[ Reminder ]Â 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 theÂ PBE Community Forums.
Hereâ€™s all the major content youâ€™ll see in Patch 5.2Â (updated every PBE Patch):
The Summoner platforms on both side now have similar relics to those found on the base gates. Of course, after 15 seconds they disappear.
No longer amplifies Ahri’s damage against Charmed targets by 20% for 6 seconds
Noxious Blast [ Q ]
Mana cost increased fromÂ 40/45/50/55/60 toÂ 40/50/60/70/80
Twin Fang [ E ]
Mana costÂ increasedÂ from 35/45/55/65/75 to 50/60/70/80/90
Broken Wings [ Q ]
Now auto-cancels the animation earlier [Â unintended change for now, read below ]
This is an unexpected change from some of the fixes in 5.1 to Overlapping CC effects (Riven’s lockouts, which were blocking her from auto attacking automatically at once previously, use some of the same system that governs CC). We’re going to look at this and discuss what the appropriate course of action is start of next week, will keep you folks posted.
We’re entering the PBE cycle for Patch 5.2 and the major change here is the removal of Deathfire Grasp; below you can find a discussion on what Riot plans to do for mages reliant on that item. Also, Lead Champion Designer Meddler jumped on the forums to address unpopular picks like Yorick, Urgot and Evelynn and where they are on the priority list for reworks. Lastly, the newly-overhauled Fantasy LCS is currently experiencing issues and Patch 5.1 has been delayed for at least a day.
[ !Â ] Deathfire Grasp has been removed from the store on the PBE.
Hey guys, Jag here from the Live Balance team. It’s a new year, a new(ish) season, and we’re back with the Patch 5.2 Forecast!
The biggest change we’re making in 5.2 is that we’re removing Deathfire Grasp from Summoner’s Rift. There are two major reasons we felt we had to do this, so I’ll run through both:
First, DFG tends to make burst patterns even more bursty. The item effectively adds another nuke spell on top of kits that are already designed to have strong up-front damage and aggravates the “whoa, I got one shot out of nowhere” frustration of playing against certain champions. A good example is LeBlanc; DFG adds reliability to her assassination patterns and ends up removing counterplay (she gets to rely on her Q, E, and DFG spells for damage, and can use dashes to reposition or escape instead of making more risky plays).
The second reason is strongly tied to the first; removing this item gives us room to buff champion kits that would otherwise be overpowered if they could use DFG. The most obvious example is Ahri; more ‘magey’ elements of the character, like her sustained damage or kiting, end up getting washed out because she has so much power to blow up charmed targets with a DFG burst. This ends up forcing us to balance Ahri around her assassin playstyle because there’s always the “I can buy DFG” route to consider; removing the item means we can buff her in more interesting ways while still keeping some of her burst because she can’t just pick up a DFG and double down on a single playstyle.
As far as champions that purchase DFG are concerned, some will get some love now that DFG is gone (I mentioned Ahri; expect Veigar to get attention either this patch or next); some are strong enough that losing DFG is a healthy nerf; some rely on alternate item builds sufficiently that they won’t be affected too much. When 5.2 goes live, if we feel there is an itemization gap for mages, then we’ll address that further.
One of the other character classes we’re looking at in 5.2 in Assassins. Some assassins have top tier burst potential that is loaded onto high reliability spells (think Akali or Fizz here) and don’t have enough real weaknesses to compensate. Others may simply be too strong along a variety of dimensions; Zed being one of the best 1v1 champions in the game and an extremely efficient tower diver helps make him a super split pusher. However, him having such strong tower killing statistics (e.g. AS, bonus AD from W passive) on top of that makes for an overwhelming combination.
Last point regarding jungle; we have seen the jungle receive a huge amount of changes since the start of the preseason, and Patch 5.1 was no exception with the addition of the Smite charging system. We want to keep a close eye on what happens when 5.1 hits live servers and we will continue to make changes to jungle as appropriate.
Mordekaiser is a guy we’re still looking at. He’s an interesting problem because admittedly it seems like DFG is core to his late game team fight objectives, but on the other hand it’s really hard to play up some of his basic play patterns (especially in lane) without aggravating the “this guy is miserable to play against” experience.
