Archive

Posts Tagged ‘ao shin’

 

Red Posts 20 02 Banner

 

Topics Banner

 

Recent News Banner

In Store Banner February Bundles

March Sales Banner

PBE Update 16 02 Banner



Evolution of a Dragon Champion

Ao Shin Single Banner

Iniquitee Final PortraitHey folks,

Late 2013, we gave a super early preview of an eastern-inspired, serpentine storm dragon named Ao Shin that was in the first phases of champion creation. Then, in the two years that passed (aside from a few comments in low-key conversations) we went silent. Totally a mistake on our part, and the mystery around this dragon has only increased over time. We’ve seen the question of “Ao Shin where?” pop up all over the place, including being one of the most asked questions in our recently hosted preseason Q&A in China.

Now that 2016 is upon us and production schedules are being finalized for early this year, we finally have an update: the dragon that we previewed in 2013 has evolved tremendously over time. As such, we will not be releasing the champion that you know as Ao Shin, but in the first half of this year we will be releasing a dragon champion. His name is (tentatively) Aurelion Sol.

We can’t say much more about Aurelion Sol, but we did want to share some of the challenges we faced and lessons we learned. While the major news is out of the bag, you can still read on if you want hear how the dragon formerly known as Ao Shin evolved over the course of two years.

First: Ao Shin’s kit just didn’t pass muster. This is a pretty common problem we run into in the initial stage of champion creation, and while sometimes we can adjust on the fly (a useable ‘paper kit’ might have two or three core abilities that make things click), other times we need to shelve the entire concept and take a step back. Internally, we call this ‘ice boxing’ a champion until we can revisit with a fresh perspective.

Second: delivering on the unique shape of a serpentine dragon’s body – long and powerful – in a game where instantaneous turning is key presents some unique technical challenges. Given enough time, we were confident we could solve the turning problem, but because Ao Shin’s abilities weren’t coming together we were reluctant to commit to engineering work that might just end up scrapped.

Finally – and this was the big one – we committed too early to Ao Shin’s premise without really developing his thematic roots. Around the time we announced Ao Shin, we were in the process of slowing down our champion pipeline to figure out how to continue delivering resonant characters that feel unique to the League universe. We learned a lot during this time (still learning!) and when we examined Ao Shin with these new lessons – Why was he in Runeterra? What were his motivations? – we unearthed a fresh thematic that really set us off running.

So in the end, while we’re sorry to have hyped up the idea of a serpentine, storm-wielding dragon for so long, we’re still very excited to deliver a dragon champion this year that we hope you’ll love. Aurelion Sol’s got some big shoes (claws?) to fill, but we still like surprises so stay tuned – any of our next few champions could be him!

[ Link to Post ]

 

 

With Runic Echoes being nerfed next patch will you revert Elises MS nerfs

Elise Single Banner

Sotere New PortraitWe considered reverting the Elise MS nerf alongside the Runic Echoes nerf. We decided not to because we think she will be quite strong even with changes to RE. She was viable before the item, and will likely remain so after the reduction to its movement speed.

If it turns out we are wrong and she’s suffering, I don’t think we’d hesitate to put back her Movement Speed.

[ Link to Post ]

 

 

Will Taric get a new skin to accompany his gameplay rework

Taric Banner Single

Repertoir New PortraitI don’t think there are plans for any brand new skins when his update comes out, but I do think the plan is to re-imagine the existing ones. For example, Emerald Taric won’t just feel like “Green Taric,” and Fifth Age won’t just feel like “Pink Taric” (though it will still be outrageous).

[ Link to Post ]

 

 

Whats the purpose of the reworked Warlords Bloodlust on the PBE

Meddler Final PortraitThe revised Warlord’s is intended to be attractive to champions that repeatedly auto attack who are seeking sustain rather than damage (contrast with Fervor) and in a way that scales with offensive stats like crit, AS and Armor Pen, rather than defense (contrast with Grasp). We expect marksmen to be one of the primary groups Warlord’s appeals to as a result, though probably not the only ones. Fervor should be particularly appealing if you’ve got a team offering a lot of peel or are intending to grab lifesteal elsewhere, Warlord’s if you want some build path flexibility and have other strong damage sources on your team.

The strong crit synergy unfortunately felt like it restricted our ability to balance Warlord’s for a range of champions more than it allowed cool interactions with specific kits.

We also feel that masteries can’t be too spikey in terms of early versus late game performance. Some masteries slanting towards strength in particular parts of the game is fine. Masteries that just don’t contribute anything early game by contrast would need to be ridiculously powerful late game, given how the early game feeds into mid/late game.

[ Link to Post ]

 

 

 

Wont it be a goto choice for Marksmen so they dont build Lifesteal items

Meddler Final PortraitI think it’s reasonable to believe that some marksmen might forgo a lifesteal item and take Warlord’s instead, though we might not see that initially (or might see it too often if the launch balance is overtuned).

The healing from Warlord’s is going to be regular lifesteal but only against champions and minions. That will function against player summoned minions, but won’t do anything against wards or jungle monsters.

[ Link to Post ]

 

 

Will you revisit Swain now after the nerfs

Swain Banner Single

Meddler Final PortraitSwain’s one of the champions we’re looking at for smaller adjustments in the mid season mage patch, along the lines of those Lucian and Twitch got in the Marksmen update. No confirmed direction/details for those changes yet though.

[ Link to Post ]

 

 

 

Whats going on with Yoricks rework Is it still being worked on

Yorick Single Banner

Reav3 Final PortraitWe actually have 3 separate Pods on Champ Up now. So there is a group working on Taric, another group working on Yorick and a 3rd Group working on the Mage Roster Update. The new structure we have is much different the the old days so I wouldn’t expect such large gaps in between VGUs now. Taric and Yorick should almost certainly come out this year, in fact, those probably won’t be the only 2 large VGUs that come out this year.

[ Link to Post ]

 

Follow Up Banner

Reav3 Final PortraitI made no promises 🙂

Just said most likely. Want to try to be as transparent as I can about this stuff, but if we hit some major road block things can still become iceboxed. Once a champion goes up on the support page it means that a rework is far enough along that we feel VERY strongly it will ship.

[ Link to Post ]

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

 

Reds 24 10 Banner

 

Topics Banner

 

Here are the most recent news in each category:

Red Post Collection Thumbnail Official Site Post Thumbnail PBE Update Post Thumbnail

Current Sale Thumbnail Current Rotation Thumbnail

 

 

Some gameplay work in progress general gameplay thoughts

Meddler Final PortraitHi all!

Wanted to share a few of our thoughts on where we’re up to on some currently topical gameplay stuff. Trying out a different approach here with just quick updates on a number of topics rather than a focus on a couple of things (feedback on that much appreciated!).


The Preseason:

  • We’ve been putting a lot of work into updates for the upcoming preseason patch over the last couple of months, with changes to champions, items, vision etc. We’re getting very close to putting that stuff on PBE (all going according to plan).

 

Kindred Final Portrait

  • Kindred have been out for about a week now and we’re starting to see players get to grips with their kit. So far we’ve been really happy with the state of their release balance, so 5.21 won’t contain any buffs or nerfs, just some bug fixes. Really interested to see where they end up over the next couple of patches, there’s some definite learning curve there and we’re also seeing people experiment with them in a range of positions with a mix of success and failure.

 

Mordekaiser Final Portrait

  • Morde’s a pretty topical dude at the moment. Our belief is that he’s too strong in a duo lane, despite previous nerfs, so we’re going to be reducing the amount of bonus XP he gets from his W in 5.21. Our hope is that that will then give us some room to buff his base stats, bringing his solo laning closer to his duo lane performance. That’s something we’ll likely do as a follow up change though (potentially in 5.22), once we’ve got a read on what the impact of the XP reduction was.

  • Thematic side note for anyone that’s interested and hadn’t already heard – we’ll also be changing his title to ‘The Iron Revenant’ rather than the previous ‘Lord of Death’ (Iron Revenant being a player suggested title update that we felt did a great job of merging different thematic elements from Morde).

 

Poppy Final Portrait

  • Works heavily underway on Poppy. She’ll be the next really big champion update that goes out (Sion/GP sort of scale, so full overhaul of abilities, visuals, voice etc). Her E’s the only ability effectively ported over from her old kit, feel we’re going for’s still very much small, noble, determined warrior who smacks others around with a large hammer.

 

World Champs

  • Worlds has been getting a lot of attention for the Gameplay teams of course. We’ve been really enjoying the diversity of picks in some positions (mid lane especially), though are seeing that some others could do with more help (jungle for example). Some outlier champions that definitely seem too strong (Morde, GP, Darius etc), some of whom we’ve already nerfed post 5.18, some of which we’ve got stuff underway for. A number of champions too that we don’t yet have plans for, but are keeping a really close eye on and talking about quite a bit (Tahm Kench for example).

 

Upcoming Champs

  • We’ve had a couple of trends with new champions recently that have helped opened up new gameplay space (non damage utility ults) and thematic space (creatures of myth). We’ve been pretty happy with how those explorations have gone, we don’t have to overdo them though. Next set of champs we’ve got underway are going for a bit of contrast with that as a result, with a few more damage/combat focused ults and characters who are somewhat more a part of the regular world of Runeterra.

 

General Balance Changes

  • Since a lot’s going to change in the upcoming preseason patch we’re generally holding off on smaller balance changes for a little bit, given which characters are a bit too weak or a bit too strong could change significantly in the near future due to systemic changes.

[ Link to Post ]

 

 

I think we should get a developer post like this every 3 or 4 patches

Meddler Final PortraitI’m also interested in finding something along those sort of lines. Still trying to figure out exact format, frequency, style etc, with this post as one test of what works for people versus what doesn’t.

[ Link to Post ]

 

 

Meddler Final PortraitI’ll be trying to do these every so often. Buffs/nerfs/updates are one of the things I’ll be best able to cover, new champ ideas by contrast we generally prefer not to talk about until the champion’s ready. Game modes and skins by contrast are outside of my own area of expertise, so I’ll leave discussion on those to the folks who work on them who are much more able to talk about them usefully.

[ Link to Post ]

 

 

Has Ao Shin been scrapped delayed due to animation issues with his body

Ao Shin Single Banner

Meddler Final PortraitAo Shin got put on hold quite a while back, in large part due to technical issues with making a serpentine creature look like we wanted in game. Plan’s always been to look at Ao Shin again once we’ve got the tech to do those body animations properly.

[ Link to Post ]

 

 


Will we get another champion this year

Meddler Final PortraitCurrent expectation is that Kindred will not be the last new champ of the year.

We will continue to look for opportunities to get classes into less common positions, that’s not going to be a good fit for some champion concepts though.

[ Link to Post ]

 

 

Why are you scrapping Poppys Q in her rework

Poppy Single Banner

Meddler Final PortraitPoppy’s Q is a very functional spell, but we felt there was opportunity to shift to something with more play and interest to it.

[ Link to Post ]

 

 

Meddler Final PortraitShe’ll be more focused at controlling a fight and fighting people over longer periods over time than exploding a dude really quickly.

[ Link to Post ]

 

 


Will there be any changes to Sightstone in the Preseason

Meddler Final PortraitSightstone upgrades will be part of the changes. Intent is to still keep those in a position where they’re generally more appealing on supports than other classes though.

[ Link to Post ]

 

 

Do you think Cassiopeias in a good state

Cassiopeia Single Banner

Meddler Final PortraitSpeaking frankly about Cass:

  • We don’t believe Cass is in a good state post rework.
  • We also don’t believe pre-rework Cass was in a good state either.
  • We would like to do some work (scale unknown, though extremely unlikely to be a full scale rework) on Cass next year.

  • How that work will be prioritized hasn’t been determined yet. There are a number of other projects it’d have to be traded off against on either the Live Gameplay (balance) team or the Champion Update (reworks) team (projects like Ryze, Azir, Taric, Yorick etc).
  • Even if we do do work on Cass next year I can’t offer any promises as to when that might be. Could be some small stuff early in the year and some medium work later, just balance/QoL changes at some indeterminate point, a moderate sized piece of gameplay work late in the year etc.

[ Link to Post ]

 

 

Why is Azir on your Gameplay update list

Azir Single Banner

Meddler Final PortraitAzir’s kit is sufficiently difficult to learn that it doesn’t seem to currently be possible to put him in a spot where he’s sufficiently balanced for experienced players without being extremely inaccessible to people unfamiliar with him. Learning curve and skill ceiling are great of course, in this case Azir’s skill floor’s too punishing though. Current intent is to look at ways to make him somewhat more accessible, with if needs be, some nerfs to his top end if those changes buff him there too.

[ Link to Post ]

 

 

Do you have any plans now or in the future to rework or remove crit

Meddler Final PortraitCrit’s definitely got some issues (feeling screwed by RNG when you did everything right especially), so at some point we do want to do some work on it. It does add some variance and risk to otherwise extremely reliable, consistent actions (right clicking/getting right clicked) though, and LoL’s arguably a little too predictable at times at present. We don’t want to simply replace it with a guaranteed damage multiplier as a result and, whenever we do work on it, would want to bundle that with some other systemic changes.

[ Link to Post ]

 

 

Do you think that mana conservationmanagement are good mechanics

Meddler Final PortraitI feel mana management’s a useful lever to have, both in terms of the control it offers over champion power at various points in the game and as an expression of player skill. Having said that I don’t feel that all characters should be mana gated equally. Some melee should arguably be gated in lane, but free to use spells generally on CD later in the game, given the challenges they have getting onto targets. Other long range characters, or healers, by contrast should generally have significant costs throughout the game.

[ Link to Post ]

 

 

Whatre your thoughts on energybased resourceless Champions

Meddler Final PortraitResourceless characters and energy users are both types of champion I feel have a good place in the game in terms of the different playstyles, pacings (in lane and after) and abilities designs they allow. I do believe it’s healthy to have mana as the default resource however, with occasional exceptions and we’ll be going through a period of new champions who consistently use mana for a while (last non mana user was Rek’Sai, next 4 upcoming champions at least will probably all use mana).

[ Link to Post ]

 

 

Do you think highmobility Champions are crowding out lowmobility ones

Meddler Final PortraitI believe it’s very possible for high and low mobility champions to coexist in lanes, I don’t think we’ve always given lower mobility champions sufficient compensation for the low mobility price they pay however. Being a low mobility champ should allow you to get access to some pretty powerful stuff that wouldn’t be appropriate on champs with dashes/blinks etc. Kog’Maw and Anivia are good examples to me of where that’s been done right, with both of them being options that more mobile marksmen/mages respectively don’t offer.

[ Link to Post ]

 

 

Are there any buffs planned for Syndra

Syndra Banner

Meddler Final PortraitWe’d still like to make some improvements to Syndra’s passive, probably in a way that added a bit of power to her to. No short term plans for that though, that’ll be a sometime post preseason project (timing uncertain, since our current road map for balance type changes primarily reads ‘Get preseason ready and then follow up on preseason’).

[ Link to Post ]

 

 

What happened to Rivens Edge resource on the PBE Why was it reverted

Riven Single Banner

Meddler Final PortraitThose are currently on hold while the Live Gameplay team’s focused on preseason work. We’ll probably look at Riven against once that stuff’s out, unclear whether those specific changes are what we’d want to go with yet or not though. In the meantime we’re shipping a small nerf to Riven’s ult CD to take a bit of power off her.

