Archive

Posts Tagged ‘ZAC’

 

Free Champion Rotation Week 35 Season 4 Banner

 

The following Champions will be free-to-play until September 23rd:

 

 

Champions

 

Aatrox Final Portrait

Anivia Final Portrait

Graves Final Portrait

Janna Final Portrait

Karthus Final Portrait

Lucian Final Portrait

Sona Final Portrait

Udyr Final Portrait

Yasuo Final Portrait

Zac Final Portrait

 

 

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

 


Champion Rotation Week 26 Season 4

 

The following Champions will be free-to-play until July 15th:


  • Amumu - 1350 IP / 585 RP
  • Anivia - 3150 IP / 790 RP
  • Veigar - 1350 IP / 585 RP
  • Caitlyn - 4800 IP / 880 RP
  • Renekton - 4800 IP / 880 RP
  • Vayne - 4800 IP / 880 RP
  • Fiora - 6300 IP / 975 RP
  • Zac - 6300 IP / 975 RP
  • Vel’Koz - 6300 IP / 975 RP
  • Braum - 6300 IP / 975 RP



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


 

PBE 21 June Banner

 

 

PBE Updates for Patch 4.11 Cycle:

 

PBE-20-June-Banner1 (1)

PBE-17-June-Banner (1)

PBE-18-June-Banner

 

 

Champion Changes

 

 

Braum New Portrait

 

64px-Stand_Behind_MeStand Behind Me [ W ]

  • Flat Armor and Magic Resist increased from 10/12.5/15/17.5/20 to 15/17.5/20/22.5/25 [ back to live values ]
  • Percentile Bonus Armor and Magic resist decreased from 10/12/14/16/18 to 10/11.5/13/14.5/16% [ back to live values ]

 

Note: This is a revert on the Braum nerfs in this PBE update.

 

 

Jax New Portrait

  • Health decreased from 463 to 450
  • Health-per-level decreased from 98 to 85
  • Armor-per-level decreased from 3.5 to 3

 

 


Kayle New Portrait

  • Attack Speed-per-level reduced from 2.5 to 2.2

 

Kayle_ERighteous Fury [ E ]

  • AP Ratio on on-hit damage decreased from 0.4 to 0.2
  • AP Ratio on splash damage decreased from 0.4 to 0.2

 

 

Maokai New Portrait

 

Arcane_SmashArcane Smash [ Q ]
  • Mana cost decreased from 55 at all levels to 45
  • Slow duration decreased from 2 seconds to 1.5

 

 

Twisted_AdvanceTwisted Advance [ W ]

  • Now has no cast time (still has travel time)
  • Cast range reduced from 650 to 500
  • Mana cost reduced from 75/80/85/90/95 to 75 at all ranks
  • Cooldown decreased from 13 seconds at all ranked to 12/11/10/9/8
  • Damage changed from 80/115/150/185/220 ( +0.8 AP ) to 9/10.5/12/13.5/15 ( +0.04 AP ) % of target’s maximum health as magic damage

 

Sapling_TossSapling Toss [ E ]

  • Mana cost reduced from 70/80/90/100/110 to 60/70/80/90/100
  • Initial damage damage decreased from 40/75/110/145/180 to 40/60/80/100/120 from
  • Explosion damage decreased from 80/130/180/230/280 to 80/120/160/200/240 and slows enemies hit by 50% for 1 second at all ranks.

 

Vengeful_MaelstromVengeful Maelstrom [ R ]

  • Now forms around Maokai and follows his movement

 

 

Nautilus New Portrait

 

Staggering_BlowStaggering Blow [ Passive ]

  • Cooldown for the same target decreased from 9 seconds at all levels to 9/8/7/6 seconds (upgraded at levels 6/11/16)
  • Now has an indicator for its cooldown, like Udyr and Yasuo. See image below.

 

Nautilus Passive Indicator

 

 

Zac New Portrait

 

Unstable Matter [ W ]

  • Cooldown increased from 4 seconds at all ranks to 5
  • Cooldown is now decreased by 1 second when Zac absorbs a piece of himself

 

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

 

Champion Skin Sale May 30

 

Champions

 

  • Brand – 440 RP
  • Kassadin – 395 RP
  • Zac – 487 RP

 

High Noon Twisted Fate – 487 RP

 

High Noon Twisted Fate

High Noon Twisted Fate

 

 Mecha Kha’Zix – 675 RP

 

Mecha Kha'Zix

Mecha Kha’Zix

 

Warrior Princess Sivir – 260 RP

 

Warrior Princess Sivir

Warrior Princess Sivir


 

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


Rotation Week 17 Season 4

 The following Champions will be free-to-play until May 13th:


Fiddlesticks - 1350 IP / 585 RP
Twitch - 3150 IP / 790 RP

Janna - 1350 IP / 585 RP
Urgot - 3150 IP / 790 RP

Nunu - 450 IP / 260 RP
Vladimir - 4800 IP / 880 RP

Renekton - 4800 IP / 880 RP
Zac - 6300 IP / 975 RP

Shyvana - 4800 IP / 880 RP
Zyra - 6300 IP / 975 RP

 

my banner valentines edition

Valentines Veigar

Valentines tryn

Everyone in League has had a boobjob or two

Valentines zac

Valentines ram

Valentines syn

DCgreen was going to fire me if I didn’t cover up Syndra’s lady parts better ;___;

Happy Valentines day!

Artist: Ketherly tumblr/twitter/twitch/etsy

Special thanks to vcdragoon and TiberiusAudley for the quotes~

Welp. That escalated quickly

Concept Sivir Banner

(Testing a new way of formatting so I cut the introduction for fear of the Universe imploding.)

 

PBE Update

News

Red Post Collection

Champion Rotation – Week 32

Champion/Skin Sale – Expires September 13th
 

PBE Update

 

experimental changes

 



Champion Balance


 

 

CassiopeiaSquare

 Cassiopeia

Petrifying_GazePetrifying Gaze ( R )

  • Damage decreased from 200/325/450 to 150/275/400

 

 

GarenSquare 

     Garen

JudgmentJudgement ( E )

  • Damage increased from 20/40/60/80/100 to 20/45/70/95/120 ( reverted to live values )

 

 

KatarinaSquare

  Katarina

Death_LotusDeath Lotus ( R )

  • Damage increased from 400/500/600 ( +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

 

 

OlafSquare

       Olaf

  • Base damage decreased from 57.6 to 57.2
  • Base damage decreased from +3.5 to +3.1 per level
  • Base mana decreased from 270 to 235
  • Mana decreased from +45 to +35 per level

 

UndertowUndertow ( Q )

  • Damage reduced from 80/125/170/215/260 to 65/110/155/200/245
  • Slow increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration decreased from 2.5 to 2 seconds

 

Vicious_StrikesVicious 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_SwingReckless 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

 

RagnarokRagnarok ( 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

 

 

RyzeSquare

      Ryze

  • Base Health increased from 360 to 400
  • Base Movement speed increased from 335 to 340
  • Base armor increased from 11 to 15

Desperate_PowerDesperate Power ( R )

  • Bonus movement speed increased from 60/70/80 to 80 at all ranks

 

 

ShyvanaSquare

  Shyvana

BurnoutBurnout ( 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 Button Rioter 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 Button Rioter 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.

 

 

 

ThreshSquare

    Thresh

DeathSentenceDeath Setence ( Q )

  • Cooldown is reduced by 3 seconds if Death Sentence strikes an enemy
  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds

 



New Ward Skins


 

RiotWenceslaus Button Rioter 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.

 

New Wards

 



New Trade Tech


 

RiotBrokenSword Button Rioter RiotBrokenSword: Hey PBE Community,

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!

RiotBrokenSword

 

 

Suggestion: Trading switches players’ select position rather than their Champions

 

RiotBrokenSword Button Rioter RiotBrokenSword:

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?

 

ZydionButton Rioter Zydion:

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 Button Rioter 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.

 

 

 

 News

 

Official Announcements

 

Pool Party Skins Available

50% off Boosts

Handmade Leona Blade

 



Pool Party Skins Available


 

Pool Party Skins Banner

( Click on each skin’s name for a video preview. )

 

Pool Party Graves - 1350 RP ( 975 until September 22nd )

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!

