Posts Tagged ‘PBE’


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PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL



PBE April 7


Previous PBE Changes from Patch 4.6 Cycle:


SKT T1 Zed Shadow Changes




 New Potrait Rengar 


Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)



Rumble New Portrait


 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)


Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)


Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)




Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)





Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1



Void Fizz in Store Banner

Link to official announcement.


A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.



Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).


Void Fizz Skin Preview




Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.



Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?


Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.



Will you make Fiora’s passive more engaging?


GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.



Can we get a release schedule for this rework?


GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soon™” or “not soon™”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.



Is reworking older Champions harder than making new ones?


GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.



Is the new Blade Waltz meant to complement her other abilities?


GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).



Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult


GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.





Won’t making Fiora mobile during Riposte overload her new kit?


GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.



Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?


GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.


But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).



Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?


GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.



Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?



Can we get a time table on his release?


Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.



Will you guys do a Dev Journal on Ao Shin’s development?


Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?




Off-topic: Are you working on a new Champion?


Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.



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A Look at Lissandra’s Passive


Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.


Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.



Can Miss Fortune get a W stack indicator?


ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.



If you have any questions for me, feel free to ask me at @NoL_Chefo.



PBE SKT Banner


PBE 04/04

Red Post Collection

Single Posts




PBE 4 April



SKT T1 Jax Skin Preview



SKT T1 Vayne Skin Preview



SKT T1 Zyra Skin Preview



SKT T1 Lee Sin Skin Preview


SKT T1 Zed Skin Preview



Classic Twitch Visual Update + Voice-Over


Vandal Twitch Visual Update + Voice-Over


Gangster Twitch Visual Update + Voice-Over







 Kassadin New Portrait


Null_SphereNull Sphere [ Q ]

  • Shield increased from 40/70/100/130/160 ( +0.6 AP ) to 40/80/120/160/200 ( +0.8 AP ) [ live value of AP ratio is 0.3 ]



 Rumble New Portrait 


FlamespitterFlamespitter [ Q ]

  • No longer deals half damage to neutral monsters (Rumble in the Jungle!)



Twitch New Portrait

  • Base armor reduced from 18 to 14 from 18 [ probably related to the VU release & will be fixed ]
  • HP regen removed [ live value is 1 but, as the above change, will probably be fixed ]
  • Expunge [ E ] renamed to “Contaminate”
  • Spray and Pray [ R ]  renamed to “Rat-Ta-Tat-Tat” (And Lux’s Final Spark is now “Pew Pew Laz0rs”)



Vayne New Portrait



Improvements to Gragas

With the recent rework of Gragas in Patch 4.5, what’s the community’s opinion of the booze-loving fatty?



SolcrushedButton Rioter Solcrushed: This is the thread I hope to consolidate the feedback on the new Gragas. While we won’t be making significant balance changes before we have some data, feel free to suggest improvements, builds and lanes!

Some changes I will be making for the next patch regardless of his balance.

  • Gragas will not auto acquire a target after E if he has W buff active.
  • Gragas E hitbox adjustments to make sure you hit the units you feel you should be hitting
  • Gragas W autoattack buff lasts 1 second longer



Suggestion: E applies the tick of W to whoever it hits.


SolcrushedButton Rioter Solcrushed: Can you tell me what you mean by this? Do you mean the W will proc on whoever he hits with E?

I would think once the issue with the Autoattack after E is fixed, E would more or less guarantee a W anyway.



What is the direction you are trying to take with Gragas?


SolcrushedButton Rioter Solcrushed: Lanes were less of an issue to us when we were doing the rework. We were more concerned about changing his core pattern than we were about lane assignments.

We would expect that his new strengths and weakness suit him better in non-mid lanes but if he is still proven to be a good mid we would be fine with it, provided that the pattern change holds.



Why was the mana-gain from W removed?


SolcrushedButton Rioter Solcrushed: We felt the mana restore was an unnecessary part of the kit that would be awkward to carry over with the new W cooldown.

Also His mana costs were reduced quite a bit to reflect that he no longer has W mana restore and he will be building less mana items. Maybe they are not enough, we will see.



Gragas Support


RiotScruffy Button Rioter RiotScruffy: Gragas support seems pretty legit. I expect to see a good deal of it in our future.




Rengar Feedback

Rengar is back from Patch 4.5 with a fully reworked kit! But is he still the fierce assassin he used to be?



RiotScruffyButton Rioter RiotScruffy: The Rengar update is live and we’re playing and monitoring his performance a ton on our end. Let’s use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

  • How are the changes playing for you?
  • What builds are you using?
  • What lanes are you playing him in?
  • Finding any bugs?

I’ve already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we’re already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.


Riot Jag
Button Rioter Riot Jag: I’m pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.



Feedback: His Q feels very clunky and slow to use


Riot JagButton Rioter Riot Jag: Since this version of Q doesn’t give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we’ll keep an eye on it.




Feedback: Rengar feels more like a fighter than an assassin now


Riot JagButton Rioter Riot JagWe have definitely shifted the time-to-kill window for Rengar’s assassinations more into the fighter end of the spectrum (closer to Jax than Zed, for example). He’s not going to kill someone in 1-2 seconds, yes, but his damage over 4-5 seconds should be comparable to or better than the previous version while also having stronger tank stats and better stickiness.



Feedback: He’s weaker in lane


Riot JagButton Rioter Riot JagIt’s true that his early lane has more weaknesses than his previous iteration. We shifted some of his power away from his Level 2 cheese and spammy E-harass, but added some back in sustained trades, healing when he’s behind in lane, and assistance for jungle ganks. One thing I’m curious on here is what is an assassin’s idea of winning lane, especially in the top lane. When we see assassin’s top lane they’re generally more than happy to be able to farm against bruisers.



Feedback: He’s a much slower split-pusher after the rework


Riot JagButton Rioter Riot JagIf you feel like his pushing power is excessively weak I think that may be a fair criticism. We’d like to keep an eye on his overall power level since he has a lot of other really strong tools to aid in tower pushing (e.g. using an Empowered Q on a nearby minion for a strong AS bonus, the ult giving a good escape, etc.)



Feedback: Rengar is too weak to be either a tank or an assassin/fighter now


Riot JagButton Rioter Riot JagWe want him to be in a state where he can still build to be a damage threat. If that’s not true, then it’s something we’ll address.





Why is the warning for when Rengar ults not global?


RiotScruffyButton Rioter RiotScruffy: There are a few people suggesting that the warning from his ult should be global. We thought about this idea actually but it was actually too punishing for Rengar because it gave his opponents too much time to react, and essentially removed all of his ganking power. Enemies would all just back up to their tower before he could engage, so we went with a much shorter warning time frame.

I’m much more keen on the idea that if he wouldn’t be visible, the warning will not appear. This rewards clever paths and approaches when ulting.



More from Ghostcrawler

After the brief info we got from Ghostcrawler yesterday, here’s more of his thoughts on Riot, game design and more!



 Why are some projects discussed with players and then scrapped?


ghostcrawler Button Rioter Ghostcrawler:  That’s a huge challenge of talking to players. If you want to be really honest, which we generally try to do, then that means talking about plans (even pretty solid plans) that have a chance of not working out. The alternative is not to talk about anything that isn’t 100% ready to ship. I prefer the former, but I understand it can be frustrating.



You’re like Morello! (in a good non-nerfing way)


ghostcrawler Button Rioter Ghostcrawler:  I love Morello too. We should hang out. The thing you have to remember as a developer when you’re talking to players is that some of them are going to be angry or even nasty, but you can’t let it get you down. At the end of the day, they are usually speaking out of passion just trying to improve a game they love (unless they are true trolls who just want to sow discord, but in my experience those dudes are pretty rare). Having passionate players is awesome. Every game developer very much wants passionate players!



With Riot being open with its community, you shouldn’t be taking so much flak


ghostcrawler Button Rioter Ghostcrawler: I love this about Riot, and I love that a bunch of the Rioters posting are from disciplines other than design. It helps reinforce that these are real people (who love their job!) and not just PR bots spouting some approved company line. I think it also helps reinforce that it takes so many people from different disciplines collaborating to create a game.



Did you play League at all prior to joining Riot?


ghostcrawler Button Rioter Ghostcrawler: I did. And then I played a lot while I was interviewing, but I had to do it in secret. BRO, WHY YOU PLAYING SO MUCH LEAGUE RIGHT NOW, BRO?





