Archive

Posts Tagged ‘PBE’

 


PBE Update August 23 Banner

 

PBE 23/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

Match History “Player Builds”

 

Mattenth New PortraitHey everyone,

We’ve made a new addition to Match History we’re tentatively calling “Player Builds.” With this data, you should be able to share, discuss, and look back on how you chose to prepare and play your champions. This section is meant to show the following:

  • Item Purchase Order
  • Ability Level Up Order
  • Runes used
  • Masteries used

We’re still at the phase of getting all the data on the page, so somethings won’t look very pretty (especially the tab/switcher system), but it’s far enough along that we’d love to get your feedback.

Check out any game on your PBE match history (link). Here is a sample game we randomly pulled.

[ Link to Post ]

 

Here’s a preview of how the new “player builds” look like in the match history:

 

TSM CantPauseMom Build

 

 

Featured Matches return to Landing Page


 

The-long requested “featured matches” tab is back on the landing page and has been updated to match the visuals of the new client. Here’s a preview:

 

Featured Matches

Featured Matches 1

Featured Matches 2

Featured Matches 3

 

 

Shyvana & Vayne In-game Portraits


 

Following their new splash arts, both Vayne and Shyvana got their in-game portraits.

 

Shyvana Ingame Portrait Vayne ingame Portrait

 

 

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

 

 

PBE Update August 22 Banner

 

PBE 22/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

New Splash Arts

 

Cyber Ops Yasuo, Final Boss Veigar, Shyvana and Vayne all got new splash arts!

 

Yasuo_2 Vayne_0 Shyvana_0 Veigar_8


 Cyber Ops Yasuo


Yasuo_Splash_2

 

Vayne


Vayne_Splash_0

 

Shyvana


Shyvana_Splash_0

 

Final Boss Veigar


Veigar_Splash_8

 

 

Cyber Ops Yasuo Preview

 

 

Final Boss Veigar Preview

 

 

 

Champion Changes

 

Gnar New Portrait

  • Base damage in both mini and mega form decreased by 3 [ revert on the changes in this PBE update ]
  • Base health regen in both mini and mega form increased from 0.5-per-second to 0.9

 

Hyper New Icon Hyper [ W ]

  • Maximum damage vs monsters decreased from 100/150/200/250/300 to 75/125/175/225/275 [ revert on the changes in this PBE update ]

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio decreased from 0.5 to 0.2 [ revert on the changes in this PBE update ]

 

 

Summoner’s Rift Visual Update has been removed from the PBE and will not be shipping with Patch 4.15.


 

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

 

 

PBE Update August 20 Banner

 

PBE 20/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

Headhunter Caitlyn Updated Traps

 

Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

 

 

Champion Changes

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

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

 

 

PBE Update August 19 Banner

 

PBE 19/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

Champion Changes

 

 

Gnar New Portrait

  • Base Attack damage increased by 3 in both forms (45->48 in Mini, 49-52 in Mega)

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

Hyper New IconHyper [ W ]

  • Maximum damage to monsters increased from 75/125/175/225/275 to 100/150/200/250/300

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio increased from 0.2 to 0.5
  • Now has a 0.5 AP Ratio

 

 

Summoner’s Rift Visual Update is back for testing!

 

 

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

 

 

News Update August 16 Banner

 

Summary

Socrates announced on forums that Master Tier will soon be coming to the PBE and an explanation on how it will work, Solcrushed shared a direction for Viktor’s Rework and what the updates will be focused on, Tiki details work that needs to be done before the Summoner’s Rift update can be released on live servers and Lyte answers why 2-week bans and permabans are necessary in certain cases.

TL;DR here!

 

Recent News

eSports-Today-August-15-S4

Gnar-in-Store-Banner

2014-World-Draw-Banner

 

 

Master Tier on PBE Banner

 

 

Master Tier coming to PBE, details

Socrates New PortraitHey all,

We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.

Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.

While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.

At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.

For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.

Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.

We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!