 

Pool Party Lee Sin - 1350 RP ( 975 until September 22nd )

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.

 

Pool Party Leona - 1350 RP ( 975 until September 22nd )

Grab some shade under sunbathing Leona’s Shield of Daybreak if things get too hot in lane. Nothing quite like a little stun in the sun!

 

Pool Party Renekton - 1350 RP ( 975 until September 22nd )

Cull the Meek swimmers?! Renekton takes his lifeguard duties way too seriously. Hey gator, that’s not what the rescue buoy is for!

 

Flexible Bundle – Get all Four Skins + Pool Party Ziggs for 4200 RP ( 20% discount )

+ 30% discount on Champions missing ( 7413 RP for all 5 Champions + all Pool Party Skins )

 



50% off Boosts


 

IP_Boost_IconAll IP and XP boosts will be at half-price until September 16th!

 

 

 



Handmade Leona Blade


 

Watch as Leona’s Solar blade comes to life in the forge of master swordsmith Tony Swatton!

 

 

 

Red Post Collection

 

Riot logo decoration

Morello - Season 4 Changes
Xelnath -
Let’s talk Support
Brackhar -
Explaining the recent XP/IP reward changes for Custom Games
Morello - 
Why was Zac nerfed so lightly in Patch 3.11?
Lyte  
Riot’s new philosophy on Player Behavior
IronStylus Sivir’s New Concept Previewed
IronStylus - 
Pictures of Leona’s Sword

 



Season 4 Changes


 

 

Powercreep, Jungling, Wards & Support play

morello Button Rioter 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 Button Rioter 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 Button Rioter 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 Button Rioter MorelloKassadin: 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 Button Rioter 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 Button Rioter 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 Button Rioter 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 Button Rioter 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.

 



Let’s talk Support


 

Xerath iterates on Morello‘s promises to fix support gold income.

 

 

Xelnath Button Rioter Xelnath: *sharpens his claws a bit*

For those of you who missed it, I want to draw attention to this post.

Click here to jump to Morello‘s post.

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

  • 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

Vision

  • 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

 

XelnathButton Rioter 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

X-Posted on EUW.

 



Explaining the recent XP/IP reward changes for Custom Games


 

Why do Custom games no longer grant IP? Read below to find out!

 

 

Brackhar Button Rioter 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 Button Rioter Brackhar:  Yeah, RAF needs to be reviewed and possibly reworked, I agree.

 

 

 

 

 



Why was Zac nerfed so lightly in Patch 3.11?


 

Click here for a preview of Patch 3.11.

 

 

ZacSquare

        Zac

CellDivisionCell Division ( Passive )

    • 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 Button Rioter 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.

 

 



Riot’s new philosophy on Player Behavior


 

Here are a couple relating articles regarding Lyte‘s quotes on Player Behavior in-game:

 

 

Helping Players improve rather than punishing them

 

Lyte Button Rioter 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?

 

LyteButton Rioter 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

 

LyteButton Rioter 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?

Interesting idea, but lots to consider.

 



Sivir’s New Concept Previewed


 

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 Button Rioter 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.

 

Sivir Concept - PAX - final

Sivir Concept Final

 



Pictures of Leona’s Sword


 

Above you’ll find a video of the actual weapon.

 

 

That sword looks dangerous!

 

IronStylusButton Rioter 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.

 

 

Pics or it didn’t happen!

 

IronStylusButton Rioter IronStylus: Here, some additional fun stuff!

Some shots of the sword:

 

 

Polishing

Back Look

Front Look

Front Look

Minimalist Armor

Typical Eastern MMO Set

Sword being held

Sword in Action

 



Champion Rotation – Week 32


 

Week 32 S3

The following champions are free-to-play until September 17th!

 

  • Janna - 1350 IP / 585 RP
  • Twisted Fate - 1350 IP / 585 RP
  • Twitch - 3150 IP / 790 RP
  • Xin Zhao - 3150 IP / 790 RP
  • Cassiopeia - 4800 IP / 880 RP
  • Leona - 4800 IP / 880 RP
  • Riven - 4800 IP / 880 RP
  • Elise - 6300 IP / 975 RP
  • Lucian - 6300 IP / 975 RP
  • Rengar - 6300 IP / 975 RP

 



Champion/Skin Sale – Expires September 13


 

Champion Sale September 13

Enjoy the following champions and skins at a discount until September 13th!

 

 

Champions:

 

  • Hecarim – 487 RP
  • Orianna – 440 RP
  • Sion – 292 RP

 

 

Grim Reaper Karthus - 487 RP

 

Grim Reaper Karthus

 

Lord Mordekaiser – 487 RP

 

Lord Mordekaiser

 

Pharaoh Nasus – 260 RP

 

Pharaoh Nasus

 

 

Missed any recent updates? Check here!

 

Riot teases New Champion, an Elemental Dragon! PBE Update: Visual & Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace

Visual update for Garen || Patch 3.11 Notes – Changes to Draven, Galio and Zac, 3v3 and Dominion Balance & New Spectator Mode Features || New Minion Effects, News on Rengar, Nika leaves Riot, Cosplay Pictures from PAX, tweaks to Season 3′s Rewards and the latest Sale!

Double AMA for Lucian: get all your questions answered! Rengar returns to stealthing, rollback on W and the latest Sale!

Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

 

 

twitter-icon-png-13 Follow me on Twitter!

 

 

Patch 3.11 Banner

Patch 3.11 notes are up and include buffs to Galio, major changes to Draven and Zac, numerous 3v3 & Dominion-exclusive balance tweaks, massive improvements to Spectator Mode with the recently-announced Dragon & Baron Timers and Teamfight UI. In other news, Nome previews new visual effects for minions, Garen is getting a Visual Update, Socrates announces several tweaks to Season 3′s Rewards, Scarizard brings post-PAX updates on Rengar, Forecast Janna is released in the store, some pics from PAX Prime, courtesy of a fellow NoL team member, and the latest Sale!

 

Patch 3.11 Notes

Patch 3.11 Bugs

New Minion VFX

Visual Upgrade for Garen

Update on Season 3′s Rewards

News on Rengar

Nikasaur leaves Riot

PAX Prime Pics

Forecast Janna now available!

Champion/Skin Sale – Expires September 9th

 

 

Patch 3.11



Champions


 

DravenSquare
    Draven

League of DravenLeague of Draven ( Passive )

  • Now grants a base 50 Gold bonus upon killing an enemy champion, increased from 0
  • Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only half)
  • Gold per Adoration stack consumed reduced from 3 to 2

Summary: Draven’s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Draven’s passive will grant at least 50 bonus gold per kill.

Context: Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. We’re looking at ways of making his Adoration mechanic more rewarding – both functionally and visually – during late game and multikills

 

 

GalioSquare

       Galio

Idol_of_DurandIdol of Durand ( R )

  • Cooldown reduced from 170/150/130 to 150/135/120 seconds
  • Mana cost reduced from 100/150/200 to 100

Summary: We’re reducing Idol of Durand’s cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.

Context: Galio’s ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel it’s currently too constrained overall. By reducing his ult’s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.

 

 

ZacSquare

        Zac

CellDivisionCell Division ( Passive )

    • 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

Summary: Zac’s chunk drops are now more contestable by opponents.

Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn’t stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac’s opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.

 

Quality of Life & Bug Fixes

 

DravenSquare
   Draven

 

League of DravenLeague of Draven ( Passive )

  • Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks

 

 

FioraSquare

      Fiora

Blade_WaltzBlade Waltz ( R )

  • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal

Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.

