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

 

 

New Splash Arts

 

Arcade Ahri, Corki & Ezreal are coming to the PBE soon. Here are their splash arts (minus Ezreal’s):

 

Arcade Ahri

Arcade Ahri 1 Arcade Ahri 2

 

Arcade Corki

Arcade Corki 1 Arcade Corki 2

 

New Chroma packs are also on the way! Here are their in-store cards:

 

Arcade Miss Fortune

Green MF Blue Green Pink MF Blue MF

Pink MF Red MF

 

Cottontail Teemo

Blue Teemo Purple Teemo Green Teemo

Brown Teemo Pink Teemo

 

High Noon Yasuo

Teal Yasuo White Yasuo Yellow Yasuo

Blue Yasuo Brown Yasuo

Shockblade Zed

Yellow Zed Blue Zed Green Zed

Pink Zed Purple Zed Red Zed

 

Warring Kingdoms Xin Zhao

Yellow Xin Purple Xin Blue Xin 2

Blue Xin Green Xin Red Xin

 

 

An Update on Chromas

Hey everyone,

SuperCakes here. I’m the product manager on Personalization (aka Skins Team).

It’s been a little over a year since we launched chroma packs. And while we’ve always been excited about chromas as a product, after hearing from you, we realized we could make them better. Now we’re hyped to share some news with you about our changes to chromas which are coming out soon and are tracking to hit PBE next week.

Our first move was to go back to basics and revisit things from this perspective: Why would I, as a player, want chromas?

Here’s the thing. I love skins and have a lot of them. But there are certain skins I always go back to. Arcade Miss Fortune is one of my favorite skins, and looking at what you guys are playing, it’s one of your favorites, too. And if I can play her in a rainbow of options, that sounds pretty cool to me. Chromas are meant to deepen your experience with a piece of content you already own, love, and play the shit out of. It’s that simple.

Next step, How do we address your feedback? The things that were ringing loudest were around bundling, aesthetics, and the pricing of chromas, and that’s where we put the majority of our focus.

Bundling:

We’ve unpacked chromas so you can buy them individually. You can still buy them in bundles, though, for a discount.

Aesthetics:

Chromas are designed by the same folks that make skins, and we take our responsibility pretty seriously. We only want to introduce things into the game that improve the overall experience of playing League of Legends. We took a look at what we were making and found opportunities to improve with revamped color schemes, patterns, and textures.

Pricing:

Chromas will be priced at 290 RP each, and will also be available in discounted bundles for the collectors out there. For those of you who love a chance to spend IP, we’re alsointroducing recurring IP sales which will take place twice a year. The first IP sale goes from August 25, 2016 to September 8, 2016 and includes all chromas launched before August 2016.

Some of you also suggested that chromas could be a reward for mastery. We’re committed to improving mastery rewards, and with the release of Hextech Crafting this year, we’re thrilled to have a way to reward you for mastery across several of our content offerings, including a chance to get free skins. We won’t be launching chromas in Hextech Crafting at this time, but it’s something we’re thinking about for future iterations.

We’ll get into more detail when the first wave of new chromas launches in a few weeks. For now, here’s a sneak peek of some of the aesthetic changes mentioned:

What do you think of the changes? What would you like to see? Let us know!

Play Safe!
SuperCakes

[ Link to Post ]

 


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

PBE Round-up: Patch 6.4

February 20th, 2016

 

PBE Roundup 6 4 Banner

Patch 6.4 will hit live in the early hours of February 24th, assuming there are no delays. Here are its contents:

 

Patch 6.4:

 

 

Champion Changes

 

Ahri Final Portrait

 

Nerf BoxCharmCharm [ E ]

  • The charm CC will no longer cancel dashes cast before the spell hit.

 

 

 

Ashe Final Portrait

 

Buff Box

Rangers Focus Final IconRanger’s Focus [ Q ]

  • Stack duration increased from 4 seconds to 5;
  • Focus stacks no longer disappear immediately after 4 seconds of not attacking; instead, they disappear at a rate of 1-per-second.

 

 

Caitlyn Final Portrait

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Bonus damage on Headshot decreased from 10/20/30/40/50% [+0.6 AD ] to a flat 25/50/75/100/125 [+0.8 AD].

 

Buff Box90 Caliber Net Final Icon90-Caliber Net [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14.5/13/11.5/10.

 

 

 

Ezreal Final Portrait

 

Nerf BoxTrueshot Barrage Final IconTrueshot Barrage [ R ]

  • Cooldown increased from 80 seconds at all ranks to 120.

 

 

 

Fiora Final Champion Portrait

 

Nerf BoxRiposte Final IconRiposte [ W ]

  • Cooldown increased from 19/18/17/16/15 seconds to 24/22/20/18/16.

 

 

Change BoxBladework [ E ]Bladework Final Icon

  • Cooldown decreased from 15/13/11/9/7 seconds to 13/11/9/7/5;
  • Cooldown now begins when either the two auto attacks hit or when the buff expires (CD begins immediately when [ E ] is cast on live).

 

 

 

Gangplank Final Champion Portrait

 

Nerf BoxParrrley Final IconParrrley [ Q ]

  • Bonus Gold on kill decreased from 4/5/6/7/8 to 2/3/4/5/6 [Silver Serpents number is still the same].

 

Change BoxPowder Keg Final IconPowder Keg [ E ]

  • Cooldown per charge changed from 18/17/16/15/14 seconds to 20/18/16/14/12;
  • Maximum number of kegs changed from 2/3/4/5 [upgraded with ranks in R] to 3 at all ranks.

 

Change BoxCannon Barrage Final IconCannon Barrage [ R ]

  • No longer passively increases the maximum number of Powder Kegs that can be stored;

 

 

 

Jhin Final Portrait

General

  • Base Armor increased from 20 to 22;
  • Base Movement Speed increased from 325 to 330;
  • Health regen per second increased from 1.1 [+0.1 per level] to 1.2 [+0.11 per level].

 

 

 

Katarina Final Portrait

 

Buff BoxBouncing Blades Final IconBouncing Blade [ Q ]

  • AP ratio on mark increased from 0.15 to 0.2;
  • Bounces now deal full damage (10% damage dropout per bounce on live).

 

 

Kogmaw Final Portrait

General

  • Base Attack Speed decreased from 0.665 to 0.567

 

 

Lucian Final Portrait

 

Nerf BoxThe Culling Final IconThe Culling [ R ]

  • Range decreased from 1400 to 1200.

 

 

 

Malphite Final Portrait

General

  • Health regen per second decreased from 1.7 to 1.4.

 

Nerf BoxGround Slam Final IconGround Slam [ E ]

  • Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200.

 

 

 

Rumble Final Portrait

 

Change BoxElectro-HarpoonElectro Harpoon [ E ]

  • Now uses an ammo system, with a recharge cooldown of 5 seconds (10 second cooldown on live);
  • Heat per harpoon used decreased from 20 to 10;
  • Slow duration decreased from 3 seconds to 2.

 

 

Ryze Final Portrait

 

Buff BoxOverload Final IconOverload [ Q ]

  • Base damage increased from 60/85/110/135/160 to 60/95/130/165/200.

 

 

 

Sivir Final Champion Portrait

 

Buff BoxRicochet Final IconRicochet [ W ]

  • Bounces can now crit with no penalties (base damage is still 50% of the original attack), but only if the original hit crits.

 

 

 

Shen Final Portrait

 

Buff BoxShadow Dash Final IconShadow Dash [ E ]

  • Can now taunt jungle monsters.

 

 

 

Shyvana Final Portrait

 

Quality of Life Box FinalFlame_BreathFlame Breath [ E ]

  • Tooltip Fix: Now states that the duration of the % HP on-hit buff lasts 5 seconds.