[ Link to Post ]

 

 

If you were to nerf Tahm Kench could you just revert some of the buffs he got

Tahm Kench Single banner

Meddler Final PortraitIf we were to nerf Tahm where we did so would depend on where he’s too strong. If that’s something we’ve recently buffed, then certainly, reverting a recent buff would make sense (e.g. if enemy Devour’s now too strong reducing the regurgitate range back down could be a good fit). On the other hand if the issue’s elsewhere reverting a recent buff might not hit the right issue (e.g. if his healing’s too strong nerfing devour range isn’t an appropriately targeted fix).

[ Link to Post ]

 

 

Will the Marksman update be part of the Preseason changes

Meddler Final PortraitYes, Marksmen changes will be in the preseason. We haven’t decided yet which class we might tackle after that (enchanters also isn’t a name or clearly defined subclass we’ve got a consensus on, though it is a term some people have been using internally to describe caster supports like Janna or Nami).

[ Link to Post ]

 

 

Wont Voice Chat solve ingame toxicity People dont say the things they type


Lyte Final PortraitIronically, I just answered a question about voice chat on Ask.fm, which is here:

QUESTION: Are you trying to make the game full PG? (Like even below PG-13) Couse it looks like you are trying to completely remove toxicity when there will always be people that act ughh… silly.Couse for example, voice chat would help immensly but your toxicity “excuse” ruins that idea…

League is a hardcore game, and it’s played by many adults so no, we’re not trying to make it a PG-13 game. In fact, we’re not against offensive language per se. For example, saying “Fuck I missed that skillshot” or “Fuck, that was a bad engage, sorry” is completely fine and is not punished. You’re only punished when you start focusing your language against someone else, for example, “Fuck you asshole, wtf was that play. Uninstll plz.” Of course, hate speech, death threats and more severe language is not OK in any context, and that stuff will be punished with pretty much zero tolerance.

With regards to voice chat, we’re not opposed to voice chat. A lot of research suggests that voice chat between friends is an awesome experience, but voice chat with strangers is more hit and miss. These are known problems with voice chat and these issues exist in every game. If we do voice chat, we’d like to try some new features to tackle these problems but right now, all our development teams are focused on other priorities.

To the OP though, there’s a huge difference between 3rd party voice chat and integrated voice chat. Players that already have a voice chat solution installed, and are willing to add a stranger to their personal voice chat friends list and voice chat in a game are a very different, self-selected population compared to the general playerbase. In many cases, you could say these players are more likely to want to voice chat with others and very few people would do this purposely to yell at someone or be toxic to someone. If we had integrated voice chat, it would be available for everyone in the game, which has very different player behaviors.

[ Link to Post ]

 

 

The Risks of MMR Boosting

Rhojin New PortraitHey Everyone,

A couple months back I made a post regarding MMR Boosting punishments and the updated investigation and identification methods we created for the 2015 Season. Today I wanted to talk about something else in regard to MMR Boosting, the security of your account. By now I’m sure you are all aware of the announcement of the 2015 Ranked Season Rewards; and after seeing what waits for those who reached Gold or higher we have seen a large increase in the number of players receiving MMR Boosts. While it may be tempting to pay for a boost or getting your friend/family member to play a couple games to boost your rank up, there are some serious risks involved in receiving a MMR Boost.

First and foremost, you will receive a MMR Boosting punishment. Your account will be suspended for two weeks, any ranked rewards you may have earned in the past will be stripped from your account and you will be ineligible to receive the 2015 rewards. Now this isn’t an “IF” your account is caught this is a when your account is caught. No matter how elite a booster may claim their methods are, there is no hiding from us.

On top of the punishment looming over a boosted account, the security of the account could also be at risk. Far too many times have we seen players share their information with people offering to boost their account, only to have that person then run off with the account and either sell it to another party or use it for other nefarious means. There are boosters who will boost an account and then report it directly to us for whatever reason they may have. And then there are those who set up sting operations, offer to boost someone and report every player to us who says yes, and they aren’t even contracted through us to do something like this. This is something they do out of their own free will to ensure boosters are removed from the community they love.

But even after being boosted there is no guarantee that an account will remain in the ranking it was boosted to. Throughout the 2015 Season we have seen 35% of boosted accounts drop back down to the ranking they were at before being boosted or lower. So not only is there the MMR Boosting punishment being issued to an account, the numbers show you may drop back down in rank and expose your account information to unnecessary risk.

I will be checking this post throughout the day to answer any questions or concerns you may have.

[ Link to Post ]

 

 

Will the system punish me if Ive played from different locations

Rhojin New PortraitYou shouldn’t have anything to worry about. We know players travel all the time and play from location other than home. When we investigate accounts we make sure to take this into consideration. The last thing we want to do is punish someone because they wanted to enjoy a couple League games while they were on vacation or visiting friends.

[ Link to Post ]

 

 

Does this include friends carrying others through Ranked

Rhojin New PortraitNah, you’re cool. Duoing with a friend is something we allow, even if they were the one doing the carrying. As long as you played on your own account you have nothing to worry about.

[ Link to Post ]

 

 

Rhojin New PortraitAs long as both players are on their own accounts it is not considered to be boosting. Though chances are a challenger player is not going to have a legitimate smurf account that can duo with a bronze player but by some chance they have a legitimate smurf able to duo with a bronze friend it is not punishable in regard to boosting.

Now if the challenger player intentionally lost games to have a lower ranked account in order to stomp lower ranked players or to duo with friends, then the account would be open to another form of punishment.

[ Link to Post ]

 

 

Are you guys sure youre able to catch every booster

Rhojin New PortraitWe are working around the clock on MMR Boosting investigations and we still have a large list of people who are set to be punished for their boosting participation this season. While nothing anywhere is perfect there is a very slim chance someone may get lucky now to avoid detection, but sooner or later their time will come. Also if you feel you have information pertaining to someone who had their account boosted you are more than welcome to send a report to us through the support site. We appreciate these types or reports as it does help us ensure we can identify those who have received MMR Boosts.

[ Link to Post ]

 

Can a player be punished as a result of a false report

Rhojin New PortraitWe never punish anyone based simply because a report was sent in. When any reports are sent in to us we begin an investigation into the reports player, gathering our own information and comparing it to what the reporting player may have sent to us. Only when we are 100% sure that the reported player is guilty will we ever issue a punishment. There are times when players have been reported to me for being boosted and it turned out that the account wasn’t boosted, rather they just had a bad losing streak in their Diamond ranking.

[ Link to Post ]

 

You made it to the end! Here’s some fan-art to wrap up the red posts for Saturday:

 

Lux by Raikoart

KWRjNzO

 


Haunted Zyra by dotswap

tumblr_nwj5zdbUEV1rgdio9o1_1280

 

 

Female Thresh by Gumae

8k3qhPI



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

 

News 18 04 Banner

 

Summary

The NA Server Roadmap has been updated with new ISPs and steps for the South Bridge connections. Also, we’ve news rega regarding Riot’s sand dragon – he hasn’t been scrapped, but he’s also long ways away from being released. On Reddit, Champion designer DanielZKlein shed some light on the new champions development process and how many champions are currently being worked on. Lastly, a new Riot office will soon open in Chile.

Table of Contents

 

Recent News

Debonair Galio Banner

URF Mode Gone Banner

 

 

Riot Games opening office in Santiago

Riot’s launching an office in Santiago, and we’re on the hunt for new Rioters to help us bring League of Legends to LATAM players. With teams in Esports, Community, Publishing, Player Support, and Events to start, we’ll continue to grow Riot Santiago as we boost player experiences in LATAM South. How’re we gonna make this happen? We’re glad you asked.

  • Step one: Set up a new office in Santiago with all the support needed for Rioters to work at their best.
  • Step two: Continue to monitor and improve live issues to ensure LATAM players are hitting Summoner’s Rift without a hitch.
  • Step three: Set up local support teams, while making sure League of Legends is running healthier than a Thoroughbred with a really great healthcare plan.
  • Step four: Open a broadcast studio to help build out the pro and amateur esports scenes.
  • Step five: Take a breather and soak up Santiago’s collection of landmarks, regional wines, ski resorts, festivals, and tasty local eats.

To check out our job openings at Riot Santiago, click this handy link.

[ Link to Post ]

 

 

NA Servers South Bridge Banner

 

 

NA Server Roadmap South Bridge update

Ahab Final PortraitEDIT: Thanks everyone! The team and I are signing off for tonight but we’ll check back in over the next couple days to answer remaining outstanding questions. Stay tuned in the coming weeks for more updates from the NA Roadmap team!

Hey everyone! Riot Ahab here with another update on the NA Server Roadmap.

 

Last time, we chatted about what goes into creating a “quality connection”; and how factors beyond ping, such as routing paths and packet loss, can seriously impact the connection between your machine and the League game servers. We also recapped the multi-phase approach we’re implementing here on the NA Server Roadmap team to address those factors.

This time, we want to give you an update on the progress we’re making building out the South Bridge – a series of point of presence (PoP) hardware locations snaking across the southern US that will serve as “on-ramps” to our dedicated network.

Here’s what we showed you last time, with the “North Bridge” serving the northern US & Canada largely complete. After some hardware shipping delays, we’ve now installed hardware in the first South Bridge PoPs. Earlier this week we pushed the Ashburn and Atlanta PoPs online, bringing a majority of the eastern seaboard onto the network.

So, what does this mean for me, Rito?

As a general note, players in these regions likely won’t feel much of a difference in their ping since it’s an ongoing process to work with local ISP offices to route their League data to the closest PoP. Even then, we’re seeing at best a 10% reduction in ping in the most positive cases.

What players near these PoPs WILL experience is less packet loss and a more stable connection, since their data isn’t hopping across every internet exchange between them and the game servers, instead now following a direct path along our dedicated network.

Ok, that sounds neat, what’s the catch?

Bringing a PoP online doesn’t work perfectly for everyone at the get-go. It’s the start of an ongoing process as we work with partnered ISPs to make sure they’re efficiently handing off your data to our network. Lots of this is handled by algorithms, which can sometimes go a little wonky when we introduce new PoPs.

If you discover your connection actually gets markedly worse, don’t panic! Inform both your ISP customer support as well as support.riotgames.com. Between the two of us, we should be able to figure out what’s happening to your data and get things running smoothly.

As a helpful reminder, it’s always a good idea to double check your own connection at home before investigating issues with your ISP. For some players, seemingly innocent things like router location or playing on wifi can have big ping implications. More connection troubleshooting info can be found on the Riot support site.

How about the rest of the network?

We’re already at work setting up hardware in the remaining PoPs (Dallas, Denver, Los Angeles) along the South Bridge of the network. Dallas and Denver should be online within the next month and LA within about two, but we’ll keep you posted if we hit any hiccups.

The other big news to report is an update to the list of partnered ISPs. What this means is these ISP partners are actively working with our team to funnel your League traffic to the closest PoP onramp to our direct network. Don’t fret if you don’t yet see your ISP on this list, as odds are we’re already in active talks with them! At this point, we’ve now implemented, are working to implement, or are negotiating peering agreements with the 20 largest ISPs in NA.

We’ve got the team (myself, Riot WizardOTL, ADillonMostDirty and RiotZwill) hanging around in this thread for the next couple hours, so let us know if you have any questions and we’ll be happy to answer!

Partnered ISPs (new additions in bold):

Atlas Networks Corporation
Bell Canada
CenturyLink
Charter Communications
Clear Wireless
Cogent Communications
Comcast Cable Communications
Cox
CTS Communications Corp
Eltopia
Frontier Communications
Google Fiber
Hurricane Electric
Interconnected Associates
LS Networks
NetRiver
NTT America
Pavlov Media
Pocketinet Communications
Rogers Cable Communications
Saskatchewan Telecommunications (SaskTel)
Shaw Communications
Syringa Networks
TDS Telecom
TekSavvy Solutions
TELUS Communications
TeraGo Networks
Threshold Communications
Time Warner Cable
Verizon
Videotron Ltee
Vision Net
WiscNet
Worldlink
WOW!

[ Link to Post ]

 

 

Will you partner with ATT UVerse

Ahab Final Portrait[ 1 ] We haven’t forgotten! Still working on getting all 20 of the biggest ISPs figured out, some just take a little longer.

[ Link to Post ]

 

 

[ 2 ] Lots of ISPs (AT&T included) have been super helpful and open to conversations. Some just take longer than others to hammer out an agreement is all!

[ Link to Post ]

 

 

Any info on Cablevision

WizardOTL Final BannerWe have an agreement to peer with them in NYC. Just setting it up now.

[ Link to Post ]

 

 

 

 

Is the Time Warner Cable partnership done I see no difference in my ping

DARTAGNAN Final Portrait[ 1 ] Depending on your connection and your route, you may not see that much change to your ping at all. However, with these ‘highways’, your connection should be much more stable and have less packet loss!

[ Link to Post ]

 

Ahab Final Portrait[ 2 ] And to build on this point, simply because you see your ISP on the list and don’t see an impact on your connection doesn’t mean we’re done. There’s a lot of additional work to do once we sign the agreements that involves working with ISPs to help route local traffic to local PoPs. Otherwise your traffic could hop around inefficiently before hitting the stable network.

[ Link to Post ]

 

 

Was the hardware delivery delayed last month because of a natural disaster

Ahab Final PortraitYep, there was some shipping problems that delayed the rollout of this update (bringing the start of the South Bridge online). It’s tough because we’re aiming to keep to regular updates, but sometimes scheduling, contractual hiccups or typhoons keep us from having useful and informative news to share. Thanks for being patient and sticking with us!

[ Link to Post ]

 

 

How long until we get another update on the new server location

Ahab Final PortraitNo date yet on when we’ll reveal details around Phase 3 of the NA Server Roadmap (a centralized server move). A lot of it depends on finalizing agreements and making sure hardware is moving where it’s supposed to.

Rest assured, when we’re cleared and ready to share details we’ll make sure everyone is well informed!

[ Link to Post ]

 

 

How will this affect players from EU

Ahab Final PortraitThe work the NA Roadmap team is doing with NA ISPs wouldn’t impact your local traffic (where a lot of packet loss and inefficient pathing hops happen), but once your traffic crosses the Atlantic and gets to NA, you’d be on this dedicated network outlined above. Which would make that travel back and forth more efficient, but likely wouldn’t make your connection markedly faster (but possibly more stable).

[ Link to Post ]

 

 

When are you guys going to be peered at QIX in Montreal

WizardOTL Final BannerWe thought we would get connected last week. Unfortunately, they are experiencing some problems with the fiber connectivity. We should be able to get connected within two weeks.

If for some reason this increases ping, we will bring down the session. I hope that helps.

[ Link to Post ]

 

 

Isnt there already a Riot server in Los Angeles

DARTAGNAN Final PortraitWe are preparing the eventual Phase 3, where the servers will be moved to a more centralized location. Once that happens, we will want to make sure that the LA area has a PoP as well that will connect them as efficiently as possible to the new server home! And of course, we want to have as stable connections as possible until then!

[ Link to Post ]

 

 

Are you working on a kit for Ao Shin

DanielzKlein Final PortraitWe don’t have a kit. We had a number of kits we were trying back in the day, but none of them worked out. This is completely normal for a champion (both Azir and Lucian had a number of kits previous to me starting work on them that didn’t work out; my first kits for them also got scrapped, including Lucian’s infamous homing missile ult and Azir’s “just summon 7 fully controllable soldiers” ult). Game design is a highly iterative process. The only mistake we made with Ao Shin was that we talked about him way too early in that process, when we weren’t yet sure how close to done we were.

As for Azir, the additional time we would have needed on him was toward the end, when you polish and fix bugs. That’s very different.

[ Link to Post ]

 

 

Ao Shin banner 2


 

 

Was Ao Shin scrapped

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick.