 

 

MordekaiserSquare

 Mordekaiser

Iron_ManIron Man ( Passive )

  • Now displays shield amount in segments, similar to health segment

 

 

SingedSquare

     Singed

FlingFling ( E )

  • Fixed a bug where Fling was dealing more damage than the tooltip values indicated

 

 

ThreshSquare

     Thresh

DeathSentenceDeath Sentence ( Q )

  • If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap

 

 

UdyrSquare

       Udyr

Phoenix_StancePhoenix Stance ( R )

  • Phoenix Stance’s buff now displays a timer for Udyr’s next Phoenix Breath attack

 

 

ZacSquare

     Zac

ElasticSlingshotElastic Slingshot ( E )

  • Fixed a bug where the landing point visual effect was not appearing for enemies

 



Items


 

Guinsoo's_Rageblade_itemGuinsoo’s Rageblade

  • Fixed a bug where the visual effects included the generic “increased Movement Speed” visual

 

 


Maps


Crystal Scar and Twisted Treeline

The following changes are for Crystal Scar and Twisted Treeline only

 

 

Sanguine_Blade_item  Sanguine Blade

  • Recipe Changed: Pickaxe + Vampiric Scepter + 500 Gold = 2175 Total Gold (previously: B.F. Sword + Vampiric Scepter + 500g = 2850 Total Gold)

 

Context: Similar to the removal of Needlessly Large Rod in 3.10, we’re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.

 

 

NidaleeSquare

    Nidalee

BushwhackBushwhack ( W )

  • Reveal and Armor and Magic Resist shred duration reduced from 12 to 6 seconds
  • Trap duration reduced from 4 to 2 minutes

 

Context: Nidalee’s Bushwack traps grant too much vision and zone control on wardless maps. We’ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.

 

 

TeemoSquare 

     Teemo

Noxious_TrapNoxious Trap ( R )

  • Duration reduced from 10 to 3 minutes

 

Context: Like Nidalee, Teemo’s Noxious Traps grant too much vision and control on wardless maps. We’ve reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.

 

 

Crystal Scar

The following changes are for Crystal Scar only

 

 

KassadinSquare

   Kassadin

Null_SphereNull Sphere ( Q )

  • Null Sphere silence duration reduced from 1/1.4/1.8/2.2/2.6 to 1/1.25/1.5/1.75/2 seconds

 

Context: Kassadin is in a much better place after his initial changes, but he’s still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.

 

 

KhaZixSquare

   Kha’Zix

Taste_Their_FearTaste Their Fear ( Q )

  • Isolation damage reduced from 45% to 35% bonus

 

Evolution_Enlarged_ClawsEvolved Enlarged Claws ( Evolved Q )

  • Additional missing Health damage reduced from 8% to 6%

 

Context: Kha’Zix’s isolation mechanic is too accessible on Dominion. With these changes, he’ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.

 

 

LuluSquare

       Lulu

Wild_GrowthWild Growth ( R )

  • Cooldown increased from 110/95/80 to 120/110/100 seconds

 

Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.

 

 

WukongSquare

   Wukong

Stone_SkinStone Skin ( Passive )

  • Armor and Magic Resist reduced from 4/6/8 per rank to 2/4/6

 

CycloneCyclone ( R )

  • Cooldown increased from 120/105/90 to 120/110/100 seconds

 

Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We’ve increased the cooldown on Cyclone to help remedy the situation.

 

 

YorickSquare

     Yorick

Omen_of_FamineOmen of Famine ( E )

  • Cast range reduced from 550 to 500
  • Cooldown changed from 10/9/8/7/6 to 8 seconds

 

Context: Solo lane Yorick has some strong opponents, but if you don’t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.

 

 



Game Interface


Undo Last PurchaseUndo Button in the Item Shop

  • Players can now undo recent transactions within the in game item shop
  • Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell
  • Items will remove benefits they granted you when undone, such as gold gained from gold over time items
  • Certain items cannot be undone such as Homeguard or Captain’s Boot enchantments

Context: Accidentally bought a B.F. Sword on Swain? We’ve added an undo button to the item shop, giving Runeterra’s most mis-clickiest of players the chance to undo their recent purchases. Purchases can’t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).

HUD

  • Mousing over a champion’s passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka’s Consecration)

 



Spectator Mode


 

Team Fight UI

 

  • While spectating, press ‘A’ to toggle the Team Fight UI
  • Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts
  • Team health bars communicate the momentum of the fight and impact of AoE damage
  • Crowd control indicators visualize the power of crowd control abilities
  • Pentakill counter tracks progress towards double, triple, quadra and pentakills

Context: We’ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that it’s easier to focus on the action during team fights. With this change we’ve optimized the display of battle information in team fights, including who’s involved in the fight, who’s winning, and how many people have died on either team.

Check here for a preview of Team Fight UI!

 

 

Automatic Dragon and Baron Timers

 

  • Timers will display in the upper left corner of Spectator Mode with a countdown showing Dragon and Baron spawn times

 

 

League System

 

Loading Screen Reward Borders

Loading screen borders will now show a border from your highest rank achieved in the previous season inany tier (previously displayed your Season 2 rank for the specific game type you’re loading)

 



General


 

  • Fixed the minimap bug showing champions at incorrect locations when emerging from the fog of war
  • Cancelled Auto Attacks will no longer fire a damage-less missile at the target
    • The damage-less missile will no longer consume buffs or passives
    • You may still hear a sound effect without the missile. We are still investigating a fix for this
  • Minions will now disappear from the map sooner after their death
  • Cursors will be set to the center of their window by default, preventing the camera from panning to the far left or right corners of the map at game start
  • Cursors will also be set to the center of their window for a short period of time after player switches full-screen focus (alt-tab)
  • Removed the default key bind for “Show/Hide Summoner Names” (previously, Shift-K). The function can still be bound in the Key Bindings menu if you wish to use it
  • Reduced the amount of time you can spend AFK before being kicked from the game
  • Tower health is now updated even if you’ve never had the tower out of the fog of war
  • The Champions tab in the Summoner Profile has been updated with a new layout
  • The Champion grid has been widened, allowing more Champions to be seen at once
  • The primary role selector has been changed from a button group to a dropdown in the upper right

 

Friends List

 

  • Parts of the friend list view have been rewritten in order to increase stability and performance
    • Fixed a bug causing the friend list to be corrupted with duplicate and missing entries when scrolling
    • Friend Notes are now visible in friend tooltips without needing to hover over the note icon

 

Custom Games

 

  • AFK detection reduced to 3 minutes (from 8)
    • The game now kicks you at 5 minutes (previously 12 minutes)
  • The minimum time custom games need to last to be eligible for IP/XP rewards has been increased to 7 minutes (previously 5 minutes)
  • A minimum number of human players must now participate in a custom game to receive IP/XP rewards.  The current thresholds are:
    • 5 players minimum for Summoner’s Rift, Crystal Scar, and Howling Abyss
    • 3  players minimum for Twisted Treeline
    • A notification has been added in the end of game results screen to explain why players did not receive IP/XP

 



Bugs with Patch 3.11


 
Riot NOC Button Rioter Riot NOC: Summoners!

Following the 3.11 patch, we’ve seen an increased level of disconnections and Bugsplats. We’re fully aware of this and we now have a solution for resolving a majority of the issues.

 

Update:

Some third-party add-ons are causing technical difficulties and bugsplats(game crashes) with patch 3.11, the latest League of Legends release. If you find you’re experiencing more bugsplats than usual, try uninstalling your addons and running a repair from the settings dropdown of your League of Legends patcher. 

To run the repair function:

  • Run League of Legends.
  • Click on the button with a gear near the top of the window.
  • Click “Repair”
  • Wait. The repair function can take anywhere from 5 minutes to over 30 depending on the number of corrupt files it has to repair.

If after this you still experience the issues, please attach the following logs to your replies, as it will assist us in figuring out what is occurring:

Launcher/Patcher – Launcher and Kernel Logs:
These logs are useful for: Stuck Patches, Server Unavailable and Unspecified Launcher Errors

The patcher is responsible for keeping your installation of League of Legends up to date with the newest champion, skins and features. Problems that require patcher logs occur when you first boot up the game and before you hit the “Play” button. There are two log files that will contain any error messages you receive while at this window: rads_lol_launcher.log,rads_user_kernel.log

In-game RADS Logs:

Directory:
rads_user_kernel.log in C:\Riot Games\League of Legends\RADS (or on Mac: /Applications/League of Legends.app/Contents/RADS)

In-game launcher Logs:

Directory:
[Timestamp like: 2013-08-27T15-40-03]_launcher.log In C:\Riot Games\League of Legends\Logs\Patcher Logs (or on Mac: /Applications/League of Legends.app/Contents/LoL/Logs/Patcher Logs)

In-Game r3d Logs:

These logs are useful for: In-Game Errors, Graphical Problems and Frame Rate Issues

A game log is created each time you play a game. It contains vital information about your loading process and will log any errors that occur during the course of the game. These logs are essential for troubleshooting in situations where you have problems in-game.