What do you think about the eSport side of League?


ghostcrawler Button Rioter Ghostcrawler: It’s infectious! I’m not on the esports team, but I started paying a lot of attention to LCS once I started seriously considering moving out here.





Do you think Rioters used to communicate design decisions better last Season compared to this one?


ghostcrawler Button Rioter Ghostcrawler: Okay, here is an example where I’m going to attempt to prove that I don’t mind leveling with you guys. But you have to not beat us up about it. We’ve talked about this a lot, and we agree that Riot used to do a better job of providing context, debating design changes, and following up on things we said we’d follow up on. When I was on the outside looking in, I was super impressed with how well Rioters communicated with you guys, and I think it’s fair that it has fallen off some this season or so.

It’s a priority to get back there. We probably burned a little bit of trust with you guys and it’s time to try to get it back. Please hold us to that, and let us know when we go astray.



Do you talk with Morello about WoW’s balance design in the office?


ghostcrawler Button Rioter Ghostcrawler: We do. He still plays. As you might imagine, designers love to sit around and dissect design decisions in other games. I think a bunch of the guys have enjoyed asking how I really felt about various aspects of WoW.




Is it true you used to work on Age of Empires?


ghostcrawler Button Rioter Ghostcrawler: That’s how I got my big break. Some players like the “That’s what happens when you let a marine biologist balance your game” narrative, but I worked on Age of Empires for 10 years before I ever went to Blizzard. I started on Rise of Rome and worked on every title up until Halo Wars, which is around when I left. Ensemble Studios (who made AoE) was a great place to work and I still keep in touch with a lot of friends-for-life that I made there. It’s interesting to me that RTS games have kind of died off lately, save for Starcraft.



Single Posts banner



Refunding Reworked Champions


Riot DryTheRiver Button Rioter Riot DryTheRiver: Hey everyone,

I’d like to shed some light and clarify the above statement as it is not entirely correct:


If a champion or skin had a graphical or kit (play style) rework after your purchase, you do indeed have the option to refund them without spending any refund tokens. However, this refund is for FULL reworks only. Buffed and nerfed champions do not count as full reworks and, as a result, are not eligible for a refund. Also, in order to be eligible for this refund, you must request a refund on a visual/design rework within 90 days after the rework. We will not be able to give you a refund beyond the initial 90 days.

For more info, you can check out our content refund guidelines are available on the player support website at the following location:…ent-Refund-FAQ

Hope this helps 



Hopes for Mage-Fortune


ricklessabandon Button Rioter ricklessabandon: Going to bring this thread back from the dead now that I’ve had some time to read everyone’s responses and think about them a bit. My plans for the immediate future are to: watch Miss Fortune on 4.5 and make balance changes as necessary, and then make adjustments for AP-scaling Miss Fortune. I should be able to get something in time for the 4.6 patch—we’ll see how things test over the next week.

Based on where she’s at now I don’t think it’ll take much, but wanted to give you all a heads up that i’m still working on her all the same.

Plans for Fiora

morellovatar Button Rioter Morello: So, at risk of building hype… ;p

GUINSOO is working on a Fiora overhaul as a “light fighter.” We’re still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy – a skilled, deft fencer.

I think much of her kit will change, but for the better.



Bonus: Void Fizz Comic


Artist: Holyelfgirl

Link to Comic

I thought that was awesomely adorable, enjoy reading! And don’t forget to check out the artist if you like her work!



The (best) story of Void Fizz



PBE SKT T1 Skins


PBE 04/03

Red Post Collection



PBE SKT T1 Skins


SKT T1 Skins for Lee Sin, Jax, Vayne, Zyra and Wards!


SKT T1 Lee Sin

SKT T1 Lee Sin

SKT T1 Jax

SKT1 Jax

SKT T1 Vayne

SKT T1 Vayne

SKT T1 Zyra

SKT T1 Zyra

SKT T1 Ward

SKT T1 Ward






Kassadin New Portrait

  • Mana-per-level increased from 45 to 70
  • Movement speed increased from 340 to 350


Nether_BladeNether Blade [ W ]

  • Damage increased from 40/65/90/115/140 to 40/75/110/145/180



Vayne New Portrait

  • Base Armor reduced from 13.3 to 9.3 (note: April Fools was 2 days ago.)



Cho'Gath New Portrait


Vorpal_SpikesVorpal Spikes [ E ] 

  • Spikes now grow wider as Cho’Gath gains stacks of Feast, changed from when Cho’Gath levels.






  Blackfire_Torch_itemBlackfire Torch

  • No longer grants 5% Movement speed


Hextech_Sweeper_itemHextech Sweeper

  • No longer grants 40 Ability Power
  • Health granted reduced from 250 to 225
  • Now grants 250 Mana and 25 Armor


Twin_Shadows_itemTwin Shadows

  • Ghosts from active now seek out enemy Champions for 6 seconds, increased from 5



Lulu Mid Statikk

Why is Riot intent on toning down Lulu mid? Will this harm support Lulu? Why can’t we turn our enemies into gummy bears?



StatikkButton Rioter Statikk: Hey Mystic Blue Fox and other Lulu players here,

Firstly, unfortunately I am not Xelnath.

Secondly, I’d like to say that we really appreciate the calm and constructive way you made this thread. Awesome.

I want to take some time to clarify our perspectives on Lulu, why we’re doing what we’re doing now, and what we plan to do moving forward.

We are genuinely happy (and excited) that Lulu can be a mid lane Support champion who brings different strengths than other popular mid laners – especially in terms of potential team compositions.

When Lulu can be brought mid lane to help build a team composition around say protecting an allied Vayne, that’s super cool. In fact, this type of champion and team composition diversity is something we’d like to see a lot more of.

One of the most common criticisms is that due to the Support utility scaling we added in the new season, mid lane Lulu makes herself and her teammates super fast, and that that is a bad / annoying thing. We actually think it makes the game more interesting and gives players different reasons to pick and play different champions. Not every champion should need to bring a ton of damage and blow everything up. Some champions bring other strengths to the table.

We don’t just hate any and all Supports that are played in mid lane.

In Lulu’s case, we are not happy with the primary reason for her being picked in mid lane being that she is a safe, reliable laner who bullies a large majority of other mid lane champions. This is true of any champion in any role. When a champion’s job in the game is to make sure other champions don’t get a chance to participate in the game, there’s a problem.

Another common historical case people bring up is mid lane Janna, which is perfectly reasonable. The primary issue with Janna at the time was that she created a very un-interactive laning phase by continuously charging up her Q to just wave clear and force enemies under their turret which drastically reduced the potential viable picks in that lane.

At the end of the day, we’d prefer if Support mid laners were being brought for their unique Supportive strengths such as protecting /enhancing their allies. It’s really awesome when these type of picks increase champion diversity rather than stifle it.

These nerfs were directed at reigning in some of Lulu’s more abusive lane harass patterns – especially when she snowballs ahead.

Although her laning harass patterns have risk and interactivity in the duo lane, the same rules don’t always apply in solo lanes. In fact, against many other champion in the solo lane, Lulu can freely harass them with little to no repercussions at higher range while they have no way to interact with her.

Once again, it’s an unfortunate truth, but many gameplay patterns that work well in a certain lane can be toxic for game health when brought to other lanes. This is something we always actively design around.

We agree we failed to ensure that she was still equally as viable in her traditional role as a bottom lane Support for this patch.

Normally we would either A) understand we significantly affected her bot lane viability and make compensatory buffs or B) confirm that we did not hurt her viability in her traditional role.

We simply ran out of the normal amount of analysis time and data gathering we would need to accurately execute on this.

To be clear, this does not mean that she is not viable as a bot lane Support currently. It simply means that we failed to ensure that her bot lane power was still up to par with this release. It still might be, but either way it’s something we need to look into and work on if needed.

We will be following up by doing internal analysis on her status as a bot lane Support and take action in an upcoming patch if necessary.

This is something that is currently ongoing. Lulu’s current viability as a bot lane Support is something we’re taking a hard look at to make sure we didn’t mess anything up here. If she is no longer viable in her intended role, you can expect we’ll be making changes until she is.

Anyway, I know it was long, but I really wanted to address everything I’ve been reading / hearing. Once again, thanks a ton for the constructive posts.



Will you keep Support Lulu viable?


