An ancient obelisk overlooks the desert, its shadow dancing across the sand as day melts into night. At its pinnacle, a lone sentinel stands watch, its eyes igniting in the fading sunlight. The glow spreads as darkness seizes the sky, spilling across jade-pierced shoulders and down a pair of whetted claws. Centuries-old dust showers the monolith as the creature unfurls its wings and screeches into the night. Guardian of the Sands Kha’Zix still stands watch.
Patrol the desert with Guardian of the Sands Kha’Zix or collect the Shurima Crest Icon, available now in the League of Legends store for 975 RP and 250 RP (or 1500 IP until September 21) respectively.
Vesh: This is an incredibly well done post and you’ve correctly identified a number of key issues with the champion.
“This is because she has a fighter/assassin design and you guys don’t like shields on assassins or burst damage on fighters. You’ve accidentally given her too much durabilty in situations where she gets a full shield off which makes her feel unfair to play against even though one crit will probably eat her shield assuming she gets it off and doesn’t have to use hourglass immediately or get hit with some form of CC. “
This is pretty much the problem. Diana has a role identity crisis right now where shes pretty good at a lot of things but not really the best at any of them. When she’s strong, she’s good at way too much. Her vacuum on E also accentuates this problem because it puts a huge amount of her power budget into her team’s followup ability (Diana when Rumble and J4 were really strong in competitive was really scary despite her average winrate in soloqueue/normals)
Let’s talk about both the fighter and the assassin role and what some options and challenges are for each.
Assassins generally have one primary goal: Get in, get a kill, and get out. Diana on live currently can get in, kill someone, and then just generally stays alive due to tankiness. She doesn’t really have that many hoops to jump through to do this either. Squishier assassins like Akali have to measure very carefully when they go in and then have other elements of evasiveness (her twilight shroud) that gives her play/counterplay with the enemy that’s both positioning and sight based.
Diana doesn’t have this however. She just needs to jump a guy and hit all her buttons and if she’s ahead enough then she wins. This is especially problematic due to her AP scaling shield (get defensive rewards for building offensive) and you correctly identified that as a core problem. Even without it, if she was powerful enough to just nuke somebody from full but then squishy enough to die for it, Diana post-6 might as well have a Q that reads “on hit, both Diana and her enemy die.” Clearly not a very exciting ability for either party involved.
I personally find her prospects as an AP fighter to be much more promising. Taking off some of her crazy burst while giving her tools to do more in fights late game could be a cool approach, especially since she has a cool tuning point in her passive. Increasing base attack speed could definitely allow her to make better use of her 3 hit passive pattern which is generally a little less “bull****” then getting Q -> R -> R’d to death as a carry.
There’s other ways to do this as well, and I’m not saying in any way that Diana should be an auto-attack-only champion. Her passive definitely feels pretty good but to add to that, her pattern of making a grand entrance with Q -> R -> E -> Zhonyas is really awesome. After that effect wears off though, we need to ask what Diana should be doing. Should she get to auto burst a carry with another Q->R->R combo, or should she be using a mix of her spells and autoattacks to have a longer time to kill but with more sustained damage?
I personally believe that this approach would be better for Diana overall and would allow her to have healthier tuning points.
This is seriously a great post though. I’d love to have more discussion about her.
Why does Diana stop moving when casting Q?
Vesh: Q is already an extremely reliable skillshot. it has a large width, moves very fast, and has an AoE explosion on the end. Making her not stop to cast it would accentuate this problem even more.
Thematics are important, but should not compromise gameplay.
(Part of the reason why the Q being so reliable isn’t very good is because it enables her to go R->R right afterward extremely reliably to just kill someone)
What’s a good style for Diana to transition into?
Vesh: I feel that it would be even cooler if she started off in a more “initiator” type role with her R->E and maybe zhonyas that set up her team to follow up with additional CC and then transitioned into fighter mode after. Diana feels really good when she’s hitting people with her epic moonblade.
With the way she functions currently, her assassin pattern would basically just degenerate to an even more bursty Akali with less options and less points of mastery.
Suggestion: Moonlight stacks don’t get consumed by R
Vesh: I don’t think the core Diana fantasy is spamming R on everything she hits with her Q. Plus, this is an unrealistic expectation of her. When given the tools to jump a squishy, Diana isn’t going to make 4 other pit stops on the way there, she is going to go kill the target she can kill immediately. By the time that target is dead, it’s not really important if other targets have moonlight on them because her Q is on such a short cooldown. Plus if moonlight lasted long enough for this to relevant the enemy team would basically be permanently revealed and there’s a ton of power in the fact that it grants sight.
Suggestion: W scales with HP, not AP
Vesh: The shield scaling with health instead of AP has been suggested a couple of times. I agree with the goal, but it’s hard to say if a specific solution will actually work when it’s on paper.
Learn more about Riot’s schedule for releasing new Champions, reworking old ones and get some insight on how it’s all developed.
What’s next in terms of release?
IronStylus: Currently we have 4 VU’s/Relaunches in the pipe, including the Sion relaunch which is a while out. Not going to spoil what’s grouped into our launch cadence but we’re now beginning to project what’s going to slot in between other slotted relaunches if Sion’s takes a while longer.
That said, we have aspirations to do a relaunch per month, but it’s not a hard deliverable we must hit. It’s what we want to hit. It’s what we plan to hit, but it’s not always feasible if we encounter problems.
Problems can be anything from the theme of the character being unclear and how we go about tackling that more philosophical side of a relaunch. That can sometime be the biggest point of contention. Production is often easy. Modelling, animation, VFX, while challenging is often more of a straight forward process and series of deliverables than something that’s a lot more malleable and subjective like the concepting/thematic solidification theme.
IronStylus: In addition to process and concepting, we also had a fairly long break over the holidays, and that’s pretty standard not to be producing content during that time. We had about 3 champions in various states of completion before we left. Some near the end of production, some in the middle, some at the end of the concept phase. Who knows, we might end up having a few close proximity VU’s together because we have a couple of champions as a pretty late state hanging out in the polish phase. Not sure.
Either way, it’s the beginning of the year, and we only recently got back into full steam. There’s a lot coming this year. I think you’ll be pleased with the results.
Also, we’re still hammering out process, especially with the aforementioned concept phase. That’s not just concept art, that’s also thematic clarification/overhaul. Creating some pillars for the character, reinforcing/revamping story, and generally figuring out how to capture charm. It’s a very intense process actually because unlike champions or skins, what we’re dealing with has a ton of emotion attached to it. Everyone has an opinion and everyone has feedback. It can be challenging to navigate those waters, but it’s our job to come to a consensus. With a large group of passionate people, that consensus takes a lot of discussion.
We’re still figuring out how to best approach that concepting process. Get people involved, pitching in, and letting people who are passionate drive the product and hold vision. I’ve found myself not doing as much straight forward concept work, but rather finding who’s passionate about a relaunch and getting them assigned as the primary artist. I think that’s a better allocation of my time and better way to insure people feel included.