Each file appears like this: 2011-05-24_21-11-32_r3dlog.txt

Directory:

C:\Riot Games\League of Legends\Logs\Game – R3d Logs (or on Mac: /Applications/League of Legends.app/Contents/LoL/Logs/ Game – R3d Logs)

IMPORTANT NOTE

For people that get stuck in the League of Legends logo, and / or at 99% , 33%.. When patching the client: Do not worry about it and leave it open. Both during the logo and when stuck at those % the game is still patching in the background. If you leave it eventually it will be finished and move forward.

Thanks for your patience, we’re sorry to those running into this problem and it would help for you to let us know if the steps above helped fix things here in this thread.

 

 

purple caster minion op New Minion VFX

 

Minions will get a brand new missile animation with a near-future update on the PBE.

 

 

 

 

 

 

 

Super Nomegeta Button Rioter Nome: Hey guys,

As part of our ongoing effort to increase gameplay clarity, we’ve decided to revisit minion visual effects. Here are some of the problems we’ve identified with what you currently see on the live servers:

 

  • Ranged missiles fail the “screenshot test” for information conveyance. Because the missiles are round, directionality cannot be inferred.
  • Hit effects are too high in the “loudness” hierarchy. Champion particles should take much higher precedence!
  • Visual noise is excessive. There are a lot of bright flashes that simply aren’t necessary.
  • The low Effects Quality setting made them look pretty bad!

With these issues in mind, we’ve made several revisions to minion VFX, which should come to the PBE in the (very) near future.

  • Ranged missiles now convey directionality.
  • Overall particle brightness and saturation are reduced.
  • Decreased amount of bright flashing.

We’ve taken great care to preserve the last-hitting experience, though it may take a game or two to adjust to the new visuals. Be sure to take a look and give feedback!

New Minion Particle

 

 

Was there an increase in missile speed?

 

Super Nomegeta Button Rioter Nome: No gameplay mechanics are affected. See ‘em in motion first to see if they look weird 

 

 

 

Isn’t the “Low Effects” settings supposed to increase FPS on lower-end CPUs?

 

Super Nomegeta Button Rioter Nome: It is. We haven’t done heavy performance testing on these yet, but they’ll definitely be optimized properly before release.

 

 

 

How do the new VFX for cannon minions look like?

 

Super Nomegeta Button Rioter Nome: Cannon VFX look the same, but the muzzle flare is removed. Super minion VFX are also untouched.

 

 

 



Garen’s Visual Update


 

Garen Visual Update

 

Demacia’s favorite son is brushing off some of the dust and scars of so many battles and coming into new focus with a complete visual upgrade. Decked out with new armor and weaponry befitting his victorious prowess, Garen’s new model solidifies his image as the quintessential poster boy of Demacian valor.

In addition to the new model, all of Garen’s abilities, animations and particles have been upgraded. His ultimate, Demacian Justice, shines with righteous energy, and the winningest spin in Valoran has been refined in its motion, making Garen’s signature techniques as polished as his intimidating pauldrons. With updated sound effects and voiceover, the Might of Demacia sounds the battle cry loud and clear, assured of many victories to come. All of Garen’s skins have been sharpened up as well, with the exception of Steel Legion Garen, which Demacian High Command deemed already fit for service.

 

So don’t be surprised if the next time you face check a bush the guy waiting for you looks even more handsome and dangerous than usual. DEMACIA!

 

Garen's Visual Update Comic

 

 

 

 

 

 

 

 

 

 

 

 



Update on Season 3′s Rewards


 

Season 3 Rewards

Following community feedback, Borders and Ranked Team Rewards are getting several tweaks.

 

 

Socrates Button Rioter Socrates: Hey all,

A couple updates to Season 3 Rewards to share:

 

 

1. Ranked Borders

Many of you have raised some concerns over our announced plan to show your highest earned border across all queues types. I’ll explain a little bit about our original reasoning, but first, some news: we’ll be rolling back this change in a subsequent patch – so loading screen borders will reflect the highest tier you’ve achieved in the ranked queue you’re currently playing.

This change was already implemented and is going to be in the patch for 3.11 (so you will see it applied to Season 2 rewards), but we’ll be reversing the change in the following patch. In non-ranked queues, your rewards will be displayed based on the same rules as the start of season 3.

Why were we originally doing it? One of our goals is to improve the ranked team experience and drive more participation in ranked teams – after all, League is a competitive team game. We’ll talk more about this in Season 4, but the idea to make loading screen borders valid across all queues was driven by this notion. In the case of cross-queue login screen borders, we viewed this as an incentive for players to form ranked teams. Players who participated in ranked teams would get to display their rewards everywhere.

The problem many of you have highlighted is that this change appears to incentivize players to sell ranked teams or otherwise abuse the system to illegitimately earn rewards. While our research indicates this actually hasn’t become a common occurrence in the wake of our announcement, our priority is to make sure that the rewards you’ve worked so hard to earn over the course of Season 3 aren’t tarnished by cheaters, even if it’s rare.

We’re being extra vigilant in tracking these cases and we’re actively banning abusers for win trading and slot selling. Our tracking methods are also not limited to just high ranked teams. If we discover that someone has been selling ranked rewards (or is abusing the system), we will ban the account for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we will make sure both the seller and the purchaser are completely ineligible for any reward associated with Season 3.

 

2. Ranked Team Rewards

Another great piece of feedback we’ve heard from you is that the 30% of total games requirement for players to earn Ranked Team rewards was a little confusing. We agree – it created too many scenarios where players might lose out on rewards they expected to earn, and it made the situation too complex.

Instead, you’ll simply need to have 10 wins with your ranked team in order to earn rewards. A notification icon will appear above your 3s or 5s tier badge in your profile page in the next few weeks to inform you if you are below 10 wins on a ranked team.

We’re going to be closely monitoring teams with big roster swaps and/or big drops in matchmaking rating, and we’ll investigate any signs of abuse. In clear cases of abuse, we will (as above) ban the accounts for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we’ll make sure involved parties are ineligible for any reward associated with Season 3.

We’re genuinely grateful for your feedback – we’re listening closely as we work towards Season 4 and beyond.

 



News on Rengar


 

rengar decoration

Scarizard brings post-PAX news of the League’s predator. TL:DR included below!

 

 

Scarizard Button Rioter Scarizard: Sup dudes! Got back from PAX last night and busy playing catch-up this morning. Played Rengar today and have to say i’m pretty excited. End score was 10/4/16 iirc, with the lowest deaths and 2nd highest kills on my team.

(For those that care about anecdotes) – Laned vs Renekton. Maxed W since i got to lane later after helping a jungler out, which got him pushing vs me early. Used W2 to Sustain, but since all Ferocity bonuses are champion-level scaled atm, still got to reap the beenfits of high Armor/MR and pushing power as well as Q-Train (Although my extended all-ins were considerably weaker than if i had the +DMG/+AS% from Q levels).

Got the first kill of the lane vs him, then died getting outplayed (both of us were below 100 hp iirc) and so we basically conceded to farm. Felt fairly comfortable, used my Ult to roam and kill mid comfortably by Sprinting past his wards, then stealthing from a flank combo’d with my midlaner’s CC.

Maxed Q 2nd, ended up doing enough damage with Q-Train and BOTRK as well as utilizing top brushes to chase down Renekton and 1v1 him.

Endgame build was Blade of the Ruined King, Mercury Treads, Frozen Mallet, Last Whisper, Bonetooth Necklace and a Kindlegem (With intent to Spirit Visage) – played a flexible peeler for my Carry by utilizing high Attack Speed with Frozen Mallet procs onto dudes like Nocturne and Renekton, but the most fun was using Thrill of the Hunt to run from a fight…only to double back around the brush i had exited (Since i had vision of the enemy team) and Stealth Ambush two mid-hp damage dealers that thought they had won the teamfight and wanted to push objectives.

