Archive

Posts Tagged ‘braum’

 

PBE Update 13 07 Banner

 

PBE 13/07

 

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

 

New Splash Arts

 

PROJECT: Ashe

Ashe_Splash_8 (1) AsheLoadScreen_8 (1)

 

PROJECT: Ekko

Ekko_Splash_3 EkkoLoadscreen_3 (1)

 

PROJECT: Katarina

Katarina_Splash_9 KatarinaLoadscreen_9 (1)

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage decreased from 70/115/160/205/250 to 60/105/150/195/240.

 

 

 

Corki Final Portrait

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • No longer reduces Armor/MR per hit, to a cap of 4/8/12/16/20 l instead, Gatling Gun now decreases Armor/MR by 10/15/20/25/30 after it hits an enemy 8 times;
  • Counter for Gatling Gun stacks now resets 4 seconds after the enemy stops getting hit by it, increased from 2.

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Attack Speed buff increased from 10/13/16/19/22% to 15/17.5/20/22.5/25%.

 

 

 

Karma Final Portrait

 

Nerf BoxInspire Final IconInspire [ E ]

  • Base shield strength decreased from 80/110/140/170/200 to 70/100/130/160/190.

 

 

 

Kassadin Final Portrait

 

Buff BoxNull_SphereNull Sphere [ Q ]

  • Base damage increased from 70/95/120/145/170 to 70/100/130/160/190.

 

 

Buff BoxForce_PulseForce Pulse [ E ]

  • Mana cost decreased from 80 at all ranks to 60/65/70/75/80.

 

 

 

Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ]

  • Pouncing on a target afflicted by Hunt will no longer put Pounce on a 3-second-cooldown; instead, it will slow the target by 50% for 0.5 seconds.

 

 

Renekton Final Portrait

 

Buff BoxDominusDominus [ R ]

  • Base magic damage-per-second increased from 30/60/120 to 40/80/120;
  • Fury-per-second increased from 5 to 6.

 

 

Shen Final Portrait

General

  • Base Health-per-second decreased from 2 to 1.7.

 

 

Shyvana Final Portrait

General

  • Base Health increased from 595 to 600;
  • Base Armor increased from 27.6 to 28.

 

Change BoxDragon's_DescentDragon’s Descent [ R ]

  • Fury generation changed from 1/2/3 per 1.5 seconds to 1/1.5/2 per second.

 

 

 

Taliyah Final Portrait

 

Change BoxThreaded_Volley (1)Threaded Volley [ Q ]

  • Base damage changed from 70/80/100/120/140 to 50/75/100/125/150;
  • Secondary hits now deal 55% of the original damage, increased from 50%;
  • Mana refund from casting [ Q ] while standing on Worked Ground decreased from 50% to 25%;

 

 

Zyra Final Portrait

 

Buff BoxDeadly_SpinesDeadly Spines [ Q ]

  • Damage increased from 60/90/120/150/180 [+0.55 AP] to 60/95/130/165/200 [+0.6 AP].

 

 

 

New Summoner Icons

No idea how you can get these yet; stay tuned!

 

profileIcon1225 profileIcon1226 profileIcon1227 profileIcon1228 profileIcon1229

profileIcon1230 profileIcon1231 profileIcon1232 profileIcon1233 profileIcon1234 profileIcon1235

 


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

 

PBE 07 08 Banner

 

PBE 07/08

 

[ 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.

 

PBE 04 08 Reference Banner

Check out the four Academy skins, Arcade Riven, Battle Boss Blitzcrank, the updates to Darius,Mordekaiser, Garen and Skarner, as well as the Armor & MR item changes and the two new items –Titanic Hydra and Sterak’s Gage!

 

 

Champion Changes

 

Alistar Final Portrait

General Box

  • Health-per-level increased from 102 to 106

 

 

Amumu Final Portrait

General Box

  • Armor-per-level increased from 3.3 to 3.8

 

 

Bard Final Portrait

General Box

  • Health-per-level increased from 85 to 89

 

 

Blitzcrank Final Portrait

General Box

  • Armor-per-level increased from 3.5 to 4

 

 

Braum Final Portrait

General Box

  • Armor-per-level increased from 4 to 4.5

 

 

Elise Final Portrait

 

Change BoxNeurotoxin Final IconNeurotoxin [ Human Q ]

  • NEW EFFECT: Now deals 20/30/40/50/60 [+0.15 AP] magic damage-per-second for 3 seconds. Duration is doubled against monsters (old damage removed)
  • Cooldown decreased from 6 seconds to 1

 

 

Garen Final Portrait

[ Note ] These changes are relative to Garen’s PBE update.

