iron Solari Leona


Mecha Kha’Zix - 675 RP


Mecha Kha'Zix



IMPORTANT: Some of you may have seen my previous notice of Justin Carter’s trial, the Texas teen who’s being prosecuted for a sarcastic comment he made while playing League of Legends. He is currently put on suicide watch and the government has full intention of leaving him behind bars for as long as 10 years. You can still make a contribution to help his case by signing this petition.


Sivir Banner

 

IronStylus talks Sivir, her quirks and appeal, all the while elaborating on how the Rework team does its job. Aside from that, we have a discussion on Quinn‘s ongoing design issues and, of course, the newest Rotation and Skin Sale!

 

Sivir’s Visual Update

Was Quinn rushed?

New Champion Rotation

Champion/Skin Sale: May 31st

 

 

 

Sivir’s Visual Update


 

Sivir Decoration

 

Your favourite concept artist discusses the long-lost vixen of the League!

 

IronStylus Button Rioter IronStylus: So, again, can’t disclose much, she’s not releasing any time soon. But, we have a solid direction, and it allows us to take her current look and update it significantly. It means changing it in a direction that makes it right contextually with her background while trying to maintain, what, if anything, people find in her current look that resonates. I would submit that not much really resonates in her current state. Yellow, black, copy-paste-front-back tabard, yikes.

That said, there’s some iconicism that we have to maintain.  She doesn’t need to be decked out in anything too heavy, she needs to be light and swift, she’s the warrior-princess archetype, she should have some badlands/wasteland/desert/nomadic feel. Maybe a little female Laurence of Arabia jazz. For lack of a better term, Battle Jasmine.

The goals are for her to feel like an actual character, not a one-off, not something obtuse and obscure, but something that hits on familiar tropes but still feels uniquely “Sivir”. It’s hard to nail that, but I think we have a solid solution. She needs to feel connected to the world, and have a look/feel that plants her in that world, and the aesthetics to fit into her faction/region/super-friendship. Artistically with costume, leathers, cloths, a little bit of metal armor here and there, about as much as she has currently, but better defined with nicer material separation and texture work.

Right now Sivir violates a ton of stylistic rules we’re implementing. Her silhouette is unique right now but for all the wrong reasons most likely. Pizza feet. noodle arms, rigid static swoop hair, etc. We’re want to keep large reads, flowing hair, top/middle/bottom blocks of form and color, boots (not huge though), gauntlets, weapon, etc.

She’s extremely loud and noisy, a lot of flickering in her texture. She has a lot of detail that reduces to noise. We want to eliminate that. That will come from decreasing contrast. No blacks to yellows to whites. Those transitions are too intense and don’t allow the detail to breakdown into graphic shapes when zoomed out. There’s no material separation currently, and we’d like her costume to feel appropriately weathered or used, not just cards of flat color pasted onto her.

She absolutely needs actual.. anatomy.. removing the spaghetti arms, and probably giving her the more “Heroic Female” build ala Wonder Woman (Note: gotta keep the midriff!) I don’t think she needs as much boobs as she needs kick-ass abs. The boob area is ripe for some interesting costuming and storytelling components, rather than the bikini top it is now. It’s wasted real estate I feel, we could be giving her something more interesting/fitting/pretty/stylish there. Gotta keep the sexy, but have to crank it in one direction.

Right now she’s a bit of everything and a lot of nothing. It’s hard to make sense of that, but we’re taking what we can graphically break down as identifiable Sivir iconography and transplant it to a new body and costume. We have to imbue that overall look with what’s appropriate for her origins and story line. The artistic really has to gel with the creative here. That’s what I feel yields the most powerful result!

Oh, also, that weapon has to mean something.

 

 

TL:DR Version

 

IronStylusButton Rioter IronStylus: Abs. A non-Anglo face. Material definitions such as regionally appropriate cloths and leathers. The blade to have some sort of significance. Some asymmetry. A mature and commanding character that has a lot of confidence without being hokey.

 

 

 

 

Sivir needs to look mature

 

IronStylusButton Rioter IronStylus: Sivir shouldn’t be terribly young. Honestly, my brain puts her somewhere in her late 30′s, but still.. ya know.. really hot..

