Xypherous brings the hammer down on Jayce with nerfs on the PBE, IronStylus talks future visual updates, LCS goodies in the store, CrabWizard sinks his claws into the new Sales policies and the latest Champion/Skin Sale!
Future Content: Reworks and Visual Updates
PBE: Jayce Ability Rework
LCS Icons and Bundles in Store
Changes to upcoming Sales
Champion/Skin Sale – Expires July 15th
Future Content: Reworks and Visual Updates
IronStylus gives us a list of the next champions to receive extensive updates.
IronStylus: There indeed is a lot to be learned from our experiences on each of these characters. Going forward we’ve incorporated a lot of input we’ve received, internally and externally in regards to each character you mention.
However, as I’ve said before, Relaunch is essentially live balance for art and thematics. It’s changes made to a character for the holistic health of the game artistically, mechanically, and with greater concern for the IP. Currently there are significant outliers in consistency, visually, thematically, story wise, and gameplay. The goal of Relaunch is to correct those outliers and bring them back in line, where applicable, to address the core of how we want to portray these characters. Skins don’t address these core issues with the champion. Skins are aesthetic choices, not fundamental character balancing.
A while back, champions were never really created with goals in mind. Only recently did we start establishing goals such as established/desired player psychology, what fantasy we are trying to fulfill, how effectively are we allowing a player to roleplay that fantasy, and how generally fulfilling is that character inside the space we want it to occupy. With these directives going forward, we’re applying them retroactively also. Case in point, Relaunch. Older champions are now subjected to the same goal creation/adherence process that new champions go through. The aim is to make them look better, be more compelling/contextually concise, and play better.
I would put Viegar, Malzahar, etc, in a Master Yi tier of relaunch.
Here’s the general tier list of VU/Relaunch which is in my brain at the moment.
This is in no way written in stone, but using what precedents have been set can inform the levels of VU or outright rework might be in store for certain characters. This is a comparison list of what has been done,not necessarily how things will be done going forward, but some parallels apply:
Trundle – Full character relaunch. Hard reboot, consists of complete visual, thematic, and complete gameplay overhaul.
Sion (?) - SPECULATORY/SUBJECT TO CHANGE. Heavy visual upgrages, possible change in thematics, major gameplay changes.*
Karma – Character “Chapter 2″ relaunch. Soft reboot, consists of evolving visuals, thematic continuation of current story, major gameplay changes.
Sivir (?) - SPECULATORY/SUBJECT TO CHANGE. Heavy visual upgrades, possible change in thematics, minor game play changes.*
Master Yi – VU + Kit rework relaunch. Upgrading of existing visuals along the same lines as the original look. Thematic tightening. Major-ish game play changes.
Sejuani – “Corrective” relaunch. Adjustment of visuals to match thematic goals. Solidifying of themes and storyline, some gameplay changes.
Nidalee/Annie/Twisted Fate/Ashe/Soraka/etc – Straight VU. Might consist of some tightening here and there. Mostly aesthetic changes. Minor game play tweaks.
This list isn’t really applicable across the board when deciding which character gets which sort of relaunch. It only generally describes the intensity of a particular relaunch, and may vary depending on the character. No character is the same, therefore no solution is the same to solving each’s particular challenges.
*Sion and Sivir are conjecture to a large extent due to how in flux those projects currently are.
What are some champions that, in your opinion, can use a visual update?
IronStylus: Caitlyn could use some sort of change to bring her in line with the rest of the Piltover champions, even if she remains dapper in her own way.
Irelia is pretty arbitrary in her design, I’d like to see how we can make her definitively Ionian looking. If not, then she just needs some good fidelity upgrades. She’s noodly and has low texture quality currently,
Jarvan is really noisy in game and though I equate him with royalty, i think he could stand to have a little more Demacian flavor injected into him.
Morgana‘s model isn’t the greatest quality at the moment.
Leona could use a pass at her geometry, make her a little less prom-dressy/armored bra wearing.
Quinn could use a simplification pass.
How would you improve Caitlyn’s visuals?