The interesting issue with DFG is that despite being a nuke scaling off of percentage health and therefore in theory being a tank shredder, it ends up being arguably more potent on squishies since it reduces the threshold required to one shot a carry’s low health pool by 20%.
Your point suggests to me that maybe there’s an itemization hole for mages that want to deal with health stacking (that Liandry’s is not currently serving). I think that’s a good issue for us to keep an eye on.
So I can comment on this a bit. We’re looking at some longer term changes to the itemization system this will probably result in some additional active items though I wouldn’t expect anything in 5.2. A lot of the work on the Active Item UI (making active items more prominently displayed on your cast bar) had the goal of allowing us the ability to make more active items. Any additional actives we add would most likely be targeted at classes or roles that currently have a lack of activated items (ie- probably not supports as they can often be overloaded with actives though we had some ideas there as well)
There are also a few active items we had experimented with during Preseason that we liked (like ZzRot Portal) but were delayed due to scope which we might be able to get ship ready sooner.
Cassio is an interesting topic that I’d like to dive deeper on later. But to start I’d ask what you perceive she needs fixed, as she is trending quite strong since 4.21 (she’s popping up as a real force top lane).
Deathfire Grasp is a core item on Ahri and the team is looking for ways to compensate for its removal.
We are testing some changes to Ahri that support the kite mage pattern she used to use sometimes. Those changes (not guaranteed, but being experimented with at the moment) include things like removing the damage amp on charm, buffing her other damage sources and giving her a speed boost while her Q’s in the air to allow more reposition plays and kiting while casting.
I’m with you there, both on the value of non champion defining skills sometimes being fairly simple (e.g. Rek’Sai’s burrowed Q) and that Ahri’s W’s an example of such a skill. Even on a simple skill though I’d argue there’s a lot of value in adding a bit of distinctiveness/ways to optimize things a bit more. Putting something there basically to enable a person that’s played 200 games on Ahri to pull off the occasional cool play with Foxfire that a player with only 20 games might not be aware of or able to execute at the right time.
Using Vayne’s tumble directly into a piece of terrain to AA as soon as possible’s a good example of that to my mind. A lot of the time it’s not the right call, or not relevant, and new Vayne players won’t do it deliberately. It does add an extra option to the skill, making it a bit richer though, without making the skill’s core concept or tooltip more difficult to understand.
Similarly Ezreal’s Essence Flux being able to hit himself’s often irrelevant or a poor idea to utilize. Occasionally though it’s worth playing into and, pardon the now horribly cliched phrase, is one of the sort of things that separates good players from great.
We did actually test Ahri during her initial development with an ammo system on her ult, with separate use/recharge, rather than the current 3 casts in X seconds approach. Conclusion we came to’s the same point you’ve made – high mobility, within a limited period of time, results in both healthier and more interesting gameplay. Ammo system Ahri always had a dash charge up to escape with, so was much harder for opponents to deal with and was disincentivized from trying to make cool multi dash plays.
I’d be more inclined to find ways to give her other mobility or access her ult a bit more often. Having those gaps results in a longer combat pattern, with more kiting and thought for both sides about where she’ll go and when. Reducing them incentivizes her to spam them to move quickly in a direction or get damage out as fast as possible.
Akali – Lot of fun and a good alignment between her kit and theme, Lacks sufficient counterplay, resulting in frustrating playing against experience especially when she’s ahead. Removal of the mitigation stats from her W’s reduced her dueling power against tankier champs which is a positive, squishy targets still struggle with a lack of options sometimes however. The live balance team’s currently experimenting with her ult range to see if reducing that’s an appropriate lever to put her into a better spot (her having high reliability’s less of an issue if it’s more practical to stay out of her zone of threat or at least force her to use another ult charge before getting to you).
Diana – Would benefit from being more clearly an assassin or a fighter, rather than a generalized mixture of the two (a good fit for her personality that unfortunately results in her being hard to give sufficiently clear strengths and weaknesses when strong enough to be picked). In an ok state, would probably require that work be done to get her to what you’d call a really good state/be a character we felt was good for the game if a really common pick. Not currently being worked on.
Both of them – Bit much overlap between the two, both utilizing a similar combat approach through their ults, Q’s and cleaves. Ensuring the two of them end up with a few more points of distinction would do both some good (which personally suggests Diana should be pushed towards being more of a fighter, though I can see the argument for assassin as well).