StatikkButton Rioter Statikk: It depends on the result of the following analysis, but yes, we will make compensatory changes if we feel she’s now lacking as a duo lane Support.





Follow-up: Is compensating for the Support role a Season 4 philosophy?


StatikkButton Rioter Statikk: It’s definitely something we’re adopting much more as we have continued to grow and learn while working on LoL.

Sometimes we will have to outright push a champion out of an off-role because of the game health problems they present and the costs / tradeoffs we would have to make to their primary role to make the off-role healhty. We’re definitely going to try much harder to find room for these off builds to work, but I can’t promise that we will always be able to deliver on that.



If Lulu’s early game Q damage is the problem, why is her E getting nerfed?


StatikkButton Rioter Statikk: That’s a pretty good point. Our main thought process around nerfing E damage was that it was the most un-interactive part of her kit (click a dude, deal damage to dude) and that ultimately we would like to move power from there to other parts of her kit that have more interesting gameplay.

We also largely believed that nerfing her Q base damage would cripple her viability as a Support, but we may be wrong on that?



Why is Lulu mid being a reliable pick a balance issue?


StatikkButton Rioter Statikk: When we say overly “reliable,” we really just mean we think the champion is too good against too many things. Mid lane Lulu wins the majority of her lane matchups and outright crushes many of them.

That is a lot different than being reliable as a protector or source of CC for her teammates, we’re fine with that. We just don’t like her being able to have such a huge advantage in lane against almost any champion.

I guess our take is that mid lane Lulu should be taken as a way to give a ton of Movement Speed to an ally and a way to protect a high priority target on her team (or synergize with an initiator for a wombo combo).

The problem isn’t that Lulu doesn’t die in the lane, it’s that she consistently harasses out her opponents and forces them to back or risk dying while maintaining her relatively high safety.



Off-topic: Do you think Renekton limits the pool of top laners?


StatikkButton Rioter Statikk: Yeah I figured this would be coming up, because it’s a legit argument. I don’t want to derail too much because this is a thread about Lulu, but Renekton is definitely an issue and as you can see in the latest patch notes we are trying to off load some of his early lane dominance elsewhere.


Don’t want to go too in-depth here, but we basically feel if we nerf Renetkon, a new bully will just rise up in his place that is potentially even more unhealthy for the game due to our generic fighter designs. Our current approach in one of the upcoming patches is to take a look at some of the top lane champions we think would make top lane more interesting and give them buffs so they can better compete with champions like Renekton.

A more holistic approach to fully solve the “Fighter” issue is to make our fighters have more defined strengths and weaknesses both in lane matchups and in overall team / game strategy, but that’s a project that would take a long time to finish.



Twitch Voice Over

We recently got the announcement that Twitch would be getting a visual update, but what about his voice? Good news, the stinky rat gets to keep his awesome accent!



Is Twitch’s voice actor the same one from before?


Riot EntropyButton Rioter Riot Entropy: It is indeed the same gentleman. We brought him back to expand Twitch’s script from the original nine lines to 80+ interactions. The actor has a lot of range, so we were able to capture more depth of character this time around. The lines you heard in the showcase are on the manic “high-strung” end of the spectrum you’d expect from him in the middle of a deadly game of cat-and-mouse… or rat-and-splat?



What can we expect from the VO?


Riot EntropyButton Rioter Riot Entropy: VO hookups. Attack lines, move lines, taunts, jokes, ability activations, and some other stuff I don’t want to spoil until you try him out.





Will he be like Rattigan?


Riot EntropyButton Rioter Riot Entropy: There are some subtle notes of Rattigan. He’s more trying to be refined and sophisticated by denying what he is though. Twitch loves who he is, it’s just that Twitch’s idea of what’s good is very different from ours.



Ghostcrawler Topic

Riot’s Lead Game Designer steps into the forums to answer some burning questions LoL and WoW fans.  No Lissandra buffs announced (yet).



How involved are you with the game’s balancing?


(Well, that isn’t at all what the Summoner was “asking”, but it’s the most civil interpretation I could come up with.)


ghostcrawler Button Rioter Ghostcrawler: I’m not interested in dramatic change. The teams at Riot know what they’re doing, and they don’t need me mucking that up.

But maybe where I can contribute is helping make sure you guys understand our overall philosophy for why we make the changes we do (or those that we don’t!). I want to do what I can personally to get you all bought into our design direction and also make sure we understand your point of view when we disagree.

I love that Riot aspires to be so player focused. Any of you who have known me for a long time can understand why I’d want to be a part of that.



Follow-up: You have a history of making “dramatic changes”. Why shouldn’t we expect them in LoL?


ghostcrawler Button Rioter Ghostcrawler: I understand where you’re coming from, but again, this is an example of conflating the direction of a team with the influence of one person. The direction of League comes from Riot and it comes from you guys. The same was true of WoW during my tenure there, and I can’t imagine it could have changed that quickly since I left.



Were you blamed for the balance issues in WoW because you were the only one who communicated them with players?


ghostcrawler Button Rioter Ghostcrawler: I said this on Twitter recently, but I’m totally fine if any of you want to hold me accountable for anything in the games I’ve worked on, including this one. I can take it.

That said, when you attribute the work of so many to so few or even one guy, it’s really not fair to the literally hundreds of people who work together to make a game like WoW or LoL. It’s really not possible in a game of this size in an environment this collaborative for any one person to have that much of an in influence.



How is your job different from Morello’s?


ghostcrawler Button Rioter Ghostcrawler: We’re not big on titles here, so I wouldn’t worry about it. Morello works closely with the champion and core teams and he has been a point of contact on that stuff for you guys forever so I would keep using him. We’re friends and we work closely together. Anything you say to either of us will get to the other dude.



Can we expect an AMA from you?


ghostcrawler Button Rioter Ghostcrawler: I thought about that, but I worry the message it sends is I AM VERY IMPORTANT which isn’t a message I actually want to send.





Aren’t you responsible for homogenizing WoW’s classes and making balance stale?


ghostcrawler Button Rioter Ghostcrawler: I think this is a fair criticism. At the time, we were trying to solve a problem where certain classes were stacked and others just didn’t get to participate at all. But homogenization is absolutely a design risk, especially in a game like League with so many champions.

For the record, I think homogenization stinks, and I invite you guys to absolutely call us on it when it happens.



How did you rise to Lead Game Designer without ever working for Riot previously?


ghostcrawler Button Rioter Ghostcrawler: In many industries, including this one, experience counts for a lot. At the end of the day, you need to ship a product (as lame as that makes it sound), and there are things you learn about how to get that done. I’m not in charge of the direction of League — nobody is really. I do have sixteen years of experience in building teams, improving communication, building consensus, helping to level up junior designers, and hiring talented new ones. Those are all important components of leadership and ultimately that’s what Riot said they liked.

I’ve said this before as well, but one of the secrets of this business is that good ideas are cheap. Knowing how to ship a good game is what is really valuable.



Weren’t you a disrespectful blue on WoW’s forums?


ghostcrawler Button Rioter Ghostcrawler: Are you sure you aren’t confusing me with someone else? I take player opinions very seriously, even when I disagree with them. It’s harder on Twitter, where the limitations of the medium make it hard to say things like “You have a point, but…” or “Our goals are the same, and we just disagree on whether a proposed change will accomplish those goals.”

Now, some players might say “You didn’t make this change I wanted, so how can you really call yourself responsive to player concerns?” It’s not really possible to make everyone happy all the time, and when you try, you can end up with mistakes… like homogenization!


PBE March 28 Part 2



Previous PBE Updates from Patch 4.5 Cycle:


New Barrier Animation

Note: The animation is being changed, because the current one looks too similar to Aether Wing Kayle‘s ultimate.


Splash Arts

Super Galaxy Rumble Splash

Super Galaxy Rumble Splash

Void Fizz Splash Art

Void Fizz Splash 


PBE 28 march


Previous PBE Updates from Patch 4.5 Cycle:


New Animations for Gragas & Lion Dance Kog’Maw







Gragas New Portrait

  • Base armor increased from 16 to 20

Note: This change is due to the recent nerfs to flat armor seals. If you’re unfamiliar with those, click here.



Graves New Portrait


Collateral_DamageCollateral Damage [ R ]

  • Secondary damage reduced from 250/350/450 to 200/280/360


Note: This is a revert on the most recent PBE buff to Graves. Live values are 140/250/360.