It’s a process fraught with challenges and emotions but we’re working on it.
Why has production slowed down?
IronStylus: There’s a mix of reasons. Some of it is resource allocation, some of it is the philosophical things we’ve talked about previously. We’re sort of sitting on a clump of content that’s close to being done, but polish and a few sort of.. existential things need to be resolved.
I know that sounds vague, it’s hard for me to describe. A lot of what we do sort of revolves around: “Is this _____?” as in, what makes this champion? Every step of the way we ask ourselves, does this animation set, does this model, does this VO, feel like an updated/enhanced/re-envisioned version of that character. That’s a very methodical process with a lot of feedback and a lot of work done based on that feedback. While yes, I’d love to fire out content week after week, we have to do our due diligence. My hope is that our pace picks back up and we can hit 1 per month. That’s my hope at least.
How do you decide which Rework gets done first?
IronStylus: We like to let people know we’re addressing, be it slowly sometimes, the big elephants in the room. Like Sion. He’s a major issue in the game for many many reasons. Because he’s far out, and we have no dates attached to him, the benefit of telling the community “hey, we got this” is helpful in showing that we at least have it on our plate.
On the other side of it, characters like Master Yi, being a bit straightforward and not as intense of a UV/Rework, was a nice surprise that we could keep a lid on because it wasn’t some dramatic thematic/artistic/gameplay abomination (Well.. AP Yi.. sooooo.. yeah) That was one of our easier relaunches to do because of the concept being pretty much established, the charm identified, and most of the production time just spent on making the visuals awesome.
Case by case basis really. I feel there needs to be a balance of “Hey, yes, we know this one thing is a big deal, here’s where we are.” and “HEY LOOK! It’s a thing you didn’t expect and it’s SHINY NOW!”
Is “one VU per month” a deadline for the company?
IronStylus: The goals is not to drop a date and have it done by then, the idea is to have enough stuff in the works, staggered if need be, and have it pop out in it’s full done-ness at a general ballpark projected time. The time it takes to create the content dictates the time frame. There are no “deadlines” per se.
How do you decide which Champions are aging/outdated?
IronStylus: That’s a tough one..
We don’t even know ourselves. Right now, we’re even looking at champions as recent as last year possibly being on the hit list, probably not for complete overhauls, but at least TU’s. I can feasibly seeing us going up at least until mid 2011 and still be deep in the initiative.
We’ll see, it’ll evolve. Every character is different in it’s needs.
It’s prompted by a lot of factors from individual dev interest in particular character, something needed for an event, an arising opportunity because of new tech being developed that we can piggy back a relaunch onto, and a lot of other stuff. Characters are relaunched for all different reasons and at different tiers. That makes things really fluid.
I can’t answer what champions are currently in the timeline aside from Sion which people already know about.
Will Rumble’s upcoming skin make it easier to develop more Rumble skins?
IronStylus: Any new skin for Rumble will make it much easier to do subsequent skins for. This is a result that any new skin will have a rebuilt rig.
Currently we’d be unable to do any of the cool fan ideas out there because all of that wackiness in his current mech would carry over. We can only do geometry changes over that. Anything that would involve a more slick set of movements, a more advanced mech, whatever, is dependent on a new rig being in place.
Is Eve’s VU in there or is that still on the backburner?
IronStylus: Eve currently sits in the “what is she?” land of concept development. She needs something more of a hook than just “blue lady in tights”. Maybe she’s a shadow isles hybrid. Maybe she’s a demon. She needs not just an update in fidelity, she needs a thematic overhaul. That said, she’ll probably get a traditional skin to go with whatever we do with her. We’re only just in the early, early phases of her development. Very slow burn.
Any plans for Warwick?
IronStylus: Actually.. Warwick has recently come up on my radar.. We may try to figure out a way to slot him somewhere in between or after what we have planned for this year so far.
NO GUARANTEES. But we’re doing some very VERY early exploratory work.
Will you be doing visual changes to Renekton?
IronStylus: Funny thing is, I think we could simply replace base Renekton’s head and we’d be cool. His animations are fine, his rig is fine, his particles are decent, his face just looks a little derpy. I’d like it to fall in line with the splash.
Can you reinforce, rather than replace Sion’s lore when you rework him?
IronStylus: Well, Sion needs something. But I do like the idea of reinforcing. I’m not 100% up on his current lore, but the idea of a giant undead brute who signifies the glory of old Noxus is a pretty good playground.
Any news on the Ryze VU you mentioned a year ago?
IronStylus: Because he’s pretty straight forward and we didn’t see any real need to dramatically shift him, we did a model (Grumpy Monkey did it in his spare time actually) and it’s hanging out. Though that’s “done” we still have to go through the motions to make sure it lives up to where we want him conceptually then of course go through actual production along with his skins. We don’t have him on the board yet. My hope is later this year, no certainty on that though.
Can you perhaps update Zilean’s visuals?
IronStylus: We’ve got some nice ideas for a good VU approach for Zilean. Not slotted, not in pre-production, nowhere on the list at the moment. Time will tell…
What happened to Kassadin’s VU?
IronStylus: Karthus is in the pre-production concept phase. No ballpark date whatsoever though.
Nothing on Kassadin, but I’d like to put him into pre-production soon.
Can we expect any news on the Yordles front?
IronStylus: With one relaunch, we’re currently diving into yordles. It’s going to set a precedent, and off of that we’ll base the Great Yordle Unification Pass (YUP) of 2014 will be started. Currently our goal, even if we lack a style guide on yordles, is to bring them more in line with Ziggs and Lulu, our current standard for male and female yordles.
What’s happening to outdated Splash arts? How long does it take to work on one? This and more.
Sorry about the delay. I’m going to answer all of the questions I can and that the team is ready to answer. Feel free to continue posting feedback or questions. I will do my best to get back in here as often as I can to update.
Any word on old splash art for skins? eg: Nidalee and Master Yi.
For context. A while back around the time we reworked the Morgana/Miss Fortune/Tryndamere splashes, the splash team at riot reevaluated what our goals should be with all future splashes. We decided that if we were going to work on creating higher quality splashes, one of the things we would need to do is to start spending more time per splash. What used to be under two weeks (and in some cases, a day or two) has become 4 solid weeks of work per splash and while our team has grown to about 8 artists, this is still very limiting in the resources we have to make splashes. Because of this, we’ve had to prioritize what we are able to work on at any given time. Right now, our first and foremost priority as a team is to rework all of the base champion splashes that don’t meet our standards along with new content. The main reason for this is that the base champions are both IP defining and also what the majority of our players see when they play the game. Once those are done we will prioritize skin reworks for the champions who have been relaunched where the skin splashes no longer accurately represent the in game model (champions like Trundle, Karma, and Nidalee) and after that we will work on the rest of the skin splashes but do not currently have a priority list defined for those. We are working on setting up a pipeline for working very closely with some of our trusted partners to begin working sooner on those relaunched skin splashes. No guarantees at this point, but we are constantly looking for ways to improve our process and get updated splashes for all of your and our favorite champions/skins as soon as possible. We’ve also been looking very hard to find artists (and passionate gamers) that are capable of hitting both the league of legends style and quality bar so that we can increase the rate at which we can achieve these goals.