Some of the key questions we ask when deciding which champions to do updates on:
How badly does this champion need a visual/audio update?
The more out of place (or out of date) they currently look/sound the more reason we have to rework them. A champion that gets played a lot and really needs a visual upgrade is particularly significant – since they’re in games a lot they’ll be seen a lot and therefore contribute substantially to the overall average visual quality of the game. Tristana’s a good example of this – she’s a popular character, who’s also really easy to acquire (Facebook or 1350IP), with quite a few visual/audio upgrade needs.
How problematic is this champion’s gameplay?
Champions with a lack of counterplay, that result in degenerate lane picks, that suppress interesting play etc can be rework priorities because they make the game worse overall. Xerath and Soraka are good examples of this category.
How much untapped potential does this champion have?
These are characters with cool themes that aren’t properly executed on, unsatisfying kits etc. Stuff that could be really cool, but isn’t, usually for a number of reasons (gameplay+aesthetics+personality for example). There’s a good seed of a champion in there, but it’s not done right. Sion’s the best example of this.
Yorick/Urgot – Both Sion levels of rework in terms of amount of work. We talked a lot about which champion was the best fit for that level of update next and conclusion we came to was Poppy was the best overall choice. Lot of good points in favor of Yorick, and especially Urgot, but Poppy felt like the best choice for the next slot.
Lee Sin – We feel his problem’s that he’s a generalist who crowds out other picks if you’ve got a player able to take proper advantage of him. That means the work he needs is a combination of accentuating (or creating) weaknesses (and potentially strengths) and possibly a bit more counterplay. Some of that work at least’s going to be an issue of balance, as much or more than rework.
Eve/Olaf – Could do with some work, agreed. I don’t personally feel Olaf’s too far off being playable, amount he leaves some champions without options when he’s strong though’s pretty problematic.
Xerath – I’ll have to disagree with you on Xerath, I feel his rework overall left him in a pretty good spot. Would be nice to improve the visual satisfaction on his ult at some point though, the current visual effect was designed for a somewhat different style of ult so doesn’t sync up well with the feel of the current gameplay.
Alistar’s a champ we’d like to do some light gameplay work on at some point. He’s in a reasonably good spot overall though and there are a lot of other champions we felt needed gameplay reworks more. That left us in a spot where we had the option of shipping some visual improvements, and doing some further work at an undetermined date, or delaying the visual changes until everything else could be worked on (probably quite a long time).
Getting those model/texture changes out felt like a clear win, so that’s what we decided to go for, given we had a spot in our schedule where we had enough free artist time for a job of this size and type.
I’m quite confident we’ll do some work on Alistar at some point. To be quite open I’m not sure that that’ll be this year necessarily though (talking about skill functionality changes specifically, I would expect some balance changes sometime this year of course as needed). Alistar’s overall very impactful, fun to play, and reasonably well differentiated from other champs. Sure, his passive’s a bit uninspiring, as is his E in some circumstances (powerful though it be). When he’s significantly too strong he’s also basically must pick/ban (see last year’s World Champs).
Overall though he’s in a pretty good spot, and other champs need gameplay work done a lot more than he does.
These lower scope visual updates are almost always in addition to the other, larger upgrades, not instead of them. If we’re limited by how many champs we make can new character animations and spell effects for at one time, but have the capability to do some more texture/model work, doing those smaller upgrades seems like a good way to help out an extra set of champions that would otherwise not be getting visual upgrades at all at the moment.
[ Note ] Warring Kingdoms Kata is a new skin introduced in yesterday’s PBE update. You can check out a full preview here.
There’s been a bit of positive feedback, yes. I think one of the larger complaints I’ve seen is that her back is pretty flat, since her hair is dark, and her pants are, too. At this point, we’re still collecting feedback, and will be looking at analyzing them in the next meeting for her. It’s possible there will be changes, but I don’t have an answer for that one yet since she only went out to PBE several hours ago.
If you’ve got some specific feedback about what you don’t like about the skin, I’d be happy to take it!
[ Note ] Fantasy LCS recently received an overhaul, you can read more about it here.