New Portrait Heimerdinger


H-28Q_Apex_TurretH-28Q Apex Turret  [ R + Q ]

  • Basic Attack AP ratio reduced from 0.33 to 0.3
  • Beam damage reduced from 225/300/375 ( 0.8 AP ) to 200/270/340 ( 0.7 )



Pantheon New Portrait


Grand_SkyfallGrand Skyfall [ R ]

  • Ranged increased from 2500/4000/5500 to 5500 at all ranks (same as live value)
  • Cooldown increased from 150/125/100 to 150/135/120 (same as live values)

Note: If you want to learn why these changes were made, click here.



New Loading Screen Splash Arts


Void Fizz Loading Screen

Void Fizz Loading Screen

Super Galaxy Rumble Load Screen

Super Galaxy Rumble Load Screen



Atlanthean Syndra pulled from PBE


Riot Fist Logo Wilwariniel: Hey everyone,

I know this will make a few waves, but we have hit some choppy waters along the way with the Atlantean Syndra skin, and have decided to err on the side of caution and pull her from the PBE until we’re 100% sure she’s ready.

We’re very sorry about this. To avoid people accidentally crashing, for anybody that has already purchased Atlantean Syndra, we will remove her from your accounts and give you a refund.

Once she’s ready to ship, and coming along swimmingly, we’ll make her available on the PBE to test again!

Thanks for the understanding, folks. Please accept this bad haiku:

Water orbs unleash

A deluge upon her foes

So much untapped power




PBE 25 March



Previous PBE Updates from Patch 4.5 Cycle:






New Portrait Heimerdinger


H-28G_Evolution_TurretH-28G Evolution Turret [ Q ]

  • Ratio on bonus Health increased from 0.5 AP to 0.55 AP
  • Turret basic attack now deals 12/18/23/29/34 ( 0.15 AP) magic damage per hit, changed from 15/22/29/36/42 ( 0.125 AP )
  • Beam damage changed from 50/75/100/125/150 ( 0.5 AP )  to  40/60/80/105/130 ( 0.55 AP )



Lulu New Portrait


WhimsyWhimsy [ W ]

  • Movement Speed bonus ratio reverted from 0.07 AP to 0.1 AP (same as live)


Help,_Pix!Help, Pix! [ E ]

  • Damage reduced from 80/130/180/230/280 to 80/110/140/170/200
  • Grants vision of enemies for 4 seconds, reduced from 5 (live value is 6 seconds)
  • Friendly minions do not get a shield if Help, Pix! is cast on them
  • Ally cast shield duration reverted to 6 seconds from 5 (same as live)



Lee Sin New Portrait

Click here to get context on why these changes are being made.


SafeguardSafeguard [ W ] 

  • Cooldown increased from 9 seconds at all ranks to 14
  • Cooldown is now halved if cast on ally (excluding Lee Sin himself)


Iron_WillIron Will [ Reactivate W ]

  • Duration of buff reduced from 5 seconds to 4



Pantheon New Portrait  

Want to learn why Pantheon is being nerfed? Click here.


Aegis_of_ZeoniaAegis of Zeonia [ W ]

  • Stun duration reverted from 0.5/0.75/1/1.25/1.5 seconds to 1 at all ranks (same as live )


Grand_SkyfallGrand Skyfall [ R ]

  • Land time reverted from 2 seconds to 1.5 (same as live)
  • Distance increased from 2000/2500/3000 to 2500/4000/5500  (live value is 5500 range at all ranks)



New Potrait Rengar  

Rengar has recently received a major rework. Click here to get the details.


Bola_StrikeBola Strike [ E ]

  • Range reduced from 1100 to 1000


Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Movement Speed bonus when moving towards Champions while in stealth reduced from 20% to 15%
  • Movement Speed bonus after exiting stealth reduced from 30/40/50% to 25/35/45%



Wukong New Portrait  


Crushing_BlowCrushing Blow [ Q ]

  • Now reduces target’s armor by 10/15/20/25/30%, reduced from 30% at all ranks


CycloneCyclone [ R ]

  • AD ratio of damage-per-tick (each second) reduced from 1.2 of Total AD to 1.1.
  • Ratio on total damage of Cyclone is now 4.4, down from 4.8



Ziggs New Portrait

  • Base HP at level 1 reverted from 350 to 390 (same as live)
  • Base Attack Range reduced from 575 to 550





Bonetooth Necklace has received an icon update for each of its Trinket variants. These icons represent Scrying Orbs, Sweepers and Ward Totems, color-respectively. If you want to learn more about this change, click here.


Blue Level 1 Blue Level 2 Blue Level 3 Blue Level 4 Blue Level 5

Red Level 1 Red Level 2 Red Level 3 Red Level 4 Red Level 5

Yellow Level 1 Yellow Level 2 Yellow Level 3 Yellow Level 4 Yellow Level 5



Super Galaxy Rumble Splash Art


Here‘s a short preview of the skin if you’re unfamiliar with it. Which you really should be!


Super Galaxy Rumble Splash

Super Galaxy Rumble Splash



My Info Article Ending


PBE 22 March


Youtube Icon



Previous PBE Updates from Patch 4.5 Cycle:

Analysis of PBE Changes



IMPORTANT: All Champions except Gragas and Ziggs gain 4 Base Armor at level 1! This is a compensation for the nerfs to Armor Seals!


Gragas Rework – Preview & My Thoughts



Gragas New Portrait


    • Base Movement Speed decreased from 340 to 330
    • Damage-per-level increased from 3.375 to 3.5
    • Base damage decreased from 55.78 to 55.5
    • Now gains 1.25 Magic Resist-per-level (previously 0)


Happy_HourHappy Hour [ Passive ]

  •  Now instantly restores 4% of his max health on ability use, changed from 2% over 4 seconds.
  • Can now only trigger once every 8 seconds.


Barrel_RollBarrel Roll [ Q ] 

  • Mana cost reduced from 80/90/100/110/120 to 60/65/70/75/80
  • Damage reduced from 85/135/185/225/285 ( +0.9 AP ) to 80/120/160/200/240 ( +0.6 AP )
  • Instead of slowing Attack Speed, now slows Movement Speed by 30/35/40/45/50% for 2 seconds
  • The barrel’s damage and slow now increase the longer the barrel sits out, up to 150% (120/180/240/300/360 ( +0.9 AP )
  • Charge-up time reduced from 5 seconds to 4


Drunken_RageDrunken Rage [ W ]

  • Cooldown reduced from 25 seconds to 8/7.5/7/6.5/6
  • You can now move while channeling Drunken Rage
  • No longer restores mana or grants AD
  • After finishing the channel, Gragas deals 20/50/80/110/140 (+0.3 AP ) + 8/9/10/11/12% of Max HP on his next basic attack as bonus magic damage
  • Damage reduction duration decreased from 20 seconds to 3


Body_SlamBody Slam [ E ]

  • Mana cost reduced from 75 at all ranks to 50
  • Cooldown increased from 12 seconds at all ranks to 16/15/14/13/12
  • Damage changed from 80/120/160/200/240 ( +0.6 AP ) ( + 0.3/0.4/0.5/0.6/0.7 AD ) to 80/130/180/230/280 ( +0.6 AP )
  • Instead of slowing targets hit, Body Slam now knocks back and stuns for 1 second on collision
  • The cooldown is reduced by 3 seconds, decreased from 6, if Body Slam hits an enemy


Explosive_CaskExplosive Cask [ R ]

  • Damage reduced to 200/300/400 ( +.7 AP )  from 200/325/450 ( + .9 AP )
  • [ Tool tip ] Gragas throws his cask, dealing 200/300/400 (+.7) magic damage to all enemies in the area and knocking them back from the center



Graves New Portrait


 QuickdrawQuickdraw [ E ]

  • Mana cost reduced from 50 at all ranks to 40


Collateral_DamageCollateral Damage [ R ]

  • Explosion damage increased from 140/250/360 to 250/350/450




Lulu New Portrait


WhimsyWhimsy [ W ]

  • AP ratio on ally-cast Movement Speed bonus reduced from 0.1 to 0.07


Help,_Pix!Help Pix! [ E ]

  • Shield duration reduced from 6 seconds to 5
  • Pix now follows the ally shield is cast on for 5 seconds, down from 6
  • Grants vision of enemies for 5 seconds, down from 6



New Potrait Rengar


Empowered_SavageryFerocity Savagery [ Q ]

  • Bonus Attack Speed now scales with Rengar’s Level


Empowered_Bola_StrikeFerocity Bola Strike [ E ]

  • No longer refunds 2 Ferocity if the bola misses




Ziggs New Portrait

  • Base health reduced from 390 to 350






Aether_Wisp_itemAether Wisp

  • Total cost increased from 800 to 950
  • Does not change the cost of Lich Bane and Twin Shadows


Alacrity_itemEnchantment: Alacrity

  • Bonus to Movement Speed increased from 15 to 20


Captain_itemEnchantment: Captain

  • Bonus Movement Speed granted to nearby allied champions walking towards player with this item increased from 8% to 10%
  • Cost decreased from 750 to 600


Distortion_itemEnchantment: Distortion

  • Reduces the cooldowns of Teleport, Flash, Ghost by 25%, increased from 20%
  • Now adds bonus effects to Summoner Spells:

Ghost – Grants 40% Movement Speed, increased from 27%
Flash – Grants Bonus 20% Movement Speed for 1 second after using Flash
Teleport: Grants Bonus 30% Movement Speed for 3 seco30% movement speed bonus for 3 seconds after use.