IronStylus: Ever read Lady Mechanika? I’d like to bring a bit of that into her, and retain the “Piltover posh” to her. Right now she feels a bit Willy Wonka. She’s charming, but I’d like to up-tech her just a bit while retaining that charm. I think she could tweak 20% more towards the serious in terms of visuals.
PBE: Jayce Ability Rework
Jayce has been pretty problematic on the competitive scene and saw nerfs to his Acceleration Gate in Patch 3.9. Now Xypherous has decided to further tone him down as part of testing.
Remember: This is an experimental build. All of these propositions are subject to change and most likely will. Also, nerf hammer… c’mon, I had to!
Xypherous: A quick heads up here – There is some fairly experimental stuff on Jayce that’s going into the outgoing PBE build. You guys won’t have access to this for a little while as PBE builds timing and pushes, while regular – are always on a ‘as soon as we can’ basis.
You may see some craziness in the next few days from Data Scrapers but this content is really ridiculously rough.
1. Jayce should not ignore resistances.
Yes, I know no one levels up ‘R’ anyway at the moment – but for the moment, let’s pretend that Jayce theoretically shouldn’t ignore your resistances.
2. Jayce’s poke pattern is fairly unhealthy.
Mostly from a fog of war, long range Q+E standpoint.
3. Jayce’s burst shouldn’t hyperscale and his damage shouldn’t be dependent on optimizing really weird obtuse use cases.
This mostly pertains to the ‘W’ functionality changes – where people are ‘rolling’ W charges to string together a 6 shot hyper charge. Also, Hyper Charge probably shouldn’t deal 260% damage on a critical strike – or 325% damage on an IE crit strike.
4. No, seriously. A lot of Jayce’s power is locked up in really obtuse cases.
A little bit of why Jayce is so powerful in competitive play and not so much in regular play is the sheer amount of edge cases you have to abuse to get mileage out of Jayce. While some could argue this is mechanical mastery of the champion – a lot of it is simply unintuitive fodder that we should clean up so that his actual intuitive combos are powerful.
So what’s going on?
We’re testing a fairly experimental series of changes designed to shift power away from these three cases and into the rest of his abilities – as well as streamlining some of Jayce’s muddier patterns. In general, Jayce is a decent character to have in the game but the vast majority of his power is locked up in extreme abuse cases at the moment – especially with end game super burst scenarios or long range poke scenarios.
I’ll have some more specifics as we start to refine what we have – but here is a rough list of the major changes:
Shifting around his statistics to favor mana regeneration as Jayce should be more of an active laner focused around spells to achieve victory. The shift in regeneration should also compensate for the removal of Mana on Hit from Static Field.
- HP/5 reduced to 5 from 7
- HP/5 per Level reduced to 0.5 from 0.7
- MP/5 increased to 10 from 7
- MP/5 per level increased to 1.0 from 0.7
Jayce may no longer level Transform but his abilities have 6 ranks.
Hextech Capacitor ( Passive )
* Now additionally grants 5 to 130 magic damage for the first attack after transformation, based on character level.
Moved a portion of his transform passives onto his character passive.Additionally, Hextech Capacitor is weak at character levels 1-3 but stronger at 6 and 9 to smooth out power differences between the fact that he has multi-form abilities and no ultimate.
To the Skies ( Q )
* Mana Cost reduced to 30 at all ranks from 40/50/60/70/80
* Damage rescaled to 25/75/125/175/225/275 (+0.6 Bonus) physical damage from 20/65/110/155/200 (+1.0 Bonus) physical damage
To the Skies! had some early game spike power and late game spike power. Normalizing this curve such that you don’t have to stack a ton of early Attack Damage or a ton of late Penetration in order to utilize this ability effectively for burst.
Static Field ( W )
* Passive mana gain on-hit removed.
* Damage rescaled to 60/110/160/210/260/310 (+1) from 100/170/240/310/380 (+1)
* Basic Attacks during static field now deal an additional 10/15/20/25/30/35 (+0.2) magic damage on hit. Numbers even more highly experimental and subject to change on this one.
* Cooldown rescaled to 13/12/11/10/9/8 from 10
Static Field should encourage Jayce to stay in Hammer form and engage on his opponents for prolonged periods of time while his Cannon Transform is unavailable.