Riot Socrates

[ Link to Post ]

 

 

Do I have to play Ranked on the PBE to be promoted to Master

Socrates New PortraitYou’ll have to play to earn master, although the thresholds are very low atm for entry on PBE.

[ Link to Post ]

 

 

 

 

Viktor Rework Banner

 

 

The Truer Evolution - Viktor Gameplay Update

Solcrushed New PortraitVER1.1 as of 8/15

I will continue to edit the original post as I go on my diabolical quest of stringing you along with hints


Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I’m here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his  Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection.

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph’s, Mejai’s passive effects ofc). The Hex Core is the source of Viktor’s powers and it should feel POWERFUL.


So we have Viktor’s Q on live. It’s a spell that is intended for Viktor to deal sustained damage while his big guns are on cooldown.

Also helps him survive a little bit better with the shield and if you have the augment, opens up kiting and repositioning.

But at the end of the day, it is not a really interesting spell. Especially if you don’t augment it.

The weirdest part of Viktor’s Q is that it is the shortest of his spells by a large margin. By the time you are using Q, your other spells are presumably on cooldown.

So what are you getting the shield and speed boost for? “To run away” is a valid answer I guess, but having a spell that only works in a specific situation (and not being particularly powerful) is not ideal.

In lane you autoattack after you get the shield for marginal benefit, in teamfights they are worth even less. Well?

(If you love the effects as much as I do please give a shoutout to the talented Riot Kesyerito! Yeah I know his naming skills are kinda suspect but the man knows his particles)

The initial Q will have higher range, but the benefits will be focused on the utility than the damage. As for the damage part? See the above image

Wait you want me to buy Lich Bane on him?

It’s a good thing the Hex Core has ridiculous amounts of AP no?

Oh btw, the Q augment is currently the same. It’s the only one that has carried over atm.

[ Link to Post ]

 

 

Any alternative roles that Viktor will be able to fill

Solcrushed New PortraitAs of right now, top seems definately viable, support on the other hand not so hot. (IM NOT PROMISING THAT HE WILL BE A VIABLE TOP WHEN HE RELEASES)

[ Link to Post ]

 

 

 

 

New SR Live Delay Banner


 


 

What's keeping the Summoner's Rift update from going live

Tiki New PortraitHey all! Wanted to get back to you about this 

There are a few things we’re still working on to make sure it’s great for players:

1. Bugs: Gotta make sure these are worked out. As CynicalGiant said, it’s gonna be played by lots of players so we have to make sure it works. Players on PBE have been helping us identify and destroy evil bugs! So thanks all 

2. Performance: Similar to the point above we want to make sure this performs just as well or better than the current SR does for as many players as possible. We don’t want people to have to upgrade to play.

3. Addressing player feedback. I’ve been working with the Summoner’s Rift Update team to collect feedback about the map in development from players in multiple regions. Some really good feedback coming in related to creatures, tone and specific areas on the map. Again, fixing helps us make sure it’s awesome for as many players as possible.

4. Making visuals totally sweet: We’re psyched you think it’s looking good, and the artists are pouring their hearts into it looking for ways to make it look better. Some of it’s stuff like fixing weird shadows and seams, and then there’s still room to push the quality higher on individual areas as well.

So yeah, that stuff above! Definitely feel free to post questions and feedback, happy to chat with you about it!

[ Link to Post ]

 

 

Release date, work left to be done

Tiki New PortraitRelease date: In all honesty this has not been set, I wish I could give you an exact date or anything close to it, but it’s kind of a double-edged sword. Even with it getting closer and closer to the level of quality we want to deliver, lots of things can happen in dev. The last thing anyone on the team wants to do is set an expectation and end up letting you all down. 

Stuff looks not-done: Yeah, some areas still need work quite frankly and it’s good to hear any and all thoughts on places you all think could use some love. Ground plane (bases included) in a few areas still need to brought up to the level of some of the other areas so it feels cohesive in quality and style.

The duck…. there is no duck. There is only Gromp in all its froggy majesty.