 

 

 

Udyr Final Portrait

 

Nerf BoxTurtle_StanceTurtle Stance [ W ]

  • Base shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200.

 

 

Nerf BoxPhoenix_StancePhoenix Stance [ R ]

  • Base damage on third-hit passive proc decreased from 40/80/120/160/200 to 40/75/110/145/180.

 

 

 

Viktor Final Portrait

 

Nerf BoxDeath Ray Final IconDeath Ray [ E ]

  • Base damage decreased from 70/115/160/205/250 to 70/110/150/190/230;
  • Augment: Aftershock – Explosion damage decreased from 70/115/160/205/250 to 70/110/150/190/230.

 

 

Xin Zhao Final Portrait

 

Nerf BoxBattle Cry Final IconBattle Cry [ W ]

  • Attack Speed bonus on active decreased from 40/50/60/70/80% to 40/45/50/55/60%;
  • AP ratio on heal decreased from 0.7 to 0.4.

 

 

Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Bonus Movement Speed decreased from 65 to 60.

 

 

Buff BoxManamune Final PortraitManamune

  • Now additionally increases your mana pool by 1 every 8 seconds.

 

 

Buff BoxMercury Threads Final IconMercury’s Threads

  • Tenacity value increased from 20% to 30%.

 

 

Nerf BoxMuramanaMuramana

  • Active can no longer be activated if you have less than 20% of your maximum mana;
  • Active is now always on; it’s no longer a toggle. The active won’t trigger on minions, only enemy champions and monsters.


Nerf BoxMagus Enchantment Final IconRunic Echoes

  • Movement Speed decreased from 10% to 7%.



Nerf BoxSteraks Gage Final IconSterak’s Gage

  • Health granted decreased from 500 to 400;
  • Recipe now requires a Long Sword instead of a Ruby Crystal (recipe cost decreased by 50 Gold to compensate).

 

 

MASTERY CHANGES Banner

 

New Item BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone in Ferocity ]

  • Rework: Gain increasingly more Life Steal based on your missing health against Champions (up to 20% LS). Against minions gain 50% benefit.

 

Buff BoxExpose Weakness Final IconExpose Weakness [ New Tier 2 Ferocity ]

  • Damaging enemy Champions causes them to take 3% more damage from your allies.

 

 

 

BLOOD MOON KENNEN Banner

Blood Moon Kennen will be available in store for 975 RP.

 

Kennen_Splash_Centered_6 KennenLoadScreen_6

 

MODEL Banner

Blood Moon Kennen Model 1 Blood Moon Kennen Model 2

 

Recall Banner

Blood Moon Kennen Recall 1 Blood Moon Kennen Recall 2

 

THUNDERING SHURIKEN Q

Blood Moon Kennen Q 1 Blood Moon Kennen Q 2

 

ELECTRICAL SURGE W

Blood Moon Kennen W 1 Blood Moon Kennen W 2

 

LIGHTNING RUSH E

Blood Moon Kennen E 1

 

SLICING MAELSTROM R

Blood Moon Kennen R 1 Blood Moon Kennen R 2

 

 

BLOOD MOON YASUO Banner

Blood Moon Yasuo will be available in store for 975 RP.

 

Yasuo_Splash_3

 

MODEL Banner

Blood Moon Yasuo Model 1 Blood Moon Yasuo Model 2

 

Recall Banner

Blood Moon Yasuo Recall 1 Blood Moon Yasuo Recall 2

 

WAY OF THE WANDERER PASSIVE

Blood Moon Yasuo Passive 1 Blood Moon Yasuo Passive 2

 

STEEL TEMPEST Q

Blood Moon Yasuo Q 1 Blood Moon Yasuo Q 4

 

WIND WALL W

Blood Moon Yasuo W 1 Blood Moon Yasuo W 2

 

SWEEPING BLADE E

Blood Moon Yasuo E 1 Blood Moon Yasuo E 2

 

LAST BREATH R

Blood Moon Yasuo R 1 Blood Moon Yasuo R 2

 

 

New Summoner Icons

No idea how you can get these yet, but it will likely involve your wallet.

 

profileIcon1108 profileIcon1107 profileIcon1109

 

 

LORE UPDATES Banner

Diana, Leona and Pantheon have all received updated in-client lore entries:

 

Diana Final Portrait

”I am the light coursing in the soul of the moon.”

Bearing her crescent moonblade, Diana fights as a warrior of the Lunari, a faith all but quashed in the lands around Mount Targon. Clad in shimmering armor the color of winter snow at night, she is a living embodiment of the silver moon’s power. Imbued with the essence of an Aspect from beyond Targon’s towering summit, Diana is no longer wholly human, and struggles to divine herpower and purpose in this world.

 

Leona Final Portrait

”If you would shine like a sun, first you must burn like one.”

Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak. Her skin shimmers with starfire while her eyes burn with the power of the celestial Aspect within her. Armored in gold and bearing a terrible burden of ancient knowledge, Leona brings enlightenment to some, death to others.

 

Pantheon Final Portrait

”Bring forth one true champion, or a hundred more like you, and then we shall have a battle that will be spoken of until the end of time.”

The peerless warrior known as Pantheon is a nigh-unstoppable paragon of battle. He was born among the Rakkor, a warlike people living on the flanks of Mount Targon, and after climbing the mountain’s treacherous peak and being deemed worthy, he was chosen to become the earthly incarnation of the celestial Aspect of War. Imbued with inhuman power, he relentlessly seeks the enemies of Targon, leaving only corpses in his wake.

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

BALANCE TEAM AMA Banner

The balance team’s AMA has now concluded; here all the questions answered in the thread:


Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/23!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’ve gathered together the team behind the balance and tuning of League to talk shop about the state of the game, balance, and whatever else you might have on your mind!

On deck, we’ve got:

RiotTimeWizard (amazing Morgana player, holds the record for the highest win streak in ranked of 19 games among teammates)

ricklessabandon (obsessed with ffxiv, lowercases, and playing bloodthirsty supports)

SmashGizmo (prolific melee player and toplane scumbag, known for his top Vi, Pantehon, Olaf, and even Nunu)

ManWolfAxeBoss (actually a wolf)

RiotGmang (slayer of playtests)

RiotJag (top 10 on the vaynespotting leaderboard of busters and marksman enthusiast)

FeralPony (bard lover and a literal pony)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away: Ask Us Anything!


If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

[ Link to Post ]

 

 

Lots of Feedback on Zyras current state

[ Note ] You can find the user’s post that SmashGizmo addresses below HERE.

Zyra Single Banner

SmashGizmo Final PortraitThanks for sharing such in depth thoughts here, really appreciate the effort you put into your post. I’ll try to go through and touch on some of the important parts where we seem to see things differently and hopefully give you some insight as to what we think of Zyra:


  • “she is still considered in your point of view as an OP Champion with no rooms to buff”: This just isn’t true. We buffed her plant AI in 5.20 and have been considering additional buffs from there. It is true that we feel pretty limited in what we can actually do because her winrate is actually quite high, which suggests that she’s probably not as weak as people think, but it’s just not true that we don’t consider that we have room to buff her.
  • You talk a lot about how we view Zyra as a long ranged mage, but I’d say that we view her as a ‘zone-controller’, more akin to Anivia and Heimerdinger than say Lux and Ziggs. A large part of what defines a zone control mage is their slow movement and set-up time, but extreme power once they have established a position, which is a large part of why they tend to have low defenses and movement and slow casts. What this means for us is that many of the weaknesses you point out on the character are actually intended weaknesses. Her E is supposed to represent a window where she spends set up time to CC opponents and establish plant control and I at least feel it’s important for it to have a longer than usual cast time.
  • You also talk a lot about Zyra’s matchups as a Mid laner in the context of professional play. While I think we do want to support Zyra as a Mid Laner for Solo Queue play, it’s felt out of reach to get her into Pro Play as a midlaner (similar to Annie). I don’t want to say that this is completely off the table long term, but as our team mostly works in 2 week spurts, making Zyra a desirable Professional Mid Lane pick without straight breaking her for the overall game is just out of scope.
  • With all that being said though, I will say that Zyra probably isn’t getting enough payoff from her kit at the moment. Personally, I have my eye on the Ult knockup duration and Plant scaling throughout the game as potential areas that we could buff on the character in the near future.