 

Revert Box Perseverance Final IconPerseverance [ Passive ]

  • Health-per-second regen at level 16 increased from 1.6% of Garen’s max HP to 2% [reverted to live status]

 

Quality of Life Box FinalDecisive Strike Final IconDecisive Strike [ Q ]

  • Additionally, Garen moves up to 50 units toward his target when attacking with Decisive Strike from maximum Auto Attack range

 

Buff BoxCourage Final IconCourage [ W ]

  • Bonus Armor and Magic Resistance per kill increased from 0.2 to 0.3
  • Champion / Large Monsters / Epic Monster kills now grant 1 bonus Armor / MR, up from 0.3
  • Bonus Armor and MR cap increased from 10/15/20/25/30 to 30 at all ranks

 

Buff BoxJudgement Final IconJudgment [ E ]

  • Base damage per tick increased from 12/16/20/24/28 to 20/25/30/35/40
  • Garen no longer slows himself by 20% when moving toward enemy Champions he’s hitting with Judgment
  • Judgment now deals 25% reduced damage when hitting multiple units
  • Judgement no longer deals decreased damage to minions

 

 

Lee Sin Final Portrait

[ Note ] This change is relative to Lee Sin’s update in this PBE patch.

 

Nerf BoxDragons Rage Final IconDragon’s Rage [ R ]

  • Damage to additional targets hit decreased from 15/18/21% of kicked target’s max HP to 12/15/18%

 

 

Leona Final Portrait

General Box

  • Armor-per-level increased from 3.1 to 3.6

 

 

Nami Final Portrait

 

Buff BoxSurging Tides Final Icon Surging Tides [ Passive ]

  • Flat Movement Speed buff increased from 40 to 60

 

 


Buff BoxTidal Wave Final IconTidal Wave [ R ]

  • Allies hit by the wave receive double the movement speed buff from Surging Tides (120 flat)

 

 

 

Nautilus Final Portrait

General Box

  • Armor-per-level increased from 3.25 to 3.75

 

 

Rammus Final Portrait

General Box

  • Armor-per-level increased from 3.8 to 4.3

 

 

Skarner Final Portrait

[ Note ] These changes are relative to the huge update Skarner got in this PBE update.

General Box

  • Base Movement Speed increased from 330 to 345 [reverted to live status]
  • Health-per-level increased from 84.25 to 90

 

Buff BoxCrystal Spires Final IconCrystal Spires [ Passive ]

  • Area of Effect around the spires increased by ~63%
  • Bonus Attack Speed while inside the area increased from 35% [+5% per level] to 42% [+6% per level]
  • Duration of spire lockout increased from 10 seconds to 15
  • Duration of vision granted by spires decreased from 10 seconds to 1.5
  • The maximum gold granted by captured spires has been capped at 30 (split evenly); 5 Gold if captured solo
  • Neutral spires now can’t be captured until 1:30 game time

 

Buff BoxCrystal Slash Final IconCrystal Slash [ Q ]

  • AD ratio on both the uncharged and charged states of Crystal Slash increased from 0.32/0.34/0.36/0.38/0.40 to 0.33/0.36/0.39/0.42/0.45

 

Buff BoxFracture Final IconFracture [ E ]

  • Slow duration increased from 2 seconds to 2.5 [reverted to live status]
  • Mana cost decreased from 50/55/60/65/70 to 55 at all ranks

 

 

Tahm Kench Final Portrait

General Box

  • Armor-per-level increased from 3 to 3.5

 

 

Taric Final Portrait

General Box

  • Armor-per-level increased from 3.2 to 3.7

 

 

Thresh Final Portrait

General Box

  • Health-per-level increased from 89 to 93

 

 

VelKoz Final Portrait

 

Buff BoxPlasma Fission Final IconPlasma Fission [ Q ]

  • Cast time decreased from 0.3 seconds to 0.25
  • Range of secondary missiles increased from 900 to 1100

 

 

NEW ITEMS

[ Note ] This item is part of Black Market Brawlers and is being introduced to Summoner’s Rift.

 

New Item BoxDead Mans Plate Final IconDead Man’s Plate

  • Recipe: Chain Vest [750 Gold] + Giant’s Belt [1000 Gold] + Ruby Crystal [400 Gold]
  • Total Cost: 2750 Gold
  • Grants 600 Health and 55 Armor
  • UNIQUE Passive – Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum quickly decays while not moving.
  • UNIQUE Passive – Crushing Blow: Basic attacks discharge all Momentum, dealing 1 physical damage per 2 stacks. If 100 stacks are discharged the passive deals double damage. Melee attacks at 100 stacks will also apply a 75% slow that decays over 1 second.

 

 

ALL PBE UPDATES FOR PATCH 516 CYCLE

PBE Reference August 6

 


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

 

16 06 PBE Banner

 

PBE 16/06

Visual

Balance

Miscellaneous

 

PBE 09 06 Reference Banner

Check out the Pool Party skins for Draven, Dr. Mundo, Lulu, Rek’Sai and Zac!

 

[ 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.