[ Link to Post ]

 

 

What audio updates can we expect to the new Rift

Tiki New PortraitWe’ve already got some audio stuff in, but this is isolated to the creatures for now. They’ve all come with new sound effects. Other audio, like background music, is trickier. Partly because where it happens in the dev process, and also partly because of the sheer impact it has on the map. Some players play with music off, but a number don’t and the music of Summoner’s Rift, in my opinion, is both iconic and has a huge impact on the feel of the map. Any changes we make to that have to convey Summoner’s Rift, so we’re being really careful about how we approach any changes to the music.

Special interactions with champions aren’t planned as far as I know, at least not as part of the team working directly on the map. However the champ team is doing a lot of cool stuff with new contextual champ to champ interactions… Demagglio!!!

[ Link to Post ]

 

 

Will you be able to switch between both purple

Tiki New PortraitI know this has been a big issue on the forums elsewhere, and I don’t want to dodge it, but I’m also not the person most qualified to answer. What I do know is that there are sooooooooo many implications for changing default view and/or player control over it. 

Personally, I think a swappable view might create a number of problems. I’m also happy to admit that I’m not fully clear on why some players really want the change. Would love to hear your thoughts on it.

[ Link to Post ]

 

 

Why not let us test the new Rift to see if it runs well

Tiki New PortraitThis is one of the big parts of testing going on with PBE right now. We’re essentially trying to gauge how it performs on different spec machines. It’s pretty impossible to predict how it will work on every machine, but things are trending pretty well in terms of performance on most machines. We’re also curious about perception of performance and how it feels. Do things seem to play the same? It’s just as important in my mind.

As far as the actual rollout, that’s still being worked out. Lots of different ways to bring it out!

[ Link to Post ]

 

 

Big Update on topics around the new Rift

Tiki New PortraitMorning all (for the west coasters anyway!)

Will cover a few things here!

- Camera + blue/red: Thanks for the context on that, made for some good reading last night and this morning and I think I understand where you’re coming from in regards to player pain on the purple side. As for the best way to solve it, I’m not sure. Swappable camera angle has some pretty big impacts ranging from the way the art looks (as one person mentioned) to how we deal with spectating matches, to disruption from what has been the norm for a while now. This isn’t to say that we shouldn’t do anything about it, mostly I’m not sure what the best solution is and considering all the implications of making a change, we’d have to be extremely confident in whatever choice we made.

- Spawn animations: Yep, these are only viewable right when a creature would normally spawn and we’ve back-timed them so creatures are targetable the exact moment they currently are on live. Since there are now moments during spawn where a creature is untargetable we’re working pretty hard to make sure it’s super clear when a creature is targetable vs. untargetable.

- Older champions: I have experienced this pain myself and it will definitely impact some champs harder than others  We’ve actually got a separate team that is doing tons of work to update the visuals on a number of older champ models and they’re working with the updated Summoner’s Rift in mind. So basically we’re already doing this, but there’s still a lot of champs to work through.

- Color blindness: This is absolutely on our radar in terms of making things look right on the map. Not sure what the final solution will be, but it also ties into clarity concerns around easily distinguishing friends from enemies….and frenemies. Got a pretty solid team of visual designers and user experience guys helping us through this space. If you are color blind and have a chance to view the map or play on it please please give us feedback on this!!

- Computer specs: For the higher end computers, I’m not sure honestly. I don’t expect work will stop on the updated rift once it goes to live, that will just be the point at which we believe the quality and health of the map is in a place to meet everyone’s high expectations and deliver solid value to you all. Our primary concern for now though is making sure it runs as well on players’ machines as the current map does.

- Regional: This hasn’t been talked about much but I wanted to point out that we’re also trying to collect a lot of international feedback on this. This will impact players all over the globe when it comes out and we want to mindful of players everywhere.

[ Link to Post ]

 

 

Why did you replace the red Lizard buff monster

Tiki New PortraitSo this is a question close to my heart because it gets to the deeper question of “What defines Summoner’s Rift for everyone?”. I do agree that Lizard is sentimental, and that we took a risk on changing it to something different – BUT I think the new creature is pretty sweet looking and matches the style & feel of the map well. I also think the new creature is more representative of the significance of the buff it conveys. Curious to know what you all think about the new red buff and other creatures!