Game ended in a Victory around the 30-35m mark.

Analysis outside of this game (as well as this game) seems to suggest that his Toplane is pretty strong vs a lot of melees, pending you use your W2 as a fallback should you be behind. (Remember! With Q-train, it’s possible to Q, Q2, W, E, W2 all in a very short window, netting you great trade damage and the health swing from W2!)

He’s scaling pretty well with gold, too – i posted about the insane stompy Xelnath game where he even went so far as to get Zerker Greaves and an IE and had over 400 AD and was one-shotting people. Endgame, anyone mid-hp was instantly dead to my Q2->Q->E->Q2->W Flurry, and was an appropriate threat to members of the enemy team.

Confidence level is pretty high atm that this can start going into Competitive testing, pending two things:

1. Code Review with Volty – this is something we do where Designers check eachothers’ scripting to see edge/abuse cases that may be present, as well as those that may cause bugs. Essential to moving forward with QA Coverage so a champion is bug-free.

2. VFX/Smoothing on the Ultimate. Tl;dr here is that the Sprint/Stalk is working out really well in terms of the gameplay it’s providing (Had some fail escapes, some sick jukes, some chase cleanups, some initiations and some stealth ganks) in that its truly flexible as an Ult if you premeditate it, but it’s unclear currently in some playing against cases When or If i will stealth.

My confidence is still in the Re-cast version of the ult, but particle support when he attempts to ‘fade’, removing the built-in delay to re-cast but re-implementing fadetime-delay on damage taken as well as a few other things are on the table as potential necessary places to move to smooth out the pure feel of using this ult.

Just an update to let you guys know where things are at. We’re pretty close to mechanics-locked at this point (meaning no drastic spell changes), but there is always room for tweaks and tuning across the board and i’m working closely with the team to figure out where any of it is necessary. If things continue as planned, i’d say i’m shooting for 3.13. 3.12 is unlikely, mostly due to the amount of time we’d need to account for bugfixing to ensure a safe patch release – but regardless of when it ships, it should be on PBE relatively soon for you guys to take a crack at.

Thanks for sticking with the thread and giving me a ton of feedback, good and bad. Can’t wait for y’all to play it.

 

TL:DR

 

  • Excellent sniping in teamfights and clean-up afterwards
  • Toplane Rengar remains dominant vs most melees
  • Code Reviews, VFX and more internal work is required before Rengar’s new kit can head for Competitive testing
  • Scarizard wishes to implement the Re-cast version of “On the Hunt again”, but removing the in-built delay and going back to the stealth delay on damage taken
  • Update will most likely go live with Patch 3.13

 



 Nikasaur leaves Riot


 

Nika banner

After 112 Summoner Showcases and years of aspiring devotion to fans, Nika leaves Riot to pursue other opportunities.

 

NikasaurButton Rioter NIkasaur: Hiya Summoners!

After three years working at Riot and 112 episodes of the Summoner Showcase, I’m taking my final bow and leaving Riot.

 

Our next episode of the Showcase, 113, will be the last of the series. It has been an amazing time. I’ve met so many incredible fans and shared so many moments… Your passion, boundless creativity and excitement has made this job the best in the world. I have too many stories to even recount, and not enough ways to express how Summoners have illuminated my life. I’m gonna miss it like hell, but it’s time for me to pursue other passions and focus on my writing.

While I won’t be working for Riot or making the Summoner Showcase, I am and will always be a fan. I think my weekends would super suck if it wasn’t for LCS, and I’ll still be right there, admiring your artwork and cosplay as a fellow fan.

I know that Riot will keep supporting fans and changing the definition of what it means to be community-focused. The Showcase Facebook page will continue, with frequent updates of art and must-see fan creations, and our new Tumblr page with even more. What’s next? We’d love to hear it from you. Give us your ideas for what you wanna see from Riot to support the community. After all, it’s about you, it should come from you as well.

Thank you so much for supporting me, supporting my show and making my job so easy. With the people I’ve met, the art I’ve seen and everything in between, this couldn’t have been a more wonderful life experience.

-Nikasaur

 

 



PAX Prime Pics – courtesy of Tyler!


 

 

Riot's 3D Modeling Show

Riot’s 3D Modeling Show

Season 3 Regional Playoffs

Season 3 Regional Playoffs

Steel Legion Garen and Lux, and Riven

Steel Legion Garen and Lux, and Riven

Twisted Fate Cosplay

Twisted Fate

Vladimir and Vi

Vladimir and Vi

Warlord Shen cosplay

Warlord Shen

Yorick cosplay

Yorick

Ziggs Statue

Ziggs Statue

Ahri & Soraka Best Cosplays

Ahri & Soraka Best Cosplays

Annie and Tibbers 2

Annie and Tibbers

Annie and Tibbers

Annie and Tibbers 2

COG lineup

COG lineup

COG Scoreboard

COG Scoreboard

Draven cosplay

Draven

Elise Cosplay

Elise

Janna and Miss Fortune

Janna and Miss Fortune

Karthus cosplay

Karthus

Karthus, Nidalee and Twisted Fate

Karthus, Nidalee and Twisted Fate

Katarina Statue

Katarina Statue

League of legends Exhibit

League of Legends Exhibit

Lux, Soraka and Caitlyn

Lux, Soraka and Caitlyn

Nami & Officer Caitlyn cosplays

Nami & Officer Caitlyn

Nidalee cosplay

Nidalee

 

 



Forecast Janna now available!


 

Forecast Janna Splash

 

 

This is a special Riot Games Network weather report.

As you can see from our camera overlooking Summoner’s Rift, Forecast Janna is live and on location bringing you the latest weather news. Featuring voice over inspired by the classiest of meteorologists along with a new model, spell effects and animations, this plucky weather professional is here to support you on all your excursions to the Fields of Justice.

You can pick up the legendary Forecast Janna for 1820 RP in the League of Legends store.

 



Champion/Skin Sale – Expires September 9th


 

Sale September 9

The following champions and skins will be available at a discount until September 9th!

 

 

Champions:

 

  • Elise - 487 RP
  • Katarina - 395 RP
  • Swain - 440 RP

 

 

Asylum Shaco – 487 RP

 

Asylum Shaco

 

Midnight Ahri - 375 RP

 

Midnight Ahri

 

Tribal Ryze – 260 RP

 

Tribal Ryze

 

 

Missed any recent updates? Check here!

 

Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2′s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

 

twitter-icon-png-13 Follow me on Twitter!

 

 

experimental changes

 

A massive PBE update, including changes to to Master Yi, Zac and Phage, brand new skins – Arcade Hecarim, Riot Blitzcrank and the legendary Forecast Janna, New Summoner Icons for all 5 teams who’ve passed their regional finals, major updates to the Champions Tab,  as well as two brand new features – Teamfight UI and Baron & Dragon Spectator Timers!

Moving from the realm of testing, Riot have announced the release of League-themed American Express Serve RP Cards, RiotScruffy brings us news of Skarner‘s announced rework, IronStylus gives us a rundown of all Champions who currently have new skins in development and shares some incredible art for Diana, Kitae announces the results of the Freljord’s Tribe Events and, as always, the latest Champion/Skin sale!

 

PBE Update

Get RP with RP+ from American Express Serve

Update on Skarner

Future Skins

Amazing Diana Art

Freljord Event – the results are in!

Champion/Skin Sale – Expires August 19th

 

PBE: Champions

 


 

DravenSquare

    Draven

 

League of DravenLeague of Draven ( Passive )

  •  Now consumes all stacks on kills, changed from half.

