On 07/30/2014, starting at 01:30 AM PDT, ranked queues will be disabled in preparation for patch 4.13. At 03:00 AM PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
A massive PBE update, including changes to to Master Yi, Zac and Phage, brand new skins – Arcade Hecarim, Riot Blitzcrank and the legendary Forecast Janna, New Summoner Icons for all 5 teamswho’ve passed their regional finals, major updates to theÂ Champions Tab, Â as well as two brand new features – Teamfight UI and Baron & Dragon Spectator Timers!
Moving from the realm of testing, Riot have announced the release of League-themed American Express Serve RP Cards, RiotScruffy brings us news of Skarner‘s announced rework, IronStylusgives us a rundown of all Champions who currently have new skins in development and shares some incredible art for Diana, Kitae announces the results of the Freljord’s Tribe Events and, as always, the latest Champion/Skin sale!
This skin is actually the product of one of our Thunderdomes. A span of about 2 days where we all get into groups and burn on a project we want to see happen. Some great stuff has come from TD, including the first iteration of Ardade Hecarim. Everyone went giggly over the particles and silliness. We’re all fans of this sort of 80’s craziness, and for some reason, as absurd as it was, it seemed to fit considering other popular media we’ve been exposed to.
After TD, we reevaluated what we had then put him in the pipeline proper for proper modeling tweaks, animation cleanup and particle work.
Either way, I love being at a place where something we are able to bang out in 2 days can get so much buy-in that we can get it into the pipeline and make it really awesome!
Riot Blitzcrank Splash Art
PBE: New Summoner Icons
Five new icons are available for the teams who qualified for the International Wildcard Tournament.
PBE: Champions Tab Rework
Champion Tab Rework Preview
A wider view of the champion list, better filters and faster performance are just some of the updates to the Champions Tab.
Explaining the changes
Â Damiya:Â Summoners,
With todayâ€™s deploy of 3.11 to the PBE, weâ€™ve given the Champions tab in the Summoner Profile an update. The release of 3.10 brought with it some improvements to the champion tagging system, removing the old multi-filter process and giving each champion a primary role. The new and improved Champion Inventory includes a broader grid, a role-selection dropdown, and a significant performance boost when navigating between profile tabs.
When youâ€™re next on the PBE, feel free to check out the new and improved Champions page; weâ€™d love to hear your thoughts on the new layout. If you encounter anything that seems amiss or doesnâ€™t work like you expected, please take the time to share that with us in this thread!
Can we see what champions our friends own yet?
Â Damiya:Â That’s beyond the scope of this change, and while I can’t tell you exactly why we don’t show other people’s champions (Mostly because I don’t know), at a guess it’s due to privacy concerns and stuff; while I realise that most of you want to use it for positive reasons, I could totally see people getting harassed for not having enough champions or something.
PBE: Teamfight UI
Keeping track of the action will become a whole lot easier for commentators!
Â Kitae:Â Hey PBE-ers,
We’re testing a new UI mode for Spectator mode and would love your feedback. We’re calling this mode theTeamfight UI. The overall goal of this mode is to provide a great viewing experience during large team fights.
Preview of Teamfight UI (bottom)
Our specific goals:
Minimize and concentrate the UI so it’s easier to focus on the action during team fights.
Optimize the display of battle information: Who is involved in the fight? Who’s winning? How many people have died on either team?
The Teamfight UI’s functions
Let’s take a closer look. In this screenshot we can see:
Team health barsÂ help viewers track the momentum of fights, and register the power of AoE damage and heals.
Loss of control iconsÂ help viewers track powerful status effects–if Malphite’s ult hits all 5 of the enemy team, it’s easy to see.
Kill counterÂ tracks each champion’s progress towards the elusive pentakill
Ult / Summoner spellsÂ are easily viewable for both teams in a central location
Dead championsÂ have the familiar death timer
Not every champion is always there when a fight breaks out. The team fight UI helps you understand who’s in the thick of battle:
Near championsÂ like Caitlyn are represented with bright character portraits. Near champions are on-screen champions and other champions we identify as being involved in the team fight.
Far championsÂ like Renekton have darker portraits
Team healthbarsÂ reflect the health of both near (bright) and far (dark) champions.
You can help test this feature by spectating matches on PBE. While the UI mode is intended for use during team fights, it should work correctly all the time (like all other Spectator UI modes).Â To engage the team fight UI, press ‘a’ while spectating.
Please test this and give us your feedback!
Follow-up: People who’ve worked on the Teamfight UI
Â Â Kitae:Â A cool note: the Teamfight UI was a Riot Thunderdome project, where Rioters form teams within the company and work on brand new passion projects within a contained window of time. Other Thunderdome projects include Proving Grounds ARAM, turret aggro indicators, Item Sets, and some others.
Hereâ€™s Thunderdome Team 5, bringing you the Teamfight UI!
â€¢ Riot RoboLions
â€¢ World Peace
Will the UI provide feedback on when important items are activated? (Locket, Zhonya, etc.)
Â Â Kitae:Â We’re definitely thinking about that. Invulnerability and shields is something we’d like to better communicate.
Drawbacks: Not being able to see Champions’ health bars when they’re off-screen
Â Â Kitae:Â The UI was designed to provide a great experience when viewing a specific team fight. We included the mini-map and off-screen portraits and team health bars to help players understand the possibility for reinforcements.
However, there will be cases, like two simultaneous fights going on, where using this mode will give you less information. In that case, I’d recommend using the normal UI.
TLDR; use this UI when you want to focus on a specific fight that’s on screen. For monitoring action across the entire map use the standard UI.
Will the new UI be able to reflect intense moments where people are very low on life?
Â Â Kitae: If these champions are on-screen you still have the health bars over their heads. We are also experimenting with the algorithm for calculating the team health bars to better represent situations like the one you describe.
Thanks for the feedback, go try out the feature!
Will this feature change the way games are viewed at LCS and other events?
Â RoboLions:Â We certainly would love for the LCS crew to use this view and we actively worked with them to get feedback on the feature so that they would be amiable to doing so. In the end it is up to them to decide how this fits into their day-to-day but I’m hopeful!
Teamfight UI: Suggestion Box
Making the Team Health Bar the way current Champion Health Bars are shown (5 bars)
Â Â RoboLions:Â We had considering doing exactly what you propose and I was the biggest advocate of that method, here’s what it came down to and why, in the end, I happily changed my mind. Any variation of effective health gives too much credit to the tank on the team and not enough credit to the squishies that have to use their escapes (and their wits) to stop from being roadkill.
In that system, an ADC that is at 10% health contributes roughly equal health to the team bar as the same ADC at 90% health just because they don’t have near as much total health as say, Alistar. Clearly that is not a fair representation of how the team is doing!
At 90% health Caitlyn can net away, Ezreal can shift, flash may not be burned yet, etc, and then they can continue to do damage from the back. At 10% health they are as good as dead and getting back into the fight is suuuuuper risky.
Making players’ cooldowns visible
Â Â Kitae: Interesting idea. I’m worried by the potential for visual clutter, this seems like something that would get added to the main UI first. I definitely see the value, but worry a bit about the clutter.
Moving the Team Health Bar on top
Â Â Kitae:Â I can see this working, we tried it both ways and liked it better on the bottom, but it’s an option to keep in mind. I think from a readability perspective it works in both cases.
Adding a teleport indicator to the UI
Â Â Kitae:Â Good suggestion. There are a lot of powerful effects like Zhonya, shields, shen ult, that woudl be cool to visualize. We wanted to nail the basics first but in the future this is a possibility.
Moving the champion portraits to the left and right of screen
Â Â Kitae:Â One of the goals was to centralize the portraits. Currently you need to glance left, right, repeatedly to modify champion portraits.
Placing dead champions at the back of the UI
Â Â Kitae: Â I can see this, but champion portraits re-ordering could be pretty confusing as well. Imagine someone ressing mid fight and ‘popping’ into the middle of the portraits.