[ Link to Post ]

 

 

Have you changed geometry

Tiki New PortraitWe have kept the core geometry of the map the same other than addressing a few weird bugs. So you should be able to flash exactly as you did before. That is not to say that perception of wall width isn’t a thing, we’ve been pretty careful to make sure things still seem flashable if they were before. Weirder cases are where we made it look more accurate to the underlying geometry and that altered perception (positively or negatively) around whether a thing was flashable… even though the core geometry is unchanged.

[ Link to Post ]

 

 

When you update the neutral monsters

Tiki New PortraitThanks for reposting. Honestly I’m not sure! I will bring that up with the team. I could see it going either way, but I kind of like the thought of keeping the old icons and just making new ones. Creates a sense of continuity and evolution for those who have been playing for a while!

[ Link to Post ]

 

 

Will the update fix ward vision in brushes

Tiki New PortraitThis is something we’re definitely looking at. We’re not happy with the clarity of bushes right now, so we’re experimenting with different solutions to make it easier to see what’s going on. If you guys have any suggestions toss them in here!

[ Link to Post ]

 

 

Purpose of Bans Banner

 

 

14-day permabans are for people Riot don’t wish to play LoL

Lyte New PortraitUnfortunately, this player is saying the truth. For most players, we’ll try to use reform approaches such as warnings and chat restrictions.

For players getting 14-day or permanent bans, we’re no longer confident they are willing to improve their behaviors even if they are shown explicit, direct feedback. So, we’d prefer these players take their time elsewhere.

[ Link to Post ]

 

 

False. This is a new, automated system.

Lyte New PortraitAll systems have multiple checks and balances. No systems are fully automated, especially when we’re dealing with harsher punishments.

[ Link to Post ]

 

 

 

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

 

 

 

PBE Update August 13 Second banner

 

PBE 13/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

The Yasuo skin from today’s update has a name: Cyber Ops Yasuo.

Yasuo Model

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]

 

 

Champion Changes

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

 

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

 

PBE Update August 13 Banner

 

PBE 13/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Unnamed Yasuo Skin

 

 

Yasuo Skin Preview

 

 

Yasuo Model

Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.

 

Yasuo Q

Yasuo Wall

Yasuo’s wall currently has no animation so it moves like a solid wall. Will most likely be fixed in later PBE patches.

 

Yasuo E

Yasuo R

Yasuo Post R

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).

 

 

Item Changes

 

Essence Reaver New IconEssence Reaver

  • Price decreased from 3400 Gold to 3200

 

 

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

 

 

PBE Update August 12 Banner

 

PBE 12/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

Mecha Yasuo Voice

 

PBE’s been updated and there seem to be sound files for a Mecha Yasuo skin. I don’t have them, but the guys over at SkinSpotlights have posted them. Here’s a link:

 

 

[ Notes ]

  • This is likely the skin the recent teaser image is referring to.
  • This won’t be a legendary or ultimate skin, as those have different voice lines and the voice here is simply altered to sound more like a cyborg.
  • Yasuo’s new skin will likely be priced at 1350 RP.



Master Tier

 

[ Context ] Master Tier will be a new tier in Ranked, between Diamond 1 and Challenger. You can read more on the topic here.

 

image 80

 

 

Item Changes

 

Ichor of Illumination New IconIchor of Illumination (Twisted Treeline Elixir)

  • Cooldown reduction decreased from 15% to 10%

 

 

Summoner’s Rift Update returns for testing!


SRU

 

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

 

 

News Update August 11 Banner


Summary

Vesh returns to the forums to iterate on Soraka’s rework and her infuse healer style of play, i.e sacrificing health to heal allies. Lyte also steps on Reddit and forums to discuss Team Builder‘s long queue times, prioritizing between punishments and rewards and improving the Honor system. Lastly, tidbits on Taric being on the list for a rework, Darius‘s rework being de-prioritized and using the PBE realm to test “crazy ideas”.