[ Link to Post ]



Are there going to be changes to Riven to make her feel less oppressive

Championship Riven Banner

Riot Time Wizard Final PortraitYes, we are looking into nerfs for Riven, and fairly soon! We don’t wanna ‘gut’ her, though. Riven players love their brokesword.

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Are you guys holding off on balance patches in preparation for Preseason

Scarizard Final PortraitMostly prepping for Preseason. 5.19 and 5.20 were relatively small, and 5.21 will follow suit as we’re putting the finishing touches on our preseason work.

Then, we will open wide each of our 10 mouths and sing the song that consumes the earth.

[ Link to Post ]



Syndra excelled in a glass cannon meta but shes now useless against tanks

Syndra Banner

Ricklessabandon New Portraithi, hi~
reading over your post, it sounds like your analysis of syndra is pretty aligned with our current understanding of where she’s at, how she functions, etc. to recap (and make sure we really are on the same page), here are some key notes about syndra:


  • role/function – if we were to ‘zoom out’ and pick just one threat that syndra’s opponents should be mindful of, it’d be her ability to make picks. opponents should need to be more mindful of the space around them when fighting syndra, and mistakes in positioning shouldn’t be forgiven very often. we’d want syndra to be functional in this regard above most other threats she could provide.
  • power timing – syndra’s ‘thing’ is about her ascension to more powerful states, so we’d much rather have larger amounts of her power come from things like her upgraded abilities than her first few levels in lane. currently, this is an area where we have a lot of room to improve. changes to address her power/impact/satisfaction in the later phases of a game (e.g., levels 16-18) are likely the next project we’d want to take on for her.
  • cadence – i personally feel like syndra is in a really good position to have one of the more satisfying and clearly represented ‘ramping threat’ profiles in league, especially since it directly ties in with her threat relating strongly to a need for spatial control and cashing in on good play there by making picks. i’m not sure if we’d have a strong reason to make further improvements here in the near future, but i can imagine a world in which we get to play this up even more and that makes me excited! practically speaking though, making refinements in this area would likely be a larger undertaking since it’s tied so strongly to the feel of playing the character (which i personally find quite enjoyable) so prioritizing it over other projects can be a tricky proposition.

so, getting back to your original question, i think the future of syndra includes a lot of focus on getting her timings right regarding power curves. we’ll most certainly look at her passive (a lot to be gained there, i feel) and anything else that lines up with a project in that vein. when making those adjustments, we’ll be looking at preserving her baseline function as a control/pick mage and playing up the good feels around her cadence if possible.

hopefully that covers your question!

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Any plans on reworking Leona into sololane or jungle viability

Riot Jag Final PortraitDon’t see a way we could do that without compromising on her duo lane power. One of the reasons we make Leona so incredibly powerful and tanky without many items is because her base values are calibrated around her not having a gold source.

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Why hasnt Sejuani received compensatory buffs after the Cinderhulk nerfs

Sejuani Banner

Riot Time Wizard Final PortraitWe tend to let champions like Sejuani (who thrived close to a 60% win rate for a while) level off after we nerf them in some way. We’re not intending to leave them to die and be forgotten, but in the interest of keeping the live environment fresh, we don’t want to rebound and throw more buffs at her, since she only just stopped being picked so much. She’ll be back — we’re just trying to let other champions have some time in the spotlight!

[ Link to Post ]


Follow Up Banner

Didnt a Rioter previously say you werent rotating between viable picks

Riot Time Wizard Final PortraitI think I miscommunicated! We don’t want to rotate the META, but we want to make sure that champions all have time to shine at one point or another. The meta shifts itself!

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Feral Pony New PortraitFor clarity, a rotational meta to me has some pretty explicit goals where you aim to make a totally new set of characters the dominant choices, often with the subgoal of focusing on selling more content. This is NOT our goal.

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state (which will get shuffled around during preseason most likely).

This can have a rotational style effect where the “top tier” of champions is often changes but it’s a very different approach. Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won’t revisit her for a little while, as our primary targets are the outliers at the top and bottom.

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Whats your current view on Rengar Do you think hes balanced

Rengar Banner Single

Riot Time Wizard Final PortraitRengar, balanced?! IMPOSSIBLE.

Joking aside, Rengar’s win rate and pick rate for the average player are actually reasonable, but as with any other feast or famine type of champion, when he gets strong he feels awful to play against. He’s been a tricky one to keep balanced, because there’s a fine line between removing his cool stealthy burst combo and making him feel ‘fair’. As an assassin, he also is strongly affected by meta shifts. We are still considering ways to make him less faceroll-one-shot feeling without alienating players that really love to play as him.

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Follow Up Banner

If Rengars fed the ! sign doesn’t help at all before he unstealthes

Riot Time Wizard Final PortraitI’m an ADC/squishy support main, so I definitely empathize with how awful it is to play against people that delete you from the game.

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How much math goes into the balancing of Champion abilities power

Riot Time Wizard Final PortraitPretty open-ended question there, and not as many obvious troll responses. Well, let’s say that we do a lot of different types of analysis for what a champion’s numbers should look like. Sometimes we look at pretty basic comparables (i.e. this is Lucian’s full combo at 9 with a BF Sword vs Graves) to get a first sense that something may be off. Then we can look into much more detail. For Ekko before release, Gypsylord and I looked at multiple different burst profiles (poke damage, full damage besides ult, full damage including ult) and measured them against other champions in his class that either had similar burst styles (maybe Diana) or had really spikey high-ends with huge AP Ratios (Leblanc, maybe Annie).

We also have a pretty decent read on knowing what small base stat changes will do to a champ because we’ve seen the effects of them so often.

That said, a lot of what we do is pretty well tied into both the objective aspects of playing a champion (i.e. this guy has X base damage at 13), as well as the subjective aspects (i.e. we have a huge amount of expertise on this topic, and we can confidently say that Darius is overtuned…that one may be a gimme).

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Did FeralPony buff Veigar so that he could play him in Ranked

Feral Pony New PortraitTotally bro, gotta climb that ladder.

Kidding aside, I stay far away from pushing for buffs for any champions I’m playing to avoid conflicts of interest. Additionally, I’ve never pushed for any buffs on any champions I’ve designed for similar reasons. The champions I’m currently playing are,

  • Bard
  • Tahm Kench
  • Udyr
  • Heimerdinger
  • Miss Fortune
  • Cassio (just starting to pick her up)

I generally steer away from Mid Lane, but I find Veigar’s Q double-tap farming pattern really fun. I’m more of a Support/Jungler.

As for do members of the balance team use their secret insider knowledge of the state of the game? Generally no, but it depends on the person. I play Bard and Udyr as my two main guys in Ranked. Neither is exactly topping the win rate charts, but I enjoy playing them and can carry a game with either.

It doesn’t give you much of an edge anyways, most of the data we have available is essentially public knowledge. It’s not really a secret for example that Wukong is reeeeeeeeaaaallllly strong, just not seen professionally. The best advice in League generally is play the champions you know, and you’ll do better then just grabbing the “OPs”

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What numbers do you look at to judge the balance state of Supports

Scarizard Final PortraitNumbers actually don’t discriminate when it comes to things like pick rate, win-rate etc for supports like you might imagine – though they’re often banned far less than other champions unless they’re wayyyy out of line (A little while ago, Janna sported a higher win-rate than maybe all but ~6 champions in our game, but was banned in less than 1% of games). TL;DR – We evaluate supports on similar metrics to the rest of our champions, though we’ve seen large swings from small changes in this category specifically due to the smaller pool of supports (so even a small nudge could make someone played a ton or played a little, because the next one replaces it).