Also experimenting with a W -> R -> W swap combo – though the current gameplay is a little unintuitive.
Thundering Blow ( E )
* Mana cost increased to 85 from 40/50/60/70/80
* Now has a rank 6 that deals 23% health damage and up to 700 magic damage versus minions.
Thundering Blow in top lane was often Jayce’s easy-mode button. If Jayce was in a bad spot – he could simply Thundering Blow to escape. Aggressively gating the Mana Cost on this ability means that eventually, Jayce’s second chances will run out.
However, we wanted to preserve Jayce’s engagement pattern if he chooses to be active – hence the To the Skies! Mana changes.
Transform: Mercury Hammer ( R )
* Now grants 5 to 35 Armor and Magic Resistance, based on character level.
Shock Blast ( Q )
* Damage rescaled to 60/105/150/195/240/285 (+1.2 Bonus) from 60/115/170/225/280 (+1.2 Bonus) - Probably needs to be scaled up a tad.
* Missile Speed increased to 1450 from 1350
* Missile Width decreased to 50 from 60.
* Missile Area of Effect decreased to 160 from 175
* Accelerated Missile Width remains at 60.
* Accelerated Missile Area of Effect decreased to 225 from 250
* Accelerated Shock Blast initial speed increased to 2550 from 2350
* Accelerated Shock blast now decays down to 1550 during flight
Changes here are mostly to increase the dodgability of Shock Blast, especially from fog of war + acceleration gate circumstances.
The acceleration of gate also favors using E after launching Q – as this will give the opponent the smallest amount of time to react.
Hyper Charge ( W )
* Damage reduced to 70/80/90/100/110/120% from 70/85/100/115/130%
* Critical strikes now simply add 100% of your total AD to the damage (this can be further modified by critical strike damage) rather than being dependent on the rank of the skill.
* Cooldown rescaled to 14/12/10/8/6/4 from 14/12/10/8/6
* Cooldown now begins when Hyper Charge is fully consumed
* Mana Cost rescaled to 30/38/46/54/62/70 from 40
Hyper Charge harass becomes more dominating depending on the rank of the spell in a lot of cases. Early ranks of Hyper Charge tend to be less than mana efficient in a lot of ways. These changes are designed to reduce some of obtuse abuse cases of Hyper Charge with IE or priming the skill but to also make Hyper Charge’s cost roughly equivalent to its effect.
Acceleration Gate ( E )
* Mana Cost reduced to 20 from 50
* Has a 6th rank that increases Movement Speed by 55%.
Jayce brings Acceleration Gate as his primary team utility. The Jayce player should feel confident that his team contribution shouldn’t be necessarily gated by his playstyle or what he is forced to build. The cooldown nerfs in 3.9 should control Gate”s spamminess and uptime – and thus the Mana Cost here seems to be unnecessarily restricting him to Mana intensive builds.
Transform: Mercury Cannon ( R )
* No longer has an armor and magic resist reducing proc.
This proc effect was mostly unnecessary – while it ensured Jayce made it to late game, the combined effect of the proc means that Jayce effectively ignored far too much of his opponent’s armor than was healthy.
Will Thundering Blow get a damage nerf?
Xypherous: Have not yet decided on if / what Thunder Blow needs to have changed, although with six possible ranks, it seems likely that we can rescale the damage such that per skill point, you are getting less power.
Unsure if he needs it exactly at the moment – as we’re doing quite a bit at once here.
Won’t making Jayce like the old Karma (6-level spells) make him weaker during early game?
Xypherous: Potentially – Jayce differs from old Karma in that he has two abilities he is ranking up base damage for per point.
Karma was ranking up side bonuses with her ranks – while Jayce is levelling both To the Skies! and Shock Blast simultaneously.
Follow-up: Does this change fix his power-curve?
Xypherous: Not particularly. In this case, it’s just a simple recognition that there was no amount of passive power that we could put on Jayce’s Transform level ups to actually make it feel worthwhile to rank up unless we went to ridiculous overpowered passive stat land.
He also didn’t need any *more* complicated mechanics to get him through – so the simplest solution here was to simply stop trying to make Transform a compelling level up and just rebalance his spells around assuming people simply weren’t going to put points in Transform anyway.