Furor_itemEnchantment: Furor

  • Price reduced from 650 Gold to 475


Homeguard_itemEnchantment: Homeguard

  • Instead of fully regenerating HP and Mana at the fountain, now restores 35% of missing HP and Mana per second of standing at the fountain





Vampirism_mastery_s2Feast ( Tier I Offensive Tree )

  • Now restores 3 health when killing a unit, increased from 2

Note: This is a supplementary change to the nerfs to Lifesteal Quinttessences







  • Decreased from 1.41 Armor to 1



Scaling Armor

  • Increased from 2.7 Armor at level 18 to 3.0




  • Increased from 5.35 Health to 8



Scaling Health

  • Increased from 19.44 Health at Level 18 to 24.00



Health Regeneration

  • Increased from 0.43 HP/5 to 0.56



Scaling Cooldown Reduction

Increased from 1.11% at level 18 to 1.67%



Scaling Magic Resist

Increased from 2.7 MR at level 18 to 3.0



Mana Regeneration

Increased from 0.31 Mana/5 to 0.33



Scaling Mana Regeneration

Increased from 0.99 Mana/5 to 1.2



Cooldown Reduction

Increased from 1.67% CDR to 2.50%



Scaling Cooldown Reduction

Increased from 2.5% CDR at level 18 to 5%



Attack Speed

Increased from 3.4% Attack Speed to 4.5%



Life Steal

Decreased from 2% Life Steal to 1.5%


Note: Feast (Offensive Mastery) is being buffed to compensate. See above.


Pantheon Gragas Banner


Youtube Icon




Why Pantheon was Reworked

A post popped up on the PBE community forums explaining the recent changes to Pantheon.



SmashGizmo Button Rioter SmashGizmo: Hey guys, SmashGizmo here to give some more context and details on the Pantheon changes you’ve already seen on the PBE today.

Pantheon’s one of the biggest benefactors we’ve seen from the recent spirit stone changes, and while we don’t innately dislike him as a jungler, we would like to both add some options for his opponents against his ganks and smooth out his historically lopsided power curve a bit.

The current changelist that’s on PBE is still very fresh and subject to tuning before it hits live, but here is the current full list of changes:


Aegis_ProtectionAegis Protection [ Passive ]

  • Now will block the attack of any siege minion or large jungle monster instead of a damage value based on his character level


Aegis_of_ZeoniaAegis of Zeonia [ W ]

  • Stun duration changed from 1 second at all ranks to 0.5/0.75/1/1.25/1.5


Grand_SkyfallGrand Skyfall [ R ]

  • Channel time reduced from 2 seconds to 0.5
  • Landing time (after circle appears) increased from 1.5 seconds to 2
  • Cast range reduced from 5500 at all ranks to 2000/2500/3000
  • Cooldown reduced from 150/135/120 seconds to 150/125/100


The passive changes are a straightforward modernization of the ability to make it reliably block the minions and monsters that Pantheon wants it to block.

W’s changes are aimed at power curve adjustment and I will be monitoring how much this makes his early ganks less brutal to weigh the gains vs. pain to Pantheon players.

R’s changes are a bit larger in scope and are trying to address a wider breadth of problems. The range reduction is there to allow opponents to ward more effectively versus jungle Pantheon, while the landing time increase is there to give opponents more time to react to an incoming Pantheon gank. The two together may be hurting Pantheon’s level 6 ganks too much, but I tend to go overboard with my initial changes and then tone it back with iterations when I get a better sense of what changes are actually accomplishing. The channel time reduction, on the other hand, is aimed at addressing Pantheon’s ult usability in teamfights and skirmishes. I’m hoping that this will give Pantheon some stronger options when using his ult more reactively, such as being able to escape dicey situations in enemy territory or quickly repositioning mid-teamfight. With this larger emphasis on mid-fight usability from his ult, I also wanted to reduce the late game cooldown so that he will realistically have it as a play making tool in almost every late game fight.

Just to reiterate, these changes are hot off the presses and are subject to go through some iteration before they hit live, but I didn’t want to leave you guys hanging without any context and missing pieces of the changelist.



Gragas rework

Gragas has been dominating in competitive play and Solo Queue and is being taken down a notch. Not your usual nerfs this time – we get a full rework! (for better or worse)



Solcrushed Button Rioter Solcrushed: Hey Summoners,

Although Gragas in his inception was designed as an AP brawler mixing it up with the enemy, he has historically been played as a mid AP nuke/poker. While we were fine with this, the recent resurgence of Gragas as a top pick has brought to our attention the problems inherent in this playstyle.

Gragas currently possesses strengths of long range burst, tankiness and disengage- carried by AP ratios on Q and R being so high that they will effectively two-shot you. This combination of strengths do not make much sense (why do you need tankiness if you are a sniper? Etc.) and are unhealthy for the game.

However, since Gragas was never designed as a sniper, he does not have enough tools he needs to be a valued pick if he is not two-shotting people. Therefore, just nerfing his current damage numbers will ‘Olaf’ him (his win rates are already super low for most players). When we looked at Gragas as a character, it made much more sense to retain the tankiness while hitting the long range burst damage and grant him the tools to succeed while being in the thick of the fight, rather than turn him into a fragile long range sniper, hence the rework. We are attempting to reposition Gragas as more of a bruiser/tank that better reflects the fantasy of being a large drunk dude who gives no @#$@s while ramming into people.

The direction of the important changes are below, along with the points of feedback (both playing as and against) I am mainly looking for!


Barrel_RollBarrel Roll [ Q ]

  • Damage reduced
  • Now slows Movement Speed instead of Attack Speed
  • Now deals more damage and slows for more as the barrel sits out


This lowers his effectiveness as a poke mage (since no one will be standing in the barrel radius for any amount of time) and gives more incentive to ‘combo’ his spells to knock people into a barrel.

The coolest play Gragas makes is when he uses Explosive Cask to knock the enemy into a Barrel that has been sitting outside and we wanted to incentivize that. The new effect on Body Slam will also synergize with this ability.

Feedback Point

Do you feel that this ability gives enough payoff for hitting the charged barrel?
Is his prowess as a poke mage too strong for how much cc he brings?


Drunken_RageDrunken Rage [ W ]

  • Much lower CD and duration, grants a one time hit bonus instead of AD.
  • Gragas can also move while drinking.
  • No longer restores mana.


The current Drunken Rage is a very dull spell that is simply a chore to upkeep. There are almost no cases where Gragas engages without this buff and there is very sparse gameplay associated with the trigger or the effect.

The new iteration hopes to create a more windowed effect to his DR and damage so there is richer play and counterplay. Also a Gragas who is drinking more often is a more awesome Gragas.

Feedback Point

Does the spell grant appropriate defenses to allow Gragas to function in melee?
Is there a pronounced success/failure case when Gragas uses his W at the right time?


Body_SlamBody Slam [ E ]

  • Now stuns and slightly knocks enemies back instead of slowing them.


We have moved some power from Barrel Roll to Body Slam to give him the tools be valuable without needing to deal tons of damage. Gragas should be able to function as a mid-teamfight brawler that acts like a brick wall for enemies trying to get past him and gum up the fight.