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Do you take Champion countermatchups into account when balancing

Scarizard Final PortraitHeavily, actually. Our changes to all of the Juggernauts in 5.18 (where all 4 + GP/Fiora were nerfed) were actually done with champions like Gnar in mind, who we consider to be a popular and effective counterpick to these champions. Worlds has proven this to be mostly true, though obviously GP and Mordekaiser need further work.

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Which Champions need buffs at the moment

Scarizard Final PortraitOften times if some champion or strategy is domineering, we’ll think a lot about why that is – and in some cases, endeavor to buff a champion or item that’s part of that champion’s counter-matchup (such as making Spectre’s Cowl more efficient/better when mages are everywhere top, etc).

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Do you have any changes planned for unit collision

Feral Pony New PortraitWe have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.

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Is the balance team still working on fixing Quinn

Riot Jag Final PortraitI’m not sure how much I can get into with Quinn. All I can say is, we have been testing some changes to her that I am super excited for, as something of a Quinn enthusiast. You may be able to ask RiotRepertoir for more, he’s been doing some really cool work there.

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What stats do you use to decide which Champions to rebalance

ManWolf New PortraitWe have a ton of different metrics that feed into our balance decisions. For example, we look at base win rate across all elo, Plat+ win rates, pro win rates, and experienced player (more than 30 games on a given champion) win rates. Aside from win rate, we look at picks and bans, popularity, player perception, etc. We monitor this stuff from patch to patch, so it’s pretty easy to pick up on trends as well as predict them.

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How are assignments spread across the balance team

ManWolf New PortraitWe get together for each sprint (basically our tasks per patch) to both pick tasks and assign them. We use a healthy mix of data and intuition to select our projects and then assign them pretty organically (whoever wants it, takes it – though we tend to have people who “own” various champions because they have more experience with them than anyone else)

[ Link to Post ]

 


What are the backgrounds of the people working in the balance team

ManWolf New PortraitLike most of Riot, and really game development in general, we’re pretty diverse. We have people with no college education up through PhD’s. It creates a really unique design atmosphere because everyone sees things in a different way. Some people are very good about thinking in systems, others better in numbers or thematics. It’s a lot of fun.

[ Link to Post ]

 

 

Who does the balance team collaborate with when working on Champ design

ManWolf New PortraitWe work with pretty much everyone in “core” LoL, Champion, Champion Update, Game Systems, and so forth. It’s super important to understand not only what everyone is working on, but also why. Cross-team alignment can be tricky, but it’s a must for game health and balance.

[ Link to Post ]

 

 

What are your thoughts on Veigar Is he too strong at the moment Veigar Minibanner

SmashGizmo Final PortraitDefinitely a bit on the strong side. I still believe that the changes made in 5.18 were important to make his W feel like a reasonable skill on it’s own (not just a slave to his E), and take away the weirdness around missing champion last hits on his Q, but it does appear to have put the character a bit overboard. We’re currently investigating some nerfs to the guy and I think are leaning towards easing back on his base damages a bit to soften up his lane and play up his role as a hyper-scaling evil mastermind.

[ Link to Post ]

 


Why do you think Lux hasnt seen any play at Worlds so far despite recent buffs

Lux Single Banner

ManWolf New PortraitSomeone’s secret weapon and they don’t want to show their hand yet…

Alternatively, popular team compositions right now aren’t terribly favorable for Lux, but I wouldn’t be surprised if she showed up.

[ Link to Post ]

 


Scarizard Final PortraitI’d agree with MWAB here – Lux’s performance in normal play (especially since 5.17) has actually improved a lot, but professional teams just don’t seem to be valuing their pick-potential from the midlane, opting for Kalista, Kench, Thresh, Elise etc to do that for them.

She’s got the waveclear though. She’s one of my few picks (like caitlyn, thx flash wolves :D) to still see play before the tournament’s end!

[ Link to Post ]

 

 

What are your thoughts on the current state of Ahri

Ahri Single Banner

Riot Jag Final PortraitWith you on the jack of all trades aspect atm, but I don’t think she’s missing in high moments (her ult + Charm is still a premiere pick combo). I think Ahri is probably on the strong side a bit, may need to keep an eye here.

[ Link to Post ]

 

 


How much will the current ADC meta be affected by the Marksman update

Riot Jag Final PortraitChanges are more focused on making each Marksman feel unique and different, highlighting what they’re really good at, and making sure they’re supported by our current itemization. The changes are less about changing relative power levels and altering the meta.

[ Link to Post ]

 

 

How will the new ADCoriented items be implemented

Riot Jag Final PortraitI think some of the changes might make Teemo/Urgot feel a bit better about being Marksmen, but we don’t have a true “Urgot ADC dream item” in the works. The changes aren’t huge, but personally speaking, when testing them I think people do feel like they had a bit more choices and build flexibility than on Live.

[ Link to Post ]

 


How do you decide which role in the game is allowed to have what power

Scarizard Final PortraitPerhaps not an exciting answer, but these are really case-by-case. For instance ‘no hard-cc on an assassin’ is thrown out the window by Ekko, but we specifically designed all of his damage output and abilities around that fact. I’d say it’s generally less that there are ‘hard rules’ and more that there are some mechanics or abilities that are handled with extreme care. For instance, sustain and hard CC tend to be some of the ones that make people the most nervous – having the highest ‘potential’ to get out of control if not handled carefully.

[ Link to Post ]

 


Do you think Yasuo and Tahm Kench are too strong currently

Tahm Kench Single banner

Ricklessabandon New Portraitregarding the other questions, yasuo has an easier time in mid lane right now than we’d historically be content with given the current balance state of the game overall (items, balance of other champions, etc). this in some part points us into looking at other champions (like zed, for example) and doing a deeper dive on them. tahm kench is someone we’ll almost certainly need to look at again next season, but there’s still quite a bit to assess here in terms of which strengths are the healthiest/best to keep strong and which ones could potentially cause problems—same goes for his weaknesses. we’re not currently in a rush to jump on tahmmy boy though, so we have a bit of time to digest all the data we have coming in for him and that should lead to a more complete analysis soon.

[ Link to Post ]

 


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

 

Free Champion Rotation March 31 Banner

The following Champions will be free-to-play until March 31st:

 

Ahri Final Portrait

Amumu Final Portrait

Braum Final Portrait

Corki Final Portrait

Fiddlesticks Final Portrait

Graves Final Portrait

Malphite Final Portrait

Taric Final Portrait

Tryndamere Final Portrait

Xerath Final Portrait

 

 

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

 

 

Champion Skin Sale March 9 Banner

The following Champions and Skins will be 50% off until March 9th:

 

Ahri Final Portrait

Sion Final Portrait

Velkoz Final Portrait

 

Nightraven Fiora

Fiora_2 (1)

 

Reaper Hecarim

Hecarim_2

 

Undertaker Yorick

Yorick_1

 

 

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


 

PBE Roundup Banner 5 3

Patch 5.3 will hit live on February 11th and the new PBE cycle will begin on February 10th.


[ Note ] You can read on upcoming events, skins and why DJ Sona isn’t in Patch 5.3 in the comments below.

 

Store Content

Balance

Miscellaneous

 

 

Heartseeker Varus

Heartseeker Varus will be available in store for 1350 RP. Sweetheart Annie will also be up on sale for 750 RP at the same for Valentine’s Day.

 

Varus_Splash_4

Heartseeker Varus 1

Heartseeker Varus 2

 

HS Varus Recall 1

HS Varus Recall 2

For his recall, Heartseeker Varus flies in the air and fires an arrow with the strength of half a Teemo.