Update | January 13, 11:05 PM PST | 14 January, 08:05 CET : We’re continuing to investigate the issue where players are getting stuck in draft.Â Unfortunately, we don’t have an updated ETA at the moment. Once we have a fix in place, we’ll be looking into ways to reset the leagues affected by this issue to the pre-draft state.
Update | January 13, 7:40 PM PST | 14 January, 04:40 CET : We’re still investigating the issue where players are getting stuck in draft.Â We don’t have an ETA at this time, but we’re hard at work at bringing things back to normal ASAP.
Update | January 13, 4:38 PM PST | 14 January, 01:38 CET : We’ve temporarily turned off drafting to resolve an issue where some players are getting stuck when the timer reaches 0 on their turn and multiple picks for a single player are made in a row. For those of you who ran into this issue, we’re looking into figuring out a way to roll back your leagues to the state it was in pre-draft.
We’re also aware of another issue where after creating a league, some players aren’t able to share the link to others to join the league.
We’ll keep this thread updated as we find out more information and resolve these issues.
[ Reminder ]Â 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 theÂ PBE Community Forums.
Welcome to patch 4.12! With only a few patches between now and the League of Legends World Championships, our focus is on the competitive scene and the things we can do to ensure the landscape is diverse and healthy. Part of how we’re accomplishing this goal is to look at champions who are skewing champion select in one way or another while also looking to healthy “almost there” champions, like Alistar or Ahri. For either side (strong or weak champions), our main philosophy is to look for strengths to highlight while also emphasizing weaknesses. This ensures a champ can hold onto their strategic value while still havingmeaningful tradeoffs. You’ll also hear me repeat this many times. Too bad.
For you Twisted Treeline fans, we’ve got two item overhauls with Grez’s Spectral Lantern and The Lightbringer (they’re now two separate item lines with different functionality), so be sure to read up before hopping into your 3s game.
Final thing: we’ll also be shipping jungle timers with patch 4.12! Read just below for a rundown on those but, as part of our focus on gameplay clarity, we want to ensure that the right skills are being rewarded in League of Legends. In the case of jungle timers, we want to focus on the meaningful choices you makeÂ withÂ the information you’ve earned, rather than the quick arithmetic you can do with the clock. Also be sure to read ourÂ dev blog on ClarityÂ for more philosophy!
And that’s it for now! Read up on the changes below, and we’ll see you next patch!
AtÂ 03:00 PDT for NA,Â 05:00 GMT for EUW,Â 02:00 GMT for EUNE,Â 04:00 AM AEST for OCE,Â 03:30 (VE) for LAN, 02:00 (BO) for LAS, Â 03:00 for RU andÂ 06:00 for BR,servers will go down for maintenance so Patch 4.12 can be deployed. Here’s a full schedule for all regions!
Note: The server status pages were recently updated and now they’re much easier to navigate and keep track of.
On 07/16/2014, starting at 01:30 PDT,ranked queues will be disabled in preparation for patch 4.12. At 03:00 PDT the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
Ahriâ€™s a cool fox gal that weâ€™d like to see more of, but sheâ€™s currently sitting just below the top-tier mid picks. Weâ€™re investigating ways to make Ahri feel better to play without just tipping her into the perma-pick category (hello S3 worlds).
OH BOY. We really want to bring Alistar back up as a support, but our big challenge is to make sure he doesnâ€™t also become an insane jungling cow god, because that gets obnoxious. Access to whatâ€™s essentially a mini-Malphite ult at level 2, combined with powerful tower dives and displacement makes for a worrisome combination that keeps us up at night. Worrying.
This guy. Man.
Like we mentioned in the 4.11 patch notes, Lucian is still strong and his super well-rounded nature makes him less of a strategic pick and more of a must-pick. Weâ€™re really exploring ways to give Lucian meaningful weaknesses while also highlighting some of his core strengths. At this point we probably canâ€™t bring alongÂ allÂ of his advantages, but weâ€™re looking to maintain Lucianâ€™s mobility / burst while also highlighting his spellslinger archetype. Youâ€™ll see more as we go!