Mousing over the champion’s icon highlights their health bar
Â Â Kitae: Â That is a pretty cool idea!
PBE: Baron and Dragon Spectator Timers
A brand new feature, delivered by team StrikeForce – a Dragon & Baron Timer UI for Spectator mode!
Â RiotBrokenSword:Â Hey PBE Community,
My team, Strike Force, has recently developed a feature for Spectator Mode to improve the viewing experience of your friends’ games, and the broadcasts of LCS. We’ve had a lot of requests for the feature since the release of Spectator, and we’ve finally got it for you, right on time for the Playoffs and the World Championships: it’s an in-game timer for Dragon and Baron as they get ready to spawn!
The timers will appear 2 minutes before the monster spawns, then fade away shortly after displaying the message “LIVE”.
I’d love for everyone to spectate the sh*t out of some games to vet this feature as thoroughly and extensively as possible. Additionally, be sure to send me and my team feedback on this post, so we can fix any and all bugs that we missed on our end. The feature is solid as is, but there are always uncertainties when working with software.
Here’s a few screen shots of how they will appear…
Dragon & Baron Timers
Follow-up: Why the new UI is an improvement
Â RiotBrokenSword:Â Thanks for the feedback, everyone.
I’ll explain a little bit about why the feature acts the way it does at a strategic level.
We chose to have the icons appear and disappear on timers, rather than be static, to keep ourselves from piling on more information onto the screen than we feel is relevant to the particular moment of the game you’re watching. If you look at the spectator UI in its current state, it’s already pretty cluttered, and that’s without the overlays in the eSports broadcasts. If you were to look at the screen and break it into chucks, and make those chunks fractions, you’d realize that we’re already taking 1/4 of the game from you with Spectator and LCS overlays. The purpose of Spectator Mode is to show viewers the game currently in play, not a bunch of irrelevant information. Static information only hides more of the game from sight. So we chose, and will likely continue to choose, to show only contextually relevant information.
A few tactical notes:
We kept the timers below the threshold of three minutes to help mitigate the feature being exploited for the benefit of the players in the live version of the game. So viewers will only be seeing the timers a minute after the event has already happened. This, of course, doesn’t apply to eSports broadcasts, which stream with 0 delay.
This is only the first iteration of this feature, so it will be evolving with time.Â
Get RP with RP+ from American Express Serve
If you’ve ever felt the masochistic need to carry a Teemo-themed credit card, then today is your lucky day!Â
RP+ from American Express Serve is offering a new way for League of Legends players to get RP â€“ you can earn RP when you sign up and start using your Full Service Reloadable Prepaid Account:
+1,000 RP after successful sign up and email verification
+1,000 RP the first time you load $20 or more to your Account
+10,000 RP the first time you use Direct Deposit to add $20 or more to your Account
+100 RP for each of your first 10 Card purchases
+Continue earning RP on the things you already buy
Choose a Card design with Teemo, Vi, Lux, Twisted Fate, the Summonerâ€™s Cup or the League of Legends logo, depending on how youâ€™d like to represent off the Fields of Justice.
A few things to remember before you sign up:
Accountholders must be 18 or older (or 19 in certain states)
Accountholders must be US residents
You must have a North American League of Legends account to earn rewards
No credit check or minimum balance
Update on Skarner
Following RiotScruffy‘s recent announcement that he is working on improving Skarner, here is an update on how the changes made to his E ability.
Â RiotScruffy:Â Hey all, back with some more details. We’re trying out an iteration of the E that is a bit more like the old E in usage but there are some other changes that help it fit nicely into his new gameplay pattern.
Fracture ( E )
No changes to the skillshot, itâ€™s still a free cased line nuke
Range increased by roughly 20%
Projectile width decreased by about 20%
Deals magic damage to targets hit and slows them by 30/35/40/45/50 for 2.5 seconds
The goals here were to retain the fun and diverse gameplay of the line nuke. The free targeting and skillshot feel of the E is a nice change of pace from Skarner’s other melee focused abilities. We’re also trying a longer/slow/less wide projectile so that targets of the E have the opportunity to dodge it (counterplay).
Â RiotScruffy:Â Two more pieces of clarification about the E we are currently testing.
Fracture ( E )
It slows immediately (not on the mark proc)
The mana cost is significantly lower than the old E
Also, thanks for the feedback, I read it all. This new Skarner is very strong in our playtests so far. I am personally very excited about the skillshot E because it adds a bit more thought and precision into his gameplay.
How does Skarner feel as a result of these changes?
His pre 6 ganks seem to just be all around better. Even in the case where you are ganking a lane with good initiate, you can just save the E for when their CC wears off.
Here is a noticeable hunger in the midgame for ability points because he now uses 4 abilities instead of 3. Choosing to max W or E first is viable, and it depends if you want the more consistent speed/defenses or stronger damage/slow. It is a good thing that he doesn’t max out around level 12, and can keep growing all the way into late game.
His ability to permanently slow and stick to tanky characters is less. This isn’t actually a big problem because his brawling ability with Q and attack speed is still very strong, and when your target tries to run, you can use E to close the gap. The power of having a ranged slow makes his chasing ability as good if not better than before.
As for late game teamfights we have seen that the ranged slow is actually very useful for peeling because Skarner can actually dive on the back line and still throw Es in any direction to peel for his back line. It seems like a net neutral change in his ability to peel for his team. The more significant difference in late game teamfights is the R, which is now much more reliable once you have gotten in range of your target.
These changes are still being evaluated.
Â IronStylus:Â Every champion listed above currently has a skin in development, somewhere along the pipeline. Delays and time between skins hinge on a number of factors, I’ll list some particular to this list:
Urgot – Something under development, however he’s shambly and we need to screw with the rig a lot.
Zed – Fairly straight forward aside from that his shadows might be something else entirely in any given skin, mandating possibly another model and particle work for that model.
Zyra – Tons of models which require animation if they’re anything different than the plant rigs, lots of particle work.
Thresh – Chains.
Nami – If we change the model into a different type of fish/sea creature, that will requite custom rigging for whatever additions we make. Example, new fins/membranes need a lot of animation support. She’s also very particle heavy.
Skarner – Soon(tm)
Kha’Zix – Extremely VFX heavy, evolving model, etc.
Rengar – Not sure where he’s at. He’s straight forward, but not terribly old.
Syndra – Heavy particle work, possibly fabric animation support depending on the theme. Doing something cosmic would most likely require model translucency and/or scrolling textures which are just now being used on some newer skins.
Viktor – Tons of particle work and a couple of models for his traps.
Vi – Fairly recent release, should be something along relatively Soon(tm)
Aside from those specifics, certain things can constrain production, mainly VFX and animation. Both of which are heavily valued when it comes what players enjoy about new skins. Both tend to be the most pinched of resources internally. Additionally, a skin for any given champion might be in production, but then an event (Lunar Revel, Harrowing, etc) might pop up on our radar and we may realize a champion would better fit there. We might put the in-progress skin on hold while we make something appropriate for an upcoming event. Happened to a concept of mine recently.
As for Rumble, which people keep bringing up, Iâ€™ll restate: Heâ€™s the equivalent to the work of a new champion. He requires a completely new rig and animation sets if heâ€™s to be anything different than the rickety mech heâ€™s in now. That rig doesnâ€™t support anything to the magnitude of fan-requested ideas, or concepts players have submitted. Weâ€™re going to change his rig for his upcoming skins. One of which is currently in production, but as I said, needs heavy animation support.
Hope that helps clarify!
Why are Darius and Vi getting skins before Zyra?
Â IronStylus:Â Zyra currently has a couple nearly complete models in the backlog. (This does NOT mean they have had animation or VFX support.) However, recently we felt she would slot into an upcoming event quite well. We decided to concept that and move forward on that skin. Zyra is massively intensive. You’ve just compared her to two melee fighters. Some of the “easiest” champions to produce due to limited VFX needs.
Didn’t you hint at the development of Diana skin some time ago?