 

 

 LucianSquare

     Lucian

 

The_CullingThe Culling ( R )

  • AD ratio reduced from 0.3 to 0.25

 

 

MasterYiSquare

  Master Yi

  • Attack speed per level lowered from 2.75% to 2% per level (from 0.019 to 0.0135)

 

Meditate_newMeditate ( W )

  • Percentage damage reduction increased from 40/45/50/55/60%  to 50/55/60/65/70%

 

 

WujuStyle_newWuju Style ( E )

  • Passive AD increased changed from 7/9/11/13/15% to 10% at all ranks

 

Highlander_newHighlander ( R )

  • Passive: On-kill reset now reduces Master Yi’s remaining cooldowns by 70% (35% for assist), changed from 18 seconds (9 for assist)

 

 

 

ShenSquare

      Shen

 

FeintFeint ( W )

  • Shield reduced from 70/115/160/205/250 to 60/100/140/180/220

 

 

 

ZacSquare

       Zac

Let'sBounce!Let’s Bounce! ( R )

  • No longer reduces the duration of stuns, slows, taunts, fears, silences, blinds, and imoblizies by 50% while active
  • Now removes all slows affecting Zac when cast

 

PBE: Items

 


 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Active cooldown increased from 60 seconds to 90

 

Entropy_itemEntropy (Dominion and Howling Abyss only)

  • No longer grants 275 Health
  • Now grants 30 Armor
  • Total cost reduced from 3615 to 3350
  • Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.

 

Frozen_MalletFrozen Mallet
  • No longer requires Phage to build. Now builds out of A Ruby Crystal, Giant’s Belt and Pick Axe
  • Total cost decreased from 3300 to 3005

 

PhagePhage

  • No longer grants 200 Health
  • Now grants 20 Armor.
  • New build path: Cloth Armor + Longsword
  • Total cost lowered from 1465 to 1200
  • Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.

 

Sanguine_Blade_itemSanguine Blade (Twisted Treeline, Dominion and Howling Abyss only)

  • New build path: Vampiric Scepter + Pickaxe
  • Total cost lowered from 2850 to 2175
  • Total AD reduced from 65 to 50

 

Spirit_VisageSpirit Visage

  • Total cost increased from 2625 to 2750

 

Trinity_ForceTrinity Force

  • No longer grants 250 health
  • Now grants 20 armor
  • Movement speed bonus decreased from 10% to 8%
  • Total cost reduced from 3843 to 3578
  • Phage Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.
  • After using an ability, the next basic attack deals 200% of base AD as bonus physical damage, increased from 150%

 

PBE: New Skins

 


 

Forecast Janna (Legendary Skin)

 

Forecast Janna

Forecast Janna Splash Art

 

 

 

Arcade Hecarim

 

Arcade Hecarim

Arcade Hecarim Splash Art

 

 

 

Where did the idea for Arcade Hecarim come from?

 

IronStylusButton Rioter IronStylus: I’ll tell you wht we were thinking..,

Rainbows. ****ing guitar powered, supersonic, chrome plated rainbows.

Fun fact!

 

This skin is actually the product of one of our Thunderdomes. A span of about 2 days where we all get into groups and burn on a project we want to see happen. Some great stuff has come from TD, including the first iteration of Ardade Hecarim. Everyone went giggly over the particles and silliness. We’re all fans of this sort of 80′s craziness, and for some reason, as absurd as it was, it seemed to fit considering other popular media we’ve been exposed to.

After TD, we reevaluated what we had then put him in the pipeline proper for proper modeling tweaks, animation cleanup and particle work.

Either way, I love being at a place where something we are able to bang out in 2 days can get so much buy-in that we can get it into the pipeline and make it really awesome!

 

 

Riot Blitzcrank

 

Riot Blitzcrank Splash

Riot Blitzcrank Splash Art

 

 

 

PBE: New Summoner Icons

 

Five new icons are available for the teams who qualified for the International Wildcard Tournament.

 

570_GamingGear 571_Pain 572_Lyon 573_Immunity 574_DarkPassage

 

PBE: Champions Tab Rework

 

Champion Tab Rework

Champion Tab Rework Preview

A wider view of the champion list, better filters and faster performance are just some of the updates to the Champions Tab.

 

 

Explaining the changes

 

Damiya Button Rioter Damiya: Summoners,

With today’s deploy of 3.11 to the PBE, we’ve given the Champions tab in the Summoner Profile an update. The release of 3.10 brought with it some improvements to the champion tagging system, removing the old multi-filter process and giving each champion a primary role. The new and improved Champion Inventory includes a broader grid, a role-selection dropdown, and a significant performance boost when navigating between profile tabs.

When you’re next on the PBE, feel free to check out the new and improved Champions page; we’d love to hear your thoughts on the new layout. If you encounter anything that seems amiss or doesn’t work like you expected, please take the time to share that with us in this thread!

 

 

Can we see what champions our friends own yet?

 

DamiyaButton Rioter Damiya: That’s beyond the scope of this change, and while I can’t tell you exactly why we don’t show other people’s champions (Mostly because I don’t know), at a guess it’s due to privacy concerns and stuff; while I realise that most of you want to use it for positive reasons, I could totally see people getting harassed for not having enough champions or something.

 

 

PBE: Teamfight UI

 

Keeping track of the action will become a whole lot easier for commentators!

 

 

kitae Button Rioter Kitae: Hey PBE-ers,

We’re testing a new UI mode for Spectator mode and would love your feedback. We’re calling this mode theTeamfight UI. The overall goal of this mode is to provide a great viewing experience during large team fights.

 

Teamfight

Preview of Teamfight UI (bottom)

 

Our specific goals:

  • Minimize and concentrate the UI so it’s easier to focus on the action during team fights.
  • Optimize the display of battle information: Who is involved in the fight? Who’s winning? How many people have died on either team?

 

UI_1

The Teamfight UI’s functions

 

Let’s take a closer look. In this screenshot we can see:

  • Team health bars help viewers track the momentum of fights, and register the power of AoE damage and heals.
  • Loss of control icons help viewers track powerful status effects–if Malphite’s ult hits all 5 of the enemy team, it’s easy to see.
  • Kill counter tracks each champion’s progress towards the elusive pentakill
  • Ult / Summoner spells are easily viewable for both teams in a central location
  • Dead champions have the familiar death timer

 

UI_2

Additional functions

 

Not every champion is always there when a fight breaks out. The team fight UI helps you understand who’s in the thick of battle:

  • Near champions like Caitlyn are represented with bright character portraits. Near champions are on-screen champions and other champions we identify as being involved in the team fight.
  • Far champions like Renekton have darker portraits
  • Team healthbars reflect the health of both near (bright) and far (dark) champions.

You can help test this feature by spectating matches on PBE. While the UI mode is intended for use during team fights, it should work correctly all the time (like all other Spectator UI modes). To engage the team fight UI, press ‘a’ while spectating.

Please test this and give us your feedback!

 

 

Follow-up: People who’ve worked on the Teamfight UI

 

kitae Button Rioter Kitae: A cool note: the Teamfight UI was a Riot Thunderdome project, where Rioters form teams within the company and work on brand new passion projects within a contained window of time. Other Thunderdome projects include Proving Grounds ARAM, turret aggro indicators, Item Sets, and some others.

 

Here’s Thunderdome Team 5, bringing you the Teamfight UI!
• DefaultChar
• Fruitstrike
• Riot RoboLions
• Joy2TheWorld
• kitae
• Pitayin
• RabidLlama
• Redbeard
• RiotMagus
• World Peace

 

 

Will the UI provide feedback on when important items are activated? (Locket, Zhonya, etc.)

 

kitae Button Rioter Kitae: We’re definitely thinking about that. Invulnerability and shields is something we’d like to better communicate.

 

 

 

 

Drawbacks: Not being able to see Champions’ health bars when they’re off-screen

 

kitae Button Rioter Kitae: The UI was designed to provide a great experience when viewing a specific team fight. We included the mini-map and off-screen portraits and team health bars to help players understand the possibility for reinforcements.

However, there will be cases, like two simultaneous fights going on, where using this mode will give you less information. In that case, I’d recommend using the normal UI.

TLDR; use this UI when you want to focus on a specific fight that’s on screen. For monitoring action across the entire map use the standard UI.

 

 

Will the new UI be able to reflect intense moments where people are very low on life?

 

kitae Button Rioter Kitae: If these champions are on-screen you still have the health bars over their heads. We are also experimenting with the algorithm for calculating the team health bars to better represent situations like the one you describe.

Thanks for the feedback, go try out the feature!

 

 

Will this feature change the way games are viewed at LCS and other events?