Won’t buffing the base damage of To the Skies! make Jayce even harder to deal with?
Xypherous: I suspect that this is true somewhat – though lane tests right now seem to indicate that Jayce really needs to use all his abilities well in order to do well. We have a couple of other minor changes as well such as reducing his health regeneration in favor of more mana regeneration as he should really win the lane by using his abilities on you a bunch.
I’m not sure I have a whole lot to assuage your fears, other than the fact that I just ripped off 1.0 Bonus AD scaling from his Q, reduced the levelups on his ‘W’ TAD scaling, roughly 5% armor shred in his early game. While I’m sure that Jayce will have a great deal of magic damage punch to him in his Hammer form – I’m not sure that his first couple of purchases will actually cause the lane to be unconquerable.
Essentially – I do think he will be harder to itemize against but most of the changes are targetted at limiting abuse cases when he’s ahead and figuring out where the balance lies in that paradigm.
Are these nerfs aimed at FotM Jayce?
Xypherous: The FoTM Jayce is a good playstyle – it just needs a bit more counterplay – which is why we opted to really target some of the more esoteric high end abuse cases like ‘W’ priming.
How about making the Accelerated Shock Blast (E+Q) a single target skillshot?
Xypherous: Oh - Interesting.
So, the unfocused ball hits the gate and turns into a piercing beam?
That kind of change I definitely can’t get out in the timeframe required for this change – but that’s actually something we should look into as to whether that pattern makes more sense.
Follow-up: Won’t this just make it a 1000 MP/H Nidalee Spear?
Xypherous: It is terrifying notion – but the benefits are that it opens up space for both unempowered Q and empowered Q to be satisfying without one drastically outclassing the other.
It would also mean that then we have additional space to play around with Acceleration Gate duration / cooldown to open up some space as right now Gun Q isn’t actually a spell, since it’s Gun Q + E that is theactual spell and thus the cooldown / conditions of ‘E’ tie directly into Q’s satisfaction level.
For example, if Q by itself was satisfying – you could put an absolutely ridiculous cooldown and duration on Acceleration Gate. You could make the Gate last 12 seconds and have a 40 second cooldown – because now normal Q’s and empowered Q’s have a purpose – which would actually open up a lot of interesting team cases without making Jayce ‘Team Speed Up all the Time’ guy – but rather Jayce brings ‘Giant Semi-Perma Zone Control in a Team Fight’ guy – or you could set up a siege and start peppering multiple empowered Q’s forward – but as soon as that Gate drops, you know you can rush Jayce, etc.
Can the Accelerated Shock Blast not deal damage when it reaches the end of its range?
Xypherous: I have not currently tinkered with that – that might be an interesting change if we deem it necessary, although at the moment I want to tackle the fog of war reaction issue first.
Are you worried that Jayce players will then max W over Q and E?
Xypherous: I suspect that’s kind of what you should do on Live right now, given the Acceleration Gate changes in 3.9.
So.. not particularly, as it can’t be worse than the current optimal Jayce style.
Any plans to change/rework Jayce’s current passive?
Xypherous: I have no idea why the flat speed boost is there – but I suspect it’s there to actually cover a bit for the mind-share it takes to transform mid-fight.
As in – it does take more planning and execution to perform swap combos as Jayce – thus the additional movement speed and ghost allows for a bit of grace in terms of mental mind share allowing you to focus on the combo, rather than mouse moving while doing so.
It also has some way additional side benefits in making the transform “feel” right from a visual perspective. Because Jayce changes his walking posture – intuitively, you think that Jayce has slowed down because his center changes.
Agreed that the ghost effect is probably superfluous – but there doesn’t seem to be any real reason to remove it. I also agree that the shifting to lane case is a bit odd but outside of it feeling silly I don’t see negative implications to it.
Isn’t the new W underwhelming for a 6-level spell?
Xypherous: Currently testing at 75%/80%/85%/90%/95%/100% and cooldown from 13/11/9/7/5/3.