Do you guys plan to replace the Chinese art you were putting in the game at one stage?
Yes this is an idea that was brought up a while ago and again very recently. We want to avoid communicating the idea that the splashes from the Tencent client, which we would theoretically substitute, would be a final solution for the current live clients in most other territories. This is because a lot of the older splashes created for the Tencent client no longer match the style of our new target. That being said, as a team we do agree there are probably splashes in our current client where the benefit of replacement might greatly outweigh the difference from our visual style. It’s something we will explore.
Question regarding Pantheon’s splash. In the Facebook page, as well as during the shifting portraits in the LCS, he uses a unique splash image that looks quite well. The one currently used is the one from the Chinese client years ago. What is the status on that splash, and what reasons were made for not using it in the game?
This splash was made a while back but we felt that it didn’t accurately represent pantheon as a champion and what he is able to do in game. I would say however that the quality and personality of the splash overall is higher than the one currently live in game. We may revisit this one as a temporary replacement, since it is already done, until we can get to creating Pantheons actual reworked splash. I will talk to the team about it.
How much time is spent making ONE splash art?
For one person, 3-4 weeks depending on the artist.
How do you determine the position the champion will be in?
Our normal process is to make 3-5 quick black and white sketches exploring different compositions for the splash. We talk to writers, modelers and enthusiasts of the champion to find what we feel is the best version, pose and story for the splash. After we pick a direction we do a few color explorations and start to draw/render the final.
Is a splash art being “created” by one artist, or multiple?
Yes and no. Splashes are worked on primarily by one artist but we do regularly help each other to complete splashes based on each artists strengths and also to accommodate deadlines. On some cases, we have a large number of artists jump on one splash. (Elise’s base splash was made in just under 4 days with 5 people working on it simultaneously.)
People point to Dragonblade Riven, the new Lux splash, the new Sivir splash, and others as being “humanly impossible to recreate”. While I do see this and recognize the disjointed look that these art pieces give, I personally view these with a more open-mind because I give benefit of the doubt that there must have been some visual basis for these poses. If that is not the case, how did you decide on such postures?
You’re right. I’m not sure if the team has previously highlighted our goals for the current target on splash art and if not, then that is probably my fault. We have a bunch of things that we want to aim for when creating new splashes and illustrations. For this question in particular, I’ll talk a bit about character poses. The world of league of legends is a fantasy world where things and characters outside the realm of possibilities in the normal world exist. Furthermore, the game and stories are focused primarily on the champions, the super human characters of that world. Our champions have very exaggerated proportions, some can shoot fire from their hands, and some can jump 30 feet in the air. To be able to fully convey the force and impact of these moments, we employ a lot of the same principles used in comic books. We purposefully break anatomy to enhance the gesture of the pose and push characters into extreme perspective. The idea here is to communicate something that is not possible by a normal human. I will take some time in the near future to make a post where I deep dive into what we feel is our splash style. Right now the high level goals are: exaggerated comic book style character proportions and poses, high polish, but still hand painted rendering, limited color palettes with powerful accents, and dramatic lighting.
Are you guys responsible for splash-based animated login screens as well? if so how do you do it?
The illustration/splash team makes the 2d assets, separated out into Photoshop layers that the motion graphics team animates in programs like After Effects.
How do you guys feel about posting videos of the splash art creation process?
Unfortunately, around the same time that we reevaluated our splash style and timeline, we had to stop making process videos. Due to the larger file sizes, lag that’s caused by the recording process, and the fact that we regularly collaborate on splashes, we found it unrealistic to continue to record the process. We are exploring new ways of opening the doors to our art process though. I’m not sure when things will be solidified, but its something regularly talked about at Riot HQ.
What other software are you familiar with for working on art? Which is your favorite? Do you use different software for different things?
Splash artists at Riot use Photoshop in tandem with other programs like Maya to create environment/prop models for reference, and a few internal tools. Photoshop is the medium that I’ve learned how to control the best, but Ive seen people make amazing works of art with MS Paint and Gimp. It all comes down to decision making rather than tools.
Now slows for a duration of between 1 – 2 seconds, depending on distance traveled, changed from 2 seconds flat
Burning Agony [ W ]
Tenacity granted reduced from 10/15/20/25/30 to 10/13/16/18/20
Nether Blade [ W ]
Passive now has a 0.1 AP Ratio
Cooldown lowered from 10/9/8/7/6 to 8/7/6/5/4 seconds
Active damage decreased from 40/70/100/130/160 ( +0.7 AP ) to 40/60/80/100/120 (+0.5 AP)
Force Pulse [ E ]
AP ratio reduced from 0.7 to 0.5
Command : Protect [ E ]
tooltip now lists grants Magic Resist again.
Last Breath [ R ]
Range reduced from 1500 to 1200
Rite of the Arcane [ R ]
No longer deals 50% bonus damage when hitting individual Champions
Damage increased from 130/170/210 (+0.3 AP) to 140/180/220 ( +0.4 AP )
Cooldown lowered from 135/120/105to 130/115/100 seconds
Range increased from 2900/3600/4500 to 3000/4000/5500
Bouquet Ward Skin
Miss Fortune’s getting some long-awaited changes on the PBE!
ricklessabandon: Okay, looking through the comments I’ll take a quick stab at answering some general questions for now. Further discussion (at least on my part) will take place on the PBE forums once the changes are actually on the PBE. :3
Why isn’t Double up just an Attack reset + on-hit effect?
The differences are kind of minor, but I like the current model since it allows for us to make an updated texture for the range indicator and I’d like to look into getting a custom one made for double up that better shows the bounce mechanics. Aside from that though, it could go either way. In cases like that it’s usually better to opt out of change.
Will Impure Shots [ W ] deal physical damage, or magic damage? If magic damage, why?
It will still deal magic damage, as on live. the reason it’s still magic is because changing it to physical would be fairly significant and require further changes. also, this bonus damage isn’t meant to crit or life steal, and keeping it as magic makes it a lot more clear that it won’t do either. The long and short of it is that it doesn’t seem necessary, and the gains themselves are questionable without getting into a cost: benefit discussion.
Will Impure Shots [ W ] keep its AD ratio as well?
Nope. If you’re interested in the ‘AD Miss Fortune’ play patterns, you’ll have to get your fix from ad + cdr itemization, though admittedly you’ll have to focus more on Double up bounces and Make it Rain will not scale.
Will Strut [ W ] be getting any changes?
It’s not a priority at this time, but it’s possible. I’m more interested in getting her core abilities in a better spot first, and then seeing if her passive needs changes to align better with the rest of her kit.
Will Make it Rain [ E ] be getting any changes?