Them aggro junglers:Â Depending on who you talk to, there are roughly 3-5 competitive junglers in the â€˜very strongâ€™ category who are outshining entire categories of dudes (see tanky jungler buffs). That said, weâ€™re balancing our approach here to make sure we donâ€™t just hit one so the others become default picks, but this gang has such high early aggression that theyâ€™re still inhibitive in the game.Â Chances are high we wonâ€™t have anything for these in 4.12as weâ€™re still watching how the 4.11 jungle item changes have affected the scene, but we have a strong inkling that these dudes will still be around.
Up today weâ€™ve gotÂ Riot HongyouÂ from the Live Gameplay team to answer some of your questions / comments on the forecast.
Patch 4.12 will be focused on buffing Alistar and Ahri to competitive levels, toning down Lucian and examining early-game aggressive junglers and how to keep them both in the game and less dominant. Lots of suggestions about Kassadin‘s kit and how to bring back support Lulu and remove solo-lane Lulu. Also, learn how Neon Strike Vi’s recall sounds were made and why it’s hard to balance DOOM Bots!
Here’s what you can expect in the upcoming patch, as well as a discussion on Lucian, solo-lane Lulu and Kassadin!
Welcome to another Patch Forecast from the Live Gameplay team! With the World Championships coming up, our focus for theÂ next few patchesÂ will be aimed at competitive play – both in increasing the diversity of picks and hitting those outliers who beat down all meaningful choice in champ select.
As a reminder:Â these are not promises for what will be in Patch 4.12, rather, they’re a forecast of what we are currently working on and the problems we see.
Ahri’s a cool fox gal that we’d like to see more of, but she’s currently sitting just below the top-tier mid picks. We’re investigating ways to make Ahri feel better to play without just tipping her into the perma-pick category (hello S3 worlds).
OH BOY. We really want to bring Alistar back up as a support, but our big challenge is to make sure he doesn’t also become an insane jungling cow god, because that gets obnoxious. Access to what’s essentially a mini-Malphite ult at level 2, combined with powerful tower dives and displacement makes for a worrisome combination that keeps us up at night. Worrying.
This guy. Man.
Like we mentioned in the 4.11 patch notes, Lucian is still strong and his super well-rounded nature makes him less of a strategic pick and more of a must-pick. We’re really exploring ways to give Lucian meaningful weaknesses while also highlighting some of his core strengths. At this point we probably can’t bring alongÂ allÂ of his advantages, but we’re looking to maintain Lucian’s mobility / burst while also highlighting his spellslinger archetype. You’ll see more as we go!
Them aggro junglers:Â Depending on who you talk to, there are roughly 3-5 competitive junglers in the ‘very strong’ category who are outshining entire categories of dudes (see tanky jungler buffs). That said, we’re balancing our approach here to make sure we don’t just hit one so the others become default picks, but this gang has such high early aggression that they’re still inhibitive in the game.Â Chances are high we won’t have anything for these in 4.12as we’re still watching how the 4.11 jungle item changes have affected the scene, but we have a strong inkling that these dudes will still be around.
Up today we’ve gotÂ Riot HongyouÂ from the Live Gameplay team to answer some of your questions / comments on the forecast.
You make a really good point about the power curves. However players have told us that they value strategic variety in terms of power curves. Example: Lee Sin’s identity is tied to the fact that he is a dominant early game jungler. Lee Sin has been a headache to balance simply because he does fall off late game for the majority of the players but in competitive play, pro players tend to bypass that by using Lee Sin’s utility to full potential.
We are currently looking to change Lee Sin in a way where he would still fulfill the role of the early powerful jungler while having a noticeable weakness in the late game. We would love to watch how the jungle landscape changes with the new jungle items. We also do not wish to bipolarize the skill versus reward of Lee Sin even more, although that might ultimately be the best answer.
We are looking at Lulu because she is currently oppressive in top lane. However, we don’t want to purely nerf her. Our goal is to make her solo laning worse while making support Lulu better. We are experimenting some changes around wave clear and to give her incentives to have a lane partner.
I share your view on a few point so I am going to try to jump off of your post while addressing some questions from other players. I agree that the main reason Lulu in top lane is oppressive is due to her heavy crowd control potential on top of movement speed buff and shield. However, I think these things are what makes a support Lulu awesome. I don’t think a support’s selling point should be wave clear. Although, it can be a nice thing to have and taking it away might feel bad. Would need to test more to see.