Essentially – max rank ‘W’ right now is ‘You have roughly 2.5 Attack Speed while you are in Cannon form’
And.. oddly enough, as ridiculous as that sounds – still far weaker than live due to the priming use case.
Won’t he lose too much damage with these changes?
Xypherous: Hammer ‘W’ adds on-hit magic damage regardless of what form he is in, so Static Field –> Switch –> Hyper Charge makes up for quite a bit of missing damage due to the swap combos (either direction.)
Where are you “shifting the power so that is usable for the vast majority of players”?
Xypherous: While I’m not listing all of the numerical rebalancing because frankly, it’s going to flux – from the original post there are these following comments:
- Hammer form simply gives free resistances without needing points put into it.
- Hammer ‘Q’ has drastically increased base damage
- Hammer ‘W’ has a magic on-hit proc that can be used in either form
- Hammer ‘W’ has reduced cooldown per level
From the followup posts in this thread, I’ve talked about:
- Gun ‘W’ having drastically reduced cooldown per level – but cooldown starting when you consume the procs.
- Shock Blasts ‘Q+E’ combo is agnostic of gate location.
You’re absolutely right that I’m not talking about quite a few numbers that matter at the end of the day to see whether these are nerfs or buffs – because in the end, those will be tuning points we’ll have to use.
Agreed that it’s far far easier to notice what is coming down because they’re the factors currently seeing abuse.
Why are you reworking his kit right after the Patch 3.9 nerfs?
Xypherous: Yes – those nerfs were substantial band-aid hits to his most powerful build. Considering that Jayce already has a below average win rate for most players – it means that the only Jayce players that will be successful now are the ones who can best abuse Jayce’s obtuse strengths.
Which means that if we let the nerfs settle in without changing his kit – only the highest end players will be able to use Jayce. Consider the fact that we haven’t given power back to Jayce anywhere – but only took away power from his best build. Were his other builds viable or playable? General win rate seems to suggest that isn’t so – but currently you’d be crazy to amplify any part of Jayce given that it’ll be a straight buff to the competitive Jayce build.
Are you trying to remove Jayce’s potential as an AD Carry or Caster?
Xypherous: To a certain extent, yes.
Currently, the glass DPS form of Jayce doesn’t seem to be providing a ton of healthy gameplay overall – regardless of how strong or weak it is at various brackets, because it seems to emphasize excessive amounts of physical burst, coupled with an inability to build Armor to resist it – with team mobility.
Problems with the new Jayce build
Xypherous: Feedback! Awesome.
Again – still not sure when you’re going to get this on the PBE but hopefully we can really hammer on this until Jayce reaches a state where people are comfortable with his style.
Let me talk about some of the points raised here and my initial responses to the changelist proposed:
To The Skies!
I’m running into two problems here – his additional AD ratio on To the Skies! early is creating a large early game spike due to how much flat AD you can stack early – and his AD ratio on To the Skies! late is creating a bigger later-game spike after his full penetration / AD build becomes.
If To The Skies! is supposed to be a good way to melee all-in – having the ability so heavily dependent on the AD ratio for the damage seems odd as it means that Jayce is effective when he’s ahead but fairly poor when he’s behind.
Jayce’s AD ratios late game are fairly ridiculous at the moment – we have to tone this down somehow but there are alternate solutions here.
Okay, so listening to reason here, simply toning down the AD ratio and give it higher base damages, especially with later ranks while keeping it physical damage should accomplish what I want it to do – while trying to attack both of the problems listed.
Great - This is why I talk to you guys early because I’m being reckless. Moving on.
Transform Abilities and the oddities of level 6
One of the problems with transform character is that their power level at 6 / 9 get heavily out of sync with other champions.
Hextech Capacitor will add magic damage on changing to either form – and that Hammer will provide passive resistanecs – but with non-linear scaling I can probably add a spike here in resistances / proc damage that will help curb some of the level 6 power here.
Removing the shred will tackle a lot of his abusive power – which means that the Capacitor can hopefully inherit this power.
We’ll also need to remove some of the early level 1 to 3 power – so the curve on Hextech Capacitor should probably spike at 4/6/9 – so I’m going to try something like 5/5/5/20/20/20/40/40/40/65/65/65/95/95/95/130/130/130 magic damage first.