It’s in the same spot as Strut (see above). it’s already a pretty powerful spell (which should totally be learned before 6 and not after 12 as some people have been claiming to do) but that doesn’t mean it wouldn’t benefit from a bit of retooling after the rest of her kit is updated and locked in.
Why did you nerf her ult?
Her ult should be relatively the same strength, but scale better into high damage builds and have a stronger followup from miss fortune. When using Bullet Time to apply Impure Shots to targets with zero stacks, you end up doing 180% total AD (as magic damage) that wasn’t there before so she lost a little bit of base/scaling to balance that out.
Warring Kingdoms Tryndamere blazes the path of power, and the most haunting tales of the conflict are stained by the blood of his enemies.
One story tells of his single-handed defense against an ambush on a narrow bridge. Green and gold armor aflame, rage fueled his rampage through the opposing ranks. Word spread from those lucky enough to survive, it’s not the edge of his blade that kills you; it’s the weight of the dragon riding it.
FeralPony: Hey folks! This is FeralPony wanting to give you guys a quick heads up on the Mastery Changes coming to PBE so there aren’t any surprises when it happens! It’s very possible that changes will come to these masteries as we move forward with the Pre-Pre Season as it chills on PBE for a bit. So everything is of course subject to change! Though as usual feedback is welcome and appreciated. Also apologies in advance if I messed up the format I’m getting used to this new forum just like you guys
So without further delay!
Feast (1 Rank) – Each time you kill a unit restore 2 health and 1 mana
Fury (4 Ranks) – Gain 1.25/2.5/3.75/5% increased Attack Speed
Sorcery (4 Ranks) – Gain 1.25/2.5/3.75/5% Cooldown Reduction
Butcher (1 Rank) – Deal 2 additional damage versus minions with basic attacks and single target spells (does not included Damage over time effects or Area of Effect spells)
Doubled Edge Sword (1 Rank) – Melee: Deal an additional 2% damage and receive 1% additional damage. Ranged: Deal and recieve an additional 1.5% damage
Brute Force (3 Ranks) – +4/8/12 Attack Damage at level 18 (+0.22/0.44/0.66 per level)
Mental Force (3 Ranks) – +6/12/18 Ability Power at level 18 (+.33/.66/.99 per level)
Spell Weaving (1 Rank) – Damaging an enemy champion with an auto attack increases your spell damage by 1% stacking up to 3 times. (Max 3% damage increase)
Arcane Mastery (1 Rank) (Req Mental Force)- +8 Ability Power
Executioner (3 Ranks) – Increases damage dealt to champions below 20/35/50% health by 5%
Blade Weaving (1 Rank)(Req Spell Weaving) – Damaging an enemy champion with a spell increases your basic attack damage by 1% stacking up to 3 times. (Max 3% damage increase) This cannot be trigger more than once per second
Warlord (3 Ranks) -Increases Bonus Attack Damage by 2/3.5/5%
Archmage (3 Ranks) – Increases Ability Power by 2/3.5/5%
Dangerous Game (1 Rank) (Req Executioner)- Killing a champion restores 5% of your missing health and mana
Frenzy (1 Rank) – Critical hits increases your attack speed by 5% for 3 seconds (stacks up to 3 times)
Devastating Strikes (3 Ranks) – +2/4/6% Armor and Magic penetration
Arcane Blade (1 Rank) – Your basic attacks also deal bonus magic damage equal to 5% of your Ability Power
Havoc (1 Rank) – 3% Increased Damage
Block (2 Ranks) – Reduce incoming damage from champion basic attacks by 1/2
Recovery (2 Ranks) – +1 health per 5 seconds
Enchanted Armor (2 Ranks) – Increase your bonus Armor and Magic Resistance by 2.5/5%
Tough Skin (2 Ranks) – Reduce damage taken from neutral monsters by 1/2, This does not effect lane minions
Unyielding (1 Rank)(Req Block) – Melee – Reduce all incoming damage from champions by 2 Ranged – Reduce all incoming damage from champions by 1
Veteran Scars (3 Ranks) – +12/24/36 Health
Bladed Armor (1 Rank) – Enemy monsters that attack you bleed dealing damage equal to 1% of their current health each second.\nThis does not work against lane minions.
Oppression (1 Rank) – Reduces damage taken by 3% from enemies that have impaired movement (Slows, snares, taunts, stuns, etc)
Juggernaut (1 Rank)(Req Veteran Scars) – +3% Maximum Health
Hardiness (3 Ranks) – +2/3.5/5 Armor
Resistance (3 Ranks) – +2/3.5/5 Magic Resistance
Perseverance (3 Ranks) – +1/2/3% of your missing health every 5 seconds
Swiftness (1 Rank) – Reduce the effectiveness of slows by 10%
Reinforced Armor (1 Rank)(Req Hardiness) – Reduces damage taken by critical strikes by 10%
Evasive (1 Rank)(Req Resistance) – Reduces damage taken by 4% from Area of Effect magic damage
Second Wind (1 Rank)(Req Perseverance) – Increase all sources of incoming healing by 10% when below 25% health
Legendary Guardian (4 Ranks) – +1/2/3/4 Armor and 0.5/1/1.5/2 Magic Resistance for each nearby enemy champion
Runic Shield (1 Rank) – Start the game with a 50 health shield. This shield regenerates each time you respawn
Tenacious (1 Rank) – Reduces the duration of crowd control effects by 15%
Phasewalker (1 Rank) – Reduces the casting time of Recall by 1 second
Fleet of Foot (3 Ranks) – +0.5/1/1.5% movement speed
Meditation (3 Ranks) – +1/2/3 mana regen per 5
Scout (1 Rank) – Increases the cast range of wards and trinket items by 10%
Conjuror (1 Rank) – Summoned units, traps, and clones have 10% increased duration. This does not work on wards
Summoner’s Insight (3 Ranks) – Reduces the cooldown of Summoner Spells by 4/7/10%
Strength of Spirit (1 Rank)(Req Meditation) – Gain Health Regeneration equal to 10% of your Mana Regeneration
Alchemist (1 Rank) – Increases the duration of your potions and elixirs by 10%
Greed (3 Ranks) – +.5/1/1.5 gold every 10 seconds
Runic Affinity (1 Rank) – Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
Vampirism (3 Ranks) – +1/2/3% lifesteal and spellvamp
Culinary Master (1 Rank)(Req Alchemist) – Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption
Wealth (1 Rank) (Req Greed)- +40 Starting Gold
Bandit (1 Rank) – Melee: Grants an additional 15 Gold on Champion kill or assist Ranged: You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds
Expanded Mind (3 Ranks) – +2/3.5/5% increased maximum mana
Inspiration (2 Ranks) – +5 experience every 10 seconds while near a higher level allied champion
Scavenger (1 Rank) (Req Bandit)- +1 Gold each time an ally kills a nearby lane minion
Intelligence (3 Rank) – +2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 4/7/10%
Wanderer (1 Rank) – Gain 5% increased movement speed out of combat
We’re making some changes to the League system. While we received a lot of positive feedback regarding leagues, there are a few key areas we felt could use improvement.