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Do you have an estimated release date for Ao Shin

DanielzKlein Final PortraitWe have absolutely no idea. Definitely not any time soon. I would not put money on it being this year.

[ Link to Post ]

 

 

 

Can you give us any clues as to how far your champ is in development

DanielzKlein Final PortraitI can tell you that I have a champion in development. That’s all I’m going to say 😉

[ Link to Post ]

 

 

 

 

Is it likely that his name wont be Ao Shin with his release

Meddler Final PortraitHis name’s certainly something we’d want to talk about, assess whether ‘Ao Shin’ is still a good fit for the final version of him we get to. Can’t offer you any thoughts on likelihood of that though at the moment, it’s not something we’ve looked at yet.

[ Link to Post ]

 

 

 

You said you tried to make a sand mage one month before Azir came out

DanielzKlein Final PortraitThat was a coincidence. Look, guys, we announced a cool concept too early. We’re not even sure he’s going to be called Ao Shin at this point–maybe that isn’t the best name for the concept? We got a bunch of people ideating on what to do with the champion, but there’s no kit, no uptodate concept art, nothing at the moment. Curb your enthusiasm: there’s a really good chance you won’t see this champ this year.

[ Link to Post ]

 

 

DanielZKlein Banner

 

 

What happened to Warwicks rework

DanielzKlein Final PortraitIt got shelved when I moved on to Azir! I had a kit that was decent, but at the same time we had spun up a Reworks team that has since brought you stuff like the Sion rework, and we decided that that was the level of rework Warwick needed to be truly successful. Since I had fitted the WW rework between two other projects (Xerath rework and Azir) I didn’t have the time (nor was I on the right team) to fully redesign him from the ground up.

I moved on to Azir, and the reworks team did their own list of prioritizations, in terms of which champion needs a rework most. Sion obviously topped that list, and while we haven’t had a rework quite as massive as Sion since, I think stuff like Soraka, Tristana, and Viktor have shown that we’ve leveled up what we consider a rework these days. Warwick will still get a full rework, and we may or may not use any of the stuff I was working on (with a tendency toward probably starting over from scratch), but other champions such as Poppy and Ryze are higher on the priority list.t.

[ Link to Post ]

 

 

Are you currently only working on Ao Shin and Warwick

DanielzKlein Final PortraitNo one is working on WW. I’m not working on Ao Shin. There’s a whole team full of super talented dudes that work on reworks (Sion, Soraka, Tristana, Viktor, Ryze coming soon etc), but I’m on Champion team, a team that makes entirely new champions. Back when I worked on the WW rework, the Champion Update team did not yet exist.

[ Link to Post ]

 

 

So whatre you working on right now

DanielzKlein Final PortraitI can tell you that I have a champion in development. That’s all I’m going to say 😉

[ Link to Post ]

 

 

 

 

How many new champions are currently in development

DanielzKlein Final PortraitWe’ve got 6 new champs underway at the moment. Those range from close to finished to just some initial ideas on paper that may or may not work out.

[ Link to Post ]

 

 

 

Is 6 the limit on how many ideas you guys can work on at a given time

DanielzKlein Final PortraitYeah, a lot of different ideas get tried out and most of them then get discarded during the first couple of months of development.

As an example, let’s say we decided we wanted to make a new support. We’d then go and do a bunch of brainstorming on possible support kits, themes, personalities, visual appearances etc. If something showed particular promise (e.g. a cool playstyle or backstory) we’d then look at which of the other ideas we’d been looking at might pair well with it.

Maybe we’ve got an idea for a roaming support for example, and someone has an idea for a vaguely pied piper travelling musician spirit, worth looking at whether we can combine those two if so. Over a few weeks we’ll then pull together a bunch of different possible support options and then we’ll narrow down from there to just the one we think’s best.

[ Link to Post ]

 

 

How long did you work on Bard

DanielzKlein Final PortraitWe started initial exploration on Bard late 2013. Kit didn’t work out at the time though, so we put him on hold for a bit. Restarted him, with the same art, but different kit and story directions, early-mid 2014 on average (design started work a bit earlier, art was mostly done so they didn’t need to do as much until later etc).

[ Link to Post ]

 

 

What causes champions to spend years in development

DanielzKlein Final PortraitIf we like the core idea of a champion, but can’t quite get them right in game, we’ll often put them aside and give them another try months or years later. See if, after a bit of time focused on other things or with a different group of people trying different stuff, we can hit on something we feel works.

[ Link to Post ]

 

 

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

 

 

Reworks Urf and Dragons Banner

 

 Season 5 is fast approaching and we’ve been given some clues as to what we can expect. I’ve organized the major events in this article; note that while these are all confirmed, there’s no timeframe, so they might not happen in 2015.

 

 

Poppy Rework Banner

 

  Poppy is first on the gameplay update list and likely the high priority for the rework team right now. Morello has personally stated that Poppy is in a dire spot and needs a complete overhaul, one that would keep her theme of a hammer-wielding Yordle.

 Poppy is an example of Riot’s old design philosophies; making Champions that fit one purpose on the map and have clearly defined weaknesses. That was the intent. However, Poppy isn’t exactly handing out counterplay tips. Her main cons – an abysmally small mana pool and lack of wave-clear – don’t give enemies an opportunity to abuse; they just keep Poppy toned down so she doesn’t dominate. She’s more of an obstacle to play around rather than a Champion with interactive mechanics.

 The main offenders are her passive and ultimate. Blocking chunks of damage innately and constantly is just raw statistical power. The enemy gets hardly any feedback, visual or number-wise, when spells hit Poppy for halved damage. It’s not really a passive you can play around in a teamfight or even in lane, unless you’ve true damage or low-cooldown spells. Worse, still, this passive defines Poppy as a bruiser, meaning her appeal lies in bad design. Not the easiest Champion to rework.

Poppy Concept

 Diplomatic Immunity reminds me a bit of Magic The Gathering’s Black Lotus, in that almost every Champion can replace their ultimate with Poppy’s. It’s the best carry spell by miles, because it eliminates the threats that prevent a carry from carrying. In a game that’s focused around teamplay and Champion interactions, Poppy’s ultimate is deliberately made for zero interaction. And it’s another defining strength of Poppy’s; Diplomatic Immunity has existed for so long only because Poppy isn’t popular enough for it to be a considerable problem.

 At her core, Poppy is a fearless front-liner who smashes targets with a big hammer. That’s a cool concept, but it can definitely use less ridiculous mechanics to function. I’ll aim to cover her in a future Rework Forge article with ideas that might preserve her theme.

 

 

Ultimate Skin Banner 2

 

 2014 passed without an ultimate skin and I think it was a good decision. Why? Two things were clear; one, DJ Sona was meant to be the year’s ultimate skin and two, the community’s feedback on the concept was mostly negative. Riot could had gone forward and made the skin in 2014 and it would likely had sold very well, but they listened to what players thought.

 With DJ Sona possibly being remade into a legendary skin, we don’t yet know who will get the ultimate skin. Rioters have teased info before, like that the chosen Champion has few skins and some have narrowed down choices to Lux or Xerath.  Regardless, we won’t know for sure until the skin is patched onto the PBE. Maybe we’ll get Dragonmaster Swain after all.

 

 

Tristana Update Banner

 

Tristana is one of 16 Champions who were released during League’s Alpha in 2009. Her visuals are as outdated as they can be, so her being on the update list is great news.

Tristana RenderTristana’s kit may be 5-years-old, but it still holds up quite well in the meta, as we saw this year when itemization favored hyper-carries. Still, there are aging mechanics littered throughout. The obvious one is that Explosive Shot [ E ] is not a toggled spell. Since it can’t be disabled, it forces Tristana players to manage their last hits so one kill doesn’t ruin another. It also means a Trist player who has a point in E can’t freeze lanes. It’s certainly unique; no other Champion forces a player to think about last hitting ahead-of-time like that.

But this added difficulty isn’t essential for Tristana’s kit. It’s just there because you can’t have both a toggle and an active bound to a single key. It’s restricting game design, something Riot have gone past in recent years. If Tristana were released today, her E would, for example, make every X shot explode for bonus damage. It would certainly be streamlined to where players aren’t stuck with a passive they might not want.

There are technical issues to Tristana that the gameplay update will likely address. Her Rocket Jump is only visually a jump; it behaves like a dash, meaning it won’t go over Caitlyn’s traps, a Blitzcrank hook, a Bear Stance Udyr or any triggered stun. Speaking of stuns, those only affect Tristana after she’s landed, so if you Bandage Toss her as Amumu, you’ll stop at the point where you’ve landed the stun and not where Tristana will land at. Mechanically, the spell is inconsistent and just confusing for players who assume Rocket Jump interacts in certain ways, but it doesn’t.

Lastly, AP Trist. Although it’s most often a build for pub games, it will likely be gutted with the update. Riot have been adamant about multiple builds and Champions who are played in “unintended” ways usually get the short end of the stick when the patch hits. An AP build makes Tristana’s playstyle completely opposite to that of AD Trist which, in itself, is worth keeping.  But, given Riot’s history with alternative builds (Tryndamere, Rengar, Alistar, Lulu, Soraka, Katarina, and, most recently, AP Rek’Sai) they likely won’t be balancing Tristana for both options.

 

 

Urf Mode Banner

 

 U.R.F was a massive hit with the playerbase in April of 2014. It was the most popular featured mode and the most requested one. Its roots are in DotA’s WTF mode and it’s great fun, but was taken away just a short month after its release.

 To say U.R.F was imbalanced would be an understatement. For example, Sona had a 77% winrate on U.R.F. Alistar could play tennis with your mangled corpse, Yorick was a god, most AD bruisers who are otherwise gated by CDs were ridiculous and you could watch the entire Lord of the Rings trilogy while being chain-snared by Morgana.

 Looking back at it, we all agree U.R.F was great, but we can’t deny it was a love-hate relationship. Balance is part of the equation when playing a competitive game for fun and players naturally tunnel on what’ll let them win easier, since winning is fun for most.  Featured modes are imbalanced, which is why they’re rotated out. If we want U.R.F to stay, we should view it in long terms; unfair picks would burn us out on an otherwise great addition to League.

 When Riot pulled the plug on U.R.F, they did so to fix the issues the mode had. We’ll most likely see it return in 2015, if not as a permanent mode, then at least as a better, more refined version of the old crowd favorite.

 

 

New Tribunal Banner

 

It’s been 8 months since the Tribunal was brought down for an overhaul. In that time, we got Chat Restrictions, bans from Ranked, 2-week bans and bans for intentional feeding to handle the toxicity (of our city). Though reports are still handled by real people, the lack of players reviewing cases has slowed down punishment to a crawl. You could be a dick to someone and not learn of said dick behavior until a few weeks later.

justicereview

 

 The Tribunal will, above all, distribute punishments and rewards faster. It will only take a few days following a closed case for action to be taken. To contrast, punishments at the moment are handed out in “waves”, meaning negative players are clumped together and restricted at the same time. The “pardon period” will also be made a lot shorter – a punished player will only get one warning and two chances before they lose their account.

 The new Tribunal will also be reviewing positive players for rewards in addition to its older features. This change may give players a tangible reason to act decent and that puts a welcome spin on how community behavior is handled. Every year the best Tribunal contributors will receive in-game rewards for their work.

 

 This mix of punishments and rewards will, hopefully, cover all types of players. Those who want skins may, for example, receive an exclusive skin for positive behavior. Respectively, negative players may be denied the Season’s Victorious skin. Players who value in-game status may earn or lose loading screen borders, etc.  To sum up, neutral and positive players will have in-game goals to strive for and remain neutral or positive and negative players will have punishments to keep them in line.

 Justice Reviews will be easier to manage. These are, in essence, “scoreboards” for Tribunal users to track their contribution to solving cases. They’re a good incentive for the “jury” to remain active, so making them more accessible means more people will stick around to keep the Tribunal functional.

 What’s missing from the list of features is, still, pre- and post-game chat logs. I personally think most toxicity takes place in Champion Select and if that area of player communication isn’t monitored, then the Tribunal loses a lot of its evidence for a case. I hope Tribunal users will be given access to these.

 The new Tribunal is taking similar time to develop as an average game by EA. And, while relying on slow systems for months-on-end is a tad aggravating, we’ll be getting mostly every feature requested. Let’s hope we can instantly ban people whose chat logs include “X or feed”.

 

 

Fiora Rework Banner

 

Fiora’s rework was an update teased too early, akin to Yorick’s rework. We know she’ll be getting a complete overhaul, but she isn’t a priority for the moment so shooting for 2015 is perhaps wishful thinking.

It’s evident why Fiora needs changes; a condensed explanation would be that she’s meant to be a Melee DPS, when she’s really a glorified assassin. Outplaying Fiora is rarely an option, since she’s effectively a lump of stats and targeted dashes. Similarly, she can’t outplay enemies herself. Put the two together and you get a one-trick pony whose success depends mostly on the match-up and rarely on mechanics or strategy.

Personally, I don’t think Fiora is a balance issue, but I consider her a failed concept. She’s the Grand Duelist, but only on paper. A duelist would time her attacks and wait for a crack in the enemy’s guard, but Fiora mostly relies on her three steroids to win fights. Her rapier could be Xin Zhao’s spear and little would change.

FioraUltSample (1)

Game Designer Guinsoo has shared ideas for Fiora in the past and they’re in a similar ballpark – more mobility and opportunity to outplay, at the cost of burst damage. Her role would change from a top laner to a mid laner or a jungler; the latter is interesting, since Melee ADCs have never really been competitive junglers.

 The rework team seems to be leaning towards excessive mobility to make Fiora viable. Given the over-abundance of mobility that’s currently in the game, it may be the only solution to make a Melee ADC competitive. But will that mobility take from the Champion’s power budget or will it just be tacked on?

 The main problem with Fiora will be the problem of Melee ADs in League. The archetype is usually too risky to warrant picking over Ranged ADs and bruisers. It makes Fiora’s rework that much more important for the game, since it can be an example of how melee carries should be designed in the future.

 

 

Warwick Rework banner


Warwick’s rework was teased several months ago on Reddit by Champion designer ZenonTheStoic. We already saw a preview of how unfun Warwick can be if left to his own devices in Patch 4.20. He’s a simple character with simple counterplay and that’s good to have for new players, but it’s hard to make the formula competitive and fair. The suggested rework has a lot of skillshots and requires proper positioning, which would make Warwick much easier to balance, since enemies can interact with him beyond buying QSS.

 

Eternal_ThirstEternal Thirst [ Passive ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

 

Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

 

Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

 

Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

 

Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

 

 There’s no set date for when we’ll see Warwick’s rework and no evidence that the suggested rework is anything but an experiment. He isn’t on the gameplay update list (yet), but he’s being worked on and we’ll likely see him revamped this year.

 An interesting observation is that Warwick hasn’t received a texture rebalance. Given that his model and animations are outdated, it suggests a visual update is on its way to complement his gameplay rework. And it may happen way sooner than we expect.

 

 

Ao Shin Banner

 

Ao Shin was a hot topic in 2013 when he was teased, but since then there hasn’t been news on the Champion. The gist of the design is an Eastern-themed storm dragon that can both support allies and be a teamfight threat. He’s meant to fill concepts that aren’t already occupied by Shyvana (half-dragon) and Janna (storm sorceress). Being an interpretation of a Chinese dragon, he won’t be breathing fire; his powers will be based around controlling elements.

Ao-Shin-Sketches

From the teaser:

 “Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.”