Hextech Capacitor and Hammer Form Resistances will get a spike in power at level 6 and 9 to help smooth out this curve.
Starting with 75%/80%/85%/90%/95%/100% may be too drastic for an initial pass – However, the goal here is to really put some power into hammer form as well – rather than a complete hyperscale form based on how many ratios you have.
It’s hard to gauge how much of the power here in lane is from the heavy level-ups on the skill combined with the increase in AD – I’ll try a smoother curve for the first iteration.
The problem case with Hyper Charge is how powerful the lane poke can be and how powerful the late game power can be – however, with 6 ranks in the skill and the new CD formula, I can actually change the levelups on this quite a fact.
Hyper Charge adjusted to – 70/80/90/100/110/120%.
Hyper Charge now deals 100% bonus damage on critical strike, rather than multiplying the whole attack.
Hyper Charge CD adjusted to 13/11/9/7/5/3 – CD starts after the cast finishes.
Let me update the initial post with the key points.
|Blind responses (ie, without being able to see them in action):- Reducing his health regen while expecting him to be in melee more seems problematic
Mana related starts such as Faerie charm is heavily hindered by this change – resulting in a need to purchase early sustain related items. Itemizing right out of the gate for Mana will be poor and generally ineffective due to the need to cover your health bases far more than mana, if aggressively trading.
Trading 2 hp/5 for 3 mp/5 means that you should probably consider starting with sustain related opening moves.
|- TTS seems undertuned; at max rank he’ll do less damage if he has 188 or more AD (roughly a bloodthirster or manamune on top of base)
TTS is/has always been bonus AD scaling – so it’s 188 bonus attack damage that it evens out at, so basically a full bloodthirster and manamune and last whisper.
But it’s laaate.
|- Thundering Blow: Punishes early game, pushes him even more into continued reliance on tear / manamune, which will marginalize the impact of this change.
Almost every other ability had mana costs reduced for normal Thundering Blow cadence. Repeated Thundering Blow cadence without hard engaging with other spells will almost certainly be OOM.
|- Hypercharge – Still seems spammy, mana cost seems prohibitive (once again forcing him into tear builds).
Pure ranged poke + thundering blow pattern will require a lot more mana – certainly true. Builds focused around To the Skies! and aggressive trading will not – ideally.
Accel Gate + Shock Blast combos are also reduced in total cost.
This is the most unrelenting safe attack pattern – so if you want to be safe consistently – you’ll probably be forced into heavy mana.
|- Transform: Mercury Cannon – Another nerf. Shred will be missed, but no real opinion beyond that.
Proc is mostly unused power here from players.
If acquired early, mostly a trap to put points into until late.
LCS Summoner Icons + Bundle now available!
The new LCS icons are up for sale! Aaand the price is rather… displeasing.
During the break we saw five new teams enter the LCS after winning their promotion series. With so much new blood in the LCS waters, the top teams continue to fight for every advantage as they move closer to the Season 3 World Championships.
In the spirit of this rising competition, you can show support for your favorite team by grabbing an official team logo Summoner Icon for any of the North American and European LCS teams in the Summer Split.
When we introduced these Summoner Icons on the PBE, we got a ton of insightful feedback. One thing everyone seemed to notice was that if you follow all teams equally, or if the idea of splitting allegiances makes you squirm, it was hard to collect all of the icons. As a result, we’re introducing new icon bundles that’ll help you pick up all of the Season 3 icons with fewer clicks.
Both of the EU and NA LCS bundles are 1600 RP each, which is 20% off the regular price for the 8 Summoner Icons included in the bundles. You can snag all 16 icons in the Summer Split Bundle for 3000 RP (25% off the regular 4000 RP price).
These icons are now available in the store until the end of the split for 250 RP, and are permanently added to your account. When you purchase a team icon, 20% of the price goes directly to that team as a bonus and the other 80% goes to support esports (prizes, salaries, events, streaming).
To show off your team pride, all Summoner Icons–including the new esports team icons–will be shown on the loading screen before each match.
These LCS team Summoner Icons will be available in the store until the end of the 2013 Summer Split, so support your favorite teams today!