Â IronStylus:Â Did a concept, completed it, scrapped it due to an event that could use a Diana skin. I’m currently reconcepting it as I type this.
Why isn’t Evelynn on the list?
Â IronStylus:Â Eve will get a relaunch before any more skins most likely. She’s in shambles.
Are you working on a Nunu VU?
Â IronStylus:Â Grumpy Monkey currently has a high-rez model of Nunu complete. This isÂ nowhereÂ near to being an indicator of when he will be coming out however. He is on the list though!
IronStylus shows amazing Diana art
Â IronStylus:Â Howdy. Was doing some color practice tonight and thought I’d share the outcome. This is HEAVILY influenced by reference I was using of this awesome painting of a lady.. but I can’t find the source.. Also heavily referenced from one of the initial sketches Knockworst did while doing Diana’s splash.
Why does she have a crack on her forehead?
Â IronStylus:Â So, the super-secret head-canon I have, which I have no idea if it’ll be actually integrated, but it’s something that Team Diana talked about way back in the day.. is that her mark is a physical brand. The Solari elders literally took a tool and burned that mark into her face. Though, they were so blinded by ignorance, or maybe they liked irony so much, that they branded her with the ancient symbol of the moon.
This scar burned her hair, giving her a larger forehead. After she flipped out, surrendering all her humanity to deep sadness and pain, that’s when this thing became full of fancy. That’s when her bond with the moon began. The marks on her eyes weren’t makeup, they were burn marks and scorches coming from the magicalmoonlight affecting her eyes and causing her tears to boil on her face.
Soooooo yeah. A little emo.
Why the lack of a glowing moon symbol?
Â IronStylus:Â Yeah, simple glowy thing for no reason works for in-game and for the short amount of time we have to tell a story, but if I were to make a movie or something, I’d put that gut wrenching part into it.
In my opinion, Diana should be beautiful but the Solari scarred her so deeply, inside and outside.
Will you do a portrait of Leona as well?
Â IronStylus:Â Ugh.. I’ll try, but I’m terrible at rendering metal, I’m gunna need to call in some help for that one!
Did you use a reference portrait for your sketch?
Â IronStylus:Â Yup! Kienan (Knockwurst) always made little portraits of the characters he was doing splashes for. I’ve always loved the one he did of Diana so I used that as reference for this piece.
What other champions will get skins in the near future?
Â IronStylus:Â Hmm let me try a really crazy thing..
Every champion, unless slated for a relaunch, has a skin in development. Those champions which need relaunches are pretty self evident when you compare their quality to current standards. By that math, I think you can assume who is on the relaunch list, as long as it may be, and who has a skin currently in the works.
Does that answer most questions?
Any celebratory event skins we can look forward to?
Â IronStylus:Â Events like the Harrowing, Snowdown Showdown, and Lunar Revel are all that are on my radar at the moment.
Will you update Alistar’s looks?
Â IronStylus:Â Not a high priority. Not sure how extensive of an overhaul he’d get.
Freljord Event – the results are in!
Which tribe won the community’s affection? Who will celebrate in the chilling depths of the Freljord – Ashe, Lissandra or Sejuani? Find out below!
Different regions favored different tribes: The Frostguard (led by Lissandra) received the most worldwide support, but all three tribes were #1 in at least one region.
It was a close race: Each tribe received significant support in all the regions we tracked. Sejuani and her Winterâ€™s Claw tribe support in Korea was the lowest result we observed, and still constituted 26.2% of players!
The Freljord event was intended to shine the spotlight on the Freljord, feature itâ€™s three leaders, and present a difficult choice â€“ which tribe will you support? We wanted all three tribes to be compelling, and were pleased to see that they all appealed to players around the world.
Which tribe will rule the Freljord? Only time will tell. The Freljord event set the stage for future stories and conflict in this harsh, icy, region. What will ultimately set things in motion? Who knows.
But if the Watchers returnâ€¦that would make thingsâ€¦interesting….
Champion/Skin Sale – Expires August 19th
Enjoy the following champions and skins at a discount until August 19th!
In the first part of this article, I talked about how there is a Three-Talon Strike on balancing champions: kit, thematics and numbers. While reading about the reasoning and explanation behind the trio, it is often a lot more useful to pull in some examples to help flesh out these phenomena. Letâ€™s get out of the kiddie pool and jump right into some examples.
A characterâ€™s theme and overall â€œfeelâ€ play a lot into their power levels. It might seem that deviating from the theme wouldnâ€™t really matter as long as you learned the character, but the most successful champions are an avatar of their theme. When the character nails theme, the player feels empowered and the perceived strength and viability increases. So who has nailed their theme and who has missed the mark?
Thresh smashed theme out of the park. He is a recent character, so the thematics will of course be a lot more in line. But his theme is a heavy control jailer/tormentor and he does it extremely well. His passive collects the souls of the dead in order to strengthen himself. He has a hook ability that drags people into the depths and can also bring â€˜deathâ€™ himself to you. His lantern acts as a ferry and guiding light to souls, whether it be collecting those fallen or aiding those about to fall. He can either push you back or pull you in with his chains, again controlling whatever you do. His ultimate, the box, is the icing on the cake. Not only does it reference jail or solitary confinement, but it traps your enemies and punishes them severely (damage and MS slow) for leaving the box. Because of his thematics, Thresh has an amazing feel to him that a player can really get into. You may not be doing amazingly, but at least it feels totally awesome.
Sejuani’s recent rework addressed these issues, but let’s take the ones she used to have. Sejuani was an ambitiousÂ character that lacked focus and didnâ€™t really feel great because of it. They tried to make a mounted character, a female barbarian and a vicious Freljord leader.Â Her lines and voice made her come off like a very serious leader… wearing a metal bikini. I get a certain immunity to frost, but metal bikini discredits taking her seriously as a commander. For the barbarian portion,Â there’s the flail. ItÂ was another source of confusion, somewhat like Mordekaiser, in that she had this giant ice flail that can freeze/stun several enemies when thrown but her auto attacks did next to nothing. Last but not least was her mount. Sheâ€™s riding an animal larger than half the cast of the league and he had somehow less impact than Willump (Nunuâ€™s Yeti), who at least gets to attack. At that point, why have a mounted character? The rework made her boar smash into things and knock them up. The flail now smashes down on enemies and is swung around her head menacingly. She’s clad in heavy leathers and armor, really driving home the “I’m a fearless leader ready to wreck some face.” Sejuani now feels strong and makes sense.
Sometimes a champion can be very thematically correct but their kit is too problematic to balance. The switch over to Season 3 has brought out a lot of champions with strong kits that werenâ€™t an issue before, such as Xin Zhao. Kit changes are necessary when simply shifting numbers up and down doesnâ€™t work out. The last article had some comments that brought up a few kit changes, letâ€™s take a look at some examples.
Dravenâ€™s axes have an indicator of where youâ€™ll end up. A lot of his DPS involves catching and using these axes, which is nearly impossible in a real teamfight. So with this skill cap, why does the indicator show where heâ€™s going to end up? It might seem minor, but perhaps this is one of the things that kept him out of the highest levels of play for a long time. Does this add mind games in a â€œwill I catch it or notâ€ style? Or does it just create another obstacle in an already difficult course? If you were to change this part of his kit without number changes, would he be overpowered?
Jarvan’s main form of CC, the flag/spear (EQ) combo, is also his main form of damage, harassment and his escape mechanism. Lowering the cooldown on this creates the problem of infinite CC and being too safe, while raising it creates an issue of being near useless when it is not available. His mana costs and cooldowns were raised, making his combo too sparse and he dropped from play. The mana costs were changed and he popped up again. Resistances were nerfed and his popularity sky-rocketed, which was recently addressed with the removal of armor on his Demacian Standard. Even though he has a strong foothold in the game right now, raising the cooldown and/or mana on his combo would ruin him. Does the fact that his viability hinges on mana and cooldown costs on his combo indicate a flaw in the kit?