 

 

 

 

Shouldn’t Sivir look more athletic?

 

IronStylusButton Rioter IronStylus: This is our feeling as well. RiotTeaTime has helped me a lot in ideation and execution. She certainly knows the ladies. One thing we very much agreed on is that this isn’t the voluptuous body type of Miss Fortune, and it’s not the svelte athletic body type of Akali. This is tall, a bit amazonian perhaps, and more muscular.

 

Our “heroic female” body types probably encompass such champions as Leona, Sejunai and Sivir. Women who don’t have as large of a bust size, rather they have a more powerful frame. Usually still a fair amount of curves, but nothing as intense as to boarder on overly seductive. Wonder Woman, Xena, all of those tropes apply.

 

 

What kind of headgear are you planning for her?

 

IronStylus

Button Rioter IronStylus: Circlet/tiara sort of things are pretty.

 

 

 

 

 

How about warrior-woman themes?

 

IronStylusButton Rioter IronStylus: I think a neck scarf would feel nice.

 

 

 

 

 

Sivir should retain her playful character

 

IronStylusButton Rioter IronStylus: I think that should stay the case. That’s more VO/creative stuff. But I think she certainly needs a bit of playful sass.

 

 

 

 

Will the new design be symmetrical?

 

IronStylusButton Rioter IronStylus: Asymmetry in her costuming. No need to have such consistency from left to right, top to bottom, given that she’s not in any formal role. I think she needs a little something different on the throwing arm. That blade is dangerous!

 

 

If you’d like to know more about Sivir’s planned Visual Update, feel free to check out this previous article of mine.

 

 

 

Was Quinn Rushed?


Phoenix Quinn decoration


Quinn enjoyed a lot of quality background, specifically her lore pieces paving the way for the entire Freljord saga. But, according the Riot, the gameplay doesn’t quite match the rest of her design. 



IronStylusButton Rioter IronStylus: I’ll get back to this in detail, but yes. She was rushed.

 

 

 

 

IronStylusButton Rioter IronStylus: Quick note: Personally this isn’t a quality issue to me, this is a pipeline issue. That said, you will notice some stylistic differences because these models represent 3 different modelers and 3 different texture artists. There’s going to be some discrepancy between them.

“Looks bad” is a relative and fairly moot argument that is far too dependent on preference, so I’m not really going to touch that too much, but I can go into more detail about our challenges with Quinn in the ways that really mattered and how I would address them today.

 

 

IronStylusButton Rioter IronStylus: So the deal with Quinn..

From the beginning we had some issues. I jumped on the project when we were ideating on the falconer trope. She was just called “Falconer” at the time. I had returned to a lot of skin production work post-Diana and work on Falconer involved me jumping teams for a little while. I had learned a lot from Diana. A whole lot. I had a lot of aspects of Diana’s ideation and production logged in notes in order to help project some of the process onto any subsequent champions I worked on.

Rewinding a bit, Diana is viewed to be one of our more successful champions in terms of character development. She is a very well rounded champion thematically which is portrayed in all aspects of her “triangle”, creative, design, and art. She also represents one of our more successful pipeline experiences in that due to the front-loaded work on creative and art, there was no iteration time needed post-approval/greenlight. The day she was approved she went into production. Production wise, she was mostly without headaches, she was straight forward, and a lot of the hard stuff was done at the beginning. At least the stuff that would cause headaches down the line in production, iteration in the 3D stage, or other tweaks that would require a lot of manpower, were avoided. So, successful in many regards.

Quinn suffered from the opposite. She stumbled in many ways at many points in the ideation phase. This is due to a lot of reasons, and I’m very much responsible as anyone. At first, in terms of art, she was actually a melee character. Two handed sword assassin. We sort of took a Batman approach to creative, that she was the secret superhero of Demacia, “The hero Demacia needed but not the one it deserved”, etc. Gameplay wise, it was a lot of mark the target, follow-up.

These parameters changed a lot, obviously. We went in pre-approval with a very different direction post-approval. We didn’t have as clear goals as were needed to make the production and further character development smoother. Mind you, this is not always something that’s easy to track. With a lot of people working collaboratively, the noise in the room can be loud, and we can have difficulty in distilling a character’s goals. Morello is exceptionally good at establishing goals for characters, so he and I have shared that we feel Quinn could have been a bit more cohesive in retrospect.