 

 

Brand VFX Update

Brand’s got brand new animations for his W and R:

 

Brand W 1

Brand W 2

Pillar of Flame [ W ]

 

Brand R 1

Brand R 2

Pyroclasm [ R ]

 

Cryocore Brand’s W and R have received the respective recolor:

Cryocore Brand W 1

Cryocore Brand R 1

Cryocore Brand R 2

 

 

Corki VFX Update

Corki’s received new animations & particles on his spells:

 

Corki Q 1

Corki Q 2

Phosphorus Bomb [ Q ]

 

Corki W 1

Corki W 2

Valkyrie [ W ]

 

Corki E 1

Gatling Gun [ E ]

 

Corki R 1

Corki R 2

Missile Barrage [ R ]

 

 

Pool Party Skins Splash Art

The upcoming pool party skins all share this splash art:

 

Lulu_Splash_5

DravenLoadScreen_4 DrMundoLoadScreen_8 LuluLoadScreen_5

RekSaiLoadScreen_2 ZacLoadScreen_2

 

 

New Summoner Icons

 

This icon will be gifted to player for free for completing the Tier 3 part of the Pool Party community event:

profileIcon870

 

No idea how you can get this fella, but it will likely involve your wallet:

profileIcon871

 

 

Champion Changes

 

Braum Final Portrait

 

Buff BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage increased from 60/105/150/195/240 to 70/115/160/205/250
  • Mana cost decreased from 55/60/65/70/75 to 45/50/55/60/65

 

 

Ekko Final Portrait


Change BoxGeneral

  • Base mana pool decreased from 300 to 280
  • Attack Speed-per-level increased from 3% to 3.3%

 

Nerf BoxTimewinder Final IconTimewinder [ Q ]

  • AP Ratio on initial hit decreased from 0.15 to 0.1 (live value is 0.2)
  • AP Ratio on return hit has been reverted to 0.6 (0.55 in this PBE update)

 

 

 

Elise Final Portrait

[ Note ] Looks like these are just tooltip updates. Sorry folks!

 

Quality of Life BoxSpider Swarm Final IconSpider Swarm [ Passive ]

  • In Human form, Elise gains a dormant (i.e can’t attack) spiderling when she hits a spell
  • In Spider form, Elise’s basic attack deal X bonus magic damage and restore X health


Quality of Life BoxSpider Form Final IconSpider Form [ R ]

  • When in Spider form, Elise once again gains 25 bonus Movement Speed. She also awakens all dormant spiderlings, who can attack nearby foes

 

 

Galio Final Portrait

 

Buff BoxIdol of Durand Final IconIdol of Durand [ R ]

  • Base damage decreased from 220/330/440 to 200/300/400
  • Each basic attack Galio receives during the taunt now increases the damage of Idol of Durand by 10%, up from 5%, and caps at 80%, up for 40%
  • Maximum damage has been increased from 308/462/616 [+0.84 AP] to 360/540/720 [+1.08 AP]

 

 

Gragas Final Portrait

 

Nerf BoxGeneral

  • Health-per-5 decreased from 8.7 [+0.85 per level] to 5.5 [+0.5 per level]

 

Nerf BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • The duration of the slow if the barrel explodes immediately has been decreased from 2 seconds to 1.3
  • The slow duration now ramps up as the barrel is charging, up to a maximum of 2 seconds

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Cooldown decreased from 13 seconds at all ranks to 12/11.5/11/10.5/10

 

 

 

Jax Final Portrait

 

Buff BoxGrandmasters Might Final IconGrandmaster’s Might [ R ]

  • Bonus armor from active increased from 20/35/50 to 30/50/70

 

 

 

Malphite Final Portrait


Change BoxBrutal Strikes Final IconBrutal Strikes [ W ]

  • Damage on active decreased from 25/40/55/70/85 [+0.15 AP] to 15/30/45/60/75 [+0.1 AP] [+0.1 Armor]

[ Note ] Malphite’s W was reworked in Patch 5.11.

 

 

Trundle Final Portrait

 

Buff BoxSubjugate Final IconSubjugate [ R ]

  • Health drain increased from 20/24/28% to 20/27.5/35%

 

 

Item Changes

The changes to Face of the Mountain, Sweeping Lens and Warding Totem from the 12/06 PBE update have all been reverted. [Note, these were only tooltip, not functional changes, and they went out prematurely before the actual changes].

 

 

Upcoming Pathfinding Changes

Reinboom Final PortraitHey everyone! Riot Reinboom here with context on an upcoming change to pathfinding.

The short of it: We’re rewriting a lot of the “stuck pathing” rules the game has in order to make the system more predictable and, when ‘stuck’, more forgiving. Ideally, helping alleviate a lot of the creep blocking pains.

This change will be on the PBE but will not be going out with next patch. Changing anything with pathfinding could have some serious feels unknowns that we would like to capture and understand first.