 Gameplay-wise, the direction seems to be a hybrid between a support character and an AoE mage. This may mean Ao Shin will have dual-effect spells that change depending on who they target, like Lulu. Also, given that most new Champions don’t use mana, he might have a completely new resource to fuel his hybrid kit.

 The teaser mentions that Ao Shin will come when Ionia is faced with its biggest crisis, so his release will likely be tied to a major lore event. Again, we may not see him this year, but if we do, we’ll get plenty of forewarning. For now, we’ve Champion Designer Meddler‘s explanation why we won’t be seeing Ao Shin for a while:

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick.

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Replays & East Coast Servers

Both will be available as DLC for Half Life 3.

 

 

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

 

 

News 27 11 Banner

 

Summary Final Banner

 

Recent News Banner

Reksai-QA-Banner

Dev-Blog-Exploring-Player-Behavior-Design-Values-Banner

Fan-Art-Kalista-Banner

 

PBE Updates Patch 4 21 Banner

 

 

Small PBE Update Banner

A few changes I missed between the recent PBE updates.

 

[ 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.

 

Legend of the Poro King HUD

The recently-introduced game mode, “Legend of the Poro King”, has received a HUD update:

 


HUD Update Screen 2

 

Update to Dragon Buffs

The stacking Dragon buffs have received a few changes:

  • The bonus AD and AP from the Tier 1 buff has been decreased from 8% to 6%;
  • Tier 2 and Tier 4 buffs have swapped places.

 

Dragon Slayer Change

 

 

Single Posts 27 11 Banner

 

 

New champions have mechanics that Riot has been against

Morello Final PortraitAdditionally, we said we’d never do a healer. Instead, “what will it take to do a healer” was the better question.

I’ll say it straight. You guys were right on some of this stuff and helped us understand our limitations we’d created. It’s a hard ship to turn, but I’m glad we are doing it.

[ Link to Post ]

 

Meddler Final PortraitA big +1 to this from me. We’ve been pushing on some particular things for new champions as you’ve mentioned and player feedback calling out where we should improve/where our past releases have sometimes fallen short of the mark’s been enormously valuable.

Also wanted to say thanks for the thread. Discussion can get pretty focused on what’s problematic at times, and while that’s really useful to hear it’s also very helpful to cover the what’s going well side of things sometimes too.

[ Link to Post ]

 

 

Have you considered an isolation mechanic that prevents pings

Morello Final PortraitWe have, but think this is overcame by third-party voice and chat programs. Since that can eliminate the certainty that the character is “silenced,” we’ve avoided that one.

[ Link to Post ]

 

 

 

Will there ever be an Invoker type champion in League

Morello Final PortraitIt’s less of a rule than a lack of perceived value outside of “cool” in this case.

For these champions, even being more unique, they have a purpose and goal around HOW they evolve the game. If we get to the point on that for an Invoker-style champ, we’d consider it, but not for its own sake.

[ Link to Post ]

 

 

Nautilus Banner

 

 

Why isnt the damage on Nautiluss W instant

Meddler Final PortraitThe intent behind Nautilus’ damage on W being split between the initial impact and a follow up DoT is to make getting some attack speed rewarding, but not mandatory (e.g. if Wit’s End is in a spot where it’s considered a useful item to pick up on some champs it should be worth considering on Nautilus, without being a ‘get this or fail’ item).

[ Link to Post ]

 

 

Given that AS items are popular can his W be made to burst

Meddler Final PortraitThat’d be an option if looking to buff Nautilus certainly. He’s one of the junglers the live balance team are currently tracking to see if they’re too weak given the jungle changes. Main question to ask would be whether there are better places to put power on him instead if he needs it – which buffs address where he needs power, when, leave build options open where possible, give him a distinct niche as a tank etc.

[ Link to Post ]

 

 

Chogath Banner

 

 

Does Champion size change abilities or stats

Meddler Final PortraitIt does not, with one or two specific exceptions (e.g. Cho’s E as mentioned below, which is called out explicilty on the E’s tooltip). Size modifies how easy you are to hit with various abilities, whether line skillshot, ground targeted or whatever and can make it harder for enemies to target your allies instead of you, it doesn’t inherently change your stats or abilities though.

[ Link to Post ]

 

 

Doesnt it change your Auto Attack Range

Meddler Final PortraitAuto attack range is calculated from the edge of your hitbox, it’s also calcuated to the edge of the enemy hitbox however. From the perspective of how far you can hit from the center of your model your auto attack range does increase as your model gets larger, the range you can be hit at also increases however so your effective range doesn’t change (e.g. a Lulu ulted target can attack targets slightly further away, but can also be hit by enemies slightly further away as well).

[ Link to Post ]

 

 

Evelynn Banner

 

 

Have you settled on a direction for Evelynns VU

IronStylus Final PortraitMy hunch is to go more into the.. um.. well.. sorta hybrid succubus, seductive vampire-like sorta thing. I would make her a literal vampire, but I feel she needs that shadowy, creature of the night feel. I’ll say right up front that I’m not a fan of the BDSM look, I also think that’s kind of a misnomer because it’s hard to simplify a sexual affinity into like.. a single look. Don’t get me started on 50 Shades of Grey. puts gun in mouth

All that said, the other full time concept artist on the ChampUP team, Lonewingy (concept artist for Nami & her skins, Azir, and part of the Rek’Sai team also) is focusing on Eve. I leave it to her discretion because shes a better everything than I am.

Again, we’re still really early on in development, so there’s still no solid direction.

[ Link to Post ]

 

 

Reksai Banner

 

 

Why can the enemy see RekSais tunnels in the fog of war

Meddler Final PortraitIntent is that the tunnels are visible through fog of war once you’ve seen them once. Goal there is to make it possible to hide tunnels for future use while also ensuring enemies are able to track tunnel locations once they’ve discovered them.

[ Link to Post ]

 

 

 

Can you improve the clarity of her tunnels

Meddler Final PortraitTeam specific mini map colors for tunnels will be in by the time she launches, we’re just sorting out a few code issues with that at the moment.

As far as the tunnels themselves go there are team indicators on them (color of mist emerging from them). I get the impression from your post those are too hard to read at the moment though?

[ Link to Post ]

 

 

Ao Shin Banner

 

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Is it likely that his name wont be Ao Shin on release

Meddler Final PortraitHis name’s certainly something we’d want to talk about, assess whether ‘Ao Shin’ is still a good fit for the final version of him we get to. Can’t offer you any thoughts on likelihood of that though at the moment, it’s not something we’ve looked at yet.

[ Link to Post ]

 

 

Meddler Final PortraitInternal names can be pretty placeholder ish at times and many champs spend a while being referred to as something else before we figure out a final name for them. Sometimes that’s a moderately serious name like Seth, sometimes it’s something jokey (Vel’koz was ‘Professor Eyebeam’ for a few months for example).

[ Link to Post ]

 

 

Lore Banner

 

 

Is the Institute of War gone from the rebooted lore

Jaredan Final PortraitHiya Giggle, I hope I can add at least a little clarity:

The Institute of War is no longer in the story world. Champions who are inextricably tied into the IoW as a core part of their motivation will be receiving changes. Champions who have some mention of the IoW will be receiving relatively minor edits. Summoners are not what they were as their prime interaction with the story was through the IoW. That does not mean that the concept of Summoners will never be seen again within the story world, they just won’t be taking the same role as previously. So nope, Summoners are not deleted from Runeterra.

I can understand the confusion. We want to reveal things through the course of Runeterra’s story rather than through mainly biographical content or by outlining plot points that would undercut stories when they are released. Also, frankly, there are things we just want to explore more and hone until we think they meet our increasingly stringent measure of quality. In other words, we’re making a lot of changes to level up our storytelling and to get more stories to you.

Since September, we’ve released story content pertaining to the Shurima event, Azir and Xerath, The Harrowing, Kalista and Rek’Sai. We’ve learned lessons from all of them and we’re attempting to deliver stories with more regularity and consistency through the end of the year and 2015. We have a couple of technical challenges, and we’re working to ensure an increasingly high quality bar, which means sometimes we just look at a story and decide we need to work on it more before it can go to players.

We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

FInally, Jax is cool anytime, anywhere.

[ Link to Post ]

 

 

Issues with the new lore that havent been solved

> We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

All due respect, the anger stems from a lot more than just “we’re working on it” posts. It’s that you say you’re working on things, but we’re not seeing the results we should be expecting.

• Of all the short lores posted on the PBE (Shurima and Shadow Isles), we’ve seen two full ones (Azir and Xerath, and only after much pressure) and one reverted (Maokai). We’re still waiting for the other 14 (Amumu, Rammus, Skarner, Ezreal, Cassiopeia, Renekton, Nasus, Karthus, Mordekaiser, Thresh, Evelynn, Elise, Hecarim and Yorick). Are these stories ready for release or are you lot still “working on it/them?”

• Of the new champs and reworks, we’ve seen Kalista (possibly under duress) and Sion (a mistake by someone).

• Singed, a champ whose story has been broken since the first Soraka rework (September 2012), was only just acknowledged as a “problem” very recently. Yet, we see no foreseeable progress from Riot/Narrative in fixing his story after 26 months.

I’m sorry for any “snarkiness” found in this reply, but how can we trust you guys when you “say” that you’re working on things when we’re not seeing any progress on this and the myriad of other issues Narrative needs to deal with?

 

Jaredan Final PortraitWe still haven’t got the tech issue sorted. Kalista came out on the boards because we couldn’t get her story out in the way we wanted, but putting those stories out on the boards just isn’t ideal so we don’t want to do it for all of them. We put the stories out because it’s what we desperately want to do. We’re not being forced to do it against our will, which would be odd.

 

The stories for the Champions you outline are at various stages of completion. Some are done, some are in final revision stages (mostly heading into tech edits), some are being rewritten. All of them have had initial treatments that have either moved forward or haven’t yet met targets for quality.

After we’ve released stories for Shuriman and Shadow Isles Champs, we’ll be looking at stories for Champions not tied to any specific faction, particularly for Champions who are currently inextricably tied to the IoW. Other Champs who have contradiction issues will be given attention also.

If you’ve been paying close attention to recent events, you’ll have a good idea of where we’ll be going next in regard to the next larger story in Runeterra—which we’re also currently working on.

We want you to share your ideas on what you would like to see from Champions who will fall into the areas I’ve outlined, and we’d love to read and join in discussion wherever possible, but I have to be honest: if the main thrust of the ideas are tied to the IoW then it’s very difficult for me, or other members of Narrative, to engage with them. We’ve outlined where we are headed and we’re committed to developing Runeterra as a story world in the way we’ve laid out.

Also, we are not going to be giving you early breakdowns of stories before we tell them as that would defeat much of the purpose of the stories themselves.

You and I in isolation, as well as members of the Story and Art community and Narrative, have disagreed on some of the changes made this year, and I’m sure we will have differences of opinion on some of the stories we tell in the years ahead. I’m trying to be as open as I can be, while being responsible to the work being done.

Until we are releasing stories at the pace and quality that the community is looking for, and that we are working towards, we will have recurring discussions on the issue that can become more annoying because it’s hard to give you different answers to ones that have already been provided. The stories will be the answers, the details and the points to discuss, and until we have a large enough number of them it’s difficult not to feel like a broken record. That’s completely our responsibility and one I take very personally. We have started on that journey, but we have a long way to go.

I know you’ve heard this before, but it’s honestly where Narrative as a team is currently, and it’s all I’m able to divulge right now. We’re evolving our team, our processes, our means of delivering stories in different media all in order to get more, better stories to you.

Whenever I’m able to give concrete answers, I will, but I hope the frustrations of a lack of specificity will diminish mainly due to compelling stories.

[ Link to Post ]

 

 

Taric Banner

 

 

How should Taric be updated

IronStylus Final PortraitHello again (again).

So something interesting came up in this thread:

http://boards.na.leagueoflegends.com/en/c/story-art/HALQfHsu-marvelous-portrait-of-taric-on-surfer-singeds-updated-textures

 

Namely, a discussion around hair. Yes. Hair.

 

 

Bur seriously, there’s a thought swimming in my head about slanting Taric a little more “modern”. Even the term “metrosexual” came up, mainly referring to a well-kempt, good looking gentleman that’s fashionable and, for lack of a better term, “modern”. Some of my explorations lean this way. I’ll emphasize explorations as this is super early concept stuff.

In part II of this discussion…

http://boards.na.leagueoflegends.com/en/c/story-art/a7ulBkBM-so-what-do-you-guys-wanna-do-with-taric-part-ii-pics-or-it-didnt-happen

..we talked about visual reference, asking what people were looking for in our favorite gem knight. A lot of fancy paladin art came up, sort of standard fantasy fair. The traditional suit of armor that’s nicely ornamented and beautiful. But, it begs a question. What can separate Taric out from a standard paladin? One idea that’s been floated in giving him that “modern” twist I mentioned. What does this mean? Well, it can mean a lot of things. One thing is his hair. Hair often can define modernity and current fashion trends. The way I perceive it is that the poof that Taric sorta has now dates him quite a bit. The suggestion was made to give him more of a modern cut, and therefore, give him more relatable, and current, style.

I’m wondering that maybe we don’t stop there. Maybe we push him to feel “modern” and fashionable all over. I’m not talking about futuristic, or runway high-fashion, but I’m wondering if it’d be a valuable exercise to ask for ideas about what people think a “Modern Paladin” could look like. Maybe supply some images that stress Taric’s beauty and charm, but also set him apart from sword-and-sorcery fantasy. Not that that sort of fantasy is bad, but I’m looking to see what sort of spin we might be able to put on Taric that isn’t just an armor set. I think exploring fashion, modern trends, and more contemporary looks might yield some results.

What do you think?

 

 

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

 

 

News Update August 25 Banner

 

Summary

Meddler hosted a Q&A on the forums, talking about the process of designing new Champions, balancing current ones, wacky mechanics the team is considering, taking player suggestions into account, balancing numbers on new Champions and lots more. Over on Reddit and forums, Developer Relations Manager Sargonas issued Riot’s stance on “scraping”, or using spoofed LoL clients instead of Riot’s designated API service to mine data about Summoner accounts.

TL;DR in featured comments.

 

Recent News

Balance-Issues-Banner

EU-LCS-Moving-to-Berlin-Banner

Targeting-Bugs-Banner

 

Want to know what to expect in Patch 4.15? Here’s a list:

PBE-Round-up-Patch-4-15-Banner

 

 

 

QA on Game Design Banner

 

Meddler Q&A Summary

 

 

Reworks

 

 

How is Sion’s rework coming along

Meddler New PortraitI’ll leave sharing timelines/details up to the Sion team, don’t want to spoil any of their plans. Can say that it’s coming along really well though, overall a pretty different kit but with some familiar elements.

[ Link to Post ]

 

 

 

Will Ezreal’s W be changed into something more interesting

Meddler New Portrait Agreed, Ezreal’s W is the least interesting and least satisfying part of his kit. We’re certainly open to improving it, though would want to do so in a way that didn’t remove an intended weakness or just straight out overpower his kit (hence the removal of the old attack speed slow for example – strong duelist against other marksmen’s not a core part of Ezreal’s intended identity.).

[ Link to Post ]

 

 

balance banner

 

 

How do you feel about a Champion’s damage being tied to a single spell

Meddler New PortraitTying too much of a champion’s damage up in a single spell can lead to some power curve problems (Zilean for example bullies incredibly hard early while he’s maxing Q and then falls off unsatisfyingly hard). Having said that though having high damage on a basic ability isn’t necessarily problematic in my eyes – not every character needs to be three damaging abilities plus a high damage ult, even if they’re played in a damage role, and non damaging abilities can open up a lot of gameplay space (e.g. Anivia’s wall). Are there particular problems you see with such abilities?