Feedback Point

Does the spell offer a good enough incentive for you to duke it out in melee?


Explosive_CaskExplosive Cask [ R ]

  • Deals less damage


Explosive Cask is already an awesome ability that requires mastery to use to full potential with amazing payoffs. However, currently it deals too much damage that dilutes its own strengths (You don’t care about where you knock the enemy if he just dies from the explosion).

We wanted the spell to be focused on its cool and unique strength – a huge radius ranged knockback.





PBE Super Galaxy Rumble



Youtube Icon



 (PBE is currently down and I couldn’t finish my coverage of Nighthunter Rengar and Void Fizz. I’ll have the videos for them finished once PBE is back up.)



Super Galaxy Rumble Preview






For explanations on why these items are being changed, click here.


Aether Wisp

  • Cost: 800 Gold
  • Recipe: Amplifying  Tome (435 Gold) + 365 Gold
  • Component of Lich Bane and Twin Shadow
  • Grants 30 Ability Power
  • UNIQUE Passive:  Grants 5% Movement Speed


Aether Wisp


Forbidden Idol

  • Cost: 750 Gold
  • Recipe:  Faerie Charm (180 Gold) x2 + 390g
  • Component of Morellonom(nomnom)icon and Talisman of Ascension
  • Grants 8 Mana Regen-per-5
  • UNIQUE Passive: Grants 10% Cooldown Reduction


Forbidden Idol


Aegis_of_the_Legion_itemAegis of the Legion

  • Recipe changed: Negatron Cloak (720 Gold) + Ruby Crystal (400 Gold) + Rejuvenation Bead (180 Gold) + 600g = 1900g
  • Total cost reduced from 1950 Gold to 1900
  • Armor removed (previously 20)
  • Now grants Magic Resist (previously didn’t grant any)


Face of the MountainFace of the Mountain

  • Total cost increased from 2000 Gold to 2200
  • Recipe increased from 185 Gold to 385
  • Health Regeneration-per-5 decreased from 25 to 20
  • Health increased from 375 to 500


Frost Queen's ClaimFrost Queen’s Claim

  • Total cost increased from 2000 Gold to 2200
  • Recipe increased from 315 Gold to 515
  • Ability power increased from 40 to 50


Frozen_HeartFrozen Heart

  • Total cost lowered from 2900 Gold to 2600
  • Recipe cost increased from 550 to 650
  • Armor increased from 95 to 100
  • Now reduced enemy’s Attack Speed by 15%, decreased from 20%


Iceborn_GauntletIceborn Gauntlet

  • Total cost lowered from 3300 Gold to 2900
  • Recipe cost reduced from 1100 to  750
  • Armor reduced from 70 to 60


glacial shroudGlacial Shroud

  • Recipe changed: Cloth Armor (300 Gold) + Sapphire Crystal (400 Gold) + 250g = 950g
  • Total cost decreased from 1350 Gold to 950
  • Armor reduced from 45 to 20
  • Mana reduced from 300 to 250


Lich_BaneLich Bane

  • Recipe changed: Sheen (1200 Gold) + Aether Wisper (800 Gold) + 1000 Gold
  • Total costs lowered from 3000 Gold to 2900


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Recipe changed: Kindlegem (850 Gold) + Aegis of the Legion (1900 Gold) + 50 gold = 2800 gold
  • Total cost increased from 2550 Gold to 2800
  • Health increased from 300 to 400
  • Armor removed (previously 20)
  • Now grants 20 Magic Resist (previously didn’t grant any)



  • Recipe changed: Fiendish Codex (820 Gold) + Forbidden Idol (750 Gold) + 630 Gold = 2200 Gold
  • Total Cost unchanged


Talisman_of_Ascension_itemTalisman of Ascension

  • Recipe changed: Nomad’s Medallion (865 Gold) + Forbidden Idol (75o Gold)
  • Total cost increased from 2000 to 2200
  • Mana Regen-per-5 increased from 10 to 15


Twin_Shadows_itemTwin Shadows

  • Recipe changed: Aether Wisp (800 Gold) + Fiendish Codex (820 Gold) + 780 gold = 2400 Gold
  • Total cost unchanged
  • Ability power increased from 50 to 80
  • Magic Resist removed (previously 40)
  • Now grants 10% Cooldown Reduction
  • New effect: If a ghost cannot find a target, it tries to return to the caster. Ghosts that successfully return in this way reduce the item’s cooldown by 40 seconds (120 Second CD)


Warden's_MailWarden’s Mail

  • Recipe changed: Chain Vest (720 Gold) + 280 Gold = 1000 Gold
  • Recipe cost reduced from 400 Gold to 280
  • Total Cost unchanged


Will_of_the_Ancients_itemWill of the Ancients

  • Recipe changed: Hextech Revolver (1200 Gold) + Fiendish Codex (820 Gold) + 480 gold = 2500 Gold
  • Total cost increased from 2000 Gold to 2500
  • Ability power increased from 50 to 80
  • Mana regeneration-per-5 removed (previously 10)



Fiddlesticks Passive Debuff Fix


MeddlerButton Rioter Meddler: We’ve got a change to this in the patch currently on the PBE, where Fiddle’s passive won’t apply to enemies who can’t see him. Not guaranteed yet that we’ll ship that change, investigating it at the moment though.


Fiddlesticks Passive Fix



New Summoner Icons





New Malphite Splash Art



Malphite New Splash



Why Xerath was Remade


ZenontheStoic has released a dev blog explaining why Xerath was reworked.



Hey all!

Welcome to the League of Legends design blog, a new channel for developers to muse on designs from the past and present! We’re introducing the blog to talk to you guys and help you understand our philosophies as well as seeing why we do what we do. You won’t see official announcements about things on the way, but you will get to know more about designing a game like League of Legends – straight from the team!

We’ll be evolving over time with the topics we cover (and the name, and the look, and so on…), but we wanted to start the conversation early because… why not!?

I’ll introduce each new author as they come along. Up today we’ve got Associate Champion DesignerZenonTheStoic on the Xerath rework along with some background on why we rework champions in the first place. Enjoy!


Why do we do gameplay reworks


 When we rework a champion, players often tell us that the champion was perfectly viable, or possibly only needed some number tweaks. That’s cool, and often small number tweaks would make the champion much stronger, but power level or pick rates are not the reason we do reworks! In reality, champions often need reworks because they have underlying problems that would make the game a lot less fun for everyone if those champions were picked every game.

When we decide to do a rework, the reason is usually a combination of two factors:

  1. Satisfying execution of a power archetype
  2. Overall game health

Let’s break this down:

 Every champion in League of Legends should represent an ideal power archetype (or fantasy). Dr. Mundo represents the unkillable ubertank, LeBlanc the deceiving trickster mage, and so on. Sometimes, older champions don’t do a great job of delivering on their intended goals. For instance, if Sejuani’s power archetype was to be a boar-riding warrior with a giant mace, it probably didn’t help that before her rework neither the boar nor the mace were ever used meaningfully in her abilities. Oops.

 In relation to game health, there are a number of ways in which a champion’s kit can be ‘unhealthy,’ and, just like the unique snowflakes they are, our champions all have their own unique problems. We’ll take a closer look at Xerath’s set of problems in the next section.


Why are we changing xerath


 Let’s start with the game health issues Xerath’s old kit had. To be perfectly clear: we did not rework Xerath because he was unpopular. His kit was in a state where we couldn’t have allowed him to become popular. This is what we mean when we speak of game health: the more such a kit is played, the less fun the game becomes overall.

We identified three patterns in Xerath’s gameplay that made him a good candidate for a rework.

 First off, Xerath’s decision making was very simple and non-interesting. Instead of having to ask things like “what are my teammates doing?” or “how am I positioning myself,” Xerath’s decision tree really came down to: “is my ult available to cast?” To make things worse, there was very little that Xerath could do while his ultimate was down.

 Secondly, Xerath occupied a very awkward niche: a tank buster who could output significant damage from off screen. When a champion lacks the tools to dodge damage, they should be allowed to buy defensive items or keep their distance from the source of damage. None of these were viable options against Xerath thanks to his high spell penetration.

 Finally, the pattern of “use my ultimate to quickly take down an enemy” is a very common pattern in our mage design. When too many champions who are primarily defined through this pattern become popular, it’s often just an arms race to see who puts out the highest number and thus gets to be the flavor of the month.