There are three major areas this change should touch.
1. What happens when a unit is actively on top of and sticking with another unit. If you’ve seen someone get stuck by Krugs or a ward this is a major part of it. The new rules should detect for overlaps better and let the champion walk away freely from their overlaps (effectively, a pseuo-ghost effect if your directly on top of something).
2. How units path between packs of units, like a large minion wave. The goal here is to make this more predictable. It should be more obvious why your champion may try to move through a group of minions or why they won’t try.
3. How units predict where they can go towards. For pathing, there’s some amount of look-ahead needed in order to make sure a unit isn’t moving towards an area they will soon be stuck in. Ideally, your character (and minions!) should be avoiding areas that will soon block them more so than on live.

We’re extra interested in any reports where you get stuck by a single unit anywhere on the map. Screenshots and videos super super useful if you do find any.

Any feedback about last hitting as a melee champion is also highly encouraged. 🙂

[ Link to Post ]

 

 

Gatekeeper Galio VFX Update

Gatekeeper Galio’s green animations are back!

 

Gatekeeper Galio Q 1

Gatekeeper Galio Q 2

Resolute Smite [ Q ]

 

Gatekeeper Galio W

Bulwark [ W ]

 

Gatekeeper Galio E

Righteous Gust [ E ]

 

Gatekeeper Galio R 1

Gatekeeper Galio R 2

Idol of Durand [ R ]

 

 

Headhunter Yi Chroma Pack

The store assets for the new Headhunter Yi chroma packs are in, though the actual chroma pack is still unavailable in the store.

 

Masteryi_6 Masteryi_7 Masteryi_8

 

 

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

 

 

Free Champion Rotation March 31 Banner

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

 

Ahri Final Portrait

Amumu Final Portrait

Braum Final Portrait

Corki Final Portrait

Fiddlesticks Final Portrait

Graves Final Portrait

Malphite Final Portrait

Taric Final Portrait

Tryndamere Final Portrait

Xerath Final Portrait

 

 

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

 

 

Free Champion Rotation March 3 Banner

The following Champions will be free-to-play until March 3rd:

 

Braum Final Portrait

Caitlyn Final Portrait

Elise Final Portrait

Janna Final Portrait

Kha'Zix Final Portrait

Jayce Final Portrait

Nidalee Final Portrait

Rengar Final Portrait

Ryze Final Portrait

Varus Final Portrait

 

 

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


 

Free Champion Rotation January 20 Banner

The following Champions will be free-to-play until January 20th:


Annie Final Portrait

Braum Final Portrait

Graves Final Portrait

Irelia Final Portrait

Katarina Final Portrait

Kog'Maw Final Portrait

Shyvana Final Portrait

Soraka Final Portrait

Trundle Final Portrait

Warwick Final Portrait



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



The following Champions will be free-to-play until December 16th:


Braum Final Portrait

Corki Final Portrait

Galio Final Portrait

Gragas Final Portrait

Heimerdinger Final Portrait

Kalista Final Portrait

Morgana Final Portrait

Ryze Final Portrait

Skarner Final Portrait

Xin Zhao Final Portrait

 


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



Patch 4 point 13 Notes Banner


Patch 4.13 Notes



Recent News

Sona-Update-Banner

Gnar-Revealed-Banner



Pwyff New Portrait Hi Summoners,

Welcome to patch 4.13! With the World Championships on the very near horizon, we’re ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big – and it is! – it’s more about the breadth of changes than any deep shakeups. What that really means is we’ve got about 40+ patch entries, but each change alone isn’t going to be very significant in isolation.

So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we’ve gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!

Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn’t been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We’ll have more context below in her gameplay update, or you can check out theSona gameplay update page! Regardless, on with the patch notes!

[ Link to Post ]

 


Champions

 

 

Braum New Portrait

 

64px-Concussive_BlowsConcussive Blows [ Passive ]

  • Stun damage decreased from 38 ( +12 per level ) to 32 ( +8 per level )

 

64px-Stand_Behind_MeStand Behind Me [ W ]

  • Mana cost increased from 30/40/50/60/70 to 50/55/60/65/70

 

64px-Glacial_FissureGlacial Fissure [ R ]

  • Knock-up time reduced from 1.5 seconds at all ranks to 1/1.3/1.5
  • Slow field strength reduced from 60% at all ranks to 40/50/60%
  • Slow duration of ice field decreased from 1.5 seconds to 0.3

 

 

Elise New Portrait

 

CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55

 

RappelRappel [ Spider E ]

  • Range decreased from 925 to 700

 

 

 

Evelynn New Portrait

 

Hate SpikeHate Spike [ Q ]

  • Base damage decreased from 40/60/80/100/120 to 30/45/60/75/90
  • Mana cost decreased from 16/22/28/34/40 to 12/18/24/30/36

 

 

Gragas New Portrait

 

Barrel_RollBarrel Roll [ Q ]

  • Now deals 70% damage to minions

 

Drunken_RageDrunken Rage [ W ]