These are the easiest to see and change and only really require some balance testing. The examples for a number change are seen in every patch note, so I wonâ€™t go over them in detail. The important take-away from number tweaks is whether the kit and theme are working properly. A small number-change should not make someone flip the switch from bad to good, but should instead smooth out their power level.
Diana was a problem child and was then lobotomized with some number changes. Her kit is very unique and has proven not to be the issue when they slashed her numbers. While the tag team of range, damage and cooldown nerfs were not entirely necessary, the numbers removed a lot of her strength. Her kit isnâ€™t inherently flawed because she has to make sacrifices to make herself strongest, in this case meaning she has to be in melee range to do her damage and CC. The shield and ultimate reset then become necessary for engaging and fighting enemies. When some of those values were restored, she smoothed out her power level and now fits nicely into the spot that was created for her.
Elise was released with a whimper and then became a power house. The season 3 changes to health stacking and having resistances increase in cost treated her well, so she had to be toned down. Her kit overall is absurd, and is borderline unable to be number balanced. She is a bruiser, mage, %health-dealing carry, support, top laner, with a humongous ranged stun, an escape mechanism, sustain and an execute. There are simply too many things she can do that make balancing her with only numbers incredibly hard. Do you reduce the rappel range? How about her base stats so she canâ€™t jump in? Mana costs? %health scaling? And to top that off, a drop in any of those numbers to a bad state brings her from OP to support/unplayable.
Tuning a Champion
As you can see, there are many variables to play with when balancing a champion, not just the numbers. You have to take a look at their theme to make sure your frost archer isnâ€™t hitting people with a flaming sword. Then you have to take a look at their kit to make sure that what they offer isnâ€™t too amazing. Once you have those two ironed out, take a look at the numbers and tune them up and down accordingly. I provided a bunch of examples, but who do you think they got spot on and who did they really mess up with?
Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15
These two changes are intended to give Akali’s kit some utility. With Twilight Shroud now granting vision where it’s placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.
Â Â Caitlyn
Base Attack Speed reduced to 0.625 from 0.668
Attack Speed per level increased to 4% from 3%
No longer gains stacks when attacking structures
Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.
Additionally, by removing the accrual of headshot stacks when attacking turrets, it’ll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.
Twin Fang (E)
Now counts as a single target spell for the sake of items like Rylai’s Crystal Scepter
Â Â Â Diana
Moonsilver Blade (Passive)
Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 AP) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290Â (+0.6 AP)
Range of the cleave behind Diana reduced
Pale Cascade (W)
Total damage changed to 66/102/138/174/210 from 60/105/150/195/240
Shield reduced to 40/55/70/85/100 (+0.3 Ability Power)Â from 55/80/105/130/155 (+0.45 Ability Power)
The second application of the shield now stacks with the first shield instead of replacing it
As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto-attacking with her shield up in lane.
The shield change will help Diana in mid- to late-game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana’s shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements.
Â Â Â Elise
Skittering Frenzy (W)
Ability Power ratio increased to 0.04 from 0.02
Spider Form (R)
No longer grants bonus Armor and Magic Resist
Â Reducing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise’s offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.
Demacian Standard (W)
Vision radius of the StandardÂ reducedÂ to 700 from 850
Impure Shots (W)
Max stacks increased to 5 from 4
Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14
Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.
Â Â Â Nami
Basic Attack Missile Speed increased to 1500 from 1350
Surging Tides (Passive)
Bonus Movement Speed increased to 40 from 30
Aqua Prison (Q)
Stun duration increased to 1.5 seconds from 1.25
These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.
Â Â Â Nunu
Damage increased to 600/700/800/900/1000 from 500/600/700/800/900
Healing reduced to 90/130/170/210/250 from 125/180/235/290/345
Healing ratio reduced to 0.75 from 1.0
Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:
Golem-type monsters grant 10% increased size and maximum Health
Lizard-type monsters grant Nunu’s attacks and spells additional magic damage equal to 1% of Nunu’s maximum Health
Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit
Nunu naturally fits in the jungle with his strong objective control and high map mobility â€“ these changes should add more depth within that role. Above all, we want Consume to be a cool spell â€“Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.
Â Â Â Rumble
Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)
Danger Zone damage bonus increased to 50% from 25%
Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)
We did tone down some of Rumble’s overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble’s overall play. Here we’ve decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.
Â Twisted Fate
Pick a Card (W)
Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
Stacked Deck (E)
No longer grants Cooldown Reduction
Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
Cooldown increased to 180/150/120 seconds from 150/135/120
With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate’s overall power without hitting the core components that make him fun. We’re changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny’s high impact, we’ve brought it more in line with other global ability cooldowns
Â Â Varus
Base Movement Speed reduced to 330 from 335
Piercing Arrow (Q)
Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143
Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215
Hail of Arrows (E)
Damage reduced to 65/100/135/170/205 from 65/105/145/185/225
Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.
Â Â Warwick
Infinite Duress (R)
Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)
Infinite Duress now always places Warwick in front of the target rather than a random spot around the target
These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.
Â Â Â Â Zac
Base Health Regen reduced to 7.0 from 12.5
Let’s Bounce! (R)
Damage reduced to 140/210/280 from 160/240/320
Fixed a bug where Let’s Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
Tenacity reduced to 50% from 75%
For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power â€“ reducing the burst power of his ultimate and his already unusually high sustain from bloblets.
Â Â Â Zed
Razor Shuriken (Q)
Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)
Living Shadow (W)
Vision radius of the Shadow reduced to 700 from 1300
Shadow Slash (E)
Cooldown increased to 4 seconds from 3
Â As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed’s Living Shadow was just to bring it more in line with other abilities of this type.
Quality of Life Changes & Bug Fixes
Â Â Karma
Inner Flame (Q)
Mantra Bonus – Soulflare
Slow area now spawns directly under the primary target
Recommend items updated
Â Â Quinn
Fixed a bug where Vault failed to interrupt targets that were immune to slows
Puncturing Taunt (E)
Can no longer target minions
Â Â Syndra
Scatter the Weak (E)
Improved detection of Dark Spheres at longer ranges
Â Â Â Udyr
Tiger Stance (Q)
Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance
Â Â Varus
Piercing Arrow (Q)
Improved hit detection at the end of the missile
Chain of Corruption (R)
Improved hit detection at the end of the missile
Â Â Â Zyra
Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power andÂ benefit from Banner of Command‘s minion damage aura
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
Recipe changed: Philosopher’s Stone + Chalice of Harmony + 920 gold = 2500 total cost
Grants 7 Health Regen per 5 seconds from 0
Grants 18 Mana Regen per 5 seconds from 9
No longer grants Mana
Active Heal changed to “Heals for 150 + 10% of the target’s Maximum Health” from “Heals for 150 + 15% of the target’s Missing Health”, Cleanse effect unchanged
Active travel time changed to 0.2 seconds from variable with distance
Fixed an issue with the hit effect particle
Mikael’s Crucible is a very strong item for supports who want to stay on the back line out of harm’s way. Most supports, however, opt for Philosopher’s Stone in early game, which makes them adverse to buying another high-sustain item like Mikael’s Crucible. These changes also open up more diversity for supports when upgrading their Philosopher’s Stone – Shurelya’s offers more offensive and defensive disengage, but Mikael’s Crucible offers more in-fight potential.
Shard of True Ice
Total cost reduced to 1600 gold from 1700
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
While this change doesn’t seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don’t draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.
High Winds duration and intervals tweaked to match the pace of the music
Statue destruction algorithms tweaked to become more consistent throughout the match
Loss of Control UI
Loss of control indicators now appear underneath a player’s nameplate when the player’s champion is afflicted by a crowd control effect
A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect
When multiple, unique crowd control effects are active:
An additional icon is displayed for each unique effect type
The progress bar represents whichever effect has the longest remaining duration
Icons are removed as their associated effect type becomes inactive
Indicators are visible to the afflicted player, that player’s team and the player who inflicted the crowd control effect
Co-op vs. AI
Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes
Fixed a number of cases where icons on the league view were not showing up correctly
Custom Item Sets
Custom item sets can now be created and edited in the summoner profile.