 

RoboLions Button Rioter RoboLions: We certainly would love for the LCS crew to use this view and we actively worked with them to get feedback on the feature so that they would be amiable to doing so. In the end it is up to them to decide how this fits into their day-to-day but I’m hopeful!

 

 

 

Teamfight UI: Suggestion Box

 

 

Making the Team Health Bar the way current Champion Health Bars are shown (5 bars)

 

RoboLions Button Rioter RoboLions: We had considering doing exactly what you propose and I was the biggest advocate of that method, here’s what it came down to and why, in the end, I happily changed my mind. Any variation of effective health gives too much credit to the tank on the team and not enough credit to the squishies that have to use their escapes (and their wits) to stop from being roadkill.

In that system, an ADC that is at 10% health contributes roughly equal health to the team bar as the same ADC at 90% health just because they don’t have near as much total health as say, Alistar. Clearly that is not a fair representation of how the team is doing!

At 90% health Caitlyn can net away, Ezreal can shift, flash may not be burned yet, etc, and then they can continue to do damage from the back. At 10% health they are as good as dead and getting back into the fight is suuuuuper risky.

 

 

Making players’ cooldowns visible

 

kitae Button Rioter Kitae: Interesting idea. I’m worried by the potential for visual clutter, this seems like something that would get added to the main UI first. I definitely see the value, but worry a bit about the clutter.

 

 

 

Moving the Team Health Bar on top

 

kitae Button Rioter Kitae: I can see this working, we tried it both ways and liked it better on the bottom, but it’s an option to keep in mind. I think from a readability perspective it works in both cases.

 

 

 

 

Adding a teleport indicator to the UI

 

kitae Button Rioter Kitae: Good suggestion. There are a lot of powerful effects like Zhonya, shields, shen ult, that woudl be cool to visualize. We wanted to nail the basics first but in the future this is a possibility.

 

 

 

 

Moving the champion portraits to the left and right of screen

 

kitae Button Rioter Kitae: One of the goals was to centralize the portraits. Currently you need to glance left, right, repeatedly to modify champion portraits.

 

 

 

 

Placing dead champions at the back of the UI

 

kitae Button Rioter Kitae:  I can see this, but champion portraits re-ordering could be pretty confusing as well. Imagine someone ressing mid fight and ‘popping’ into the middle of the portraits.

 

 

 

 

Mousing over the champion’s icon highlights their health bar

 

kitae Button Rioter Kitae:  That is a pretty cool idea!

 

 

 

 

PBE: Baron and Dragon Spectator Timers

 


Dragon and Baron Timer UI Banner

A brand new feature, delivered by team StrikeForce – a Dragon & Baron Timer UI for Spectator mode!

 

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Hey PBE Community,

My team, Strike Force, has recently developed a feature for Spectator Mode to improve the viewing experience of your friends’ games, and the broadcasts of LCS. We’ve had a lot of requests for the feature since the release of Spectator, and we’ve finally got it for you, right on time for the Playoffs and the World Championships: it’s an in-game timer for Dragon and Baron as they get ready to spawn!

The timers will appear 2 minutes before the monster spawns, then fade away shortly after displaying the message “LIVE”.

I’d love for everyone to spectate the sh*t out of some games to vet this feature as thoroughly and extensively as possible. Additionally, be sure to send me and my team feedback on this post, so we can fix any and all bugs that we missed on our end. The feature is solid as is, but there are always uncertainties when working with software.

Here’s a few screen shots of how they will appear…

 

dragon_timer

Dragon Timer

baron_timer

Baron Timer

dragon_baron_timers

Dragon & Baron Timers

 

 

Follow-up: Why the new UI is an improvement

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Thanks for the feedback, everyone.

I’ll explain a little bit about why the feature acts the way it does at a strategic level.

 

 

We chose to have the icons appear and disappear on timers, rather than be static, to keep ourselves from piling on more information onto the screen than we feel is relevant to the particular moment of the game you’re watching. If you look at the spectator UI in its current state, it’s already pretty cluttered, and that’s without the overlays in the eSports broadcasts. If you were to look at the screen and break it into chucks, and make those chunks fractions, you’d realize that we’re already taking 1/4 of the game from you with Spectator and LCS overlays. The purpose of Spectator Mode is to show viewers the game currently in play, not a bunch of irrelevant information. Static information only hides more of the game from sight. So we chose, and will likely continue to choose, to show only contextually relevant information.

A few tactical notes:

We kept the timers below the threshold of three minutes to help mitigate the feature being exploited for the benefit of the players in the live version of the game. So viewers will only be seeing the timers a minute after the event has already happened. This, of course, doesn’t apply to eSports broadcasts, which stream with 0 delay.

This is only the first iteration of this feature, so it will be evolving with time. 

 

Get RP with RP+ from American Express Serve

 


American Express Serve

If you’ve ever felt the masochistic need to carry a Teemo-themed credit card, then today is your lucky day! 

 

 

RP+ from American Express Serve is offering a new way for League of Legends players to get RP – you can earn RP when you sign up and start using your Full Service Reloadable Prepaid Account:

  • +1,000 RP after successful sign up and email verification
  • +1,000 RP the first time you load $20 or more to your Account
  • +10,000 RP the first time you use Direct Deposit to add $20 or more to your Account
  • +100 RP for each of your first 10 Card purchases
  • +Continue earning RP on the things you already buy

Choose a Card design with Teemo, Vi, Lux, Twisted Fate, the Summoner’s Cup or the League of Legends logo, depending on how you’d like to represent off the Fields of Justice.

A few things to remember before you sign up:

  • Accountholders must be 18 or older (or 19 in certain states)
  • Accountholders must be US residents
  • You must have a North American League of Legends account to earn rewards
  • No credit check or minimum balance

 

Update on Skarner

 


Skarner decoration

Following RiotScruffy‘s recent announcement that he is working on improving Skarner, here is an update on how the changes made to his E ability.

 

 

RiotScruffy Button Rioter RiotScruffy: Hey all, back with some more details. We’re trying out an iteration of the E that is a bit more like the old E in usage but there are some other changes that help it fit nicely into his new gameplay pattern.

 

 

FractureFracture ( E )

  • No changes to the skillshot, it’s still a free cased line nuke
  • Range increased by roughly 20%
  • Projectile width decreased by about 20%
  • Deals magic damage to targets hit and slows them by 30/35/40/45/50 for 2.5 seconds

The goals here were to retain the fun and diverse gameplay of the line nuke. The free targeting and skillshot feel of the E is a nice change of pace from Skarner’s other melee focused abilities. We’re also trying a longer/slow/less wide projectile so that targets of the E have the opportunity to dodge it (counterplay).

 

 

Follow-up

 

RiotScruffyButton Rioter RiotScruffy: Two more pieces of clarification about the E we are currently testing.

 

 

 

FractureFracture ( E )

  • It slows immediately (not on the mark proc)
  • The mana cost is significantly lower than the old E

 

Also, thanks for the feedback, I read it all. This new Skarner is very strong in our playtests so far. I am personally very excited about the skillshot E because it adds a bit more thought and precision into his gameplay.

 

 

How does Skarner feel as a result of these changes?

 

RiotScruffyButton Rioter RiotScruffy:

 

 

 

  • His pre 6 ganks seem to just be all around better. Even in the case where you are ganking a lane with good initiate, you can just save the E for when their CC wears off.
  • Here is a noticeable hunger in the midgame for ability points because he now uses 4 abilities instead of 3. Choosing to max W or E first is viable, and it depends if you want the more consistent speed/defenses or stronger damage/slow. It is a good thing that he doesn’t max out around level 12, and can keep growing all the way into late game.
  • His ability to permanently slow and stick to tanky characters is less. This isn’t actually a big problem because his brawling ability with Q and attack speed is still very strong, and when your target tries to run, you can use E to close the gap. The power of having a ranged slow makes his chasing ability as good if not better than before.
  • As for late game teamfights we have seen that the ranged slow is actually very useful for peeling because Skarner can actually dive on the back line and still throw Es in any direction to peel for his back line. It seems like a net neutral change in his ability to peel for his team. The more significant difference in late game teamfights is the R, which is now much more reliable once you have gotten in range of your target.

These changes are still being evaluated.