 

HS Varus Basic Attack

Basic Attack

 

HS Varus Passive 1

HS Varus Passive 2

Living Vengeance [ Passive ]

 

HS Varus Q 1

HS Varus Q 2

HS Varus Q 3

Piercing Arrow [ Q ]

 

HS Varus W 1

Blighted Quiver [ W ]

 

HS Varus E 1

HS Varus E 2

HS Varus E 3

Hail of Arrows [ E ]

 

HS Varus R 1

HS Varus R 2

Chain of Corruption [ R ]

 

 

Marauder Ashe

 

Marauder Ashe will cost 750 RP and will be in store a few days after Patch 5.3 hits live.

Warwick_Splash_8

AsheLoadScreen_7

Marauder Ashe Updated 1

Marauder Ashe Updated 2

 

Marauder Ashe W

Volley [ W ]

 

 

Marauder Warwick

 

Marauder Warwick will also be sold for 750 RP.

WarwickLoadScreen_8

Marauder WW Updated 1

Marauder WW Updated 2

Hungering Strike Marauder WW

Hungering Strike [ Q ]

 

 

Warden Nautilus

Warden Nautilus will be available for 750 RP a few days after Patch 5.3 hits live.

 

Sivir_Splash_7

NautilusLoadScreen_4


Inquisitor Nautilus Updated 2

Inq Nautilus Q

Dredge Line [ Q ]

Inquisitor Nautilus W Updated

Titan’s Wrath [ W ] 

 

 

Warden Sivir

Warden Sivir is priced at 750 RP and will be available shortly after Patch 5.3 hits live.

 

SivirLoadScreen_7

Inquisitor Sivir Updated 1

Inquisitor Sivir Updated 2

Inq Sivir Q 1

Inq Sivir Q 2

Boomerang Blade [ Q ]

 

 

A new ward skin to go with Heartseeker Varus and Sweetheart Annie will be released around Valentine’s Day.

 

 

The Heartseeker Ward, when placed, hovers above the air for a bit before being struck by an arrow and going invisible.

 

 

New Summoner Icons

 

New icon for Valentine’s day! No info yet on whether it’ll be available for IP.

profileIcon775

 

I assume this icon will be a reward for playing Nemesis Draft (new featured game mode, you can find a preview here)

profileIcon781 (1)

 

You can purchase the face of Satan after Patch 5.3 in celebration of the Carnival of Brazil (Feb. 13th – 18th):

profileIcon776 profileIcon777

 

 

Champion Changes

 

 

Ahri Final Portrait

 

Orb of Deception Final IconOrb of Deception [ Q ]

  • Mana cost increased from 55/60/65/70/75 to 65/70/75/80/85

 

Fox Fire Final IconFox Fire [ W ]

  • Base damage decreased from 50/80/110/140/170 to 40/65/90/115/140
  • Range decreased from 750 to 600

 

 

 

  • Base damage increased from 49 to 52


Conquering Sands [ Q ]

  • Base damage decreased from 75/105/135/165/195 to 65/85/105/125/145

 

Arise! [ W ]

  • Damage to towers decreased from 90 + 15-per-level (+0.6 AP) to 60 + 10-per-level (+0.4 AP)
  • Attack Range of Sand Soldiers decreased from 400 to 325

 

 

 

Diana Final Portrait

 

Pale Cascade Final IconPale Cascade [ W ]

  • Orbs now rotate around Diana at double speed (faster shield proc)

 

 

 

Gnar Final Portrait

 

Rage Gene Final IconRage Gene [ Passive ]

  • Now starts gaining rage 15 seconds after transforming back into Mini Gnar, increased from 13

 

 

 

Gragas Final Portrait

 

Barrel Roll Final IconBarrel Roll [ Q ]

  • Slow strength increased from 30/35/40/45/50% to 40/45/50/55/60%

 

 

 

Kassadin Final Portrait

 

Null Sphere Final IconNull Sphere [ Q ]

  • Base Damage decreased from 80/105/130/155/180 to 70/95/120/145/170

 

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • Active can now be cast if a target is inside Slicing Maelstorm, even if the target doesn’t have a Mark of the Storm

 

 

Sona Final Portrait

  • Base Health increased from 482.36 to 497.6
  • Health-per-level decreased from 77 to 70
  • Base Attack Damage increased from 50.04 to 52.04
  • Base Movement Speed increased from 325 to 330
  • Mana-per-second decreased from 1.8 to 1.6184
  • Mana-per-second per level increased from 0.08 to 0.13

 

 

Varus Final Portrait

 

Chain of Corruption Final IconChain of Corruption [ R ]

  • Missile width increased from 100 to 120

 

 

Item Changes

 

Fairsight Orb Final IconFairsight Orb [ Trinket ]

  • Now additionally places a visible ward at the target area that lasts 60 seconds

 

Greater Stealth Totem Final IconGreater Stealth Totem

  • Now stores up to two charges of wards. Regains a new charge every 60 seconds.

 

Oracles Lens Final IconOracle’s Lens

  • Price of upgrade decreased from 475 Gold to 250

 

Spectres Cowl Final IconSpectre’s Cowl

  • Passive healing when hit increased from 100% of base HP regen to 150%

 

 

Lunar Revel Animation

Lunar Revel is approaching; here’s a login screen to tease the upcoming event:

 

 

 

Range indicators on Zyras plants

Zyra’s plants now have indicators for range. Below are both versions of her plants.

 

Zyra Plants Indicator

 

 

Camera Move Speed Settings

 

The Camera Move Speed option has been split into two options for both mouse and keyboard.

Options Speed Update

 

 

New Options for Locked Camera

There are now two options for Locked Camera Mode: Fixed Offset and Per-side Offset. The former keeps the over-the-top perspective, while the Per-side offset aligns the camera “behind the shoulder” of the character, matching the camera angle for blue side and red side. Examples below:

 

Fixed Perside Offset

 

Fixed Offset for Blue Side

Blue Side Fixed

 

Per-side Offset for Blue Side

Blue Side Perside Offset

 

Fixed Offset for Red Side

Fixed Side Red Side

 

Per-side Offset for Red Side

Perside Offset Red Side


 
Texture Rebalances

 

Classic Kennen

Classic Kennen 1

Classic Kennen 2

 

Deadly Kennen

Deadly Kennen 1

 

Karate Kennen

Karate Kennen 1

 

Kennen M.D.

MD Kennen

 

Swamp Master Kennen has also been updated, but I don’t have access to the skin. :/

 

Arctic Ops Kennen

 

Classic Fiddlesticks


 

Spectral Fiddlesticks

 

Bandito Fiddlesticks

 

Pumpkinhead Fiddlesticks

 

Fiddle Me Timbers

 

Surprise Party Fiddlesticks

 

Classic Veigar

Classic Veigar 2

 

White Mage Veigar

 

Veigar Greybeard

 

Leprechaun Veigar

 

Baron Von Veigar

 

Superb Villian Veigar

 

Lord Mordekaiser 

 

Infernal Mordekaiser

Infernal Morde

 

  • The audio bug with Firecracker Jinx’s minigun has been fixed.

 

 

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

 


News 05 02 Banner

 

News 05/02

 

Recent News

tesZ3UY

 

 

Refer a Friend Banner 2

 

BY RIOT METASYSTEM

We started RAF to reward players for their part in growing League and we’ve updated the program to simultaneously remove incentives for abuse and better serve most League players. As we were working on the update, we found that the majority of League players refer between one and five friends.

The updated design now rewards you for bringing those friends into the game. With the new update, for every friend you refer who reaches level 10, you’ll earn 1000 IP. You can refer a total of five friends, and with three successful referrals, you’ll unlock the Grey Warwick skin. Recruit five friends and you’ll unlock Medieval Twitch.