Saved item sets appear as an option in the Recommended tab of the in-game item shop
Item sets can be associated with a specific champion, multiple champions or all champions
Item sets can be associated with a specific map, multiple maps or all maps
Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
Karthus’ Requiem should no longer have a major FPS performance hit across all maps.
Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
The ‘Random Champion’ option is no longer available in ranked game champion select.
Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.
Fixed a bug with certain AMD Radeon video cards when playing Dominion.
Players may now disable moving their champion via right-clicking on the minimap in the options menu.
Logitech G-Key, LED, and LCD technologies are now supported.
Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.
Custom Item Sets
As you probably saw in a recent article, Riot’s been working on an in-client item sets. With Patch 3.7 now live, these are finally available for everyone! Â Riot GTez explains in detail:
Â Riot GTez:Â The item shop has been your one-stop spot for Infinity Edges, Ohmwreckers and Doran’s enchanting accessories for quite some time. Happily, you’ll now have a second, in-client place to research and plan builds. The new Item Set tab lists every in-game item and lets you customize your builds for your favorite setups.
Once in the client, click on your profile and find the new Item Sets tab we’ve stuck in there for you. Inside the tab, you’ll see three columns.
The left-hand column is where you generate new item sets and give them individual names. The second column lets you sort items exactly like you would in the in-game item shop. To create your custom item builds, you’ll drag and drop an item into a block in the third column.
“What’s a block?” you say. The recommended build that you see in-game is made of blocks. They’re called things like “Starting Items,” “Essential Items,” etc. Your blocks can be re-named to whatever you want.
So you’ve created your top-secret builds. Now it’s time to assign them to specific champs and maps. There are two tabs at the top of the third column. You created your item sets in the ‘Items’ tab; switch it over to ‘Maps and Champions’ to associate your new build with as many maps and champs as you like.
Figured out a hyper AP build for Ziggs, Yi and Zilean on Howling Abyss? Sweet. Want a tanky jungle build for Sejuani, Nautilus and Amumu on Summoner’s Rift? Do it up. It’s your call.
Just remember to tap that save button and your custom build will be ready for quick in-game clickery. You’ll spend less time in the item shop and more time helping your team secure the W.
Custom Sets FAQ
What are item sets?
Item sets are a way for you to create new recommended item pages that will show up in the item shop when you play.
How do I make item sets?
Select the item sets tab in your profile. Add a new page and start dragging items into it. You can create new blocks so that you can organize your items by offensive, defensive, jungle, or whatever you think of. When you save your page it will be available in-game through the item shop.
Does this save to my account?
Currently, item sets will only save to your local machine, but we want to get server-side saving to you soon. We know that this will be much better for players when they can use the feature across multiple computers, and we’re working to deliver that. The server-side version will take some time since it requires additional platform work, and we want to make sure we don’t impact service stability.
How does this work with community-made recommended item builders?
Recommended item pages created using 3rd party tools should still work. They can co-exist with the ones created using the item set feature, but you will not be able to use the Item Sets feature to edit your 3rd party sets.
Can I have more than one item set per champion?
Yes, you are able to select as many champions as you’d like to be associated with an item set. You can also opt to make your item set available for all champions if you prefer.
What does this look like in game?
The recommended tab now has a drop down. Custom item sets directly associated with the Champion you are playing will appear first in the drop down, followed by recommended items, followed by more general item sets and sets that are associated with multiple champions and maps.
Champion/Skin Sale 5/17 – 5/20
From May 17th to the 20th, enjoy the following champions and skins at half price!
Brand -Â 440 RP
Taric – 395 RP
Twitch -Â 292 RP
Myrmidon Pantheon – 260 RP
Pentakill Karthus – 375 RP
Void Nocturne – 260 RP
What do you think of the latest update? Share below!
Check out the latest tweaks to Akali, Lux, Karma and Volibear, as well as a plethora of changes to the Spirit and Mythical Items!
Â Â Â
Â Â Â Â Akali
Mark of the Assassin (Q)
Initial damage reduced to 35/55/75/95/115 from 45/70/95/120/145
Markdetonation damage Ability Power ratio increased to 0.5 from 0.4
Shadow Dance (R)
Â Essence of Shadow charge rate increased to 35/25/15 seconds from 25/20/15
As an assassin, Akali should be a champion with high risk and high reward. These changes increase her early game risk while retaining her later game potential.
Â Â Â Corki
Missile Barrage (R)
Â Now fires a Big One every 3rd missile instead of every 4th
Missile charge rate reduced to 12/10/8 seconds from 12
Â Â Â Karma
Gathering Fire (Passive)
Mantra cooldownreduction increased to 2 seconds at all levels from 1/1.5/2
Inner Flame (Q)
The detonation area now occurs at the actual point of missile impact instead of at the center of the initial target that is hit
Focused Resolve (W)
Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110
Now applies Gathering Fire‘s effect on each instance of damage dealt instead of only once on initial application, but now deals damage 3 times over the duration instead of 6
Movement Speed duration increased to 1.5 seconds from 1.25
Fixed a bug where the tooltip stated the shield was 80/115/150/185/220 instead of its actual value of 80/120/160/200/240
Defiance (Mantra + Inspire) (R+E)
Movement Speed bonus is now 60% instead of 20/30/40/50/60% (based on Inspire’s current rank)
Ally shield / haste range increased to 700 from 600
These changes to Karma include several quality of life improvements and enhance her ability to generate multiple Mantras in well-executed fights.
Â Â Â Kayle
Divine Blessing (W)
Cast range reduced to 900 from 1000
Cast range reduced to 900 from 1200
Previous to these changes, Kayle’s support spells could often be cast completely off-screen from her opponents. With these reduced ranges, it should be easier for opponents to anticipate her presence in fights.
Â Â Â Â Lux
Base Movement Speed reduced to 330 from 340
Final Spark (R)
Cooldown increased to 80/65/50 seconds from 80/60/40
On top of her long range and wide array of defensive abilities, Lux was also among the fastest ranged champions in the game. These changes force Lux to be more mindful of her timing and positioning as opponents now have more opportunities to capitalize on her mistakes.
Dark Binding (Q)
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
Soul Shackles (R)
Mana cost reduced to 100 at all ranks from 100/150/200
Â Â Â Nami
Tidal Wave (R)
Range increased to 2750 from 2500
Cooldown reduced to 120/110/100 seconds from 140/120/100
Mana cost reduced to 100 at all ranks from 100/150/200
Nami’s been getting consistent improvements to her kit and this latest change buffs her ultimate in almost every aspect. Hopefully we’ll see her rise to Sona and Lulu’s level soon!
Â Â Nautilus
Base Armor increased to 19 from 15
Titan’s Wrath (W)
Cooldown reduced to 22/21/20/19/18 seconds from 26/24/22/20/18
Â Â Â Nunu
Absolute Zero (R)
Cooldown reduced to 110/100/90 seconds from 150/120/90
Mana cost reduced to 100 from 150
Â Â Â Quinn
Valor now marks targets slightly more frequently
Targets are now marked more immediately when Valor lands on the target
Quinn now lands closer to her target when using Vault from far away
Now displays Acid Hunter’s lock-on range while there is a visible, nearby enemy champion marked by Noxian Corrosive Charge
Rolling Thunder (Q)
Movement Speed bonus toward champions adjusted to 30/35/40/45/50% from 45% at all ranks
Volibear was an extremely powerful duelist as well as an almost guaranteed initiator for early skirmishes. In order to preserve his presence as a threatening fighter, these changes instead reduce his ability to force engagements early on.