[ Link to Post ]

 

 

At what point do you say

Meddler New PortraitOur goal with signature abilities is to distinctive skills that are situationally extremely powerful (if used right) but not universally overwhelming. Something we’re working on at the moment is making our champion roster, both new and existing champions, more distinct where possible, and putting power into iconic abilities tends to be a great way to do that. Having said that there are still a lot of general design principles it’s important to follow despite that.

Counterplay’s one of the big ones, and somewhere Vi’s ult, cool skill though it is, is a bit narrow (counterplay’s too dependent on the skillset of the target, abilities are usually healthier where there are some accessible universal counterplay options).

[ Link to Post ]

 

 

How do you calculate the base damage for new Champions

Meddler New PortraitA champion’s initial damage numbers in early testing are usually just a rough estimate based off somewhat similar abilities (e.g. if creating a single target click to hit ability a designer might look at Annie’s Q as a starting point). Early prototyping’s not focused on numbers much though, it’s the concepts of what the skills might do (is this fun, interesting a good thematic fit for the character, adding some new to the game etc) that we focus on. As a result numbers just need to be balanced enough to give useful testing on that stuff/not heavily distort the test for other test points.

[ Link to Post ]

 

 

How do you decide the cutoff point between base vs scaling damage

Meddler New PortraitBase versus scaling damage depends on how item dependent a champion should be, how snowbally or not they should be, at which phase in the game they should get their damage, how strongly we feel certain builds should be incentivized etc.

[ Link to Post ]

 

 

Are there any champions that you want to see being played more and less

Meddler New PortraitWe’d like to see a greater variety of champions played and a lot of our changes in patches 4.13 and 4.14 were focused on bringing down picks that were too dominant or adding some power to champions that were close but not quite there. Our goal’s not to have all champions played equally though. Some champs are always going to be more or less popular than others of equivalent power depending on how broad or niche their themes are and that’s not a problem.

We would like to see a greater variety of jungle picks, tanks in particular, our current thinking is that that’ll need some changes to the jungle itself, not just individual champions though – need to create more ways for different jungle strengths to matter.

[ Link to Post ]

 

 

Game Design Banner

 

 

What was your intended vision for Gnar

Meddler New PortraitA transformation you had only limited control over was the core starting point for Gnar, with that then allowing each form to have really distinct strengths (since you couldn’t swap back and forth as needed). Goal was to offer a really distinct play experience, both for the Gnar player and for all other players in the game (whether working with Gnar or fighting against him). That sort of distinctness is something we’re focusing on a lot more with new champions now than we have in the past.

[ Link to Post ]

 

Follow Up

Meddler New PortraitWhen coming up with a new champion we’ll start by looking at what our goals are. With Gnar for example we wanted to explore both a classic man/monster contrast (Jekyll/Hyde, Banner/Hulk etc), add a different take on a playful personality and investigate how a young child might be able to survive in a dangerous world.

 

We don’t have firm quotas, but do want to offer a range of champions to appeal to a variety of players (so variety in theme, role, gender, age, mindset, appearance, difficulty etc). Sometimes that’ll mean we make concepts with broad appeal (dual gun weilding fighter of the undead on a quest for vengeance), sometimes ideas that are more niche (highly intelligent tentacle monster researcher scout).

[ Link to Post ]

 

 

Can role combinations like Urgot’s Marksman

Meddler New PortraitAt the end of the day the role tags are there as general indications of what you can expect from a champion, not as perfect descriptors of what they’ll be or limiters of what they should be allowed to be. For some champs, Urgot being a good example, they’re only going to be somewhat accurate as a result. Marksman/tank for example implies some pretty contradictory things – squishy to protect versus front line initiator or fight controller, builder of primarily offensive items versus primarily defensive items, high value squishy target to kill if you can versus hard to kill target to kill if you must etc.

It’s possible that that combination of tags may still be the best shorthand to describe a champion though, the overall message being more important than the details. Also as a side note Urgot should probably be a marksman/fighter rather than marksman/tank.

In terms of design space there there’s definitely a lot to explore. Support/assassin is one I feel’s got a lot of potential in particular – imagine a character with an assassin like play style (squishy, active defensives instead of toughness, flanks the enemy) who, after going in, grants various team utility effects, rather than trying to explode a single enemy. Lot of problems you’d need to solve, but lot of potential for a really different, fun, interesting experience too.

[ Link to Post ]

 

 

What was the thought process behind designing Yasuo

Meddler New PortraitWe wanted to explore the samurai archtype with Yasuo, but didn’t just want to do the classic swordmaster thing by itself. Control over the wind was something the Yasuo pod (a group of developers working on a project) hit on pretty early, which resonated well both with the themes we were going for (wanderer, speed, power) and with the way the art was going.

 

Double crit chance was identified as a way to offer a melee champion a needed steroid while also changing up how the character thought about itemization a bit (Yasuo’s early item choices are very different than they’d be if he had a +AD steroid for example, which leads to a different set of choices and experiences than on other champions).

[ Link to Post ]

 

Follow Up

Do you regret giving him double crit chance

Meddler New PortraitIt’s not a mechanic we regret. As above it does useful things for his playstyle, plus it also gives him a consistent, rather than random crit based, damage output late game, which has some advantages (and some disadvantages). I can understand it being a target for concerns about Yasuo being OP, if there’s an issue we should be fixing there though I feel there are better levers to use on Yasuo than removing that part of his passive.

[ Link to Post ]

 

 

How do you decide what part of a Champion’s kit is committed to one role

Meddler New PortraitFirst we do goal setting at the champion level. That means we’ll start by identifying what the intended role of the champion is – what do they bring to the game that’s new, what are their strengths and weakness etc. From there we’ll then break that down to figure out what tools they’ll need. If for example one of the goals is ‘this champion is consistently hard to kill, protective of others’ then we’ll look at skills that offer non item reliant tankiness and defensive team utility.

One thing that’s important to watch for though is that you’re giving a champion just the tools they need, not all the tools they want (which leads to kits with no clear weaknesses, an issue we’ve run into at times).

[ Link to Post ]

 

 

Are you considering a Sand Mage concept for a Champion

Meddler New PortraitWe took a swing at a sand mage concept a couple of years ago but weren’t happy with the results and put him on hold as a result. That was with the intention of returning to him someday though to see if there was a different take on the idea that might work out better. Fingers crossed that’s something we’ll have success with at some point, it’s a cool space to work in.

[ Link to Post ]

 

 

Have you considered adding player suggestions to Champions

Meddler New PortraitIdeas aren’t the hard part of champion creation, figuring out how to make those ideas work, testing, rejecting, replacing, polishing, aligning with other parts of the process (visual goals, intended storytelling opportunities) etc are. For the average champion only one, or rarely two things, from the initial kit created on paper, survive to the final released kit, and even then generally in heavily modified form. Just directly implementing someone’s idea isn’t a practical approach as a result unfortunately.

[ Link to Post ]

 

 

Will you do a flight mechanic for a future Champion

Meddler New PortraitWe’ve explored what we were calling ‘true flight’ (to distinguish it from characters that appear to fly but are really just moving like any other) a bit. Personal feeling is that it’s an interesting ability provided it’s got sufficient downtime/chances for enemy counterplay, need to find the right concept and kit for it to go with though.

[ Link to Post ]

 

 

How about a Champion with low damage but really high Attack Speed

Meddler New PortraitExtremely fast attack speeds with low damage scale incredibly well with on hit effects, meaning you have to balance with those effects in mind, whether that’s reducing on hit effects too or giving the character almost no damage otherwise. As a result you basically end up with an experience like normal auto attackers but harder to last hit with (low damage per hit) and kite with (more time spent auto attacking/less moving).

[ Link to Post ]

Follow Up

Will you explore a

Meddler New PortraitIt’s not a direction I’d be very hopeful about. The ability to auto attack while moving’s incredibly powerful alone, add that to a character that would be an extreme hypercarry if that effective with items and you’re leaving the enemy with a very limited set of options. A dual shred passive like Kayle’s would then diminish those options further again.

[ Link to Post ]

 

 

What reaction do you like to see when a champion comes out

Meddler New PortraitSome concepts are naturally going to have broad appeal, others niche, and that’s something we’re fine with. Generally though we’re looking to make characters that appeal deeply to some people, rather than characters that appeal a bit to almost everyone.

No strong preference between overtuned and undertuned release states, ideally we’d be hitting balanced, but some variation either way’s going to happen given it’s just not possible to balance beyond a certain degree using internal testing/PBE alone. Regardless a champion’s first couple of weeks especially are going to be more about people learning to play with/against a new champ, giving us some time to adjust their balance if needed.

[ Link to Post ]

 

 

How early in the process does a champion have a role assigned

Meddler New PortraitRoles we’ll generally identify pretty early. It’s not uncommon for a champion to change roles during development though – if a concept works better as a support than a mage for example we’ll want to make the better version of course. Roles do serve as a useful starting point when looking at what sort of actions a champion could be expected to perform, tools they might need. what their visual appearance should communicate etc.

Position by contrast isn’t something we try to design for, though sometimes a champions goals will strongly guide them towards certain circumstances (e.g. ‘this champion does well in a lane against a single other opponent’ or ‘this champion is best utilized when playing with at least one ally’).

[ Link to Post ]

 

 

What actually sparks the design of a Champion

Meddler New PortraitCharacters can start with a piece of concept art, an intended story or personality, a role we need to fill, an ability or kit etc, all of which have lead to successful champions in the past. Art’s been the most common starting point historically though.

[ Link to Post ]

 

 

Do you browse through the forums for Champion suggestions

Meddler New PortraitI don’t browse the champion concepts section myself, can’t speak for other Rioters though. Have certainly seen some good suggestions for champions elsewhere though (such as the suggestion for a champion that controlled a mobile fireball that I believe influenced Orianna’s development back in the day).

[ Link to Post ]

 

 

Is Ao Shin still in development
[ Context ] Ao Shin is an elemental dragon Champion who was teased by Riot awhile ago.

Meddler New PortraitAo Shin’s still a long way off, so nothing to report at the moment sorry.

[ Link to Post ]

 

 

 

 

Others Banner

 

 

What courses do you feel are most important for a job at Riot

Meddler New PortraitDepends on the sort of design you’re interested in and the environment you’re working in. At Riot for example we’re usually after people with strong analytical and problem solving skills. Those can come from a range of backgrounds, though engineering and hard sciences are some of the most common. Some other companies by contrast place a much higher emphasis on designers also having a programming background or, depending on the genre of game, creative/writing experience. Is there a particular sort of game design you’re most interested in?

[ Link to Post ]

 

 

Do you often run into technical limitations when designing Champions

Meddler New PortraitTech constraints are a regular part of the design process, though most of the time we’ll either find a way around them or get help from our software engineers to add the functionality we need. Yasuo’s windwall was indeed such a case, with an initial designer created version we used for testing that was sufficient to prove the concept (but incredibly server intensive and buggy) that got replaced with a properly coded alternative. A lot of the time though it’s smaller stuff as well. Kha’zix’s release was shifted around a bit for example because we needed to get some new tech for the Evolution UI.

More than happy to talk jungler diversity, though can’t guarantee I’ll be able to answer everything in detail.

[ Link to Post ]

 

 

Riot on Scraping Banner

 

 

Riot’s stance on scraping

Sargonas New PortraitHey all, figured I would chime in here rather than make you have to dig around in our slightly more technical dev forums for some clarity! Forgive me if parts of this feel like a copy of some of the statements I’ve made there in part, but I’m trying to be consistent in what I say to avoid confusion.

First.. a little background for folks who are unfamiliar with some of the terminology in play:

Some third party League sites use a method called “scraping” to get data from our servers for use in their applications. Scraping uses spoofed LoL clients to grab data from things like Spectator Mode, account profiles, the store, and more. This results in tens of thousands (sometimes hundreds) of concurrent extraneous sessions on our platform.

Because of this, scraping can cause occasional stability issues, and it also increases the complexity and difficulty for Riot to detect and fix problems without first sorting through the “white noise” of these extraneous connections. 

Third party developers are aiming to provide League players with value and enhance the experience, which is awesome – and we’ve developed the Riot API (link) in order to help third parties do just that, without causing harm to the live service. Many sites that you know and love have already moved over to the API, but there are still some third parties that are actively scraping our live service today for a variety of reasons.

In the interest of protecting the League of Legends service for players, we’ve asked all third party developers to end the use of scraping by October 1st, 2014. In reality, this has always been our position (as stated in the API terms of use and other legal guidelines), but we’ve elected not to enforce them until we brought the API to where it’s at today.

We are not attempting to kill any sites with this.. It’s true that some technological shortcuts used by many sites can no longer be employed – You can’t put in a single player name and get a live dump of every player, champion and the associated team in one shot, for example. 

However the second step of the process, looking up those players individually by the API, still works the same way it always did. Industrious developers should have little trouble coming up with a different method for looking up the players on the opposing team to glean the same data.

We understand this will require some user experience tweaks to these sites and may possibly make the process less streamlined in some cases, but we feel this is an acceptable trade-off in return for the value provided to players in the form of better platform reliability.

EDIT
Thought maybe I’d also add in, we just earlier today also announced that some of this desirable data obtained from scraping is already on it’s way to the API! Details are over on the PBE forums:http://boards.pbe.leagueoflegends.co…history-builds

[ Link to Post ]

 

 

Does this mean LoLNexus will disappear

Sargonas New PortraitNot necessarily… if you go back through my previous post, I’ve gone over how it will affect these kinds of sites. The TL;DR is that no, it wont cause them to go dark, but simply change how we interact with them and may affect portions of the data made available.

[ Link to Post ]

 

 

Follow Up

Sargonas New PortraitIt should have little impact on the majority of sites. Some, like LOLKing, have moved almost entirely over to an API powered system long ago. Others are in the process and use a bit of both. We are simply delivering on something we told them long ago would be coming, a deadline to only use the API to relieve strain on our systems. The majority of functionality you expect should still be there, but perhaps with tweaks to the overall user experience on how it’s handled.

The end result should be primarily the same. One of the biggest examples of lost functionality I can think of is the loss of knowing who is in a pre-made group in a game, which to be honest, is not information we feel should be had in the first place.

EDIT As to the OP.gg spectating issue, this does not apply to the spectating and generation of replay files by op.gg. They are welcome to keep this functionality for the time being and we hope one day to maybe even add this to the API to make it easier for all, possibly.

[ Link to Post ]

 

Lolking is pretty notorious for how long it takes to update games that have already finished while sites like OP.GG are instantaneous. Is that a result of the API?

 

Sargonas New PortraitIt’s symptomatic of older tech we had in the API, yes. However we rolled out new portions in the last two weeks to greatly improve this… this is part of the reason we’ve moved forward with the long standing plan to enforce this existing policy finally.

[ Link to Post ]

 

 

Will we be able to control whether our account info is leaked on these sites

Sargonas New PortraitI can’t speak deeply on this subject with a lot of knowledge on some of the finer points of the thinking behind it, but I can say the following, having been part of this discussion…

Our philosophy around player and match data lately has broken down into two categories… normals/customs and ranked. With normals and customs, that is “protected” data that should only be made available between friends. Normal games are where people try new things, experiment with builds, and just have fun. The player data behind that then of course should be kept between friends only and not aggregated publicly for analysis and consumption… only by the player in question for self growth and learning.