Additionally, unlike “Team Diana”, where myself, Volty, Runaan, and Harrow were very much the owners of that champion from the beginning, our little group did not coalesce until later, after Quinn began production. At the time though, we weren’t really wise to the fact that some of our more hazy goals from the beginning would cause some pain later on.

Her story shifted, we hammered a lot out as production continued. I think it went in a very good direction actually. I’m quite fond of Quinn the character, in that I think she’s compelling and unique. Design progressed, and Volty had some really interesting ideas about her. We felt confident in that. Art was tricky. I was having some issues in making her unique. I had finished off production art of her and Valor, handed it off to 3D, and was happy, but I didn’t quite realize that a problem would arise.

She ended up suffering from the exact thing Diana did not suffer from, iteration in 3D. When we got her in game, when our model was fleshed out and animation was rocking, there were concerns that she wasn’t quite different enough. I agreed. I had already moved onto relaunch so I needed to hop back onto Quinn, work with the 3D artist, and do some model tweaks. Before doing this, I met with a few artists and brainstormed what we could do. We basically went back in and did something we didn’t quite hit on initially, we created a solid goal. She was a quintessential ranger when we distilled things.

Now, yeah, duh, that’s what Quinn is, a ranger. We’ve said that before. However, oddly enough, it didn’t quite dawn on us how clear this made certain art choices. I took a look at what we had, and I really cut into her. We changed a lot. We introduced some elements into her design, we created some bigger reads, etc. We did succeed in making Demacia’s version of a Ranger, but it wasn’t as smooth of a  process as I would have preferred. Myself and the 3D modeller assigned to her did a fair amount of extra work. In the end, we came up with what I felt was quality, but I realized that if I had some simple questions answered up front, the process would have been a lot easier.

All that said, there was something funny that Diana and Quinn shared. Truncated timelines. Diana was pushed up in our slotting due to some pipeline changes. Quinn had the same thing happen to her. The difference is that we had the majority of the goals for Diana solved up-front, but Quinn didn’t quite have as solid of a foundation. When that foundation was poked at, we had to approach things a different way, and iterate at a stage that’s much more difficult to iterate during. Since all of Diana’s thematics were front-loaded, that early work compensated for her being pushed up in the release schedule. With Quinn, we actually had to push her back a bit to hit the notes we wanted to hit.

In the end, I do really like Quinn. I do think she’s unique, I do think she’s something different in the scope of fantasy rangers. I like the place she occupies, and I think she’s a very well fleshed out character. I do however feel that we could have more smoothly figured out her goals and made the correlation between what they were, and how they would directly impact art and other aspects.

I think she hits our quality standards really well also. If you look at the sculpt, texture, animations, etc, they’re very well done. They do show differences in respect to other characters because they were made by different artists. Additionally, Vi, the example shown here, was in development much longer and was given the benefit of more marination time. That’s not to say Quinn came out half-baked, it means that stylistically, we could have brought them more in line. Even currently we’re working on reconciling how our characters fit with each other, and with the game environment.

That’s a lot of style guide work which myself and other seniors are involved in. That work is directly applied in Relaunch, where Grumpy Monkey and I work to get our assets updated, or in-line with each other stylistically. We’re working on the principles and the practice at the same time. It’s fascinating and fun, but we do learn all the time. It can make the target move a bit here and there.

So, while yes, there were hiccups in the pipeline, we made choices in places where it was more difficult to make iterations in. I feel we hit quality, but given the choice, I would reapproach Quinn differently, with our goals better established. I would take what we know now, about goal creation and adherence to those goals, about small group investment in a character early on, about stylistic consistency and visual design across champions.