  • Now costs 30 mana at all levels (previously 0)
  • Damage reduction duration decreased from 3 seconds to 2.5
  • Cooldown decreased from 8/7.5/7/6.5/6 to 8/7/6/5/4

 

 

Graves New Portrait

 

BuckshotBuckshot [ Q ]

  • Bonus damage per additional shot increased from 35% to 40%
  • Maximum damage increased from 102/161.5/221/280.5/340 ( +1.36 bonus AD) to 108/171/234/297/360 ( +1.44 bonus AD)

 

Collateral_DamageCollateral Damage [ R ]

  • Initial base damage increased from 250/350/450 to 250/400/550
  • Secondary base damage increased from 200/280/360 to 200/320/440

 

 

Hecarim New Portrait

 

WarpathWarpath [ Passive ]

Now gains bonus attack damage equal to 15/17.5/20/22.5/25/27.5/30% of bonus MS, increased from 10/12.5/15/17.5/20/22.5/25% of bonus MS

 

RampageRampage [ Q ]

  • Mana cost reduced from 24/28/32/36/40 to 24/26/28/30/32

 

 

Janna New Portrait

 

Tailwind [ Passive ]

Range increased from 800 to 1000

 

Howling_GaleHowling Gale [ Q ]

  • Maximum knock-up duration increased from 1 second to 1.25
  • Cooldown now starts when Howling Gale is cast, not when the channel is over

 

 

Kayle New Portrait

 

Kayle_ERighteous Fury [ E ] 

  • AP ratio on both the on-hit single target damage and splash damage increased from 0.2 to 0.25

 

Kayle_RIntervention [ R ]

  • Cooldown decreased from 110/95/80 to 100/90/80

 

 


Kogmaw New Portrait

  • Health-per-level decreased from 88 to 87 [ live value is 84 ]
  • Base HP decreased from 440 to 400

 

Caustic_SpittleCaustic Spittle [ Q ]

  • Armor / Magic Resist shred reduced from 20/22/24/26/28% to 12/16/20/24/28%

 

 


LeBlanc New Portrait

 

DistortionDistortion [ W ]

  •  Mana cost reduced from 80/90/100/110/120 to 80/85/90/95/100

 

 

Lee Sin New Portrait

  • HP-per-second increased from 1.25 to 1.65 [ base HP-per-5 up from 6.25 to 8.25 ]

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 

Lissandra New Portrait

 

Ice_ShardIce Shard [ Q ]

  • Cooldown decreased from 6/5.5/5/4.5/4 seconds to 6/5.25/4.5/3.75/3

 

Ring_of_FrostRing of Frost [ W ]

  • AP ratio decreased from 0.6 to 0.4

 

Frozen_TombFrozen Tomb [ R ]

  •  Slow strength increased from 20/30/40% to 30/45/75%

 

 

Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  • Cooldown increased from 14/13/12/11/10 seconds to 18/17/16/15/14
  • No longer reduces slow effects

 

 


Lulu New Portrait

 

GlitterlanceGlitterlance [ Q ] 

  • Glitterlance’s slow decay no longer scales with ability power

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5
  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks

 

 

Lux New Portrait

 

IlluminationIllumination [ Passive ]

  • Damage changed from 10 + ( 10*Level ) to 10 + ( 8 *Level ) + ( 0.2 AP )

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10

 

 

Olaf New Portrait

 

Undertow Undertow [ Q ]

  • Cooldown reduced from 8 seconds to 7

 

Vicious_StrikesVicious Strikes [ W ]

  • Heal strength is now increased by 1% for every 2% HP missing, increased from every 2.5%

 

RagnarokRagnarok [ R ]

  • Cooldown decreased from 120/100/80 seconds to 100/90/80

 

 

Rammus New Portrait

 

TremorsTremors [ R ]

  • Now has a range indicator for how far the shockwaves expand

 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

  • Movement Speed now wears off after 2/4/6 seconds, increased from 2/3/4

 

 

Sona New Portrait

 

Power Chord [ Passive ]

 

Sona_Passive No changes.

 

 

 

Hymn of Valor [ Q ]

 

Range: 700 || Cost: 45/50/55/60/65 mana || Cooldown: 8 seconds at all ranks

Sona_QActive: Sona sends out bolts of sound that deal 40 / 80 / 120 / 160 / 200 (+ 0.5 AP) magic damage to the two nearest enemies within 700 range, prioritizing champions.

Aura: Sona and allied champions tagged with Hymn of Valor‘s aura deal 40/50/60/70/80 (+10/20/30 per Crescendo rank) (+0.25 AP) bonus magic damage on their next basic attack within 5 seconds. The damage increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Staccato: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord deals 50% bonus damage.