Clarity surrounding LP gains (why am I getting so little LP per win?)
Players having less motivation to win games when they hit division V and becoming more toxic (due to immunity from ever falling from a tier)
Challenger currently represents too small of a group of players in solo duo.
These changes are hitting the PBE now and will be live next week after the end of Season 3:
Clarity of progression is a major point of feedback we wanted to act on, so we’re removing clamping completely for anyone below Diamond I
Players should no longer see tiny LP gains except in extreme edge cases or at the top of Diamond I. The small LP gains are necessary in Diamond I to ensure Challenger represents only the very best players and is highly accurate.
Tier demotion & shielding have been added
When we investigated player performance over the season we found that a small but not insubstantial group of players would reach division V of a tier and then consistently become more toxic and start to lose more frequently. Though tier immunity was originally intended to combat ladder anxiety we feel that complete immunity creates poor incentives and leads to abuse of the system. This makes ranked play a worse experience for everyone and isn’t what a division V placement should represent. When you enter division V you’ll have a set number of games where you are invulnerable to dropping a tier, currently this is 10 but it is subject to change. After this if you fall more than a full tier below your placement in terms of MMR, a warning will appear in your profile. So for example, a Gold V player playing at a Silver V skill level would see this warning. Continuing to lose games at 0 LP would result in their demotion to division I of the next lowest tier, or Silver I in this case.
Challenger tier size increased to 200 in solo / duo
The skill gap between players at 0 LP and 100 LP in Diamond I is simply too wide and there is a logjam of extremely skilled players vying for Challenger at the top of Diamond 1. We want to ease some of that pressure recognize more players by increasing the number of spots in that tier.
Upcoming visual rework for the sniper of the League!
What would be the focus of her VU?
IronStylus: She’s not slated anytime soon, but my personal wishlist goes something as follows:
- Jayce-ify her just a bit, so that she feels somewhere in line between Vi and Jayce himself. Example, higher fashion. Cait is classy, I think she can fill the high-fashion niche a little better.
- Make her look the part of “Sherlock” to Vi’s “Watson”. I’d like her to feel juxtaposed, not just accidentally different. Meaning that Caitlyn should be put together, snazzy, fashionable, precise, while Vi is obviously punky and more eclectic.
- Not necesarilly tone down the hat, but give it some flair or maybe a bit of function. Piltover high-fashion rather than Willy Wonka.
Again, personally, this is just me, but I’d like to see a bit of this injected into her:
So yeah. Again, not any time soon, and just personal feels, but I think she could use some tightening. Plus.. her walk cycle is a bit goofy and she has noodle arms
Does that mean you’ll incorporate Hextech in her appearance?
IronStylus: We sorta need to solidify what hextech is actually. Right now it’s.. somethingsomethingbluemagicsomethingsomething. I think we need to find away to make it actually make sense mechanically. Piltover and Zaun obviously use it in different ways. It’d be fun to see how it manifests in each and powers their respective technology.
Will she keep the miniskirt outfit?
IronStylus: Legit question.. keep miniskirt or change into possibly sexy pants? Maybe some of both..
IronStylus: How about transitioning it into sort of a half-coat type thing? I like to think Piltover is more clever than just a miniskirt. Hence me curious about how to fashion her up in potentially unconventional ways.
Why not release several concepts and let the community decide?
IronStylus: It’s something I can float, though we do have to be careful about setting expectations. Maybe it’s something we could try with a champion. I’ll have to find a good candidate.
IronStylus: One big problem however is how to logistically get this rolled out in all territories. We’re talking about forums from NA, to EU to Brazil.. Garena, Korea and Australia.. that’s not even counting China. That’s a lot of infrastructure, monitoring and localization to get rolling. I’m not sure how feasible it’d be. I feel it’d be a mistake to just create a simple poll on NA GD and call that it. That’s ignoring a huge pile of players from other territories.
Won’t too much armor and clothing ruin her image?
IronStylus: I’m fine with skin showing. I like that piece of fan art with the reverse open V at the bust line. I think that’s very high fashion and something that Caitlyn would choose to wear. Sort of like how Motoko from Ghost in the Shell has weird outfit combinations but.. ya know.. reasons..
What do you think of her rifle?
IronStylus: Great question. What comes to mind for me is actually a very, very fancy rifle version of a Graves type shotgun. I actually designed Graves’ gun waaaay back in the day and I’d probably apply similar principles. A magical component as some sort of accelerator, with some clockwork-type movement, rather than powder based shells.
Suggestion: Make Cait’s rifle change shape when firing her different spells
IronStylus: We’ve talked about that idea a bit, and I’m 100% for it. That’s honestly not as difficult to do as.. let’s say.. cloth.
What about a Reverse Caitlyn skin where she’s an outlaw?
RiotOpti: Yeah, something like a Vigilante Cait meets Young Indiana Jones. Cait when she was too young to be sheriff, but too old to tolerate injustice, forcing her to take matters into her own hands. Yeah… *strokes non-existant beard*
Has the Donger become the ELO-farming machine for Season 4? And why are his turrets still killed by a sudden wind blow?
Do you think players using the R+W combo the most is a sign of imbalance?
20thCenturyFaux: People gravitate toward the RW both for playing as and playing against Heimer, it’s just really sexy and overt about what it does. I think over time turret centric strategy will become more common as people get used to the rest of the kit.
Balance is about more than winrate, but that said I’m also pretty happy about where his winrate is right now. It’ll take time for strategies to emerge for how to play and counter Heimer, and it remains to be seen which side will win that arms race. So far I haven’t seen a good reason to change his power level, I’m just having fun watching the live server and seeing youtubes ^^
Why are Heimer’s turrets so fragile?
20thCenturyFaux: Turret tankiness is definitely balanced on a razor’s edge, but I feel good about where they are now.
Specifically for AE in teamfights, the main thing to watch is if they can hit turrets + other stuff in an AE. If they have to choose between hitting the turrets or hitting your team, you’ve done a good job. If multiple turrets are dying to the same AE, they’ve successfully outplayed the turrets. As a general rule, the turrets come out and hit hard; they sort of “become CC” if they get attacked, since spells and bullets spent on turrets (ideally) aren’t hitting champions.
As an aside, by the teamfight phase Heimer is able to deploy 3 turrets ahead of time; he’s at his strongest when he’s fighting in a full turret nest and he has 3 kits still on his person. That’s not easy to do, but in those fights he’s terrifying because he’ll just replace the turrets as they die and turrets spawn with 2/3 of a beam charge.
How does the League’s Viking perform after Patch 3.13?
SmashGizmo: It seems he’s seeing some picks and bans in the NACL and ALCS, mostly centered around using him as a counter to Jax, and his pick rate and win rate in all queues both seem to have gotten markedly better with this last patch. It’s early to say anything definitive about his current balance state, but all the early data from this patch is leaving me optimistic that he’s somewhat close to a good spot.