There are no additional rewards to earn, and everyone who participated in Refer-a-Friend in the past have been transferred to the new program with the same number of referrals as before. For example, if you’ve already referred four friends, you’ll automatically earn 4000 IP and Grey Warwick. Please note, we’re also auto-redeeming unclaimed rewards for players who used previous versions of Refer-a-Friend, but this process could take a few days.

We’re excited to launch the update to the Refer-a-Friend program, head here to get started — good luck and have fun bringing your friends into League of Legends!

[ Link to Post ]

 


Reports Banner

 


Allow us to see reports submitted against us

Lyte Final PortraitWhen the Tribunal is back, we’re including systems that will send players “Reform Cards” that will outline the games and chat logs that led to the punishment.

We believe that getting the whole picture of game stats, chat logs, reporters is valuable feedback to help change behaviors, and is better than just a report category or comment.

[ Link to Post ]



Why did you turn off the old Tribunal while working on the new

Lyte Final PortraitThe Tribunal was driven by numerous other systems such as the Report System, the Honor System, and others. Some of the issues with Tribunal were related to the underlying Report System, and we had to re-work some of those aspects first. So, in many cases it’s easier to re-work the foundation of a system without ensuring that it’s constantly still functionally working with the old Tribunal. We could have tried keeping everything up in parallel, but we would have needed more resources and time to bring out the new one.

Secondly, we wanted to test a few different systems and feedback loops such as the machine learning system driving escalated bans. We wanted to see the efficacy of such a system without the results having added noise from multiple other systems like the Tribunal interfering with punishments or reform. From these cleaner tests, we were able to figure out the effectiveness of these new systems and apply the lessons to the new Tribunal.

[ Link to Post ]



Will the system show us meaningless reports

Lyte Final PortraitWe wouldn’t show “false reports” anyways because the system has already labeled them false reports. Showing false reports does nothing except make players worried, even though the system has already discounted them and given them 0 value.

[ Link to Post ]

 



Reporting without a Tribunal is just being abused right now

Lyte Final PortraitLet’s be honest, there’s very little abuse because the Report System has an entire featureset that filters false reports and gives them 0 value.

If you are getting chat restrictions, it’s probably because you are doing something verbally that warrants a light penalty. I’m happy to review your case if you disagree.

[ Link to Post ]

 


Single Posts 05 02 Banner

 

 

What was Ahris originally intended role

Meddler Final PortraitNice post. Some additional context below on our thoughts on Ahri, both now and in the past.

  • The original intent with Ahri was to create a mage with strong (windowed) mobility and single target pick potential. That does result in a mage with assassin like elements, goal was to put her in a spot that was mage first, assassin second (in contrast with Le Blanc who’s more assassin overall).
  • The idea was that Ahri would have longer combat/kill times than assassins. Less bursting you down in a second from full if she caught you out of position, more having to make a multiple passes or poke you a bit first (hence the multiple dash ultimate and Q with decent poke potential).
  • While understanding original intent behind something’s extremely valuable we don’t feel initial vision’s something that’s sacred and shouldn’t be challenged. If a different approach seems more beneficial overall it’s worth looking at. That mentality lead us to make some changes to Ahri a year or two ago that pushed her into more of an assassin role (the charm damage amp primarily).
  • Our conclusion, after seeing those assassin changes play out, is that we were wrong there and that going back to a more extended combat pattern’s best for Ahri (particularly in terms of the playstyle her ult’s multi cast best matches).

[ Link to Post ]

 

 

What happened to the Fighter rework you promised

Ghostcrawler New PortraitAh the fighter problem…. 🙁

Yeah, we’d agree with both of those comments. If assassins and mages typically bring burst, and fighters and ADCs bring sustained damage, then there needs to be something fighters can do better than ADCs, or they are just always going to be inferior. If you make the argument that the fighter has to do even more damage than an ADC to make up for the fact that they aren’t on target as much as a ranged champ, they tend to be really frustrating for both sides: they either die before they can close the gap, or they erase the other champ when they do. This, in a nutshell, is the fighter problem.

We are working on it. We think there is room for a class of champions that are as tanky as tanks, but with higher damage to make up for the engage or control of the tanks. Many fighters don’t deliver on this at the moment — they are squishier than tanks, with lower effective / realized damage than ADCs. In addition, there are several mages that play like fighters, and several fighters that play like assassins. Finally, on top of all of that work, we think fighters just need to bring more utility. It’s going to be hard for guys like Darius to find a comp if what they’re offering is bringing tons of damage when other champs potentially bring that as well as some kind of team benefit or buff.

It’s a lot of work, which is why it has taken us so long to fix the problem. We have built up a lot of “design debt” and it takes time to dig our way out of that. We’re not happy that it has taken this long, but we are happy that we feel like we have a pretty good understanding of the problem and how to fix it now.

[ Link to Post ]



Riots concept of assassins lacks reactive counterplay and is not fun

Ghostcrawler New PortraitWe’ve been talking about the assassin role a lot lately, as you can probably imagine as part of the whole DFG discussion.

While counterplay is a League design value, assassins probably deliver on it less than some roles, and to some extent that’s okay. I say that because playing an assassin is often about getting the drop on someone and taking them out before they can respond. That lack of response can feel like lack of counterplay, but we’re okay with it as long as assassins still have some weaknesses. (The alternative is that we conclude we can’t really support an assassin play style at all, which we think would be unfortunate).

High mobility and burst damage are pretty important for assassins so they can accomplish what they are supposed to, but that means assassins have to give up something elsewhere, such as CC and of course tankiness.

We’re also talking a lot about which champions fit in the different roles. Some of the champs you guys mention in this thread play more like mages (lots of control) or fighters (more tankiness than the typical assassin). Historically as we developed champions, we were pretty fast and loose about which role a champ filled — often it had more to do with theme or even art as much as it did the function the champ filled on the map, especially in team fights. We’re now in the process of trying to be more explicit about what makes a champ an assassin vs a mage or whatever. This might mean reclassifying some of the more ambiguous characters, or at least understanding when they’re breaking rules that they are in fact breaking rules and may have to pay for that somewhere else in their kit.

I mention this because it should provide some context for the kinds of changes you’re going to see us make, and also because it’s a chance for you guys to talk about what you perceive as the strengths, weaknesses and roles of the various champion types.

[ Link to Post ]



Inquisitor Skins Renamed


Inquisitor Nautilus and Sivir renamed to Warden Nautilus and Warden Sivir

Galetta Final PortraitHey all,

Sorry this is happening so last minute (we’ve been swamped lately) but we’re changing the names of Inquisitor Nautilus and Inquisitor Sivir to Warden Nautilus and Warden Sivir. We want these skins to feel imposing/foreboding when you play them and we think these names capture that fantasy more strongly than the previous ones. Again, sorry this is so last minute. Appreciate all the feedback!

[ Link to Post ]



 Sona 5 3 banner


DJ Sona will NOT be released with Patch 5 3

Galetta Final PortraitHey just to clarify DJ Sona will not be out in patch 5.3. She’s going to be on PBE for an extended period of time in order for her to get the proper amount of quality testing! She’s very very complicated. @u@

[ Link to Post ]


KateyKhaos Final PortraitHey there!

Having Sona not release in Patch 5.3 wasn’t a mistake. :]

As Riot Galetta stated, DJ Sona is a pretty complicated skin. She’s got a lot of music, particles, form swapping and moving parts.

We wanted to release her to PBE a bit earlier than most skins because having more people playing her means a better chance at catching any glaring bugs before release. (We’ve also got a team testing her, but the more eyes the better!)

Our goal is to have DJ Sona in the best shape as possible when she hits live, rather than rushing her out the door with a bunch of unpleasant bugs to play with. :]

[ Link to Post ]

 


Why wouldnt Normal  Games be part of our match history

[ Note ] This is part of a discussion regarding the update to match history on the PBE.