 

 

Aria of Perseverance [ W ]

 

Range: 1000 || Cost: 65/70/75/80/85 mana || Cooldown: 10 seconds at all ranks

Sona_WActive: Sona heals herself and a nearby allied champion with the lowest health percentage for  20 / 40 / 60 / 80 / 100 (+ 0.2 AP) . The healing is increased by 1% for every 1% of the target’s missing health, up to a maximum of 40 / 80 / 120 / 160 / 200 (+ 0.4 AP) .

Aura: Sona and allied champions tagged with Aria of Perseverance‘s aura are shielded for 40 / 60 / 80 / 100 / 120 (+10 / 20 / 30) (+ 0.2 AP) up to 1.5 seconds. The shield’s strength increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Diminuendo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also reduce the target’s damage output by 20% (+ 2% per 100 AP) for 3 seconds.

 

 

Song of Celerity [ E ]

 

Cost: 65 mana || Cooldown: 12 seconds at all seconds

Sona_EActive: Sona gains 13 / 14 / 15 / 16 / 17 % (+ 2 / 4 / 6%) (+ 7.5% per 100 AP) bonus movement speed that decays down to 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) over 3 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Aura: Allied champions tagged with Song of Celerity’s aura gain 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) movement speed for 1.5 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Sona_Passive Tempo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.

 

 

Crescendo [ R ]

 

Range: 1000 || Cost: 100 / 150 / 200 mana || Cooldown: 140 / 120 / 100 seconds

Sona_RPassive: Each rank of Crescendo improves Sona’s aura bonuses and Song of Celerity’s self buff.

Active: Sona plays an irresistible chord in a line, dealing 150 / 250 / 350 (+ 0.5 AP) magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.

 

 

Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • Shield value increased from 60/95/130/165/200 to 60/100/140/180/220
  • No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern

 

TheBoxThe Box [ R ]

  •  If a wall is broken, the remaining walls deal no damage and apply the slow for half its duration

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from 2.5 seconds at all ranks to 1/1.5/2/2.5/3.0

 

Explosive_ShotExplosive Shot [ E ]

  • Damage-over-time decreased from 110/150/190/230/270 to 80/125/170/215/260

 

 

Varus New Portrait

 

Chain_of_CorruptionChain of Corruption [ R ]

  •  Cooldown decreased from 120/105/90 seconds  to 110/90/70

 

 


Vayne New Portrait

  • Attack Speed-per-level increased from 3.1% to 4%

 

Final_HourFinal Hour [ R ]

  • Bonus AD increased from 25/40/55 to 30/50/70

 

 

Yasuo New Portrait

 

Way_of_the_Wanderer Way of the Wanderer [ Passive ]

Shield duration reduced from 1.5 seconds to 1

 

Wind_WallWind Wall [ W ]

  • No longer builds additional Flow when dashing (aka passive removed)

 

 

Ziggs New Portrait

 

Mega_Inferno_BombMega Inferno Bomb [ R ]

  • Cooldown increased from 120/105/90 seconds to 120 at all ranks

 

 

Items



Banshee's_VeilBanshee’s Veil

  • Spell shield now refreshes after 40 seconds, increased from 25

 


Chalice_of_HarmonyChalice of Harmony

  • Magic resist decreased  from 25 to 20

 

deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90

 

3361 Greater Stealth Totem

  • Cooldown decreased from 120 seconds to 90

 

Frostfang_itemFrostfang

  • Gold-per-10 decreased from 4 to 2

 

Frost Queen's ClaimFrost Queen’s Claim

  • Gold-per-10 decreased from 4 to

 


Nomad's_Medallion_itemNomad’s Medallion

  • Mana-per-5 decreased from 7 to 5
  • Now grants 10 flat Movement Speed

 


Rylai's_Crystal_ScepterRylai’s Crystal Scepter

  • Health decreased from 500 to 400
  • AP increased from 80 to 100

 


Talisman_of_Ascension_itemTalisman of Ascension

  • Health-per-5 increased from 10 to 15
  • Cooldown reduction decreased from 20% to 10%
  • Now grants 20 flat Movement Speed

 

 

 

Summoner Spells


 


ExhaustExhaust

  • Damage reduction reduced from 50% to 40%
  • Now reduces target’s Armor and Magic Resist by 10 for the duration of Exhaust

 



HealHeal

  • Now heals for 90-345 (+15 per level), decreased from 95-475 (+15/20/25/30 per level)

 

 

Upcoming Skins

 

 

Debonair Ezreal Skin Spotlight

 

 

Debonair Vi Skin Spotlight

 

 

Ezreal_Splash_7

Vi_Splash_3

 

 

Team Builder

We’ve made a number of improvements to Team Builder in the months since its initial release. This patch, we’re adding improved matchmaking to the list of updates!

  • Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
    • Team Builder matchmaking now takes into account your experience with the specific champion, position and role you’ve selected.
    • Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role

Team Builder Matchmaking Adjustment

 

Match History Beta


Based on your feedback, we’ve been adding new tools and visualizations to theMatch History over the past few patches. Here are some of our recent changes!