Recent News

Interview with Bjergsen Banner

PBE-Roundup-Patch-4-point-14-Banner1

State-of-the-Jungle-Banner


Want to keep up with news on the Public Beta Environment?

Here’s a list of the latest updates:

 PBE Content Banner

 

 



Team Builder and Honor Banner

 


Why doesn't TB use normal elo or average ranked and normal ELO

Lyte New PortraitIt does use Normal MMR; however, a lot of Ranked players (who don’t play Normals as often) were recently in Team Builder trying to get icons, so matchmaking was a bit wonky.

[ Link to Post ]

 

 


Any chance you guys simply replace Blind Pick with Team Builder

Lyte New PortraitIt’s something we’re considering, but a lot of players love Blind Pick for various reasons and we have to respect that too.

[ Link to Post ]





Can we expect improvements to Team Builder’s queue times

Lyte New PortraitWe’re going to be making a few changes to the system so that almost full groups get higher priority, so groups tend to fill up faster and launch into a game instead of multiple almost full groups constantly getting a cycle of players.

There’s lots of things we can try, such as replacing Blind Pick for a day, possibly giving small bonuses for playing high demand roles, etc.

[ Link to Post ]



You should be queuing for a Role only, not Role and Champion

Lyte New PortraitActually, the champion pick doesn’t delay the queues at all. A Captain only selects the position/role they are looking for, and players aren’t declined often because of the Champion. We could try a version of Team Builder where you can’t kick players and see how queue times are affected though, because it would help solve the issue of solo players trying to jump around too many groups.

We already have systems in place to limit the number of groups solos can jump around to, so we can try some interesting tests. We could even do it so that Team Builder just makes a complementary set of roles (that isn’t necessarily strict meta), which would reduce queue times dramatically; but, it depends how much players value having more control, versus more speed–very easy for us to tweak one way or the other.

[ Link to Post ]



Did you expect to have issues handing out the Role Icons

Lyte New PortraitIt was definitely expected, and we expected it to last ~4-6 days. However, long-term, the icons are a cool thing to earn and Team Builder is the only place it made sense (since you don’t choose a role in the other queues).

[ Link to Post ]

 

 


How long do I have to wait, on average, in a TB queue

Lyte New Portrait10-15 minutes is for 95th percentile.

The average player sees queue times 2-3 minutes, and many players see < 1 minute.

[ Link to Post ]

 


Queue times are way too long for smurf accounts

Lyte New PortraitThere’s actually quite a few things the matchmaker does to smurfs that result in long queue times–we generally don’t want to encourage smurfs unless it’s specifically to play with a new friend… and even then we want to find new ways for players to do that.

[ Link to Post ]

 


Why are more resources being put toward punishing people than rewarding them

Lyte New PortraitThis a great question, but as we know, perception tends to be influenced by recent events.

When we first started work on Tribunal and Reform Cards, there was a lot of forum discussion on the behaviors in Reform Cards, and a lot of focus on punishment. At the time, there were lots of questions about positive reinforcement, and if there were any future plans on the ‘positive’ side of things.

Then, we started work on Honor, Teamwork OP, Team Builder, Santa Baron Icon, and personal rewards (where players who were positive secretly got a signed poster from player behavior Rioters). All of these systems were focused on experimenting with positive reinforcement and creating positive environments, to see what rewards would be effective, and what systems we’d need to build to sustain these positive behaviors long-term. During this time, a lot of players voiced concerns about new punishment features, and some more things we could do in that area. In fact, you’d see lots of posts about intentional feeders, what we were doing about new kinds of verbal abuse, etc.

Right now, we’re working on a new system that aggressively addresses severe cases of verbal abuse, Leavers and AFKs, and intentional feeders. However, we’re also working on a new Tribunal system that allows players to review both negative and positive behaviors–and even have the ability to reward players for their positive behaviors. There’s more in the works that we’re not ready to talk about yet, but they are a mix of punishment and reward systems.

It just so happens that recently, some of the punishment systems are going through testing and closer to “done” than the other stuff–so, it may seem like we’re only making punishment features or you may perceive that we think we only need punishment in League, but that’s false.