>With Ranked games, it’s a bit different. Ranked is highly competitive, where you are putting yourself out there in a high visibility environment. Just like how with traditional sports player stats are publicly available and scrutinized by them, other players, fans and analysts, the same should apply to the Ranked queues as well. While I don’t think it is likely we would be allowing to electively hide profile data, I’m not in a position to say that is definitely the case forever with any concrete stance.

[ 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 skt t1 zed banner

 

PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL

 

 

PBE April 7

 

Previous PBE Changes from Patch 4.6 Cycle:

 

SKT T1 Zed Shadow Changes

 

 

 

 New Potrait Rengar 

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)

 

 

Rumble New Portrait

 

 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)

 

Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)

 

Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)

 

 

 

Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)

 

 

Trinkets

 

Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1

 

 

Void Fizz in Store Banner

Link to official announcement.

 

A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.

 

 

Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).

 

Void Fizz Skin Preview

 

 

 

Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.

 

 

Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?

 

Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

 

 

Will you make Fiora’s passive more engaging?

 

GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.

 

 

Can we get a release schedule for this rework?

 

GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soonâ„¢” or “not soonâ„¢”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.

 

 

Is reworking older Champions harder than making new ones?

 

GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.

 

 

Is the new Blade Waltz meant to complement her other abilities?

 

GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

 

 

Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult

 

GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

 

 

 

 

Won’t making Fiora mobile during Riposte overload her new kit?

 

GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.

 

 

Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?

 

GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.

 

But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).

 

 

Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?

 

GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.

 

 

Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?

 

 

Can we get a time table on his release?

 

Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.

 

 

Will you guys do a Dev Journal on Ao Shin’s development?

 

Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?

 

 

 

Off-topic: Are you working on a new Champion?

 

Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.

 

 

Single Posts banner

 

 

A Look at Lissandra’s Passive

 

Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.

 

Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.

 

 

Can Miss Fortune get a W stack indicator?

 

ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.

 

 

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

 

Lunar Goddess Diana Banner

 

PBE Update

Meddler / Xelnath AMA

RiotBrokenSword – AMA

Single Posts

Champion/Skin Sale: 10.01 – 13.01

 

 

PBE Update

 

 

GangplankSquare
Gangplank

 

Cannon_BarrageCannon Barrage ( R )

  • Tooltip changed: now lasts 6 seconds, down from 7 (this is just a tooltip fix, not a nerf – the duration has always been 6 seconds)

 

 

JannaSquare
      Janna

 

MonsoonMonsoon ( R )

  • Now heals for 100/150/200 +0.6 AP per second for 3 seconds, increased from 70/100/150 + 0.35 AP per second over 4 seconds

 

 

JinxSquare

       Jinx

 

  • Base HP reduced from 420 to 380
  • HP per level increased from 80 to 82

 

Flame_Chompers!Flame Chompers! ( E )  

  • Damage reduced from 100/150/200/250/300 to 80/135/190/245/300

 

 

KassadinSquare

    Kassadin

 

  • All previous changes have been reverted, he is now back to live status

 

 

KogMawSquare

   Kog’Maw

 


Caustic_SpittleCaustic Spittle ( Q )

  • Damage increased from 60/110/160/210/260 to  80/130/180/230/280

 

 

RengarSquare  
     Rengar

 

SavagerySavagery ( Q )

  • Now empowers Rengar’s next basic attack 2 two seconds, reduced from 6 (no more stab-stabby triple Q from stealth)

 

 

TalonSquare

      Talon

 

CutthroatCutthroat (  E  )

  • Now teleports Talon to the far side of his target, rather than always behind it

 

 

Lunar Goddess Diana

Lunar Goddess Diana Splash

 

 

Meddler / Xelnath AMA

 

 

Preseason / Season 4

 

 

Will we see more changes in S4, other than the ones from Preseason?

 

MeddlerButton Rioter Meddler: We do have some adjustments to some of the details of Leagues coming. I don’t believe we’ve discussed the specifics yet, should be doing so just before the soft reset that kicks off the new ranked season.

Rune changes are something we’re still investigating, no guaranteed changes yet (though we may try out some experimental stuff on the PBE at some point).

Blue trinket wise we’re currently happy leaving the trinkets unchanged for the next patch after buffing both blue and red in the previous patch (reduced CD on red, increased range and a reveal effect added to blue). Blue’s not a common pick at present, and is being watched as a result. A perfectly even split of usage between the three trinkets isn’t one of our goals though – yellow’s a good general pick, blue by contrast’s a more situational/champion dependent choice.

 

 

Can you tell us when the soft ladder reset will occur?

 

MeddlerButton Rioter Meddler: Apologies. Would if I could in a useful way, but patch release timing’s not my area of expertise and has enough moving parts there’s always risk of change until pretty close to release.

 

 

 

Anything you can tell us about the next Champion?

 

MeddlerButton Rioter Meddler: Nothing I can share at present about champion 118 timing sorry, we generally prefer not to talk details about a champion at all until pretty close to their PBE release.

We are definitely still planning to release a support champion in the early part of 2014, that hasn’t changed.

 

 

General Balance

 

 

Do you plan on revisiting the Defense Mastery tree?

 

MeddlerButton Rioter Meddler: The defense tree’s probably still too strong at the moment, we’ll be looking at that. Nerfs to Sunfire Cape and Spirit Visage in the upcoming patch will reduce the power of many of the champions benefiting the most from those masteries though (Mundo and Shyvana for example) and how heavy an impact that has is something we want to take into account when assessing said mastery tree.

 

 

Follow-up: If you nerf the Defense tree, will this allow you revert the changes to Sunfire Cape and Spirit Visage?

 

MeddlerButton Rioter Meddler: We feel the changes to Sunfire Cape (damage scales by character level, lower compared to the current values pre level 15) and Spirit Visage (10% CDR instead of 20%) are appropriate changes regardless of whether the current defensive masteries are or aren’t too strong.

 

 

 

Why are buffs so scarce?

 

MeddlerButton Rioter Meddler: Our goal when balancing in LoL is to keep the average power level the same. Only buffing leads to a situation known as power creep, where you end up in a constant cycle of buffing to catch up to the buffs you just added, making stable, balanced elements impossible. This extends not just to champions, but other game elements too.

For example, if we only ever buffed eventually we’d end up with champions across the board who just ignored towers throughout the game, as we kept adding power to all of them to catch up to whoever was the strongest. So, we’d have to buff towers. That would then leave minions unable to do much against towers and, since minion damage is meant to chip away at lanes, we’d have to buff minions. That would leave jungler monsters too weak relative to lane minions.. etc etc. Very much a simplified example, you get the idea though.

Efficiency’s also a secondary reason – if one champion out of 117 is far too strong why go through the disruption of buffing 116 rather than just bringing the one down to an appropriate level?

 

 

Do you think “utility scaling” made true supports preferrable to picks like Annie/Zyra?

 

MeddlerButton Rioter Meddler: I’d agree some traditional supports are a bit weak and that the utility scaling ratios probably aren’t offering enough to make AP attractive versus utility items (Mikael’s, Talisman of Ascension etc). Will chat to the live balance team about their thoughts on that and get back to you.

 

 

Will you balance support items?

 

MeddlerButton Rioter Meddler: The Live Balance folks are looking into that at the moment. Definitely won’t be changed in the next patch, support item balance is something we’d like to try and tune in the early part of the year though.

 

 

 

Do you still plan on changing minion spawn timers?

 

MeddlerButton Rioter Meddler: Still planning to. The idea we had was to do a Dominion style enclosure at the shop as well, to put those slower loading into the game on even footing, and then give everyone a homeguard style buff to get out into the map around the time they previously would have. That tested well so now we’re looking at getting the art assets that would need.

 

 

Why did you nerf the CDR on Spirit Visage?

 

MeddlerButton Rioter Meddler: Two things. First off is that Spirit Visage offered such an attractive package of effects that it became a must buy on a lot of champions, while at the same time removing a lot of the play around CDR. Ideally cooldown reduction versus other stats should be a choice – do I want more casts or stronger casts/stronger auto attacks/defensive stats etc? How much that trade off exists/matters is also designed to vary between the different roles (e.g. mages are intended to get easier access to CDR generally than bruisers, in part because they’ve got much less to do while their abilities are down).

The second thing’s simply cost versus power. Lot of attractive stats, especially when bundled together, for that price. On those grounds we felt removing some power was needed. The regen/healing boost’s the distinctive part of the item, so we wanted to leave that untouched, and the health/MR support that since they help you live long enough to actually benefit from non instant healing/regen effects. Between that and the above point the CDR was the thing we felt should be changed.

 

 

Why do you want to rework Sion?

 

MeddlerButton Rioter Meddler: The AP build’s the biggest issue. It really only utilizes around a couple of skills, one of which removes most of the counterplay from the other and it fails to deliver on Sion’s thematics (giant hulking undead warrior with a brutal axe). Combine that with a passive that lacks gameplay, an ult that often doesn’t deliver a high moment and has readability issues (who’s getting the heal? How close would they need to be to get it? Was my ult really just an AS/LS steroid?) and is too binary r.e. its effectivness, without appropriate skilled play on the Sion player’s part, and there’s a lot of stuff we’d like to fix/potential to make Sion a more cohesive, distinct champion.

 

 

Will we see more changes to Summoner spells?

 

MeddlerButton Rioter Meddler: We’re testing a revised set of changes at the moment. Initial changes showed some promise, but also had some issues hence they weren’t part of the Preseason changes. Not yet clear if our newest revisions will hit the mark (so definitely no changes in the next patch at least).

 

 

Doesn’t nerfing what’s FotM just bring up new dominant picks?

 

MeddlerButton Rioter Meddler: Nerfing a currently dominant pick down to a more balanced spot may reveal other other powered cases, agreed. Identifying those and looking to address is definitely valuable, uncertainty as to the exact nature of the future top tier isn’t reason to leave problems unaddressed though. I’d argue instead it makes a good case for prioritizing monitoring the effects of a change and following up if needed (changes to other champions, reverting the prior changes, compensatory buffs/nerfs if the changes were good but offset balance too much etc).

Regarding unchanged champions becoming overpowered or perceived as overpowered there are some other factors to take into account. Champions are balanced given a set of assumptions about the rest of the game (e.g. available items, masteries, amount of gold they can feasibly earn in the roles they fill etc). If those factors change then a champion’s numbers/mechanics, that were balanced for a previous environment, may no longer be appropriate. If the changed factor is a good one for the game overall that means balancing to account for said factor. E.g. If, as a hypothetical example, we identified it was best to remove Grevious Wounds from the game then it would probably be necessary to nerf some champions with strong healing effects who are currently kept balanced by Grevious Wounds.

 

 

Why is healing problematic to solve?

 

MeddlerButton Rioter Meddler: Highly recommend reading through this thread: http://forums.na.leagueoflegends.com…7#post41405177 and, if you can find them, some of Morello’s previous posts on the issues with dedicated healers and competitive PVP games. Lot of good discussion with both a LoL and broader context. In LoL specifically healing’s most problematic generally in lane, where it can remove the incentive to engage with the enemy unless you can win outright. As a result a lot of the healing/sustain mechanics we use require some degree of combat or are more effective in combat (e.g. Nami’s heal if bounced off an enemy, lifesteal type effects etc).

 

 

Champion-specific Balance

 

 

Will you buff Soraka so she becomes competitive to other supports?

 

MeddlerButton Rioter Meddler: Nothing in the immediate future at least. She has some pretty negative effects on the laning experience when she’s really strong, so she’s not a champion we’d be happy seeing as a dominant, picked all the time support. Not impossible that she’ll get some small buffs at some point, we don’t feel she’s grossly underpowered though.

Soraka is a candidate for some bigger changes at some point (rework or mini rework). There are a number of other reworks, ranging from the small (upcoming Skarner changes) to the huge (Sion changes it’s still too early to talk in detail about and will be for a while) that we’ll be looking at first though.

 

 

Is Ashe outclassed by other AD carries?

 

MeddlerButton Rioter Meddler: First thing here: Is Ashe’s damage too low? Certainly, her damage output overall is low for an ADC. She does bring more utility than any other however so that’s appropriate. If, for argument’s sake, her damage output is too low bearing that in mind, is base stats the place to give her more damage or would spell rank ups or ratios be a better choice? Ratios give more effect from items purchased, spell rank ups offer power in a discrete moment that’s both easier to appreciate and generally offers more opportunities for gameplay/expression of skill. Overall we feel her power’s in a pretty good spot at the moment, so if we did want to add damage that would involve looking elsewhere on the kit to compensate for that added power.

“Why does Ashe, who’s the only ADC with no mobility at 325 MS and who’s being outclassed in range more and more, have 325 MS when more and more champs get released with gap closers?”

Here I’d have to disagree that Ashe is getting outclassed in range more and more. From beta onwards she’s been one of the highest auto attack range champions, but not the highest, with strong poke, with decent but not the longest range, with a light CC attached that’s easy to hit with plus a global hard CC ult. Her lack of mobility and movement speed reflects the amount of utility she brings and that she can contribute meaningfully from a fair distance, without being especially item dependent.

Certainly, Ashe does suffer, if not peeled for, against champions with strong engage (bruisers/assassins especially), so she’s not a pick all the time champion. She’s also not a good choice if you need a high damage ADC. She brings a distinct set of skills, is a favored pick by some competitive teams but not all, goes well with some team comps but not all, and moves in and out of favor somewhat based off which other champions are currently popular. On those grounds I’d argue she’s actually a fairly good example of how a champion should be to give an interesting and diverse champion pool. I can’t speak with any expertise as to her exact stats/power at present, the live balance guys are much more informed on that side of things than I am, I do feel her core design’s reasonably solid however (though permaslow does create a few fighter health issues).

 

 

Do you still plan on reworking Zilean?

 

MeddlerButton Rioter Meddler: Zilean wise, yes, we’ll likely do some work on him at some point. Biggest focus of that will actually be ‘Can we do more with time mage as a concept?’ For example, is there more opportunity for a skill that’s time mage specific, and really thematic, than just ‘speed up an ally/slow down an enemy’? It’s a decent feeling skill that allows some cool plays certainly, but we feel we may be missing out on some opportunities to do cool stuff that wouldn’t fit on other champion’s themes. No specific plans yet, we’ll certainly start chatting about direction once we’ve got something a bit more concrete, not just high level goals.

Some gameplay issues to consider as well too e.g. early bomb spam frustration given lack of counterplay, exacerbated by the fact he gets all or most of his rank up damage during the laning phase, itself something it might or might not be appropriate to change.

 

 

What’re your plans for Kog’Maw’s Q?

 

MeddlerButton Rioter Meddler: We’ve just started testing a change that makes Kog’s Q a skillshot, with much longer range than the current version, at the moment. The theory’s that synching up his spell ranges a bit more should help make the Q a more natural feeling part of his play consistently. It’s something I think has a lot of promise on paper, haven’t had a chance to play it yet/against it in lane myself though, so can’t offer any thoughts beyond the theoretical on it yet though.

 

 

Anything you want to change about Galio?

 

MeddlerButton Rioter Meddler: Nothing in the short term, another champion on the list for the moderate future (whether you’d call the changes balance or mini rework not sure yet).

 

 

 

Top lane

 

 

Progress on the fighter project CertainlyT was talking about?

 

MeddlerButton Rioter Meddler: All good, happy to chat!

The fighter project turned out to be a much bigger undertaking than we’d initially thought, particularly as we found additional opportunities as we investigated the problems we’d already identified. It’s still work we want to do, not necessarily trying to solve so many things in one go though (top lane game health changes will likely be somewhat decoupled from mid/late game fighter niche changes for example).

 

 

Will the top lane changes come in a single patch?