From my personal experiences in solo queue, I’m finding that I have trouble being effective vs. Jarvan, Nidalee and Vayne and that’s frustrating me due to their popularity in my games, but I feel very powerful when those characters aren’t present.
I think his jungle is hurting a little bit right now, but I do think it’s playable and I think the upcoming pre-season changes will help him out in the jungle considerably. Right now he’s just having trouble hitting the level of farm he needs out of the jungle.
Are you happy with Olaf’s itemization currently?
SmashGizmo: Yea, I’m fairly happy with how he’s able to build in practice. I think Hydra’s the optimal first offensive item on him in terms of potential, but I find myself building BotRK because it gives you reliable sticking power and a very potent turn around heal when used when low HP with W (and it still syngergizes well with high AS).
I do think he does enough damage on 1 offensive item right now and it largely feels like a toss up between the reliability of BotRK vs. the crazy high-end potential on Hydra. I also think Maw of Malmortius is pretty crazy on the guy, but I rarely feel like I can build it except vs. double AP teams since Spirit Visage is usually enough MR to keep you covered and he benefits so greatly from everything on visage.
How is his win ratio post-patch?
SmashGizmo: Now that the buffs have been out for a week, he’s moved up to ~46-47% (13th lowest right now, but that data is constantly fluctuating) and that’s still likely to move around some more as people get used to playing as/against Olaf again. It’s also worth noting that we don’t balance strictly around winrate because winrate doesn’t tell the whole story of a champion’s power, i.e. Olaf was sub 50% overall and still a giant problem in competitive when he was originally nerfed.
Damage increased from 20/40/60/80/100 to 20/45/70/95/120 ( reverted to live values )
Death Lotus ( R )
Damage increasedfrom400/500/600 ( +3.0 AD ) (+2.0 AP) over 2 seconds to 400/550/700 ( +3.75 AD ) ( +2.5 AP ) over 2.5 seconds
Cooldown reduced from 60/55/50 to 60/52.5/45 seconds
Base damage decreased from 57.6to 57.2
Base damage decreased from +3.5 to +3.1 per level
Base mana decreased from 270to 235
Mana decreased from +45 to +35 per level
Undertow ( Q )
Damage reduced from 80/125/170/215/260 to65/110/155/200/245
Slow increased from 24/28/32/36/40% to 35/40/45/50/55%
Slow duration decreased from 2.5 to 2 seconds
Vicious Strikes ( W )
No longer grants bonus Attack Damage
Now grants 30/45/60/75/90% bonus Attack Speed
Bonus Lifesteal reduced from 9/12/15/18/21% to 8/10.5/13/15.5/18%
Reckless Swing ( E )
Damage reduced from 100/160/220/280/340 to 100/145/190/235/280
Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds
Ragnarok ( R )
Now grants 10/25/40 Bonus Armor and Magic Resist passively
Activation no longer grants bonus Resists and Armor Penetration
Activation now grants 40/60/80 bonus Attack Damage
Cooldown changed from 100 seconds 120/100/80 seconds
Base Health increased from 360 to 400
Base Movement speed increased from 335 to 340
Base armor increased from 11 to 15
Desperate Power ( R )
Bonus movement speed increased from 60/70/80 to 80 at all ranks
Burnout ( W )
Damage reduced from 25/40/55/75/85 to 20/32/44/56/68
Bonus movement speed decreased from 30/35/40/45/50% to 25/31.3/37.5/43.8/50%
CLARIFICATION ON SHYVANA CHANGES
CertainlyT: We aren’t making imminent changes to Shyvana’s Burnout. This datamine was another piece of Season 4 fighter testing bits of which I incorrectly promoted to the PBE (as seen with Garen). The plan was to pair it with some sexy changes to her dragon form.
FWIW our internal testing on all the changes currently shows the W you saw to be a bit too weak.
As to our overall view of Shyvana, I think she’s balanced but her Dragon Form doeesn’t feel sufficienly epic. I want Shyvana to be a bully, but a more moderate one early, in exchange for a lvl 16 dragon form where she becomes a literal raid boss, turning the enemy backline into a pile of charred corpses. Rez and run back.
Any news on Shyvana’s update?
CertainlyT: Testing a bunch of stuff. Nothing has proven perfect just yet. Shyvana will stay damage focused, but I think that she needs a) greater reach and b) a better best cast scenario in post-35 minute team fights.
Death Setence ( Q )
Cooldown is reduced by 3 seconds if Death Sentence strikes an enemy
Cooldown increased from18/16.5/15/13.5/12 to 20/18/16/14/12 seconds
RiotWenceslaus: You’ve seen them during the holidays, but many of you have been asking to spruce up your ward supply on non-seasonal occasions. We’ve heard you and we’re pleased to officially unveil the League’s first permanent ward skins for 640 RP, now on PBE.
This first run of wards is themed after some of your favorite League champions, so even if you get edged out in the draft, you can still show your champion pride wherever you’re laning. The next time you want to scout an inconveniently-placed patch of brush in style (or if you just can’t wait for another chance to check out Draven’s majestic moustache), now you can.
We’re rolling out a revamped Trades system that I’d like you all to hammer on. It’s a more robust system that we believe will serve your trade requests better.
The pain points we addressed were largely around the system’s reliability.
We addressed issues caused by several players attempting to trade simultaneously. Our new system will handle multiple users’ actions, both with a new Trades structure, and more clear messaging where there wasn’t any before.
While we were fixing some of the pain, we included some new features to make the experience a bit better.
-Greyed out and unclickable Trade buttons when the requester or the recipient doesn’t own either champion.
-New Error Messaging to communicate what is happening. [Not yet in]
1. is busy trading. Try again when their trade is complete.
2. has declined your trade request.
3. canceled the trade.
4. no longer has the champion you wanted. Try again.
-Accurate display of who your friend is playing on the Friends List after they make a trade.
-A trade is canceled when someone rerolls during their trading process, so people aren’t stuck with something they don’t expect.
All these changes aside, what we fundamentally wanted to accomplish was a reinstatement of player trust in making a Trade. Our engineers took the old system, cleaned it up, smoothed it out, gave it a mani-pedi, and got it in shape by way of 1980’s work-out montage. No player should ever fear trading champions again.
Please test the hell out of this thing, and send us your feedback on the forums. We’ll be watching and fixing based on your findings.
Thanks for your help, everyone!
Suggestion: Trading switches players’ select position rather than their Champions
That’s a really interesting idea. Though, that wouldn’t solve the issues of Trades not working well for ARAMs, and our intention was to make an already known system more reliable.
Will this new system allows us to trade again after an unsuccessful attempt?
With the new trade system, you WILL be able to request trades again to someone who declined you if you or that person’s champion has changed. So even if your champion didn’t change, if the person who declined you rerolled, you’d be able to trade him again.