We’ve always known that we need systems that address both punishment and rewards; however, we jump back and forth between the two types of systems depending on what we think the next piece of highest value is to players.

[ Link to Post ]



Are you saying that punishments are more important than rewards

Lyte New PortraitNo, I said what the teams work on jumps from punishments -> positive -> punishments -> positive. The teams switch back and forth.

Right now, there are a few punishment systems in development, and a few positive behavior things as well. I also mentioned that it just so happens, coincidentally, that the punishment systems are testing on live earlier than the other stuff.

[ Link to Post ]



Why are you so silent about development

Lyte New PortraitSo do players prefer no information at all about what’s coming in the future? Because we could just release information when systems are done, but I don’t think players want that.

You can already “see” the effects of the new systems that are in-development–you can see the results on the forums, etc. But, if the preference is to not talk about things until they are released, that’s important to know.

[ Link to Post ]



Clarity on number of players with Honor badges

Lyte New PortraitRight now, about 20% of players have badges, but they are mostly Co-op vs Bots and ARAM players.

We have plans to separate it into top 20% of each queue, as well as some more incentives for both giving and receiving Honor.

[ Link to Post]



Are you considering tangible rewards such as IP

Lyte New PortraitNothing is off the table, we’re considering systems that may provide intrinsic rewards (social status, reputation rewards), and perhaps some extrinsic rewards like Santa Baron icon.

[ Link to Post ]

 

 


Soraka’s new gameplay Banner

 

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Infused healers have the downside of being incapable of healing themselves

Vesh New PortraitPart of the engine will be something Soraka can do to regenerate her own health. It won’t be her “heal” spell exactly though…

Remember when I said Q would allow her to heal more? 

[ Link to Post ]

 


Shouldn’t I then build health on Soraka to mitigate the health costs

Vesh New PortraitYour heals will be crazy expensive for the (flat) amount they will heal.

[ Link to Post ]

 

 


Follow Up

Does “flat mean that her heals don't scale with AP

Vesh New PortraitFlat as in it doesn’t scale with a % of your health or anything like that. % cost for flat gains generally means build AP.

This doesn’t mean health is a useless stat on her because you still need to be somewhat durable, but it will definitely be less efficient than resists and AP.

I’m actually putting GA as a core item for her with this rework because it feels realllly good.

[ Link to Post ]

 

 

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Is Darius still being worked on

 



Taric needs a rework


Repertoir New Portrait Taric is on my radar on the design side. Though the project is nowhere near ready to have its details talked about, I am pretty actively working on him.  [ Link to Post ]  





Using the PBE to test out crazy ideas




 

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


 

PBE Roundup Patch 4 point 14 Banner

Here’s a wrap-up of all PBE patches for the Patch 4.14 cycle!

 

Contents

 

 

 

Gnar, the Missing Link

Gnar Model Turnaround

 

Gnar Video Preview

 

 

Gnar New Portrait

 

Base Stats

 

  • Damage: 48 (+3-per-level)
  • Health: 495 (+65-per-level)
  • Movement Speed: 325
  • Armor:21.5 (+2.5-per-level)
  • Magic Resist:30
  • Health-Per-5: 2.5
  • Range: 150

 

Rage Gene [ Passive ]

While in combat Gnar generates Fury. At maximum Fury, his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells.

 

Boomerang Throw / Boulder Toss [ Q ]

Range: 1100 || Cooldown: 20/17.5/15/12.5/10 seconds

Mini Gnar: Throws a boomerang that deals 10 / 45 / 80 / 115 / 150 (+ 1.0 AD) physical damage and slows Movement Speed by 15/20/25/30/35% for 2 seconds before returning towards Gnar. Enemies hit beyond the first take 50% damage.

The returning boomerang will accelerate and can travel up to 2000 units. If Gnar catches it, the cooldown of Boomerang Throw is reduced by 60%.

Mega Gnar: Throws a boulder that stops when it hits an enemy, slowing all nearby enemies and dealing 10/50/90/130/170 (+) physical damage.