Spirit of the Ancient Golem
New Recipe: Spirit Stone + Kindlegem + 450 gold = 2000 gold (total cost reduced from 2300 gold)
No longer grants +30 Armor
Now grants +10% Cooldown Reduction
Spirit of the Elder Lizard
New Recipe: Spirit Stone + Long Sword + Long Sword + 500 gold = 2000 gold (total cost reduced from 2300 gold)
Attack Damage reduced to 45 from 50
Active Mana cost reduced to 20% current Mana from 25%
Active Shield adjusted to 20% of current Mana + 150 from 25% current Mana
Toggle damage changed to physical from magic
What do you think of Patch 3.05? Share in the comments below!
as well as several balance tweaks, item changes and numerous bug fixes!
New Champion: Zac, The Secret Weapon
Â Â Â Â Zac
Â (Passive)Â Cell Division
Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.
Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine.
If any bloblets remains after 6 seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has 10% of Zac’s maximum health, and 50% of his Armor and Magic Resistance. This ability has a 5 minute cooldown.
( Q )Â Stretching StrikeÂ
Smacks enemies, dealing 70/110/150/190/230 (+0.5) Magic Damage and slowing them for 20%/25/30/35/40 for 2 seconds.
Cost: 6% of current health Cooldown: 9/8.5/8/7.5/7
( W )Â Unstable Matter
Zac’s body erupts, dealing 40/60/80/100/120 Magic Damage + 4/4.5/5/5.5/6 (+.02 AP)% of the enemy’s maximum Health as Magic Damage to all nearby enemies (Max: 200 damage against minions and monsters).
Cost: 4% of current health Cooldown: 4/4/4/4/4 seconds
Â ( E )Â Elastic Slingshot
Zac charges up over 1 second in the direction the ability was cast. Activating the ability again will launch him towards his target, dealing 80/130/180/230/280(+0.7 AP) Magic Damage to all enemies hit and knocking them back for 0.5 seconds. Can be cancelled while moving.
Cost: 12% of current health Cooldown: 24/21/18/15/12 seconds
( R )Â Letâ€™s Bounce
Zac bounces 4 times, knocking up and slowing enemies.
Each bounce deals 160/240/320 (+0.25 AP) Magic Damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up or slowed. Zac gains an accelerating movement speed buff (20-50%) while active.Â Zac can right-click to move while in the air.
Cost: No cost Cooldown: 130/115/100 seconds
Â Â Â Karma
Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you canÂ read more here.
Gathering Fire (Passive):Â Reduceâ€™s Mantraâ€™s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karmaâ€™s basic-attacks).
Inner Flame (Q):Â Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
Mantra Bonus â€“ Soulflare (R+Q): Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
Focused Resolve (W):Â Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
Mantra Bonus â€“ Renewal (R+W): Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.
Inspire (E):Â Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
Mantra Bonus â€“ Defiance (R+E): The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.
Mantra (R): Karma empowers her next ability within 8 seconds for an additional effect.
Â Â Hecarim
Spirit of Dread (W):Â
Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14
The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.
Â Â Rumble
The Equalizer (R)
No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage unchanged)
Rumbleâ€™s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch weâ€™re adjusting The Equalizer to better match its original intent.
Â Â Â Udyr
Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35
Monkey’s Agility (Passive)
Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance
Turtle Stance (W)
No longer returns mana when dealing damage
Shield increased to 60/100/140/180/220 from 60/95/130/165/200
Udyr can now critically strike in Turtle Stance
Bear Stance (E)
Udyr now ignores unit collision while the movement speed bonus is active
Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
Bear stance attacks can no longer be self-interrupted mid-attack
Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4
Phoenix Stance (R)
First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
No longer grants bonus Ability Power and Attack Damage when activated
Ability Power ratio on the fire cone increased to 0.45 from 0.15
Updated the fire cone’s spell effect to be more visible
In this patch, weâ€™ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.
Quality of Life Changes & Bug Fixes
Â Â Akali
Twilight Shroud (W)
Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
Akali is now immediately stealthed when casting Twilight Shroud directly on herself
Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
Delay on re-stealthing increased by 0.15 seconds
Akaliâ€™s Twilight Shroud was behaving inconsistently before this patch, so weâ€™ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.
Â Â Anivia
Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force
Â Â Â Â Â Â Â
Â Â Â Â Ashe
Â Focus (Passive):
Now displays the Critical Strike chance bonus on the buff bar
Â Â Draven
Spinning Axe (Q):Â
Now leads Draven more accurately when he is benefiting from Movement Speed increases
Axe drop location will no longer be placed partially inside walls / terrain
Â Master Yi
Â Double Strike (Passive):
Double Strike swing time now scales with Master Yi’s Attack Speed instead of being fixed at 0.6 seconds
Fixed a bug where the second strike of Double Strike could critically hit turrets
Â Â Â Riven
Wind Slash (R):Â
Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya’s Hourglass
Â Â Rumble
Fixed a bug where the visual effect would disappear before the actual end of the projectile
Â Â Trundle
Pillar of Filth (E)
Â Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force
Â Â Warwick
Hunter’s Call (W)
Now displays range indicator on mouseover
Blood Scent (E)
Now displays range indicator on minimap on mouseover
Â Â Â Â Â Zed
Living Shadow (W)
Fixed a bug where Living Shadow would sometimes cast in a random direction
Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)
Spirit of the Elder Lizard
UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50
Maw of Malmortius
Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5
Champion Select AFK Detection
When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.
In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders â€“ especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, itâ€™s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.
Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
Siege Minions now take 70% damage from Turrets, increased from 50% damage
Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
Super Minions now take 70% damage from Turrets, increased from 50% damage
We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.
Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
Smart casting with charge-up abilities should be more responsive now
The highlight of this patch is definitely the Zac release, followed by Karma’s rework and the changes to Udyr. If you’d like to read more on these updates, please follow the links below.
Â Check out Riot’s latest batch of balance stew; some champions will not find it delicious.
Cast range reduced to 625 from 650
Damage reduced to 40/80/120/160/200 from 50/95/140/185/230
Damage increased to 60/110/160/210/260 from 50/95/140/185/230
Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.
Fixed a bug where the knockup duration was not increasing based on charge time
Knockup duration when fully charged increased to 1 second from 0.75 seconds
I absolutely love this change to Janna. She deserves to shine among supports, given how satisfying it is to master her. The increased CC of her Q, coupled with her now cheaper ultimate, are sure to bring her back from her state ofÂ forgottenness.
Shield amount per nearby enemy champion increased to 20/30/40/50/60
Mana cost reduced to 45/50/55/60/65 from 65
Active no longer grants bonus Armor
Jarvan has been bringing too much utility to his team, so we’ve removed the armor component of Demacian Standard’s aura.
Added new visual effects to better communicate the amount of charges left
Duration increased to 6 seconds from 5
Nami’s Tidecaller Blessing now summons swirling orbs around whichever champion she’s enchanted. Each auto attack removes one orb. It’s a very neat visual effect and definitely makes the spell more easily recognizable.
Damage reduced to 80/125/170/215/260 from 100/150/200/250/300
Ability Power ratio reduced to 0.75 from 1.0
No longer reduces the duration of disables
Singed is intended to be incredibly durable and to gradually burn down his opponents in team fights. By making disables more effective against him and reducing his initial burst damage, Singedâ€™s opponents now have more time and ways to deal with him in these situations.
Damage reduced to 50/90/130/170/210 from 60/105/150/190/240
Armor damage ratio reduced to 20% from 30%
Stun duration adjusted to 1.2/1.3/1.4/1.5/1.6 seconds from 1.5 at all ranks
Last patch’s changes opened up different playstyles for Taric but did not effectively address his power level. These changes reduce Taric’s lane dominance by lowering his burst damage and forcing him to make more tradeoffs when choosing which spells to level up.
Blade of the Ruined King
Attack Damage reduced to 25 from 30
Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
Maximum damage dealt to minions and monsters reduced to 60 from 90
Active heal amount is now reduced by the target’s Armor
I’ve reviewed Blade of the Ruined King fully and as Rioters have explained over numerous previous topics, BotRK was far too strong a tank-shredder and Baron destroyer.