If I own the Champion I wish to receive but the other person does not own mine, is the button grayed out for me as well?
RiotBrokenSword: Yes, it is. In order to trade, both players must own each champion. Works the same as before, but now we just save you the step of finding out you can’t trade before you make the request.
Graves finally found a squirt gun worthy of an outlaw: all new particle effects look like water, but sting worse than Singed’s “homemade” chlorine. His recall shows off one of four impressive dives on his way back to base. Apparently Smoke Screen also obscures hidden talents!
Lee Sin’s got a breezy new summer style and strange knack for conjuring fruity coconut drinks out of nowhere. Just don’t challenge him to a game of Marco Polo—he doesn’t realize casting Sonic Wave is cheating.
Morello: Mobility Creep has occurred, but I think this is spoken about as the problem as opposed to a symptom. The problem, in this case, is where we had champions not giving up anything when they contained mobility. This was especially rampant in 2011, but the problem is rarely the mobility itself and more the underlying design problems that lead to problematic mobility.
One example is how Vi’s ultimate was talked about a lot as “mobility creep.” I think the real problems occur there when there’s no meaningful recourse to that move, her being able to move far is fine – provided than when she does, you have actions that make sense to deal with her. Some of this is the CC immunity, some of this is her raw brawling power when she gets there. If some cost is paid, actually or strategically, then the skill can avoid this pitfall.
So, I think Mobility Creep isn’t a major issue – mobility tends to create interesting and dynamic fights and is fun to use – but the issue, like true damage, % HP damage and other mechanics we’ve done this with, is in how and where it is used.
I edited my post, but in the initial barrage of “there’s Morello – get him!” from me returning to the forums, I read yours too quickly. I did say melee ADC would be -better- this season, and they are, but I also claimed I didn’t think Season 3 would fully solve the problem. I think that’s been pretty accurate overall.
Now, let’s put this thread on a good note; let me tell you two must-haves for Season 4 to ship successfully in my mind;
We’re going to significantly improve, and ultimately fix, jungle and support gold flow. I feel this is one of the most painful areas of League, and one that can be fixed. A lot of the satisfaction in League is growing in power over time, getting items, and transitioning from early to late game with items. It’s definitely a problem that 2/5 of players don’t get to do this.
Season 4 changes will address this problem, and very likely throw balance into a tailspin for preseason. Eggs, omelettes, etc. We’ll work hard to get that fleshed out and tuned before S4 starts properly.
Wards and the map vision system need to be overhauled. This is part-and-parcel with the above as Support gold largely suffers due to ward gold burden, but there are a multitude of other problems like snowballing, few real interesting ward decision-making opportunities, and few people involved with the vision game. Details have to wait, but the new system will address these issues.
What are your plans for the Fighter class in Season 4?
Morello: Not ready to share details on this since things are really in flux, but to solve some of the meta-golemy nature of some fighters, and give them distinct places in a teamfight (ie; a team role if one is not present other than “be strong”).
Follow-up: So every Fighter will have a distinct purpose, i.e soak, DPS and so on?
Morello: Some of that, yes, but also like “Vi should be tuned around a dive fighter” where “Udyr is a powerful mid-line fighter.”
Opinion on Kassadin, Zed, Ahri, Galio, Taric and Ziggs
Morello: Kassadin: Too strong, but because he’s so feast/famine. Needs some big work, but I’m at a loss on this one.
Zed: A bit too strong, but want to see longer term effects of previous nerfs. Not against more.
Ahri: Solid – pretty close, but popular right now.
Galio: Tough to make room for in a team, but doesn’t have enough levers to balance. Needs light rework.
Taric: Same as above.
Ziggs: I think great in lane, does ??? late game in teamfights.
Why are some champions nerfed to the point where they’re no longer picked?
Morello: It is when we can’t simply buff them to be good or make small changes. Fighters (and why CertainlyT is focused on them!) are the biggest culprits of this, and tend to make this list more than others. Much of this is based around the schizophrenic goals and role fulfillment on fighters (which typically comes with low counter-play) and them deriving value from nothing but raw power. Not only aware, but one of our biggest open sores that’s very hard to solve without a LOT of disruption.
Do you feel DoT (Damage-over-time) Champions are in a good spot?
Morello: I’m not sure, actually – it’s something I should talk more with the team about. I’m a bit surprised with how far this type of champion has fallen out of flavor and want to get word from guys with boots on the ground here.
What’s your opinion on Miss Fortune?
Morello: MF falls in and out of flavor as different champions and comps trend up and down. I like this pattern overall and think MF is OK as-is.
Why isn’t Ahri as mobile as the currently dominant picks? ( Zac, Kha’Zix, Zed )
Morello: I think it’s a cost-benefit thing. If Ahri does what they do, and is mobile, then there’s no contest. If Ahri is highly mobile but has some cost associated it that allow Annie and Brand to compete, then that’s great. Udyr is the Fighter example of where this works.
Annie’s actually in a good spot, but agreed Brand is in a bit of a lull due to this.
These two systems have been the major project that Xypherous and I have been working on for the last 3-4 months. This has been a huge effort, in terms of collecting data, experimenting and generally playing mad scientist while attempting to preserve the core of what makes Summoner’s Rift fun.
There’s four huge topics here:
Jungle gold income
Support gold income
Support expenditures on warding
The effects of using wards to gain vision
Trying to hit all 4 cohesively in one point is madness, however, they are all HIGHLY interconnected. So while this thread is about the overlap between all four, expect to see breakout threads from myself or other designers discussing each topic individually to gather focused feedback.
For this post, I want to talk about the relationship between support income, warding and the problems these two systems are causing with each other:
What are the issues?
Supports are expected to not last hit, thus gaining no income
Supports are expected to shoulder most of the gold burden for purchasing wards
Supports are expected to roam the map and ward
Supports are expected to buy expensive activated items
Supports are expected to be effective without gold revenue
Supports are often tied to the Marksman carry
Supports never get to achieve an endgame fantasy due to losing all of their income to vision expenditures
Wards are necessary to protect the sanctity of laneing from persistent Jungler aggression
Wards are necessary to observe important locations and objective
Wards cost gold, from the character least equipped to afford them
Wards are the only option for revealing a specific area to move forward safely
Wards used in the previously mentioned way linger for a long time (3 minutes!!)
Wards are so important, players feel entitled to having the map warded without contributing
Wow! This is a lot!!
No kidding. This is not a small set of problems. So to kick off this discussion, help me out:
What do you think are the problems with support income?
How much gold do you think supports need over the course of a 50 minute game (hint: I know the answer, but tell me what you think…)
If we were to give more gold to supports, in what kind of situations would you expect to be getting more gold?
How do we get other players to recognize the power of wards and the vision they provide?
Are all wards too powerful? Are just pink wards too powerful?
Should the lowest income character shoulder the highest consumable expenditures in the game?
Are the expectations on a support player too high?