What about the satisfying execution of a power archetype?

 Xerath’s archetype is that of a skillful long range mage who picks off high value targets at great range. Locus of Power dilutes this concept. The spell penetration makes it so Xerath’s great ability to pick a target is less relevant—you could try to fish for the super difficult back line kill or… you could just dump your damage into their frontline, whose magic resist means very little to you. Additionally, the root on Locus of Power and the oppressively long cooldown (before rank 4/5) make it so that often this was the only play available to you.

So, to recap: unhealthy core play pattern and less than perfect realization of a cool power archetype. Sounds like a clear case for a rework.


How did we rebuild xerath


 Tradeoffs are generally a good thing to have, but a sniper who has to stand completely still to access longer-than-normal range – and rarely gets the option to do so – doesn’t feel like a sniper for most of the game. Locus of Power had to go. We did like the idea of a tradeoff in mobility, so we baked it into the skills that have particularly long range: Arcanopulse slows your movement speed as you charge up its range, and Rite of the Arcane has you stand completely still for the duration of the spell. Specifically for his ultimate, it lets Xerath pick his big “moment of power” as he roots himself in exchange for the longest non-global range in the game.

 Similarly for the old passive and the spell penetration inherent in Locus of Power: these types of power actually diluted the sniper concept. Giving free armor means Xerath has to care a little less about enemies closing the distance to him, and spell penetration means that target selection was not as rewarding as it could be. We felt that a sniper who actually has to maintain his distance while searching for a valuable back line target would work much better. There is now a necessary element of skill expression on Xerath’s kit that makes successful players feel like badass snipers.


What about xerath enemy


 One of our favorite concepts here at Riot is to create interactive gameplay (counterplay being an aspect of that). It’s the notion that with every action you take, you give your enemy equal options to react. Generally, a targeted stun on its own is low on counterplay: you literally stop your enemy from acting. A good example would be Morgana’s Dark Binding: the slow missile is dodgeable, it stops when it hits minions (so you can use your little friends as human shields) and, even when it does hit you, you can still attack and cast.

 We already covered a lot of the counterplay in Xerath’s new kit: he pays for his range in mobility, most of his new skills can be dodged and as such rely on ally setups or teamfights, and he no longer gets free spell penetration, meaning that you can feel good about the magic resist you buy against him.

But there are two subtleties to the kit worth calling out.

 Xerath’s new kit is very mana hungry, but Xerath can work around this constraint by making full use of his new passive, Mana Surge, which allows him to regain mana by landing an auto-attack. This means he needs to go within auto-attack range, which we’ve reduced to 525. Additionally, we dangle the carrot of double mana restore on auto-attacking an enemy champion in front of Xerath. We hope that this will incentivize making risky plays, because that leads to fun.

 Additionally, while Xerath gains the longest non-global range in the game, we thought that the counter-play for the enemy (jump on Xerath and ruin his day) should be as clear as possible. Therefore, we reveal Xerath through fog of war for the enemy when he begins firing Arcane Barrages during Rite of the Arcane. Additionally, how players respond to Xerath’s ult is unique, as you can’t flash out of range – you need to specifically focus on either dodging or getting to a safe area in the fog of war.

 We hope that this kit update will make Xerath more fun to play, both as and against. Combined with amazing new particles, art, and sound effects, we believe we have created a much more engaging version of the Magus Ascendant.




PBE And Patch 4 point 5


       Youtube Icon


PBE 19/03

Patch 4.5 Features



PBE Rengar Rework





 New Portrait Leona

  • Base HP Regen reduced from 1.8 per second to 1.4 per second


EclipseEclipse [ W ]

  • Bonus armor and Magic Resist reduced from 25/35/45/55/65 to 20/30/40/50/60



Renekton New Portrait


Dominus [ R ]

  • Bonus health changed from 300/450/600 to 200/400/800
  • Damage per second changed from 40/70/100 to 30/60/120



New Potrait Rengar


Unseen_PredatorUnseen Predator [ Passive ]

  • While in brush or stealth, Rengar will leap at the target when using his basic attack. Rengar builds 1 point of ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar’s next ability becomes empowered.


Unseen Predator 


SavagerySavagery [ Q ]

Cooldown: 6/5.5/5/4.5/4

  • The next basic attack within 3 seconds deals 100/105/110/115/120% of Rengar’s Attack Damage plus 20/40/60/80/100 physical damage. Builds 1 Ferocity.


Empowered_SavageryFerocity Effect [ 5 Ferocity Q ]

  • The next basic attack withing 3 seconds deals 150% of Rengar’s Attack Damage plus 20/40/60/80/100 physical damage and grants 50% Attack Speed and 10% Attack Damage for 5 seconds ( damage scales with Rengar’s Level )


Savagery Q


Battle_RoarBattle Roar [ W ]

Cooldown: 12 Seconds at All Ranks

  • Deals 50/80/110/140/170 ( 0.8 AP ) magic damage to enemies in the area. Rengar’s Armor and Magic Resistance are increased by 10/15/20/25/30 for 4 seconds. The Armor and Magic resist is increased by 50% for each enemy champion or large monster hit.


Empowered_Battle_RoarFerocity Effect [ 5 Ferocity W ]  

  • Deals 40 ( 0.8 AP )magic damage to enemies in the area and restores between 12 and 75 HP based on missing health. Damage and healing values scale with Rengar’s level.


Battle Roar W


Bola_StrikeBola Strike [ E ]

Cooldown: 10 Seconds at All Ranks

  • Throws a bola dealing 50/100/150/200/250 ( + 0.7 bonus AD ) physical damage and slowing the first enemy hit by 60/65/70/75/80% for 2.5 seconds


Empowered_Bola_StrikeFerocity Effect [ 5 Ferocity E ]

  • Deals 50/100/150/200/250 ( + 0.7 bonus AD ) physical damage and roots the target for 1.75 seconds on top of the normal slow. If the Bola misses, Rengar is refunded 2 Ferocity.


Bola Shot E


League of Legends E Skillshot


Thrill_of_the_HuntThrill of the Hunt [ R ]

Cooldown: 120/95/70 Seconds

  • Rengar stealths himself after 1 second ( delayed to 3 seconds if taking damage ) and reveals enemy Champions within 2000/3000/4000 range. Rengar’s stealth lasts for 7 seconds and his next attack will cause him to leap.
  • After stealth, Rengar gains 30/40/50% movement speed and generates 5 ferocity over 5 seconds.


Thrill of the Hunt R





Bonetooth_Necklace_itemBonetooth Necklace

  • Now a trinket



Bonetooth Necklace Description PBE


Bonetooth Necklace Sweeper Description


Bonetooth Necklace Scrying Description


Farsight_Orb_itemFarsight Orb

  • Reveal distance increased from 3000 to 4000



Summoner Spells


Exhaust  Exhaust

  • Now reduces the target’s movement speed by 25%, reduced from 30%
  • Now reduces the target’s damage dealt by 50%, increased from 30%



  • Now restores 95-475 health, changed from 90-345
  • Now also grants 30% Movement speed for 2 seconds to you and targeted Champion
  • Additionally, Heal removes any healing reduction effects that afflict either Champion



  • Now also grants you vision of the target






  • Damage reduced from 145 to 110
  • Dragon’s attacks now reduced healing instead of Attack Speed



New Malphite Loading Screen Art


Malphite New Loading Screen



Super Galaxy Rumble Voice


Click here if you haven’t seen the announcement for Rumble’s new skin!

Atlanthean Syndra Skin

Video Preview




Auto Attack

Auto Attack


Dark Sphere [ Q ]


Force of Will [ W ]

W 2

Force of Will Throw Animation


Scatter the Weak [ E ]


Unleashed Power [ R ]



Patch 4 point 5 Features

Upcoming changes to a lot of Support and AP Items and a brand new item – Aether Wisp! Also, new text animations for gold and crits and bugfixes to vision!



Itemization Changes


FeralPonyButton Rioter FeralPony: Hey folks, we have a bunch of itemization changes slated for the 4.5 patch I want to get out in the open and get some thoughts/feedback on. The individual changes for the most part are fairly minor and not super crazy but it’s a LARGE list, you’ve been warned.