Cooldown: 12/11/10/9/8 seconds. If Gnar picks up his boulder, the cooldown of Boulder Toss is reduced by 60%.

 

Hyper / Wallop [ W ]

Mini Gnar: Passive: Every 3rd attack or spell on the same target deals an additional 25 / 30 / 35 / 40 / 45 (+ 1.0 AP) + 6/8/10/12/14% of max HP as magic damage and grants Gnar 30% Movement Speed that decays over 3 seconds (max 75/125/175/225/275 damage vs. monsters). Gnar gains Hyper’s speed bonus whenever he turns from Big to Small.

Mega Gnar: Stuns enemies in an area for 1.25 seconds, dealing 25 / 45 / 65 / 85 / 105 (+ 1.0 AD) physical damage.

 


Hop / Crunch [ E ]

Range: 475  || Cooldown: 18/16.5/15/13.5/12 seconds

Mini Gnar: Leaps to a location, gaining 20/30/40/50/60% Attack Speed for 3 seconds. If Gnar lands on a unit he will bounce off of it, traveling further. Deals 20 / 60 / 100 / 140 / 180 (+ 6% of Gnar’s max HP) physical damage and slows briefly if the unit landed on was an enemy.

Mega Gnar: Leaps to a location and deals 20 / 60 / 100 / 140 / 180 (+ 6% of Gnar’s max HP) physical damage to all nearby enemies on landing. Enemies Gnar lands directly on top of are slowed briefly.

If Crunch is the ability used to trigger the Rage Gene, Gnar will still be able to perform Hop’s bounce. Gnar will apply Crunch’s area of effect both upon hopping from a unit and upon hitting the ground, although enemies can only be damaged once.

 

GNAR! [ R ]

Range: 590 || Cooldown: 120/100/80 seconds

Mini Gnar: Passive: Increases Hyper’s Movement Speed bonus to 45/60/75%.

Mega Gnar: Knocks all nearby enemies in the specified direction, dealing 200 / 300 / 400 (+ 0.2 bonus AD) physical damage and slowing them by 45% for 1.5 / 1.75 / 2 seconds. Any enemy that hits a wall takes 300 / 450 / 600 (+ 0.3 bonus AD) physical damage and is stunned for 1.25 / 1.5 / 1.75 seconds.

 

Gnar Login Screen

 

 

 

Gnar Champion Select Quote & Portrait

 

 

Gnar_Square_0 GnarBig_Square

 

 

Lore

 

“The jungle does not forgive blindness. Every broken branch tells a story.

I’ve hunted every creature this jungle has to offer. I was certain there were no challenges left here, but now there is something new. Each track is the size of a tusklord; its claws like scimitars. It could rend a man in half. Finally, worthy prey.

As I stalk my prize through the jungle, I begin to see the damage this thing has wrought. I step into a misshapen circle of splintered trees. These giant wooden sentinels have stood over this land for countless ages, their iron-like hides untouched by the flimsy axes of anyone foolish enough to attempt to cut them down. This thing brushed them aside like they were twigs.

How can a creature with this level of strength disappear so easily? And yet, even though it has left this unmistakable trail of destruction, I have been unable to lay my eye upon it. How can it appear like a hurricane then fade into the jungle like the morning mist?

I thrill in anticipation of finally standing before this creature. It will make a tremendous trophy.

Passing through the clearing, I follow the sound of a stream to get my bearings once more. There I see a small shock of orange fur, crouching, waiting. I spy on it from a distance. A tiny fish splashes out of the stream and the creature scrambles for it, diving gleefully into the rushing water. To my joy, I realize it’s a yordle. And a hunter, at that!

This is a good omen. The beast will be found. Nothing will escape me.

The yordle’s large ears perk up and face towards me. He runs on all fours with a bone boomerang in hand, quickly stopping in front of me. He babbles.

I nod in appreciation at the young yordle and venture onwards. I traverse the difficult terrain with ease, trying to pick up any sign of my quarry. As I try to pick up his scent, a distraction. I’m startled by strange chittering. The yordle followed me. I cannot allow him to disrupt my hunt. I face him and point into the distance. He looks at me quizzically. I need to be more insistent, good omen or no.