  • Color blind mode has been added
  • Vilemaw is now tracked as an objective for Twisted Treeline matches
  • A Match Breakdown section has been added, providing:
    • Graphs for Champion Kills, Gold, Damage, and Wards
    • Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
  • Selecting a champion in the minimap’s Champion Kills view now also indicates their death locations

While we were at it, we squashed a few bugs and inconsistencies with Match History’s data tracking and reporting.

  • Purple team objectives are now tracked correctly for Co-op vs. AI matches
  • Item tooltips for matches played on previous patches now display item details specific to that patch
  • Fixed a few rendering bugs for matches longer than 60 minutes
  • Fixed a bug where item undo wasn’t reversing gold spent, causing players to appear to have spent more than they earned
  • Clicking a match in another player’s in-client match history now correctly highlights them on the web

Lastly, while our focus is on making the Match History web experience as awesome as possible, we’ve added a bit more information to the client’s “at a glance” match history view for players who want the bare essentials.

  • Item build, gold earned and summoner spells have been added to the in-client “at a glance” match history

 

Match history now displays your item build in every match.

 

Match History Screen

 

Bugfixes

  • Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
  • Fixed a bug causing players to get stuck in Spectator mode at the end of a match
  • Fixed a few tooltip bugs with Spirit of the Ancient Golem
  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
  • Fixed an Undo feature bug with activatable items

Since launching our new audio engine last patch, we’ve been working to fix a lot of small differences that crept in.

  • Howling Abyss death music is now properly controlled via the Music slider in Sound Options
  • Fixed a few issues where players were hearing sounds from distant areas of the map
  • Removed various VO lines that snuck in with the new engine
  • Rebalanced a number of sound effects to more closely match their old levels
  • Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other

 

 

 

Skin Splash Updates

The following skins have all had their splash arts changed with splash arts from the Chinese client:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Chrome Rammus
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

 



New Summoner Icons


profileIcon685 profileIcon686


 

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

 

 

News Update July 29 Banner

 

 

Summary

Following Gnar’s teaser promo-site yesterday, Meddler addresses some spoiler-free questions like the Champion’s intended role, who’s worked on him and how to pronounce his name. Moving on, Lyte discusses the long-rejected Prisoner Island system, which pits toxic players, leavers and so on in a separate environment. Game designer Fearless apologizes for the lack of communication on Sona’s rework and explains why auras need to remain short-ranged. Lastly, a Skin recolor survey surfaced on Reddit.

 

Recent News

Patch-4-point-13-Maintenance-Banner

New-Champion-Teased-Banner

Patch-4-point-13-Tidbits-Banner

 

 

Discussion on Gnar Banner

 

 

Can we have some hints about Gnar’s kit

 

 

You stated Gnar will be a top laner

Meddler New Portrait We believe top lane’s where Gnar’s going to be played most due to the way his kit functions, though we’ve tested him in other roles too of course. As with any new release though that’s just an estimate of course – internal testing’s no substitute for the millions of games that’ll get played once a champion’s out that really dig into how they’re best played.

[ Link to Post ]

 

 

How do you pronounce “Gnar”

Meddler New PortraitSilent G.

[ Link to Post ]

 

 

 

 

 

Do you think Gnar can handle Ranged champions on top lane

Meddler New PortraitWe’ll get into kit discussion pretty soon, don’t want to give any details away before the rest of the reveal stuff comes out though .

[ Link to Post ]

 

 

 

 

Is Gnar the Champion Gypsylord and CertainlyT worked on

Meddler New PortraitBoth Gypsylord and I have done gameplay design work on Gnar. Gypsylord’s definitely done more of the work than I have though, particularly in the later parts of Gnar’s development (most of my hands on contributions were in the earlier stages). CertainlyT’s currently focused on another champion that’s earlier in the production process.

Important to point out here though that gameplay design’s just a piece of what goes into a champion however. A wide range of people are part of making a character like this (animators, visual effects artists, modellers, producers, QA, 2D artists, sound designers, writers, software engineers, playtesters from a wide range of disciplines etc) – gameplay design’s just one piece of the puzzle.

[ Link to Post ]

 

 

Has Gnar been in production for a long time

Meddler New PortraitYeah, initial concept work on him started early last year. We figured a bunch of stuff out, then put him on ice for a while until we were ready to get him into the full production process.

[ Link to Post ]

 

 

 

Is Gnar from the Freljord like Braum

Meddler New PortraitGnar does not currently reside in the Freljord (although that does not discount him possibly being “from” it). Honestly, I doubt he even has any understanding of what a “Freljord” is.

[ Link to Post ]

 

 

 

Prisoner Island Banner

 

 

Why haven’t you tried a “Prisoner Island” punishment system

[ Clarity ] The “Prisoner Island” system puts toxic players / AFK-ers in a separate queue from the rest of the player base.