 

MeddlerButton Rioter Meddler: The fighter project, which we’d originally talked about as a single set of changes that came out at the start of the year before the season started, will most likely instead be a series of changes over the course of the season.

 

 

 

What’s problematic about top lane – systems you have in place or specific Champion picks?

 

MeddlerButton Rioter Meddler: That’s a topic we’ve been discussing a lot and, I’d imagine, have a lot more analysis still to do on. Gut reaction is it’ll probably be a mixture of a few reworks, some shifting of power on specific champs from early game to late/vice versa, possibly some item changes, a summoner spell tweak or two etc.

 

 

Future concepts / development

 

 

Any concepts you wish to explore?

 

MeddlerButton Rioter Meddler: Concepts to explore – yeah, zone control’s got a bunch of untapped potential, I’m pretty convinced casting from offset locations (Lulu’s Pix/Zed’s Shadows) also has a bunch more that could be done with it, some of which overlaps with zone control. Clickable objects like Thresh lantern offer some interesting opportunities too, though wouldn’t want to overuse them.

Would also love the chance to play around with some more global/semi global effects at some point, see if we can solve some of the issues things like Shen’s ult create, while still offering that sort of experience and the reward for global map awareness like that.

 

 

RiotBrokenSword AMA

 
 

RiotBrokenSword Button Rioter RiotBrokenSword: Hello, my dear friends of EUW,

I wish you a late happy holidays, and new year. I hope you all partied responsibly hard.

In an effort to plead your forgiveness of my recent absence, I wanted to hold a 1 Hour long Q&A session. I did a 20 questions thing before that was fun, but it forced me to leave a lot of people out.

It’s 10:16am for me in Los Angeles right now, and I’ll answer as much as I can until 11:30, as I have a quick 15 minutes meeting at 11.

I now open the floodgates to your thoughts.

 

 

Upcoming

 

 

When are you going to release Ao Shin?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Ao Shin is very, very far down the road. Probably not even this year. There was a lot we learned about him after we introduced his concept art. His concept at a character has changed dramatically, but much for the better. It will take a while to develop an excellent kit that matches his lore.

 

 

When does Season 4 start?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I think a little over a month from now. I don’t have an exact date. It depends half on our strategic timing, and ability to have the Season 2014* (that’s what we’re calling it now) code ready and stable.

 

 

 

What plans do you have for improving the forum interface?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Yeah, we’re in the process of rolling out something new. You can see the beta version here:http://community.na.leagueoflegends.com/

It looks like it’s only built for NA, while it’s still in its infancy. Make an account and try out some of the new features, then send us your feedback. We always love hearing it.

 

 

How far along are you with the development of the teambuilder feature?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: My friends are building that, but it’s very far. So close! I’m so excited for it to hit PBE full-time, which isn’t far off at all. Game changer…

 

 

 

 

Will we ever get the original Magma Chamber?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: We’re still figuring that one out… There’s a lot of internal debate. I think we’ll analyze the success, or lack thereof, of Showdown to help lead us to determine whether or not it’s something we want to support. Many of us do, but the arguments against it are very strong.

 

 

Riot

 

 

If I were interested in a job at Riot as a UK resident, would I have to move to Dublin?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Yes, or Germany. We just opened an office in Cologne. http://www.riotgames.com/articles/20…-games-cologne

Or you could move anywhere else in the world that we have an office and open positions.

 

 

Is Riot dropping support in South Africa or are the mobile payment issues there simply a bug?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I’m not sure. I haven’t been involved with Payments for months. Can you give me more background of the situation? Maybe add me on League so we don’t have to involve others in the conversation.

 

 

 

What does your team do for Riot?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I’m in Production, AKA Product Management. What I’m doing at Riot is leading that’s building toward a better PvP.Net client experience. Our work is most invisible, as my team’s domain is in the Platform, which controls most of the global information sent between your client and another.

Our contributions are in a rebuilt Champ Trades system (for Ranked, Normal Draft, and ARAMs), and a various Champ Select improvements.

We’re currently rebuilding the Game Invitations system. That should come out in two patches from now. I’ll announce it to get your feedback on it. You’ll now be able to transfer ownership of a game to someone, similar to giving them an invite privilege. That will be make them “Captain” of that game, putting them in the position to make the picks and bans.

That’s one of many new additions. I’ll explain the rest in the announcement.

 

 

Balance

 

 

Why is Kassadin still not nerfed?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I would guess that it’s because he lives on a very fine balance, where if you nerf him a little, he’s awful, and if you buff him at all, he’s godlike. I don’t know for certain, but if I were a designer, I wouldn’t know how best to nerf him yet.

 

 

Personal / Funny

 

 

If you were stuck on a desert island with Ymir and Draggles, which one would you eat first?

 

Riot DragglesButton Rioter Riot Draggles: MUTINY!

 

 

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I would eventually eat them both, but I’d start with Draggles. Because I haven’t met them yet, I wouldn’t have as much guilt, if any.

 

 

 

How cold is it there?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Where I am, in Santa Monica, it’s a pleasant 65 degrees, Fahrenheit. Beach weather, essentially. Where my engineers are, in the midwest, it’s about -40F.

People have been warned that if they go outside, their skin and eyes will freeze. Horrific (but kind of cool to imagine).

 

 

Can you guys make a Ketchup Fiddlesticks skin?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Like French Fries covered in Ketchup? Or just strings of tomato paste?

 

 

 

 

Do you enjoy French cuisine ?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I have very limited knowledge of French cuisine, but I really love French Fries, and French Toast. The french rock with potatoes and bread.

( More seriously, I have an addiction to Cheese Boards – Brie and prosciutto till the day I day.)

 

 

Why is your avatar Maokai, when your name says Riven?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: I almost regret giving myself this name, in this game lol. My name comes from the Jet Li movie, Hero, which has a character I admired, named BrokenSword. He was the lover of Sky, and master calligrapher.

 

 

 

Do you have an evil cousin named Blizzard RepairedAxe?

 

RiotBrokenSwordButton Rioter RiotBrokenSword: Yes. They’re a much older, more experienced, very talented cousin, whom I really admire.

 

 

 

 

 

Single Posts

 

 

Email Verification  – Protect your account, get 4-win IP Boost

 

Button Rioter veruco:  We just released email verification onto North America today. Oceania, Brasil, and Turkey have had it enabled as well. We’re planning to release this onto EUW, EUNE, and Russia over the next few days. Latin America South and North should have it enabled by mid next week. 🙂

Verifying your email will help you have better control of your account as we continue to release new features (like SMS protection on PBE). Currently, if you verify your email, you’ll be able to authorize any account credential changes from your verified email. This should help prevent account theft as the thief would need to know your verified email address’ credentials in order to make changes to your account.

We wanted to give everyone who does this a 4-win IP boost as a thank you for taking the extra step to secure their account 🙂

 

 

Clarifying LCS rules – why Lemondogs didn’t make it

 

Button Rioter RiotNickAllen: Summoners,

We wanted to update you on two situations that have created confusion and speculation in the community: the Lemondogs roster for the 2014 EU LCS Spring Split and our rules regarding acquiring LCS team spots and bringing on new players.

With respect to Lemondogs’ participation in the 2014 Spring Split, we have attempted to work with Lemondogs management over the last few weeks to get the documents and information – such as a verified roster – required by every team that participates in the LCS. Unlike the other teams, Lemondogs failed to identify a valid roster to us, and as a result, have been given a final deadline of 11:59pm CET on January 8th, or they will face removal from the LCS. If they fail to meet this deadline, we will hold a qualifier for the open 8th LCS spot with the three teams that lost in the Promotion matches (Ninjas in Pyjamas, Meet Your Makers, and Supa Hot Crew), pending those teams’ ability to submit a valid roster that contains 3/5s of the lineup that played during Promotions.

Additionally, many of you have been discussing the rumors surrounding Lemondogs’ potential roster and rumored sale, so we’d like to clarify our philosophy on how teams enter the league. We created the Promotion mechanism to ensure that the best teams are represented in the LCS. While we want to preserve a lot of the rights of those teams (such as the freedom to change their roster in order to field the best team possible, or selling to a new, passionate owner), we don’t want to let those rights marginalize the competitive integrity inherent in the Promotion mechanism.

As we’ve examined our rules, we realized that they do not completely match our intent. Below are a set of rules that we’re adding to the LCS rulebook in order to prevent teams who failed to qualify for the LCS from buying their way in; a situation we saw as quite likely and one that we believe is contrary to your interests as fans of the LCS.

Here are the rules that we are adding to the LCS rulebook, and why we think they are necessary:

    • In section 3.1: No Team Member on a team who played in either LCS region and/or any aspect of the Challenger Series (including play-in) may purchase or otherwise attempt to own/control an LCS team without a complete Split having taken place since their last point of participation in the LCS or Challenger Series.

Rationale: Per the philosophy above, we do not want to marginalize a team’s efforts and successes in the Promotion matches simply because another owner has deep pockets and wants to buy back into the LCS.

    • In section 3.1: Changes in Ownership may only occur between Splits, meaning after the most recent Playoffs and Promotion Matches but before the start of the following Split.

Rationale: We think that mid-Split ownership changes are confusing to fans and not beneficial to the Players, so we want to limit those changes to the All Star break or the offseason.

    • In section 3.2: No team may have on their roster more than two players at a time from any single starting lineup of a different team that played in either region of the LCS and/or any aspect of the Challenger Series (including play-in) in the last two completed Splits.

Rationale: While we want to preserve the ability of teams to pick up new players and change their roster, we do not want them to pick up entire existent lineups and essentially drop in a new team (and we consider a team to be 3/5 or more of the starters). This will prevent teams who lose in the Promotion matches from being picked up in their majority or entirety. Taken in conjunction with the restriction on owners’ ability to purchase a team, this rule should prevent immediate buybacks in their entirety.

    • In section 4.2.1: Per Section 3.2, no team may trade for more than 2 players of another LCS team.

Rationale: Just a clarification based on the updated rule in Section 3.2.

 

 

Champion/Skin Sale: 10.01 – 13.01

 

sale january 13

 

Champions

 

  • Blitzcrank – 395 RP
  • Galio – 440 RP
  • Rengar – 487 RP

 

Skins

 

 

 

Missed any recent articles? Check below:

 

 

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

 

 

Ao Shin Banner

The PBE has been updated with visual and balance changes to Garen, an Improved Options Menu for Keybindings and Graphics, a brand new skin for Viktor and new, less sparkly minion effects! CertainlyT iterates on above changes to Garen, IronStylus and GrumpyMonkey discuss his Visual Upgrade in detail, we get a sneak peek into what is probably the coolest-looking Champion in development, Ao Shin and to top off this news batch, we have Scarizard sharing his vision of Rengar as well as a couple neat ideas for Bonetooth Necklace!

 

PBE Update

CertainlyT on Garen’s PBE notes

For the glory of Demacia – Garen’s Visual Upgrade

Champion Sneak Peek: Ao Shin

Scarizard on Rengar and Bonetooth Necklace

 

 

 

PBE Update

 

Champions


 

 

GarenSquare

     Garen

 

PerseverancePerseverance ( Passive )

  • Now takes 9/6.5/4 seconds to activate again after taking damage, improved each 6 levels, increased from flat 9 seconds

 

JudgmentJudgment ( E )

  • Spin can no longer be deactivated by using the skill again
  • Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11 seconds
  • Damage decreased from 20/45/70/95/120 to 20/40/60/80/100
  • Chance to crit changed from half of Garen’s own crit chance to an independent 10/15/20/25/30% chance

 

 

 LucianSquare

      Lucian

 

Piercing_LightPiercing Light ( Q )

  • Bonus AD Ratio reduced from 60/75/90/105/120% to 55/70/85/100/115%

 

The_CullingThe Culling ( R )

  • Bullet damage increased from 40/50/60 to 50/55/60
  • AD ratio reduced from 25% to 20%

 

 

Tooltips


 

 

ShyvanaSquare

  Shyvana

Dragon's_DescentDragon’s Descent ( R )

  • Active now states: Shyvana transforms into a dragon and takes flight to a target location, breathing a long trail of fire in front of her as she flies, dealing magic damage and leaving a trail that deals the same amount of damage over 4 seconds. Enemies along her path are knocked toward her target location. While in Dragon Form, Shyvana’s attacks and abilities have extra range.

 

 

Items


 

Kage's_Lucky_Pick_itemKage’s Lucky Pick

  • GP/10 increased from 4 to 5

 

Shard_of_True_Ice_itemShard of True Ice

  • GP/10 increased from 4 to 5

 

 

Improved Options Menu


 

Rayven Button Rioter Rayven: Need to quickly set all your hotkeys to Smart Cast? Things just got easier with improvements we’ve made to the options menu. We’ve sped up common tasks and made things more intuitive and easier to find, meaning you’re back in the game with your options fixed up faster than Hecarim with homeguard boots. This is the first step towards improving options in LoL – we’ll continue iterating and improving the experience going forward.

 

OptionsMenu2_KeyBinds

Updated Key Bindings

 

Here are the highlights from the new menu:

Usability Improvements
• Reorganized and clearer navigation that lets you easily switch through different pages
• Changes are preserved across pages until you hit OK
• Restore now defaults to a per-screen basis so you don’t clobber all of your settings at once
• Scrolling. Yes, scrolling with your actual mouse wheel

Hotkeys
• Dedicated buttons so you can quickly enable and disable Smart Cast
• New ways to quickly change your main hotkeys or find that seldom used one lower down in the list

Video
• A new slider that adjust all video/graphic settings to an overall quality level
• Switching resolutions should be noticeably faster for many players

Interface
• Key interface options now update in real-time as you adjust the slider (this includes the HUD, minimap and chat scaling, as well as a test sound to indicate volume levels)

More Options
• Just kidding, we removed this section and re-organized its contents into other, more appropriate sections

As players ourselves, we understood there was an opportunity to make the options menu experience better so players can spend less time navigating and more time playing League. As with anything on the PBE, we need your feedback to improve this feature. Hotkeys and options differ widely from player to player and we’re interested in how these changes impact you.

 

 

Update on ETA

 

Reinbloom Button Rioter Reinbloom: To note, the new options menu is not slated for 3.12 as we would first like to ensure it’s as fit for your scrumptious consumption as possible. 

I’ve attached what it looks like for those who can’t currently login to the PBE with my [Foxfire] Ahri setup.

 

OptionsMenu2_KeysRebound

Example Setup

 

 

Can we adjust the settings without being in-game?

 

Rayven Button Rioter Rayven: Not with this release, but we know that players want to set their options outside of the game. With this set of improvements, we wanted to focus on speeding up the in-game options experience.

Please test the menu out for yourself and let us know if we’ve improved it for you!

 

 

Will this allow for both normal cast and smart cast to be used at the same time?

 

Reinbloom Button Rioter Reinbloom: Yes, there is still a keybind grid below the primary hotkeys that you can make individual (and separate) setups with.

 

 

 

 

Can you clarify on what the graphics slider does?

 

Reinbloom Button Rioter Reinbloom: The graphics slider is a tool only to quickly get to specific groups of settings quickly. It also helps to inform what parts of our system is actually costly (like shadows and effects).

You can change the individual settings instead of using the graphics slider. The graphics slider just goes in to “Custom” mode.

 

 

Creator Viktor Skin


 

 

 

Minion VFX Available for testing


Click here for more information.

 

 

CertainlyT on Garen’s PBE notes


 

Why were the Garen changes made?