Mattenth New PortraitNormal games are still in Match History for you and your friends. We’re phasing them out from the general public to continue to encourage normal queues being a more relaxed, for fun atmosphere.

In football, it’d be the difference between a club match and a pickup game. In the club match, both stats and the game outcome are recorded and made publicly available. But with pickup games, while you’re still trying to win, it’s much more laid back.

One specific case we wanted to avoid is 3rd party websites and services that try to aggregate normal game stats and winrates over time. We don’t want players to feel pressured or insecure to try out new champions and playstyles in normal games because it might affect their macro stats and perception.

[ Link to Post ]

 

 

Lore What Champs do you want to hear more about

Ant in Oz Final PortraitHi guys,

I wanted to jump in and ask which Champions (or regions, events, storylines, etc related to their backgrounds) you reaaaaally want to see / learn more about.

As Jaredan and others have mentioned in other threads, in addition to ongoing new Champ / ChamUp support we’re currently focused on developing things like world building, longer storylines, R+D, etc. Nevertheless, going back and developing the stories and backgrounds of the characters we all love – and fixing things that are just broken from a narrative point of view – is really important to us. The stories for many champs need some love, and we want you guys to have a voice in helping us determine where we need to focus our attention.

A couple caveats to set expectations:

This isn’t a promise to drop everything and focus on fleshing out your favorite champ’s background (at least not yet) straight away. Having said that, if there are some clear favorites among players around the world, then we’d like that to factor into our decision-making process.

Please don’t offer up specific story ideas – legally, we just can’t use them (the same reason I don’t read fan-fic – it’s a can of worms from a legal POV).

Also, I can’t promise exactly when or how we’ll be able to deliver on this stuff. Despite the best intentions, we’ve burned ourselves before by making overzealous promises, so we’d rather not go down that route.

Looking forward to hearing your thoughts!

Cheers!

[ Link to Post ]

 

 

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


DJ Sona WIP PBE

Work-in-progress! [ Note ] DJ Sona is unavailable at the moment.

 

PBE 03/02

 

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

 

All PBE updates for Patch 5.3 Cycle:

 

 

DJ Sona

DJ Sona is an ultimate skin, meaning it’ll be sold in store f0r 3250 RP.

 

PBE’s up but DJ Sona is not available. She’s currently being bugfixed.

 

[ Note ] I’ll cover DJ Sona in a separate PBE article when she’s re-enabled in the store and with all her songs.

 

DJ Sona Voice-Over

 

 

 

Concussive

GxZpRVx

 

Kinetic

1tFWYdC

 

Ethereal

xPYWJoe

 

 

Lunar Revel Animation

Lunar Revel is approaching; here’s a login screen to tease the upcoming event:

 

 

 

Champion Changes

 

 

Ahri Final Portrait

 

Orb of Deception Final IconOrb of Deception [ Q ]

  • Mana cost decreased from 60/70/80/90/100 to 65/70/75/80/85 (a change from yesterday’s PBE update, live value is 55/60/65/70/75 Mana)

 

Fox Fire Final IconFox-Fire [ W ]

 

 

Kassadin Final Portrait

 

Null Sphere Final IconNull Sphere [ Q ]

 

 

 

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

 

 

News 03 02 Banner

 

News 03/02

 

Recent News

NA-Servers-Banner-3

 

 

More Leaks for DJ Sona

Following the recently-shown audio clips for DJ Sona, a Chinese website has leaked several splash arts for all of Sona’s stances. You can also find a short clip on the site.

 

Riot have also released the full-length music pieces for DJ Sona. [ Concussive ] [ Ethereal ] [ Kinetic ]




To iterate, you can change between Sona’s music with /toggle in-game at any time, the songs are NOT bound to her different spells.

The music and Sona’s model automatically updates when you level up your ultimate. You change both her model and the music she plays by toggling her stances.


1tFWYdC

 

 

xPYWJoe

 

 

GxZpRVx

 

 

 

Patch Notes February 2 Banner

[ Link to Patch Notes ]

 

Nidalee Final Portrait


When we changed Nidalee’s “Hunt” passive to apply to jungle monsters, we also made it so that hunted monsters would be rooted for 2 seconds when debuffed. This was to prevent those frustrating situations when Nidalee would spear a monster over a wall only to have it run out of Pounce range trying to get her. This was included with Nidalee’s 5.2 changes, we just forgot to document this one. Sorry!

[ QUIT RUNNING I’M TRYING TO HUNT ] Hunted’ monsters are also rooted for 2 seconds after being debuffed so that Nidalee can actually get in range to Pounce on them. This change was included in 5.2, we just forgot to document it. Sorry!


Mouse Inputs

[ BUGFIX ] Fixed an issue causing combinations of high mouse sensitivity and low FPS to result in delayed response when clicking repeatedly


Udyr Final Portrait


[  STILL NOT ZAC ] Fixed a visual bug that turned Primal Udyr into a stretchy blob after dying and respawning

 

 

Champion Updates Banner 4

This is a discussion following a recently-released dev blog, which you can find here.

 

 

Will Kassadin receive an update to his model and textures not just effects

IronStylus Final PortraitHere’s how I see things:

We have plans and opportunities.

The plans include a lot of the known big updates, the Visual & Gameplay Updates (VGU’s) which are planned out usually super far as they need a lot of planning for execution. The projects can take months to do (maybe a year). They’re heavily comprehensive. They’re often used for the worst offenders in our game, often characters that need complete gameplay, art and thematic rebuilding, sometimes one of those aspects, sometimes all. The Sions, Tarics, etc. We slot and fantasy slot these far in advance.

The opportunities include lower scope Model & Texture Updates (MTU’s) which aren’t planned quite as far out, and are usually jumped on when we see an open slot, or a new gameplay update has been cracked, or we have the ability to borrow art resources from another team. Also when they’re themeatically “safe”. Nasus was done in this way. The legendary skin enabled his VU. These MTU’s are usually built on what we have, existing rig, tweaked animations, etc. The reason being is that if we made them as high scope as full large-scope projects, you wouldn’t see them for a year or more. We simply can’t accomodate doing 8 Sions a year.

While yes, a lot of these champions could benefit from complete tear-downs, we have great opportunities that present themselves. In Kassadin’s situation, Tokkelossie, being a big Kassadin fan, had made a completely new model on his own time. So boom, we had a start. Additionally, we started working with an outsourcer that has proven really, REALLY effective in making quality models, and we’ve begun to leverage them on skins, especially existing skins for VU’s. The fast ramp-up can be attributed to having the existing new base model, some work the skins team had been doing, his VFX being in a good place, and a 3D external partner able to handle both reconcepting and remodelling the existing skins allowed us to jump on this.

Would it be nice to burn everything down and rebuilt it from scratch? Sure, if we can do that in an optimal time. We could knock down the house, re-pour the foundation, build a new frame, etc. But sometimes, because the opportunity to save time and resources is there, we build on top of a workable foundation with the frame intact.

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How long will we have to wait for Kassadin to be updated

IronStylus Final PortraitWeeks to months rather than months to years 😛

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Will Kassadins update include a new voice-over

C3Sound New PortraitHey Siachi!

A lot of time goes into writing the backstory, bio, script, the in-game text, recording the VO, editing, processing, localizing, casting and recording in 15+ languages around the world…

If we were to do this with every champion we wanted, we wouldn’t be putting out a new update but once every so often. So while we take our larger projects through this longer pipeline, we cant take every project champion update chooses to touch through the process.

That said, we arent ruling out VO for future projects just yet. We are deliberating what can take the longer road for the upcoming year.

Thanks!