We might also look at ratios as some players suggested, but the problem with this route is that the base number coupled with her kit is what is making top lane problematic, so changing ratio might not solve this problem. Changing the base damages on Lulu, on the other hand, would directly impact support Lulu and that is something we would like to avoid.
Our primary goal with Lucian would be to push his strength and to give him a weakness. Given his visuals and whole package, what type of marksman do we see Lucian being? Our team thought that he should be a badass marksman that dashes left and right, and slings spells along the way. We might not get there in one patch but that’s the direction we would like to head.
When Alimoo is a good jungler, he creates an unhealthy gameplay pattern where he can boop you out of turret safety as part of his gank as early as level 2. We would like to avoid this pattern because historically it has been problematic and snowbally.
Â The identity ofÂ Â is a high mobility champion. When we look at how to make nerfs to champions with a very distinct identity likeÂ Â , we try to keep their identity intact. We will be looking at other ways of approaching this champion before taking away his mobility.
We believe there is a world where Kassadin players can blink around and have fun without being oppressive to his opponents. Maybe it is because we gave him too many tools to go along with his mobility. But we would look into reducing some of them before taking away the cool part of his kit.
There have been iterations of Kassadin where he did no damage and was not a threat. Because of how powerful mobility is, history of Kassadin has shown that he is either overwhelming or underwhelming. But this difference in power was not due to changes in his mobility but related to changes in the other aspects of his kit. Therefore we believe there can be a point between A (OP) and B(underwhelming) that is tunable by changing these levers instead.
If the identity of the champion is conditional, e.g. based on hitting other units/champions with the ability, would his identity still be strong/intact?
For example, I’m imagining something like a 10 second cooldown on Riftwalk, decreasing by 4 seconds per champion hit. Perhaps even also decreased by 1 second per minion hit? This incentivizes aggressive play, decreases the power and frustration of fighting against Riftwalk in no minion areas, gives a window for players to respond in teamfights, gives an opportunity forÂ Â to make a high risk play, and (maybe?) still keeps his identity.
We’ve done something similar withÂ Â when his E was on a low cooldown, and I’m wondering if a similar approach could work here.
So I checked the session out. Those anime-styled sounds sunc to the light flashes in Neon Strike’s recall are primarily made up of sword shings/slides/strikes and smaller dagger clangs. I then took some of the layers that were more strike-like and transient mastered the top to really push the initial attack, with a limiter to make sure it wouldn’t clip out.
I took all the layers and ran them through a reverb, concert hall impulse response, and then added a vibrato after the reverb in the insert chain. This wobbled the pitch of the reverb to give it that stylized anime feel. I took the same set of layers and ran them through a separate chain with a compressor to squash em and add a bit of thickness to the composition, then tossed a distortion plug-in after the compressor to dirty it up a bit. I mixed the two FX chains together with a bit of the clean tracks, and boom. Anime shings haha.
I really should remaster that sound and push it back out. I feel like I could do a bit better now as were constantly learning and growing in our craft here at Riot. I may do that if I can get the time!
Thanks for the question and dont hesitate to hit me up whenever to ask more! Everyone has easy access to me on the twitterverse @RiotC3Sound !!! I get around to the forums as much as I can, but I get notifications on twitter, so its much easier to know someone asked me a question. If its one that warrants a longer answer, ill start a thread on the forum about it!
We agree, it’s a very difficult balancing act. While some players will have a blast battling to overcome 1-bomb, there are others who will always say “too ez!” no matter how hard 5-bombs is.
For context, all of the Doom Bot’s abilities were crafted with telegraphed patterns you can learn to overcome (albeit demanding a higher mechanical execution than their non-doomed counterparts). Obviously if they didn’t, they wouldn’t be very ‘doomy’ ^_- and you should feel like a total badass when successfully dodging them.
Team fights in 1 & 2-bombs are not insurmountable with good teamwork and understanding of the Doom Bot’s abilities. 5-bomb team fights are definitely face-meltingly challenging, but we’re interested to see what kinds of creative comps and strategies you guys come up with to wreck them heads up. It wouldn’t be 5-bombs if they were a push-over. 🙂
RE your experience at dragon, sounds like a case of bad timing in that game. They must have decided to do it just as you happened to be there. 😛
RE the Garen Bonus Doom, you can always ward the brush to prevent him from appearing!
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.