Summary on Community Feedback
Xelnath: So to summarize:
You guys generally agree its unfair that supports both earn less and spend more
Think it might be fair if they earned equal amounts as laners but spent more on wards (relative to laners)
Are concerned that even if income was fixed, supports would still spend 100% of gold on wards
Feel that there’s not enough interactions in the warding system right now
Believe we should look into ways to let non-supports get some vision in a way that doesn’t restrict their item builds
Why do Custom games no longer grant IP? Read below to find out!
Brackhar: Hey All,
I wanted to provide a bit of context for these changes. Before I begin though, let me reiterate the current restriction:
IP/XP for Custom Games are no longer rewarded unless there are half as many human players as the map was designed for (5 for SR, CS, and HA; 3 for TT)
It’s still possible to play custom games any number of players (as long as it’s not been restricted for load reasons)
The reason we did this was, as some of you had suspected, a reaction to players using bots to farm games for IP/XP. While in an ideal world we’d just ban the accounts and move on, the problem wasn’t that people were using these bots on their main accounts to accrue ip/xp. Instead they were exploiting the refer a friend program by creating new bot accounts, leveling them up as referrals, and then giving another account the IP/RP rewards (which in turn they’d launder via other means). This made targeted bans not an effective solution, so instead we had to tackle the problem at its source. This wasn’t a limited issue either; check out this report showing the distribution of game end times in NA for the month of July: http://imgur.com/wLFwRBq
Note that we were seeing over 40% of our games end at 6 minutes, and those games were almost completely one player bot games. Those bot accounts would immediately queue up after completing a game and repeat the cycle, which in addition to the rewards issues was also putting a good bit of load on our system.
It’s unfortunate that this change ended up hitting players who were playing legitimate games, but our hope was that the affected player size would be very small and primarily only impact people doing things like testing out new champions. This thread and others have brought some light to a legitimate play pattern that we didn’t anticipate would be a main form of engagement, and that’ll cause some conversations on our end about what the next step forward here should be. It was our intention to evaluate the success of the changes later this week anyway, so once we have that data we’ll be able to make an informed decision on if we can be more lax on the restriction.
Isn’t the main issue the Refer-a-Friend system?
Brackhar: Yeah, RAF needs to be reviewed and possibly reworked, I agree.
Adjusted passive chunk drops to be more contestable by enemies
If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
Slightly increased the distance contestable chunks travel from Zac
Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’s Bounce
Morello: These nerfs are conservative as to not obliterate Zac in what will be the final patch for World Finals. We did want to nerf his power, not overdo it and remove a big staple in a number of team lineups (instead, we want to allow more variety in options).
We likely could have gone a little harder on Zac nerfs, but for the worlds patch, we didn’t want to risk of overdoing it. If, after worlds, Zac’s still pushing out other options, then we’ll hit him again.
Helping Players improve rather than punishing them
Lyte: We’re currently working on a new solution for Champion Select problems, but are doing research on Honor and where we want to take it in the future. We agree that usage has gone down, although there’s still a very healthy amount of Honors handed out in Normal Blind Pick, Co-op vs Bots and Howling Abyss; however, there’s less Honor being handed out in Ranked Teams and Ranked (partially because premade teams don’t often give each other Honor). We’re not ready to talk about the future of Honor yet, but we’ll start once we finish working on Champion Select.
I don’t agree that discussing the origin of toxic behavior is an excuse. I agree that damage has been done whether a player is having a bad day or whether they are consistently toxic; however, understanding the origin of the toxic behavior allows us to better address the behavior. For example, does a player who is the most awesome, positive player in the community for 9999 games and happens to have 1 bad game, should they be permabanned? This is an extreme example, but illustrates why understanding the origin of the toxic behavior can help us address it in an appropriate way.
We have considered different types of ‘punishments’ for players such as limiting queues or limiting IP, but right now we’re focusing on Champion Select. We’ve also taken a pretty drastic shift in our approach to player behavior over the last year, and we’d prefer rewards and incentives rather than punishments. As an example, let’s say we had a game where players could share cookies, or be selfish and eat all the cookies themselves. We’d prefer players to share cookies, but instead of punishing players for being selfish and eating all the cookies, we could reward players with an additional half cookie if they shared the cookie with others. We truly believe that if you make it easy for players to be good and do the right thing, they do.
We’re not resistant to simply implementing solutions, especially with Leaver/AFK. There’s just a lot of data and experience from other games that solutions like a Vote-Kick are extremely abused and often considered grave mistakes when the studios tried them. I generally prefer to go with the data, and not make the same mistakes over and over again
Don’t you already ban people who abuse the report function?
Lyte: You’re right, there are bans for report-abusers; however, how many negative behaviors have we created in players? After this feature goes live, some percentage of players will now abuse the report system to try to get some returns and end up being banned. Is this a new demographic that wouldn’t have been banned otherwise, or were they toxic in some other way to begin with? If it’s a brand new demographic that is now being banned, that’s a significant cost to the feature.
Suggestion: Receive notification when you’re being “muted” in-game
Lyte: A player recently mentioned this idea to me, and I thought it was pretty interesting; however, what is the intended goal of such a feature? Theoretically, the hope is that if a toxic player is verbally abusive or harassing someone that the pop-up or feedback that others in the game have muted them would curb or stem the behavior; however, is there a chance that the pop-up or feedback itself would frustrate and piss the player off even more? Maybe the player will vent even harder at other players that haven’t muted him yet.
Consider the current alternative: Right now, players can mute someone without sending them a pop-up or notification. A toxic player might continue venting or ranting and realize that they aren’t getting a response, so they stop and move on–there’s a chance they may learn that venting or ranting really doesn’t do anything valuable for the team. But if you give them feedback and notification that they are getting through and annoying someone, maybe the pop-up or feedback even encourages them to keep acting this way and treat the pop-up as a “victory” of sorts that they irritated someone so much they actually muted them.
Now consider an alternative scenario: What if you’re a positive player, trying to hold your team together with some sportsmanlike chat. Then this player gets a pop-up from a toxic player saying that they muted him–what does that player experience feel like?
Following the not-so-recent discussion on Sivir’s visual rework, we now have an actual concept art to admit love to… in a completely Platonic way, of course.
IronStylus: Yup. Here ya go. This is the final concept we worked from when building her model. This is also what people saw when we did the Relaunch panel, with a little bit of cleanup and a better background added in.
I know a lot of people saw a picture of an image on screen. Hopefully this gives you something a little bit easier to read! Pretty messy in a lot of places however. A couple things have changed since we did this concept though, and more might when we get additional feedback. But since this image is out there publicly, I thought it’d be nice for others to see.
IronStylus: Indeed it was. I was warned many times that it was razor sharp and shouldn’t dare touch the blade itself. Also, the spikes coming from the circle were deadly.
Tony was telling me that this was the most complicated design they ever made. It was also extremely dangerous due to all the points! I apologized profusely for being a pain in the ass for designing it with a giant hold in the middle of it.