 

CertainlyT Button Rioter CertainlyT: Three general points:

First, these changes to Garen are very nascent. To be honest, they went to the PBE because I accidentally placed them in the wrong folder. They are currently closer to the “Stuff a designer prototypes on his machine” level of completion than “Stuff we ship to Live.” Feedback is always welcome, but hyperbolic statements like “they’re ruining him” are not necessary and needlessly breed panic over changes that, when the dust settles, are almost certain to leave him stronger overall.

Second, since this was an accidental promotion, it also did not include all of the changes to Garen – in the version we are about to begin playtesting, his passive is dramatically improved during the later phases of the game (healing values up/cooldown down) and his base stats and stats per level are slightly different.

Third, you have misapprehended the direct effect of some of these changes. For example, Garen’s Judgment (Spin to Win) is not on a longer cooldown. Rather, the cooldown begins when you press the button rather than when you end your spin. This means that Garen scales better with cooldown reduction. For example, at 34% CDR (say, Black Cleaver + Spirit Visage + masteries) Garen would have 25% less downtime on Judgment compared to Live. At 0% CDR, the spell is unchanged from Live in max uptme.

What are these changes really about? Let’s consider the Garen on Live: As you’ve identified, he’s a lane bully who lacks a purpose in the lategame. You seem to believe this is all Garen can ever be. I disagree. Every champion should have a purpose, a clear and potent contribution they can offer their team, in the late game when the game’s focus is on team fights and objectives. The goal of these changes is to trade a small amount of lane strength for a fundamental re-think of Garen’s late game.

My vision for Garen is that he is a relatively low mobility fighter (unchanged) with low combat ranges (unchanged) who a) is more or less immune to poke damage, b) inflicts immense damage to anyone within his reach, and c) if forced out of a fight but not killed, will rapidly regenerate health to return to the fray for cleanup duty. Think of him as an inverted Mundo/Singed – lower in-combat sustain but dramatically higher out of combat sustain. Pre-fight, Garen should walk in front of Nidalee spears and /laugh. Within fights, Garen should cleave a path through the mid-line, force the enemy ADC so far out of the fight that they cannot participate, turn and shut down the enemy mage or tank, execute the other while at 5% life himself, then solo dragon while his team takes an inhibitor.

As a final note, this isn’t just about Garen. We’re looking closely at our fighters as a class for season 4, individually and as a class with the goal of making the top lane experience more enjoyable – (while being in it and after emerging from it).

 

 

Why can’t Judgement be canceled anymore?

 

CertainlyT Button Rioter CertainlyT: I don’t want to dwell on specifics because, again, these are first draft changes that have not even been playtested once outside of the lane. The reasoning for the change though was to make casting E a major commitment. Again, not every change will make Garen stronger. Every change should open space for us to make Garen stronger in the right hands.

 

 

What are your plans for the Fighter class come Season 4?

 

CertainlyT Button Rioter CertainlyT: We’ll hopefully start talking publicly about that in 2-6 weeks! Then the plan is to iterate on thoughtful feedback/playtesting from the community and have a more enjoyable fighter class, and top lane/jungle experience (the three are inextriacbly linked) ready for season 4.

 

 

 

For the glory of Demacia – Garen’s Visual Upgrade


 

New Garen Banner

Rioters discuss the recently previewed VU for Garen and why he has taken priority over other Champions in dire need of better looks.

 

 

Why did Garen’s VU take precedence over Sion’s, Morgana’s, etc?

 

IronStylus Button Rioter IronStylus: Going to x-post this because I know it’s going to come up a lot, about our priorities and basically, Garen, why?

_____________________

We have to space out our champions from High-Risk to Low-Risk. If you’ve seen what we did at PAX, we’ve revealed Sivir, but we were honest in saying she wasn’t next. All the champions you’ve mentioned are high-risk, with maybe the exception of Nasus.

Garen is Low-Risk and high reward. Not our worst executed champion, but of tremendous player value in how common/approachable/archetypal he is.

He was relatively “low cost” for how much value he’ll bring to players.

Sion, Eve, etc, are all on the List. Sivir is coming up soon, but she also, was high-risk, requiring a lot of ideation.

I can non-hyperboilicly say that he’s really epic in his execution and it’s a well deserved VU.

 

 

Follow-up: High-Risk vs Low-Risk VUs

 

IronStylusButton Rioter IronStylus: A large thread did pop up asking if Garen could get a VU.

We’ve held a high-risk vs. low-risk ever since we did a number of high-risk champions in general proximity. Karma, Trundle, Sejuani, etc.

The fact that “no one” complained about him doesn’t mean he didn’t need to be updated to fit quality and stylistic standards now in place.

We always run the risk when we change something players are used to, but we do our best to make sure we’re fulfilling and enhancing the fantasy of that character. Making them all around more fun and appealing to play by those who love them, and those who are new to the character.

 

 

Who is behind Garen’s rework?

 

IronStylusButton Rioter IronStylus: Grumpy Monkey did the base and I did all the skins 

We wanted to push the skins just a bit more. They all equated basically to recolors/geometry swaps. Not a ton of thematic shift. So, for example, we pushed Sanguin more towards almost a vampire warrior. Pushed Desert Trooper towards a Demacian Laurence of Arabia thing, made Rugged a bit more… Rugged, and so on.

We did the same with Master Yi wherever he had simple recolors. Tried to add a bit more thematic flavor.

 

 

Update: Garen’s face

 

grumpy monkeyButton Rioter GrumpyMonkey: Hey Guys! I am looking at these screenshots and I think some tweaks to the faces on the Skins are in order! So expect that to hit on the PBE, also to everyone asking “Sivir Where?” The Relaunch team did a panel at Pax Prime where we revealed some stuff you might be interested in. http://www.youtube.com/watch?v=3s38TE4Zmog Thanks for the kind comments and for the objective criticism! We are still working on tiny things while he is on PBE. Thanks for the feedback. 

 

 

Why wasn’t Morgana updated first?

 

IronStylusButton Rioter IronStylus: Morgana has some issues with rigging and other things. She’s a higher risk thematically right now also because she’s literally a fallen angel. We have to figure out how that broadly fits into the IP if at all.

 

 

 

Off-topic: Will there be any changes to Sion’s kit?

 

IronStylusButton Rioter IronStylus: Sorry, Morello has already spoken to the most-likely demise of AP Sion.

 

 

 

 

Why did you downgrade Rugged Garen’s signature looks?

 

IronStylusButton Rioter IronStylus: We;re looking into doing a texture update for Rugged Garen based on feedback.

 

 

 

 

Follow-up: Why is Rugged Garen wearing two shoulder-pads in the VU instead of one?

 

IronStylusButton Rioter IronStylus: Right next to me, Grumpy Monkey is making adjustments to his shoulder pad. There needs to be a “shoulder pad” of some sort due to weighting issues and some model deformation during certain movements. But the current pad is being downsized and recolored to match the jacket. Like a leather pad.

 

 

 

Suggestion: Give Garen a bear and add damage to his clothing so it doesn’t appear so immaculate

 

grumpy monkeyButton Rioter GrumpyMonkey: Great Suggestions. I agree.

 

 

 

 

Suggestion: Make Dreadknight Garen’s armor darker

 

IronStylusButton Rioter IronStylus: When I left work the texture artists were working on some adjustments.

 

 

 

 

Conclusion: Justifying Garen’s VU and its quality

 

IronStylusButton Rioter IronStylus: I will maintain that this VU has been executed masterfully, and when you get your hands on him, you’ll feel how much more substantial he is, and how better he feels in terms of being integrated into the game’s evolving style.

Big choices were made. Stylistic changes happened, but we feel this is in-line. Why? Not because we’re building it and plugging it in, it’s because teams of people have developed these characters and experienced them full hand as we’re creating them. They’ve been a part of this evolution. Everyone at Riot has a hand in creation. We’re players, we have the minds of players, we act upon what we, as players, would want to see.

When we create, teams at large have access to the playtests, the assets, art, etc. Visibility is key at Riot. We would not feel confident about these choices if those around us felt otherwise.

 

 

Champion Sneak Peek: Ao Shin


 

Ao Shin Concept

Ao Shin Concept

 

As the League of Legends community expands and grows around the world, so too do our influences and inspirations for the game. We thought it would be fun to give you guys a very early peek at one of the champions we’re working on while he’s still in the early stages. Meet Ao Shin, a powerful storm dragon and guardian of the natural world. Legend holds that when Ionia faces its greatest crisis, Ao Shin will descend from the sky.

Let’s start with the inspiration for his name: Ao is the family name of the mythological dragon kings, who rule water and weather. This tells us right away that this is a powerful, elegant being, above the concerns and rules of men. Shincan mean many things, one of which is prosperity. It also means a rising storm. Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.

 

Ao Shin Sketches

Ao Shin Sketches

 

 

Will this Champion take away from Shyvana’s unique lore?

 

Meddler Button Rioter Meddler: Fair concern, quite agree we should avoid disempowering existing champions with new ones. One of the things that appealed to us about Ao Shin in the first place though was that we saw an opportunity to do something pretty different dragon wise that wouldn’t step on Shyvana’s talons. Another western fire breathing dragon on the other hand would have created those sort of problems.

 

 

How will you differentiate Ao Shin’s abilities from Janna’s?

 

MeddlerButton Rioter Meddler: Differentiation from Janna’s definitely important, thankfully there’s a huge number of different things you can do with this sort of theme so that’s something we’ve borne in mind, rather than a significant problem. And yes, size is also something that’s got a decent amount of discussion, as is how to capture the sort of power associated with dragons in a way that’s both satisfying and balanced. We’re not ready to talk details yet, great topics for discussion once we are though.

 

 

How long have you been working on Ao Shin?

 

MeddlerButton Rioter Meddler: Ao Shin’s one of those champion concepts that we’ve been considering for quite a while (initial art concepts for example started last year). Until recently though there were still some big outstanding questions, story and gameplay in particular, that we hadn’t answered, so we weren’t ready to go ahead with him as a champion. We’re not ready to talk about a lot of his details yet, we definitely will once we can of course though.

 

 

 Scarizard on Rengar and Bonetooth Necklace


 

rengar decoration

Stabb-Stabby Rengar is getting some sweet updates to his signature item!


All discussion on Rengar thus far:

 

 

Will we see some numbers on his updated skills soon?

 

Scarizard Button Rioter Scarizard: Yeah, i’ll do that soon. I just wrote up a big changelist with items and everything internally and am editing it based on changes (Today i buffed Q’s cooldown back to 6 at all ranks and gave his bola a 1.0 bonus ad ratio  )

Still unlikely to show numbers until he’s in a PBE state – while i can always post anecdotes, it’s more that i don’t want to get people hyped about OH MAN LOOK AT THE COOLDOWNS AND DAMAGES! and then have to take them away at a moment’s notice due to some imbalance – in the past, this has led some people to be like ‘wtf why didn’t you ship -that- version?’

This is also why we don’t talk about numbers in our PBE context threads, since a lot of that stuff can and will change up to the night before a patch locks.

I know it’s difficult, but i appreciate you guys sticking with it. I sat down with Classick today and talked over the changelist and he thinks it’s an overall buff (with obvious nerfs to what we’ve talked about/deemed abusive) and that the general playerbase should see better results with Rengar across the board.

tl;dr – i’m at home now, but when i get in to the office tomorrow i can update the main post with a skeleton of the one i wrote up earlier today.

Stay bloodthirsty, my friends.

 

 

Will you make Rengar a better assassin?

 

Scarizard Button Rioter Scarizard: I actually main assassins and fighters, so Rengar has always been a really attractive champion to me – i just appreciate that assassins are a class that requires finesse and nuance, as well as a good sense of game knowledge, situational awareness, and the ability to be opportunistic. Things like this draw me to the Class as a whole, and things like Rengar’s 500% AD triple-q-in-less-than-a-second doesn’t make me feel clever, or like i’m outplaying anyone – it just makes me feel like i’m subverting gameplay in a way that makes our game more dry as a whole.

Naturally i’m giga-biased, but this version of Rengar makes me feel like i have options and real choices, and that when i pull off stealth ganks in a lane or shrouding mid-fight and surprising people i’ve gotten a high degree of satisfaction and feel really accomplished. Even the Q-Train (Q2 giving 3 Ferocity) makes me feel like i have a planned ‘combo’ similar to Ryze (Which spell do i begin with and then end with to get the most Ferocity Spells?) that i think is fun and lets me press a bunch of buttons. 

tl;dr Assassin Rengar being ‘unviable’ was never a goal, just the way that he was executing his play felt unfair and unfulfilling.

 

 

Update on Bonetooth Necklace

 

Scarizard Button Rioter Scarizard: So, i’m redoing the numbers on Bonetooth atm. Thinking of adding a secondary passive to make it more attractive to Rengar players in lane, while also having synergy with Jungle.

How does this sound?


Bonetooth_Necklace_itemBonetooth Necklace

  • Heals X amount on kill. On champion or significant minion/monster, the Heal is multiplied (by maybe 3 or 5, whichever makes sense and is significant.)


So i don’t know what the number would be, but the idea is that it gives him a minor level of sustain that synergizes with last-hitting (minion kills could give you a small amount of sustain, with Siege Minions giving you the Significant bonus, ala Thresh/Nasus/Veigar collection games) while also being a useful mitigation in the jungle – esp on camps like Wraiths where you’d likely outheal the little guys.

Thoughts?

 

 

Suggestion: Bonetooth grants 5x health for killing Baron, Dragon or Vilemaw

 

Scarizard
Button Rioter Scarizard: Unlikely that the heal will ever be -that- big, my target strength to have this be similar to a Doran’s passive (Like 5 on kill, 50 on Significant) may be a possibility. While it’s something that -could- make him more snowbally, it seems less snowbally to me than say Vampiric Scepter on dudes with AA steroids or Doran’s Blades. However, getting a toplaner interested in something at an 800g cost when you could just get Doran’s + Boots or Vamp scepter makes it a hard sell @_@

Possible we could do +100 HP on champions, but my gut says that’s unlikely. I wouldn’t want to give out +100 on significant monsters/minions, and i also wouldn’t want to create more than two points of healing (like Small, Medium and Large heal).

Haven’t put it in yet, but i’m thinking somewhere around 5-8 per kill and somewhere between 50-65 on big kill.

 

 

What does Empowered Bola ( 5 Ferocity + E ) do in this iteration?

 

Scarizard Button Rioter Scarizard: Deals damage that scales with Champion Level (as do all 5-points now) and the root duration is extended.

Preeeeeeeety extended.

 

 

 

Won’t a Bonetooth Necklace be lackluster for sustain when compared to a Doran’s Blade?


Scarizard Button Rioter Scarizard: It’s not as good, but you also would sometime get ~50+ for killing golems, or siege minions. Or you could just build both 😛

Like i said, throwing a number out. I don’t suspect i’ll put 5 in for testing, but something around the numbers Doran’s items have is what i’m looking for.

 

 

The purpose of BTN

 

Scarizard Button Rioter Scarizard: Not going to put anything crazy like Stealth on it. This is an 800g item that is giving you Attack Damage, Butcher Passive and upgrades into champion-specific bonuses. For what it’s doing, it’s pretty cheap…which is why i’ll reiterate again that whatever the passive comes out to be will be a minor, yet useful passive that:

  • Appeals to laning Rengar in the early phases of the game
  • Has a secondary synergy with jungle Rengar.

So yeah, expect whatever 2nd passive makes it onto his BTN to be tiny, but useful. (The reason i keep bringing up Doran’s Items is their passives far outlive their statistical usefulness, and don’t feel poor as item choices regardless of their lack of buildpath.)

 

 

Missed any recent updates? Check here!

 

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

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

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

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

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

 

 

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