C3

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IronStylus Final PortraitRight now, with the current outlook, Kassadin VO wouldn’t be in scope with what we’re planning. It’s of course a nice-to-have, but right now the bandwidth we have is mainly in the modelling department. Given the current constraints we feel what we’re planning will add value in a time frame that won’t leave players hanging for a year.

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Any progress on Evelynns update

IronStylus Final PortraitNo idea. This is a tough one and will need probably the same amount of pre-production time as Sion, if not more.

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Will Taric be updated this year

Repertoir New PortraitTaric is pretty far along in the gameplay design process already. He’s my other current project, along with Ryze.

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How is Poppys rework coming along

IronStylus Final PortraitShe’s currently in pre-production, I may or may not be personally working on her.. cuz.. ya know, armor.

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Are you considering updating ChoGath

IronStylus Final PortraitCho’gath is pretty massive in scope. Currently he’s someone we’d like to fantasy slot, but it’ll be entirely dependent on technical resources that are allocated to the team. Right now there’s not enough animation bandwidth to do what we’d really want to do. That said, we may try experimenting with him on the Battlecast rig which might allow us to speed up development, that’s not an immeidate priority right now but it’s one I’d personally like to see us take on sooner than later.

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What will be the scale of Ryzes update

IronStylus Final PortraitCurrently we’re looking at a full Visual & Gameplay Update.

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Phreak on Ahris PBE Nerfs Banner

You can find Ahri’s PBE changelist here.



Ahris recent PBE nerfs dont solve her core problems

Phreak New PortraitThis is all built around the assumption that “her core weakness is that she can be ganked pre-6”

I’m sorry, but that’s ludicrous. She used to be easier to gank pre-6, and now it’s a bit harder. Ok, so that changed a little bit. So what?

Here’s the thing: Ahri didn’t have a real weakness. If the only weakness you can point out is, “Well, for 6 minutes you could kill her, but for the other 35 she could do whatever she wanted” that’s stupid. That’s not good design, that’s not healthy, that’s not anything good. For what it’s worth, a lot of the reason LeBlanc is frustrating is because of this – She just sort of does whatever she wants all game and you just have to deal with it.

You also mentioned “ruining her build diversity.” It’s not mentioned anywhere outside the intro. So I’m really not sure where that point’s headed.

And Ahri already IS squishy. She’s one of the frailest champions in the game. Even Annie has an Armor/MR shield. Cassiopeia builds fairly tanky with (RoA/Seraph + Rylai’s). The point of the changes is to actually EXPOSE the squishiness. Her W puts her in Equilibrium Strike range. GOOD.

See, here’s the thing about Ahri now. She’s really mobile. She has medium-speed medium-range skillshots. She also has non-skillshots with very short range. You know what’s cool about that? She can skirt around medium range poking with skillshots. She can also use her high mobility to get into close range and put herself at actual risk to land her reliable damage. Sounds like an actual weakness! She’s in range of Equilibrium Strike if she wants to do more than poke. And then skillfully use her movement speed buffs and dashes (with long cooldowns after) in order to succeed.

Sounds a hell of a lot better than, “Well, now it’s after 6 minutes, her core weakness is gone.”

Also, increasing the mana cost of Q DOES affect her early game: If she can’t simply spam Q on cooldown for immense sustain and easy wave clear, she’s going to have less overall sustain and forced to walk into autoattack range to last hit more often.

Ultimately, it’s always tricky dealing with reworks, either small- or large-scale. I’d consider Ahri’s total changes now a small-scale rework. Ahri now:

  • Is much more mobile than before. She’s arguably the most mobile mage in the game who can’t dash over walls before level 6.
  • Has a medium-range poke pattern as well as a short-range all-in pattern that uses multiple rotations of spells (as opposed to Fizz just REQW’ing you, Ahri Q-R-E-W-R-Q-W-R-W) supported by a lot of mobility to keep her in the fight (as opposed to something like Jax who just tanks you until he gets multiple ulti hits)

Ahri no longer: * Hits you with her entire kit from out of your counter-attack range and then dashes away

And of course, any time a champion “no longer” does something, everyone who’s attached to it gets really scared, because a specific thing their champion used to do doesn’t exist any more. But really, Ahri shouldn’t be hitting you with non-skillshots while dodging everything you ever do. If she’s hitting you with non-skillshots, you should be able to hit her back. Ahri’s power is in getting to choose when those windows are. That’s always been the core power of Ahri: Her ability to choose those windows and if she chose wrong, say “Oh crap” and burn her other two Rs backwards.

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

 

 

PBE 02 02 Banner

 

PBE 02/02

 

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

 

All PBE updates for Patch 5.3 Cycle:

PBE-27-01-Banner

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Tweaks to Inquisitor Marauder Skins

Inquisitor Sivir has received a color tweak to her waist cloth piece and her chest armor has beeen updated.

 

Old

Inq Sivir Model 1

Inq Sivir Model 2

 

New

Inquisitor Sivir Updated 1

Inquisitor Sivir Updated 2

 

Marauder Warwick has received tweaks to his armor and claws.

 

Old

Marauder WW Updated 1

Marauder WW Updated 2

 

New

Marauder WW Updated 3 Marauder WW Updated 4

 

 

Range indicators on Zyras plants

Zyra’s plants now have indicators for range. Below are both versions of her plants.

 

Zyra Plants Indicator

 

 

New Options for Locked Camera

There are now two options for Locked Camera Mode: Fixed Offset and Per-side Offset. The former keeps the over-the-top perspective, while the Per-side offset aligns the camera “behind the shoulder” of the character, matching the camera angle for blue side and red side. Examples below:

 

Fixed Perside Offset

 

Fixed Offset for Blue Side

Blue Side Fixed

 

Per-side Offset for Blue Side

Blue Side Perside Offset

 

Fixed Offset for Red Side

Fixed Side Red Side

 

Per-side Offset for Red Side

Perside Offset Red Side

 

 

Champion Changes


 

 

Ahri Final Portrait

 

Orb of Deception Final IconOrb of Deception [ Q ]

  • Mana cost increased from 55/60/65/70/75 to 60/70/80/90/100

 

Fox Fire Final IconFox Fire [ W ]

  • Base damage decreased from 50/80/110/140/170 to 40/65/90/115/140
  • Cooldown decreased from 9/8/7/6/5 seconds to 8/7/6/5/4
  • Range decreased from 750 to 600

 

 

 

Diana Final Portrait

 

Pale Cascade Final IconPale Cascade [ W ]

  • Orbs now rotate around Diana at double speed (faster shield proc)

 

 

 

Gnar Final Portrait

 

Rage Gene Final IconRage Gene [ Passive ]

  • Now starts gaining rage 15 seconds after transforming back into Mini Gnar, increased from 13

 

 

 

Gragas Final Portrait

 

Barrel Roll Final IconBarrel Roll [ Q ]

  • Slow strength increased from 30/35/40/45/50% to 40/45/50/55/60%

 

 

 

Kassadin Final Portrait

 

Null Sphere Final IconNull Sphere [ Q ]

  • Base Damage decreased from 80/105/130/155/180 to 70/95/120/145/170

 

Nether Blade Final IconNether Blade [ W ]

  • Passive magic damage on-hit changed from 20 at all ranks to 10/15/20/25/30

 

 

 

Varus Final Portrait

 

Chain of Corruption Final IconChain of Corruption [ R ]

  • Missile width increased from 100 to 120

 

 

 

Item Changes

 

Fairsight Orb Final IconFairsight Orb [ Trinket ]

  • Now additionally places a visible ward at the target area that lasts 60 seconds

 

Oracles Lens Final IconOracle’s Lens

  • Price of upgrade decreased from 475 Gold to 250

 

Spectres Cowl Final IconSpectre’s Cowl

  • Passive healing when hit increased from 100% of base HP regen to 150%

 

 

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