 

 

vi pre-banner smallFuture Skins

 

  •  Urgot
  •  Zed
  •  Zyra
  •  Thresh
  •  Nami
  •  Skarner
  •  Kha’Zix
  •  Rengar
  •  Syndra
  •  Viktor
  •  Vi

 

 

 

 

IronStylusButton Rioter IronStylus: Every champion listed above currently has a skin in development, somewhere along the pipeline. Delays and time between skins hinge on a number of factors, I’ll list some particular to this list:

 

 

Urgot – Something under development, however he’s shambly and we need to screw with the rig a lot.

Zed – Fairly straight forward aside from that his shadows might be something else entirely in any given skin, mandating possibly another model and particle work for that model.

Zyra – Tons of models which require animation if they’re anything different than the plant rigs, lots of particle work.

Thresh – Chains.

Nami – If we change the model into a different type of fish/sea creature, that will requite custom rigging for whatever additions we make. Example, new fins/membranes need a lot of animation support. She’s also very particle heavy.

Skarner – Soon(tm)

Kha’Zix – Extremely VFX heavy, evolving model, etc.

Rengar – Not sure where he’s at. He’s straight forward, but not terribly old.

Syndra – Heavy particle work, possibly fabric animation support depending on the theme. Doing something cosmic would most likely require model translucency and/or scrolling textures which are just now being used on some newer skins.

Viktor – Tons of particle work and a couple of models for his traps.

Vi – Fairly recent release, should be something along relatively Soon(tm)

Aside from those specifics, certain things can constrain production, mainly VFX and animation. Both of which are heavily valued when it comes what players enjoy about new skins. Both tend to be the most pinched of resources internally. Additionally, a skin for any given champion might be in production, but then an event (Lunar Revel, Harrowing, etc) might pop up on our radar and we may realize a champion would better fit there. We might put the in-progress skin on hold while we make something appropriate for an upcoming event. Happened to a concept of mine recently.

As for Rumble, which people keep bringing up, I’ll restate: He’s the equivalent to the work of a new champion. He requires a completely new rig and animation sets if he’s to be anything different than the rickety mech he’s in now. That rig doesn’t support anything to the magnitude of fan-requested ideas, or concepts players have submitted. We’re going to change his rig for his upcoming skins. One of which is currently in production, but as I said, needs heavy animation support.

Hope that helps clarify!

 

 

Why are Darius and Vi getting skins before Zyra?

 

IronStylusButton Rioter IronStylus: Zyra currently has a couple nearly complete models in the backlog. (This does NOT mean they have had animation or VFX support.) However, recently we felt she would slot into an upcoming event quite well. We decided to concept that and move forward on that skin. Zyra is massively intensive. You’ve just compared her to two melee fighters. Some of the “easiest” champions to produce due to limited VFX needs.

 

 

Didn’t you hint at the development of Diana skin some time ago?

 

IronStylusButton Rioter IronStylus: Did a concept, completed it, scrapped it due to an event that could use a Diana skin. I’m currently reconcepting it as I type this.

 

 

 

 

Why isn’t Evelynn on the list?

 

IronStylusButton Rioter IronStylus: Eve will get a relaunch before any more skins most likely. She’s in shambles.

 

 

 

 

Are you working on a Nunu VU?

 

IronStylusButton Rioter IronStylus: Grumpy Monkey currently has a high-rez model of Nunu complete. This is nowhere near to being an indicator of when he will be coming out however. He is on the list though!

 

 

IronStylus shows amazing Diana art

 


 

IronStylus Button Rioter IronStylus: Howdy. Was doing some color practice tonight and thought I’d share the outcome. This is HEAVILY influenced by reference I was using of this awesome painting of a lady.. but I can’t find the source.. Also heavily referenced from one of the initial sketches Knockworst did while doing Diana’s splash.

Enjoy!

 

Diana Color

Diana Close-up

 

 

Why does she have a crack on her forehead?

 

IronStylusButton Rioter IronStylus: So, the super-secret head-canon I have, which I have no idea if it’ll be actually integrated, but it’s something that Team Diana talked about way back in the day.. is that her mark is a physical brand. The Solari elders literally took a tool and burned that mark into her face. Though, they were so blinded by ignorance, or maybe they liked irony so much, that they branded her with the ancient symbol of the moon.

This scar burned her hair, giving her a larger forehead. After she flipped out, surrendering all her humanity to deep sadness and pain, that’s when this thing became full of fancy. That’s when her bond with the moon began. The marks on her eyes weren’t makeup, they were burn marks and scorches coming from the magicalmoonlight affecting her eyes and causing her tears to boil on her face.

Soooooo yeah. A little emo.

 

 

Why the lack of a glowing moon symbol?

 

IronStylusButton Rioter IronStylus: Yeah, simple glowy thing for no reason works for in-game and for the short amount of time we have to tell a story, but if I were to make a movie or something, I’d put that gut wrenching part into it.

In my opinion, Diana should be beautiful but the Solari scarred her so deeply, inside and outside.

 

 

Will you do a portrait of Leona as well?

 

IronStylusButton Rioter IronStylus: Ugh.. I’ll try, but I’m terrible at rendering metal, I’m gunna need to call in some help for that one!

 

 

 

 

Did you use a reference portrait for your sketch?

 

IronStylusButton Rioter IronStylus: Yup! Kienan (Knockwurst) always made little portraits of the characters he was doing splashes for. I’ve always loved the one he did of Diana so I used that as reference for this piece.

 

 

 

What other champions will get skins in the near future?

 

IronStylusButton Rioter IronStylus: Hmm let me try a really crazy thing..

Every champion, unless slated for a relaunch, has a skin in development. Those champions which need relaunches are pretty self evident when you compare their quality to current standards. By that math, I think you can assume who is on the relaunch list, as long as it may be, and who has a skin currently in the works.

Does that answer most questions?

 

 

Any celebratory event skins we can look forward to?

 

IronStylusButton Rioter IronStylus: Events like the Harrowing, Snowdown Showdown, and Lunar Revel are all that are on my radar at the moment.

 

 

 

 

Will you update Alistar’s looks?

 

IronStylusButton Rioter IronStylus: Not a high priority. Not sure how extensive of an overhaul he’d get.

 

 

 

Freljord Event – the results are in!

 

Freljord Website

Which tribe won the community’s affection? Who will celebrate in the chilling depths of the Freljord – Ashe, Lissandra or Sejuani? Find out below!

 

 

kitae Button Rioter Kitae: Hey Summoners,

Recently on on Reddit, Papochka asked what the results of the Freljord event were. I’m here to share them with you guys!

 

Freljord Results

Result Chart: click for high-res.

 

As you can see, a couple things stand out:

  • Different regions favored different tribes: The Frostguard (led by Lissandra) received the most worldwide support, but all three tribes were #1 in at least one region.
  • It was a close race: Each tribe received significant support in all the regions we tracked. Sejuani and her Winter’s Claw tribe support in Korea was the lowest result we observed, and still constituted 26.2% of players!

The Freljord event was intended to shine the spotlight on the Freljord, feature it’s three leaders, and present a difficult choice – which tribe will you support? We wanted all three tribes to be compelling, and were pleased to see that they all appealed to players around the world.

Which tribe will rule the Freljord? Only time will tell. The Freljord event set the stage for future stories and conflict in this harsh, icy, region. What will ultimately set things in motion? Who knows.

But if the Watchers return…that would make things…interesting….

 

Champion/Skin Sale – Expires August 19th

 


Sale 19th August

Enjoy the following champions and skins at a discount until August 19th!

 

Champions:

 

  • Blitzcrank – 395 RP
  • Jayce – 487 RP
  • Wukong – 440 RP

 

 

Bandit Sivir – 375 RP

 

 Bandit Sivir

 

Death Blossom Elise – 487 RP

 

Death Blossom Elise

 

Royal Guard Fiora – 260 RP

 

Royal Guard Fiora

 

 

Missed any recent updates? Check here!

 

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2′s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

 

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Here‘s how IronStylus gets to work each morning.

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How do you like your Zac? Sunny side up or scrambled?

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Artist: Kaleta

 

Writer: Digiwombat

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