This is the more interesting and sometimes difficult part of the job, and the challenge of being a developer. These are all learning experiences. We are lucky to be in a position to learn from the processes we engage in and change how we approach things in the future. We constantly learn so that we can produce something better. Yet, we’re human. We’re going to trip up and misalign at times, so I’d be an idiot to say “EVERYTHING WE DO IS PERFECT AND WE MAKE A TEN OUT OF TEN EVERY TIME.”. We believe in what we produce, we wouldn’t put it out if we didn’t feel that way, but because we’re iterative, we have the blessing and the curse of learning over and over. We know that circumstances will change each time, goals and processes will shift. Character development can be really tricky, and sometimes you can think everything is solid and rock-hard, only to find that when you look back at what’s been created, you see a slew of other options, solutions and opportunities you didn’t notice the first time around.

Hope that helps clarify. Sorry for the essay.

 

 

What’s holding back your quality control?

 

IronStylus Button Rioter IronStylus: Not so much quality control, but being on the lookout for emergent issues in a character’s development or physical production. We need to front-load more. We need to have small groups do big things, which is when we get our best results. When a champion idea materializes, people rally to it. That excitement causes use to really want to churn on it. This creates lots of discussion, discussion creates goals. Mind you, this is happening, this does organically come into fruition, but it’s not exactly a science.

I think sometimes we don’t establish those goals up front intentionally. We get a lot of awesome content and amazing characters, but sometimes those things more or less fall together. It’s hard to standardize a process like that. Draven was just.. Draven.. from the beginning. Boom. How do you make that into a processes that’s trackable?

The closest thing I can think of is what we did with Diana. I’m going back and again looking at what I learned from that. Morello and I have talked about it a lot, and it’s something I’m keeping very much in mind as I work on the next champion I’m involved with.

There isn’t one singular choke point, or a bottleneck so to speak, it’s a long pipeline, with a LOT of variables. But early goal lock-down and extrapolating what those goals mean for the character is the big focus for me.

 

 

Can your team handle constantly improving champions’ visuals?

 

IronStylus Button Rioter IronStylus: It’s a big task, but we’re up to it. The team is always growing, and it’s changing. I’m taking on 3D currently, going to try to be a rounded character artist which can handle concept, modeling and texturing. We’ve recently nabbed a new animator. VFX is our bottleneck at the moment. They’re an awesome team but VFX artists are hard to come by.

 

We’ll grow, and we’ll take on more. We currently have 2 big pushes we’re on right now, and 2 more in the immediate afterwards of those. The thing is it’s actually easier than champion development because we’re not dealing with mechanics most of the time. The last relaunches have come with a host of kit reworks. That complicates things. When things are more explicitly VU’s, that’s when we have a lot of smooth sailing. Good case being Sivir. Mostly Visual changes, nothing balance related at least not that I’m aware of. The opposite example is Sion. He’s a major project.

Relaunches can sometimes take less than 2 months to do. Champions can take 6 months to a year depending on how long each phase of ideation/pre-production/production is.

 

 
<

New Champion Rotation


 

Sale 31st May

The following champions will be free-to-play until June 4th:

 

  • Cho’Gath – 1350 IP / 585 RP
  • Ezreal -  4800 IP / 880 RP
  • Garen – 450 IP / 260 RP
  • Graves –  6300 IP / 975 RP
  • Leona –  4800 IP / 880 RP
  • Nasus – 1350 IP / 585 RP
  • Skarner -  4800 IP / 880 RP
  • Viktor –  6300 IP / 975 RP
  • Ziggs – 6300 IP / 975 RP
  • Zilean – 1350 IP / 585 RP

 

 

 
<

Champion/Skin Sale


 

Skin Sale Decoration

Get the following champions and skins at a discount until May 31st!

 

 

Champions:

 

  • Akali – 395 RP
  • Corki – 395 RP
  • Cho’Gath – 292 RP

 

 

Coral Reef Malphite – 375 RP

 

coral reef malphite

 

Pentakill Sona 487 RP

 

pentakill sona

 

Prestigious LeBlanc 260 RP

 

Prestigious LeBlanc

 

 

Good luck on the Fields of Justice!

 

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

There was a potentially overlooked change in the last patch, Patch 3.06:

Boots_of_SpeedBoots

  • Limited to 1 Boots item at a time

This change may have ruined the dreams of trolls.  No longer can six boots of mobility Master Yi terrorize players everywhere.  This marks the end of an era, and to say goodbye we look back on some of multi-booted that have graced the hallowed pages of TCotW.