LCS Icons – Support your Team
What do you think of the icon price tags- 250 RP for an icon, 1600 for an 8-icon bundle, 3000 to catch them all? Share below!
Changes to Sales coming soon!
Riot’s newest eCommerce associate, WizardCrab, is here to talk about the on-going plans to handle sales!
WizardCrab: Hey all!
I’m the new associate in eCommerce here at Riot and I wanted to make my presence on the forums known! I’m happy to talk about anything regarding the semi-weekly champion and skin sales, F2P rotations, new flexible cost bundles, life, football (American), curling, why water chestnuts are the worst, why League needs more Crab-type champions, dogs, cats, east coast living, west coast living, the growing issue of crab underrepresentation in Congress, mini golf, advantages of walking sideways, and I suppose League of Legends. Or whatever.
I’d first like to let you in on a couple of changes regarding the semi-weekly champion and skin sales. I’d like to make the selection criteria a little more transparent. First off, every champion sale will include:
- 1 975 RP champion
- 1 880 RP champion
- 1 790 RP or lower champion
The skins sales will be a little more complicated, so bear with me. Skin sales will now generally follow a pattern over the course of 2 weeks (4 sales):
- 975 RP skin
- 750 RP skin
- 520 RP skin
- 975 RP skin
- 1350 RP skin
- 520 RP skin
- 975 RP skin
- 750 RP skin
- 520 RP skin
- 975 RP skin
- 975 RP skin
- 520 RP skin
This is our attempt to fulfill two main goals with the sales. The first is to get through all of the eligible champions and skins within a semi-reasonable amount of time. The second is to avoid having some weeks of all high tier item sales followed by weeks of all low tier item sales. We would like a more moderate spread every week, and think you might like that too.
I also wanted to let you know that we are planning on releasing some 1350 RP skins in the coming months. With these releases we currently plan on having an initial sale for the first few days at 975 RP.
Anyway, feel free to use this thread to discuss the new sales system or ask me questions about anything (especially the topics above)!
Will you put 1350 skins or legendary skins on sale in the future?
WizardCrab: 1350 skins will go on sale as I outlined. Legendary skins will not go on sale. There are no 1350 Legendary skins (in fact the only Legendary skin that isn’t 1820 is Surprise Party Fiddlesticks). If you’re referring to the three skins that were once 1820 and are now 1350, they are no longer considered legendary and are eligible for sales!
Will these sales be consistent after the 2 weeks?
WizardCrab: Yes, this will be the new policy moving forward.
Do you plan to increase the number of champions/skins per sale to 4?
WizardCrab: We don’t plan on adding more champions or skins to these sales. But one of the biggest reasons why we added the new bundles was in order to help people get access to more content at reduced price points. And the new schedule should help in general.
Will you put forgotten/aging skins on sale?
WizardCrab: I know there have been a number of highly sought after skins that have not yet been on sale. I’m trying to get them on sale as soon as I can. That’s why I say one of the goals is to get all of the skins on sale. Please don’t expect that I can suddenly put them all up on sale immediately, but I really hope the upcoming sales will speak for themselves.
Any news on the lifetime RP purchase rewards?
WizardCrab: It’s still a priority but we really don’t have an ETA. There are a number of other pieces that need to fall into place before we an make this happen in an awesome way.
Why doesn’t this sale include 975 RP champions?
WizardCrab: I haven’t actually started this system with the champion sales yet. But it begins on the following sale.
How will you handle the new bundle sales?
WizardCrab: We’re going to try to put out a new set of limited-time bundles out once per month.
Champion/Skin Sale – expires July 15th
Get the following champions and skins at a discount before 15th July!
- Miss Fortune – 440 RP
- Pantheon – 395 RP
- Vayne – 440 RP
Full Metal Rammus – 487 RP
High Command Katarina – 375 RP
Road Warrior Miss Fortune – 260 RP
IMPORTANT: Justin Carter was released from prison after an anonymous person paid the 500 000$ bail cost. The trial is scheduled for next year and he can still face 10 years behind bars, but he’s free until then. The petition, although no longer required, still shows support for his case and has already gathered 125k votes.