Aegis of the Legion
Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions
Â Runic Bulwark
Combine cost reduced to 400 gold from 650 (total cost reduced to 2950 gold from 3200)
Health reduced to 300 from 400
Magic Resist aura reduced to 25 from 30
Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions
Locket of the Iron Solari
Combine cost reduced to 520 gold from 670 (total cost reduced to 1850 gold from 2000)
Health reduced to 300 from 400
Locket of the Iron Solari is mainly picked up by junglers and supports, roles that most frequently earn less gold than others, for the team-wide active. We’ve reduced both the cost and personal stats on the item to lessen its gold impact while preserving its team utility.
Secondary target radius increased to 375 from 300
Fixed a bug where Hurricane could target invisible enemies
Combine cost reduced to 365 gold from 425 (total cost reduced to 1200 gold from 1260)
Total cost reduced to 3843 gold from 3903 gold
Combine cost increased to 940 gold from 880 (total cost unchanged)
Combine cost increased to 700 gold from 640 (total cost unchanged)
Armor increased to 70 from 60
Ability Power reduced to 30 from 40
Â We’ve noticed that, in general, champions who buy Iceborn Gauntlet are front-line champions with more emphasis on surviving than dealing AP burst damage. We’ve adjusted Iceborn Gauntlet’s stats to accommodate this play case.
Combine cost reduced to 200 gold from 400 (total cost reduced to 3300 gold from 3500)
Continuing our efforts from Patch 3.02 to standardize cooldown reduction, we’ve slightly buffed Cooldown Reduction runes to provide less awkward stat amounts. For example, nine Tier-3 Scaling Glyphs of Cooldown Reduction previously provided 8.62% cooldown reduction at level 18, but will now provide an even 10%.
Cooldown Reduction and Cooldown Reduction per Level runes have been increased at all Tiers (varying from 2-35% increase)
Fixed a bug that would cause the spectator client to crash when using chat commands (ex: /joke, /taunt)
Restricted Chat Mode
In an effort to encourage active reform and shield players from toxicity, weâ€™ve implemented a new account restriction that limits in-game chat for toxic players.
Certain players (identified by Tribunal and by Player Support) will have a limited number of in-game messages available and limited access to [All] Chat.
Restricted players that successfully complete matchmade games will earn their chat privileges back.
Ready checks no longer return players to the PvP.Net landing page
“Random” has been moved to the top of champion select
Chat notifications in the bottom right-hand corner of the client now wait to appear until players have closed the AFK popup dialogue first
Battle Training bots no longer acquire unavailable items
Dragon, Baron, Towers and Inhibitors now show assists
This patch has mostly been about toning down bruisers, defensive items and tanking in general. Which is a great move by Riot to encourage more risky strategies, one that would ultimately result in more fun scenarios on the Fields of Justice. Elise, Singed and Taric in particular will be taking the heaviest nerfs this patch. Where the flow of the game and mentality of players will take these champions is yet unknown. As for those who love to support, consider including Janna in your roster of picks.
Item-wise, BotRK has received its promised nerfs. Xypherous in particular was very vocal about the toxicity of this item and this patch will definitely bring it down to more acceptable levels. Runic Bulwark, which some have deemed to be the best defensive item in the game, is being taken down a notch. Supports are getting a fair bit of love here as well, with Locket of the Iron Solari being made cheaper and thus more easily accessible by our gold-starved comrades.
This patch provides tweaks to both sides of the equation, meaning neither defence nor offence gets an edge. I personally wish for a more serious look on resistances, armor in particular, as well as further attempts to push champions towards item variation and different builds, rather than bulkiness or damage they gain anyway through abilities or just stat growth.
The user Postal Twinkie brought up a suggested change to Akali on the forums, which lead to a good dialogue between Riot’s FeralPony and the community. Through this post a design philosophy surfaced that has some awesome implications and thoughts behind it. This will be a two-part article going over what the design philosophy is and then showing some examples, flaws and perks to this system.
This back-and-forth conversation bringsÂ up the three-talon strike of champion balancing: thematics, kit and numbers. These three are present in any champion and balancing requires multiple iterations until things are right.Â A flaw inÂ character theme can be overlooked with a strong enough kit, but numbers cannot fix a bad kit.Â So what exactly are these three things?
The first thing to consider is a character’s theme and how their abilities relate to it. The theme ties directly into how a champion feels and should feel, given their appearance and background. In theory this makes sense. You would expect Vi, a champion based around punching with her gauntlets, to have moves focused on being a beat ‘em up style punchasizer. You would not expect her to be summoning flaming space creatures at enemy champions.
Punchasize your face, for free.
A lot of the reworks on characters have been to address oversights in their thematics, as the only way to alter it is a rework. Thematics can be problematic, but not always. Nobody would see a spiked turtle (Rammus) and expect him to taunt things while creating an earthquake (Prehistoric Turtlesaurus didn’t), but this character miscommunication works because it ties into his other, predictable abilities.
The next stop on the way to balance-town is the character’s kit. There are reworks focused on kits, whether it is a small change such as removing armor from Lee Sin’s Safeguard or a full blown rework such as the Karma changes. A champion’s kit usually determines how hard they are to balance. Someone such as Lee Sin or Elise would be extremely hard to balance. You can’t simply look at numbers and adjust them; you have to see what impact each of those abilities has and isolate the instances where it is too strong or weak.
A lot of the double ability characters (Lee Sin, Elise, Nidalee, Jayce, etc.) are constantly played and fluctuate from “OP” to “playable”. Their kits are strong and offer a variety of options in play patterns while maintaining theme. Characters that drop off the face of the planet almost always have a kit that can be rendered useless by linear play and numbers. This can be seen in someone such as Volibear who’s play style is “run in and maul things.” This is very linear and he’s either able to maul things or gets exploded; there isn’t too much in between.
Numbers are the final stop. They’re the fine dials you can play with in order to tune a solid kit up or down without making sweeping changes. After enough number changes with no real improvement in perception, a champion will typically see a kit or thematic rework. This was the case with Katarina and ShenÂ where the changes made didn’t really fix their core problems. Number changes are also what creates flavor-of-the-month style characters, as a buff or nerf in a cooldown, base damage, health, etc. can swing a character back in line.
Numbers matter too
While numbers can always make a character stronger or weaker, an inherent flaw in a kit cannot be fixed with numbers. Think of someone such as Sejuani in this instance. Her early game and tankiness could be changed by raising her base health, sustain and/or damage, but this creates the problem of her now being too strong in a best case scenario. Her kit either presses too muchÂ advantage with slows, AoE damage and stuns or falls flat on its face because she can’t take any damage in order to accomplish that.
Putting it together
We can see that problems in either thematics or kit can render number changes useless. There are constant complaints about champions going up and down in power level because simply tweaking numbers doesn’t work. The next part of this article will go over some problematic examples, the flaws and the perks of using this approach.
Until then, what examples can you find of a patch aiming at the wrong fix for a champion? What champions, like Akali, would be a lot more balanced with a simple (0.5 second cloaking removal) change? What champions would get better with a small kit change (minion pass through on Udyr’s Bear Stance) without a number alteration?
Do you want to slaughter the health-stacking simpletons? Think forward and keep reading!
Blade of the Ruined King
+15% Life Steal;
+40% Attack Speed;
Unique PASSIVE: Deals 5% of target’s current health in physical damage. Max damage against monsters is 90.
Unique ACTIVE: Drains target champion, dealing 15% of the champion’s maximum Health in physical damage and healing you by the same amount. Additionally, you steal 30% of their movement speed for 4 seconds – 60 sec cooldown, 500 range.
When should I buy it?
Blade of the Ruined King counters health stacking specifically. As such, it doesn’t have a firm place in a standard carry build. There’s core stats you can’t go without- Attack Damage, Attack Speed, Critical Strike Chance/Damage and %Armor Penetration. Then there are the somewhat mandatory stats that you could skip, but rarely. Those would be Life Steal, On-hits (where BotRK falls), Cleave and Flat Armor penetration. Furthermore, you need boots and a defensive item of some sort. Let’s summarize, in order of importance:
3) Attack Speed
4) % Armor Penetration
5) Cleave, Flat Armor Penetration, On- hit, Life Steal, Health Regeneration Decrease
6) Defensive Item
So, realistically, BotRK most often competes with The Bloodthirster.