I rear back and let out a roar, the wind whipping the yordle’s fur and the ground rumbling beneath us. After a few short seconds, he turns his head and, with what I think could be a smile, he holds up his small boomerang. There can be no further delay. I snatch the weapon out of his hand and expertly throw it into a tree, impaling it high amongst the branches. He turns and scrambles for it, jumping frantically.

I barely get ten paces when a roar shakes me to my very spine. The deafening crack of stone and wood echoes all around. Ahead, a giant tree crashes across my path. The bone weapon of the yordle juts out from its trunk.

An unearthly growl rises behind me.

I’ve made a terrible mistake.”

 

 

Arcade Miss Fortune Skin


 

 

MissFortune_Splash_7

 

Arcade Miss Fortune will be priced at 975 RP for the first week after release and 1350 RP afterwards.

 

 

Dino Gnar Skin Banner


 

 

Gnar_Splash_1

 

Dino Gnar is the skin that Gnar will be shipping in and will most likely be priced at 975 RP and will be available in a bundle with Gnar.

 

 

Riot Kayle Skin


 

 

Kayle_Splash_7

 

Riot Kayle is a promotional skin from the “Riot” line-up. She’ll be available as a reward at events (most likely Gamescom) and in the store for 975 RP for a short time.

 

 

New Summoner Icons


 

profileIcon687 profileIcon643 profileIcon644 profileIcon645

profileIcon646 profileIcon647 profileIcon648 profileIcon649

 

 

Kog’Maw E New VFX

 

Kog’Maw’s Void Ooze is now visually more clear, more bubbly and a lot more gross.

 

Kogmaw E 1

Kogmaw E

 

 

Champion Changes

 

Orianna New Portrait

  • Base Damage reduced from 44 to 38

 

 

Kassadin New Portrait

 

Riftwalk New IconRiftwalk [ R ]

  • Period for increased cost on Riftwalk and bonus damage increased from 12 seconds to 20



Kayle New Portrait

  • Attack Speed-per-level increased from 2.2% to 2.5%

 

 

Kogmaw New Portrait

  • Base Movement Speed reduced from 330 to 325

 

Living Artilery New IconLiving Artillery [ R ]

  • Bonus damage to Champions decreased from 125% at all levels to 100%

 

 

Maokai New Portrait

 

Twisted Advance New IconTwisted Advance [ W ]

  • Magic damage decreased from 9/10.5/12/13.5/15% (+0.04 AP) of max HP to 9/10/11/12/13% (+0.03 AP)

 

Vengeful Maelstrom New IconVengeful Maelstrom [ R ]

  • Now has a maximum duration of 10 seconds

 

 

Morgana New Portrait

 

Black Shield New IconBlack Shield [ E ]

  • Base Shield strength decreased from 95/160/225/290/355 to 70/140/210/280/350

 

Soul Shackles New IconSoul Shackles [ R ]

  • Both initial damage and stun damage decreased from 175/250/325 to 150/225/300

 

 

Rengar New Portrait

 

Thrill of the Hunt New IconThrill of the Hunt [ R ]

  • Cooldown increased from 120/95/70 seconds to 150/110/70 

 


Item Changes


Sanguine Blade New Icon Sanguine Blade (for non-SR maps)

  • Attack damage increased from 40 to 45
  • Lifesteal decreased from 15% to 10%
  • Passive stacks now last for 8 seconds, up from 4

 

 

Tooltip Updates

  • Nidalee is no longer listed as a Support
  • Riven‘s E tooltip states the range is now 250, not 325, to accurately match in-game distance.
  • Lulu‘s Polymorph [ W ] tooltip states the duration is 1.25/1.5/1.75/2/2.25 seconds, not 1.5/1.75/2/2.25/2.5. No gameplay changes

 

 

Summoner’s Rift Update and Patcher & Landing Page VU removed from PBE

 

This means both updates will not be shipping with Patch 4.14.

 

 

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