 

Case #5: “Nid”ing a Ban submitted by Geonice from Volume 20

This Nidalee is guilty of basically ever violation possible.  According to Geonice, her inappropriate name was “HomoBut”.  Then there’s the intentional feeding:

nid2

There’s also the verbal abuse:

nid4

She got seven reports out of a possible nine.  This Nidalee was a real beast.

PunishWarning

 

 

Case #4: Putting the “Intent” in Intentionally submitted by LuBuFu from Volume 13

This case has been submitted by an observant NA Tribunal judge.  In his words: “So, what makes this case interesting? Well let’s start with [an] average of 5 reports a game… That’s a lot…”  Reports like:

lufubu1

LuBuFu goes on to ask, “So, what could have caused this?”

lufubu2

Multiple mobility boots huh?  That last Pantheon must have been running on all fours.

PunishWarning

 

 

Case #3: A Game of Cat and Mouse from Volume 13

The Lux in this game had a bad score and what appears to be a troll “build”.

lux2

And what is the explanation for four pairs of boots, 20 deaths and no CS?

lux1

Well, that makes sense.  Maybe the four pairs of boots were for the cat.

PunishTime Ban

 

 

Case #2: The Feeder submitted by Vokuhilla fromVolume 18

Vokuhilla passed this case along because of the direct and obvious feeding.  What kind of feeding?

feeding1

While sprinkling in fun comments like:

feeding2

Not much to discuss here:

PunishTime Ban

 

 

Case #1: The Cobbler submitted by AmudielWW from Volume 15

Another submission by AmudielWW, who sent in one last week as well.  In this case, Dr. Mundo has developed a shoe fetish.

mundo1

Intentionally feeding and spending all the money on shoes, he really is the Madman of Zaun.  There isn’t much of an explanation in the chat, other than:

mundo2

Mundo goes where he pleases, but apparently this Mundo needs six boots to get there.

PunishTime Ban

 

 

RIP Mundo’s Shose Shop.

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: The Master of Feeding

This player really has figured out how to feed.  His motivations are unclear, but the results can’t be questioned:

yi1

42 deaths, now that’s some serious feeding.  He did ask one question:

yi2

The Tribunal sure loves punishing players like him:

PunishWarning

 

 

Case #4: Unhappy Ending

Unlike the case before, this player didn’t give you a lot of notice that something terrible was coming.  Right at the end of the game, this player likes to add:

sej1

That was game two.  Here is game three:

sej2

And here is game four:

sej3

And here is the punishment:

PunishTime Ban

 

 

Case #3: Spamalot submitted by HDDragon

HDDragon, for reals this time (sorry Geonice!), passed along this case, saying: “Oh…my…goodness… I have never seen such spamming!!”  Frankly, it’s hard to do this case justice.

spam1

Imagine someone doing that, over and over, for 30 minutes.  The mute feature was made for people like him…  But he did sprinkle in a little:

spam2

The Tribunal got the last laugh here. Tribunal es # 1.

PunishWarning

 

 

Case #2: Worst Troll of the Week

You may have read about Restricted Chat mode in a NoL article recently.  The basic idea is to limit the number of times a player can speak in chat as a way to instruct them on being more polite.  This is rehabilitation, as opposed to the banning system previously in place. For example, you take a player who says things like this:

chat1

And instead of giving them a Time Ban, you give them limited chat.  Now there have been cases of this working on the official forums, but in this case…

chat2

Yeah…  This player doesn’t look like he’s reforming any time soon.

PunishTime Ban

 

 

Case #1: Permaban of the Week

Our permaban of the week shows just how ineffective bans can be. This is certainly not this player’s first account. On this smurf, he feeds like crazy:

10minutemail1

And his motivation isn’t exactly pure:

10minutemail2

And he’s definitely not afraid of the other players or the Tribunal. He even tries to recruit his fellow smurfs into trolling too.

10minutemail3

You can see the dilemma Riot is in. Permaban these trolls and they just create new accounts and terrorize new players. Restrict their chat and some will just troll anyway. Hopefully with enough data they can figure out which one to give to whom. So remember to report the trolls you see, and if you have some time, judge some players in the Tribunal. The next game they ruin could be yours.

Punishpermaban

 

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.