One of the primary problems is that many of the mid-tier component items for AP items make sense only when you have a good consistent Ability Power base – such as triple ring or something. This was exacerbated in Season 4 when we stripped out a lot of the small mid-tier component items (that ranged from 800 to 900 Gold). We want to take a couple of preliminary steps to introduce some new components that might form a solid basis for future items as well as ensure that players that go down a Utility / Support route start feeling more complete earlier.


Aether Wisp ( New Item )

  • Recipe: Amplifying Tome (435 Gold) + 365 Gold = 800 Total Gold
  • Grants 30 Ability Power
  • UNIQUE Passive: Grants 5% Movement Speed

This item seemed a very logical component piece for the two current AP & MS items (LB and TS) as well as a good building block for future items.


Lich_BaneLich Bane

  • Recipe changed: Sheen (1200 Gold) + Aether Wisp (800 Gold) + 1000 Gold = 3000 Total Gold
  • Total Cost unchanged
  • Stats unchanged
  • Passive unchanged


Twin_Shadows_item Twin Shadow

  • Recipe changed: Aether Wisp + Fiendish Codex + 780 Gold = 2400 Total Gold
  • Ability Power increased from 50 to 80
  • Magic Resistance removed [ previous 40 ]
  • Cooldown Reduction increased from 0% to 10% CDR
  • Movement Speed unchanged
  • Additional Active Effect: If the ghosts fail to find a target after 5 seconds, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of Twin Shadows by 40 seconds.



Mana Regeneration and Cooldown Reduction


Forbidden Idol ( New Item )

  • Recipe: Faerie Charm ( 180 Gold ) + Faerie Charm ( 180 Gold ) + 390 Gold = 750 Gold Total
  • Grants 8 Mana Regen per 5 seconds
  • UNIQUE Passive: Grants 10% Cooldown Reduction



  • Recipe Changed: Fiendish Codex ( 820 Gold ) + Forbidden Idol ( 750 Gold ) + 630 Gold = 2200 Gold Total
  • Total Cost unchanged
  • Stats unchanged
  • Passive unchanged


 Nothing to see here besides the recipe change. The removal of Kage’s in S4 made this recipe a bit weird so we’re cleaning it up a bit.


 Talisman_of_Ascension_itemTalisman of Ascension

  • Recipe: Nomad’s Medallion + Forbidden Idol ( 75o Gold ) + 585 Gold = 2200 Gold Total
  • Total Cost increased from 2000 to 2200
  • Mana Regeneration Per 5 increased from 10 to 15
  • Other stats are unchanged


 It’s always been weird that Talisman of Ascension has 20% CDR pop out of nowhere. So we’re retrofitting Talisman of Ascension to build out of the Forbidden Idol.

That said, this does still mean that Talisman of Ascension will have the most mana regeneration of the Income items again.


Frost Queen's Claim Frost Queen’s Claim

  • Recipe Cost increased from 315 to 515
  • Total Cost increased from 2000 to 2200
  • Ability Power increased from 40 to 50


Face of the Mountain Face of the Mountain

  • Recipe Cost increased from 185 to 385
  • Total Cost increased from 2000 to 2200
  • Health Regeneration per 5 decreased from 25 to 20
  • Health increased from 375 to 500


 On the whole this is pretty much a neutral change to Frost Queen’s Claim and a very slight buff to Face of the Mountain but the main purpose of these tweaks is to ensure that all the Tier 3 Duo lane items had the same gold cost and thus roughly the same gold efficiency end game.


 Will_of_the_Ancients_itemWill of the Ancients

  • Recipe changed: Hextech Revolver ( 1200 Gold ) + Fiendish Codex ( 820 Gold ) + 480 Gold = 2500 Total Gold
  • Ability Power increased from 50 to 80
  • Mana Regeneration per 5 removed ( previously 10 )
  • Cooldown Reduction unchanged
  • Passive unchanged


 Xypherous has some crazy conspiracy theories behind this change, but I think it is difficult to adjust and cleanup item recipes without addressing Wota. The Mana Regen was always attached to allow mages who wanted to invest in spellvamp, but was still primarily picked up by resourceless casters. We’ve retuned the item with those characters in mind. This might be a bit crazy in testing but we can adjust the items balance pretty easily and part of the reason we wanted to get this out earlier.


Aegis_of_the_Legion_item Aegis of the Legion

  • Recipe changed: Negatron Cloak ( 720 Gold ) + Ruby Crystal ( 400 Gold ) + Rejuvenation Bead ( 180 Gold ) + 600 Gold = 1900 Gold
  • Health  unchanged
  • Armor removed ( previously 20 )
  • Now grants 20 Magic Resist (40 Magic Resistance total due to the 20 from Aura)
  • Aura unchanged


Locket_of_the_Iron_Solari_item Locket of the Iron Solari

  • Recipe changed: Kindlegem ( 850 Gold ) + Aegis of the Legion ( 1950 Gold ) + 50 Gold = 2800 Gold
  • Health increased from 300 to 400
  • Armor removed ( previously 0 )
  • Now grants 20 Magic Resist (40 Magic Resistance total due to the 20 from Aura)
  • Cooldown Reduction  unchanged
  • Aura – Legion unchanged
  • Active unchanged


 The recipe for Aegis of the Legion has always been a little weird after the removal of Emblem of Valor. The more we prodded at the item, the more the item’s triple resistance nature (Health/Armor/MR) seemed to not align with our overall goals and direction of the item system. We want the item to do a better job at it’s intended function – defending against heavy amounts of magic damage and be slightly less universal.

The stat lineup on Locket seemed like a logical choice for players who wanted to pick up an early  and rounded out the recipe nicely.


 glacial shroud Glacial Shroud

  • Recipe changed: Cloth Armor ( 300 Gold ) + Sapphire Crystal ( 400 Gold ) + 250 Gold = 950 Gold Total
  • Armor reduced from 45 to 20
  • Mana reduced from 300 to 250
  • Cooldown Reduction unchanged


Iceborn_GauntletIceborn Gauntlet

  • Combine Cost decreased from 1100 to 750
  • Total Cost decreased from 3300 to 2900 (Due to Glacial Shroud)
  • Ability Power unchanged
  • Mana unchanged
  • Armor reduced from 70 to 60
  • Cooldown Reduction unchanged
  • Passive unchanged


 Frozen_HeartFrozen Heart

  • Combine Cost increased from 550 to 650
  • Total Cost reduced from 2900 to 2600 (Due to Glacial Shroud)
  • Armor increased from 95 to 100
  • Mana & Cooldown Reduction unchanged
  • Aura Attack Speed Reduction reduced from 20% to 15%


We wanted to retune Glacial shroud to be an easier pickup for people in lane and the 950 gold cost made it a much easier early game pickup than the previous 1350 cost. The price point also didn’t seem to match the expectations and impact of the item.

The changes to IBG and FH are overall small buffs to the items which are a bit on the weak side. The easier buildup combined with the lower pricepoint should put both these items in a better spot overall.


Warden's_Mail Warden’s Mail

  • Recipe changed: Chain Vest ( 720 Gold ) + 280 Gold = 1000 Gold
  • Combine Cost reduced from 400 to 280
  • Total Cost unchanged


With the change to Glacial Shroud we wanted to be sure that Chain Vest was an available pickup for folks who wanted to really heavily in armor in either Randuin’s or Frozen Heart

These should be popping up on the PBE soon and I’ll be around a bit later tonight to grab feedback and answer questions.



Brush Vision Tech Changes


Zilean_OldSaint_TeemoClock Button Rioter vLemon: We wanted to let you gals and guys know that we put in some changes in 4.5 that affect how the brush logic works. These changes should fix bugs where:

  • You would be standing in a curved bush and you wouldn’t be able to see champions standing on the opposite edge of the bush
  • There would be some blind spots in brushes that wouldn’t be revealed by wards

Let us know if you see anything weird related to vision :)



[Floating Combat Text] Gold and Crit Changes


Rayven Button Rioter Rayven: Hey folks, we are making some changes to gold and crit combat text in an upcoming patch. The goals here are to increase the impact of those ceremonies and standardize the presentation across all regions.

All this means is that being rewarded with gold or critting an enemy in the face should feel better and we get to clean up situations like the attached image from an OGN match.

So what are we doing? We are replacing the gold “g” and the crit “!” with tiny icons. Try it out in game and let us know what you think.

Gold Animation

Gold Animation

Crit Animation

Crit Animation