The Math (what’s missing?)
How well does the BotRK fare damage-wise? Let’s find out.
We won’t be taking armor into account, the reason being it will reduce the results by an equal margin. Keep in mind that BotRK hits for a % of current health, meaning as your target gets lower in life, your damage will also be reduced.
Average DPS: 30 + 25 per 1000 HP;
So it seems that in order to match a Bloodthirster, BotRK needs to be hitting targets with 3000 HP! That’s crazy late game to be worth it, isn’t it? Wrong!
Blade of the Ruined King also provides us with a 40% Attack Speed boost.
Now let’s take a look again at how much damage that is. We’ll assume a standard Infinity Edge/Phantom Dancer/Berserker’s Greaves Build on a level 16 Vayne. This sums up to 1.4498696432 Attack Speed, or, to be realistic, 1.450. A BotRK will increase that to 1.67. So let’s see!
Bloodthirster DPS: 145
BotRK DPS: 50.1 + 41.75 per 1000 HP
So what does that amount to? BotRK breaks even vs roughly 2270 health targets!
Life Steal Active: Not so awesome
The Life Steal active component is fairly straight-forward. We’ll only be talking about one of its sides here, and that is the health leech.
150 per 1000 Health
Realistically speaking, in a teamfight where you’ve targeted their bruiser and he has ample amounts of armor (190+), with a full build and Last Whisper included, you’ll heal for about 225. If you have Ignite on, that’s 112.5. On the other hand you get a whopping 3% more Life Steal per hit, should you choose to get The Bloodthirster… So yeah, this part isn’t particularly exciting. It’s a small amount that might help you live, but that’s not the main reason you should be buying BotRK.
Kiting-Oppa SC Style
Now the movement speed leech is incredible. It slows an enemy by 30% for 4 seconds and hastes you by the same amount. If you target a bruiser you’ll steal about 130 movement speed from them and gain the same amount. That’s putting a 260 MS difference between the two of you for 4 seconds! It is the equivalent of a 60% slow which is a godsend.
Advanced Math (hide your kids!)
Logically you’d want to buy an On-hit item on champions with an AS steroid. How does the unique passive scale with those? Let’s see some examples.
Kog’Maw’s Caustic Spittle (30%) – 0.847 Attack Speed, 21.175 damage per 1000 HP
Graves’s Quickdraw (70%) -Â 1.11 Attack Speed, 27.75 damage per 1000 HP
Tristana’s Rapid Fire (90%) – 1.24 Attack Speed, 31 damage per 1000 HP
Fiora’s Burst of Speed (120%) – 1.43 Attack Speed, 35.75 damage per 1000 HP
And now let’s include those in our previous calculations:
(30% bonus Attack Speed, 1.59/1.85) –
The Bloodthirster DPS: 159
Blade of the Ruined King: 55.5 + 46.25 per 1000 HP
Breaks even at:Â 2230 Health
(70% bonus Attack Speed, 1.85/2.12)
The Bloodthirster DPS: 185
Blade of the Ruined King:Â 63.6 + 53 per 1000 HP
Breaks even at: 2290 Health
(90% bonus Attack Speed, 1.98/2.25)
The Bloodthirster DPS: 198
Blade of the Ruined King:Â Â 67.5 +Â 56.25 per 1000 HP
Breaks even at: 2320 Health
(120% bonus Attack Speed,2.18/2.44)
The Bloodthirster DPS: 218
Blade of the Ruined King:Â 73.2+Â 61 per 1000 HP
Breaks even at: 2370 Health
This is an interesting situation. As you see, when we near the attack speed cap (2.5) The Bloodthirster actually starts to catch up a tiny bit. Even so, you’d still be getting your money’s worth even when hitting targets who are as low as 2300ish health!
Not Ranged Exclusive!
BotRK is a solid pick on bruisers who do a lot of right clicking, need some method of sticking to the squishy, or have some method of applying on-hit effects. Irelia is the most obvious choice with her gap-closer, slow/stun and true damage on-hit. Next we have Jax, Olaf, Xin Zhao and Udyr ( =( ), all of whom can use the slow/haste to great extent. Warwick can apply BotRK’s passive five times for the duration of his ultimate. Rengar, Riven, Shyvana, Jayce and Vi are less perfect candidates for it, but if the situation calls for it, don’t hesitate. Life Steal + Slow on their own are great things to have on a non-hybrid bruiser (in which case a Hextech Gunblade would be better).
The only downside to BotRK is that it leaves you fairly squishy. It is, however, a very solid pick as one of two damage items on a bruiser who then goes for full defense items.
The huge hidden factor – Crit
So you’ve made it to the late game, your build is full, BotRK included and you’re happily sitting on roughly 70% Critical Chance. And then it hits you- the unique passive damage can’t crit.This is actually pretty huge; with an Infinity Edge purchased the damage from a BT will be 250. Compare that to a 75 crit from BotRK and you have a problem
Let’s take our Attack Speed Values from the Vayne example, but we’ll add to them a crit chance of 70% and a bonus crit damage of 250%.
The Bloodthirster Damage with Crit: 253.75 DPS
BotRK Damage with Crit: 87.675 + 41.75 per 1000 Health
Breaks even at: 3977 (?!) Health
Things suddenly got ugly for our tank-shredding friend. The core problem here is that as the game goes longer, instead of increasing your damage, BotRK actually hinders it. This doesn’t mean it’s an inferior choice- you still have an amazing slow and a solid tank shredding passive. Keep in mind, though, that due to the crit not stacking, you lose out on a lot of damage versus squishier targets.
The little details- Laning & AD Abilities
The Bloodthirster is a stacking item, and although it loses only half of those upon death, when you purchase it you still need to stack it. This means that BotRK is a much better item right off the bat. If you intend to push early and push hard, the latter will serve you far better. If the opposite is true, however, holding a lane with BotRK isn’t easy. Being a percentage of current health, the bonus damage will heal you for pitiful amounts when you last hit. Also, it falls behind by 70 AD from The Bloodthirster, meaning that any AD Scaling abilities you have will be that much weaker. I’m including them here because, frankly, those are only relevant during laning and mid to early late-game. Skills like Ace in the Hole, Buckshot, Collateral Damage, Trueshot Barrage, etc. don’t determine the choice here. I’ll give you an example- by forgoing The Bloodthirster for a BotRK, you are losing out on 140 damage from Caitlyn’s ultimate. Not so impressive, is it. Still, every bit of damage counts during small skirmishes, so keep that in mind.
Who’s it good on?
Statements such as “get BotRK on Kog he already has %HP shred”, etc. are completely flawed. For one thing, the passive scales with auto attacks, not with other percentage shred abilities.Logically you want it on a champion with high attack speed, which most AD carries have. I’ve shown how steroids and bonus attack speed in general don’t outmatch the Bloodthirster as much as a larger health pool does. To me, the best candidates for a BotRK are those who have ways of applying on-hits, such as Ezreal with his Mystic Shot, and carries who need a good slow and %HP shred to kite bruisers around, i.e Vayne, Tristana, Kog’Maw… pretty much every AD carry in a late game situation.
So, having considered the above calculations, what is the verdict for BotRK? Well, as it turns out, it’s a great substitute for the Bloodthirster, even if the carry you’ve chosen has high scaling on abilities. It trades AD for a substantial on-hit damage, which ultimately lets you clear the tank line faster. On the same note, it helps bruisers chase squishy targets and survive longer in fights. What you’ve also seen, however, is that Steroids don’t play such a major role in your decision on whether to buy BotRK or The Bloodthirster. Rather, you should evaluate the enemy’s Health- every health point above 2300 is damage you won’t be getting with a Bloodthirster!
If you have any questions regarding calculations you’re welcome to ask in the comments!