Lyte New PortraitHey Arkon Tri,

The reason I haven’t dug into this is because we’ve discussed why these designs aren’t suitable for League (or many other games) in the past. Some other players have mentioned this, but you’re basically suggesting a concept called “Prisoner’s Island,” where you pair players with similar reputations together. 

There’s a lot of nuances to low priority queue or Prisoner’s Island systems; for example, you can use low priority queue systems for behaviors like Leaving/AFK. These behaviors are binary–players know they either left a game or not, and there’s no subjectivity to the behavior. However, when you’re dealing with behaviors like verbal abuse, intentional feeding or negative attitude, it’s far more subjective. Some players will get placed into low priority queue systems for these behaviors and vehemently disagree that they belong there–you’ll basically get a lot of, “What the? All these people in low priority queue are toxic, why am I here?

In these cases, a lot of players (mainly those without purchased content) will simply make new accounts to re-enter the ecosystem with a neutral reputation rating. If these players do that, you’ve basically banned a player but used a complicated, time-consuming system to do so.

Secondly, a common issue with these designs is how you score new players. Do you score them in neutral priority, and force them to have worse matches than the “positive” players? This isn’t ideal, because generally you want your new players to have the best game experience. You obviously can’t start new players with 0 or negative reputation, as that’d be a negative experience. If you start new players with a positive reputation, then it gives toxic smurfs an easy way to ruin games at low levels while also further encouraging them to just start new accounts if they ever end up with negative reputation.

We’ve talked about a lot more reasons in the past, but Prisoner’s Island has basically been a concept for over 5 years and we know that it only works well with binary behaviors that are not subjective.

[ Link to Post ]

 

 

If players in the “Prisoner Island” wish to reform, they’ll move up

Lyte New PortraitIronically, what we find is that when you actually put players together in Prisoner’s Island and all 10 players are actually consistently toxic players for subjective behaviors like verbal abuse… it’s nearly impossible to change.

Again, Prisoner’s Island type systems work OK for behaviors like Leaving/AFKs which are binary, but are very, very counter-productive for subjective behaviors.

[ Link to Post ]

 

 

How about just giving real rewards for positive behavior

Lyte New PortraitWe have to go back and finish the Honor Initiative, and that’ll explain a lot of the reasons why Honor was setup the way it is but seems incomplete.

For example, right now there’s an issue with the Honor Ribbons where it’s simply rewarded to the top 20% of positive players on every server. Most of these players tend to play modes like ARAM and Co-op vs Bots because these modes simply have really high Honor give rates; so, you won’t see ribbons as much in Normals or Ranked. One of the fixes is making sure that we reward ribbons per queue, and not just per server.

Secondly, we have some rewards for the Honor Initiative that are more consistent. Right now, Ribbons are the top 20%, but there’s nothing for the everyday player who wants to be recognized for being positive while working their way up.

[ Link to Post ]

 

 

Why not have the “Prisoner Island” be just for leavers

Lyte New PortraitWe’ve been working on a new system that addresses Leavers/AFKs more aggressively, and will talk about it in a post in the future. Without revealing too much, it’s a different take on low priority designs and will update LeaverBuster’s penalty and tuning systems.

[ Link to Post ]

 

 

 

Anonymity is what causes toxic behavior

Lyte New PortraitHere’s where you disagree with a lot of recent research by multiple university labs. A lot of recent research has shown that online toxicity is not about anonymity. If you look at news, social media and other games that force you to reveal your real ID and often personal profile to post comments, there’s still an insane amount of toxicity. What the research has shown is that the problem is a lack of consequences for actions, and this has very little to do with anonymity.

Secondly, the current systems don’t create more toxicity. Many players that are banned for racism, sexism or homophobia quit League of Legends and never play again, and that is exactly what we wanted. They’ll rage on the forums and complain, but that’s expected when you tell a group of players they don’t belong in this community. For the small number of players that do make new accounts, they’ll keep getting banned until they quit as well.

Third, there’s actually a system in place at low levels already that separates toxic smurfs away from other players and then bans them. We knew some of the toxic players would make new accounts when they got banned, and we did want to protect new players. However, we see that for many toxic players a few bans does get them to quit permanently. Prisoner’s Island systems don’t solve this issue by the way… many players just create new accounts when they enter Prisoner’s Island anyways.

I agree that for most players, making it ‘worth it’ to be nice is more effective, and we’ve been working on efforts to reward those players and give them more reasons to reflect on why being positive = awesome. However, we’re always going to need pretty aggressive systems for the small % of players that refuse to change. For these players, we just want to ban them repeatedly until they take their time elsewhere.

[ Link to Post ]

 

 

Will LeaveBuster remain the same, but with banning for leavers

Lyte New PortraitWrong, it has entirely new penalties and doesn’t use bans.

[ Link to Post ]

 

 

 

 

 

If a player is stuck with toxic elements, he she will try to change

Lyte New PortraitCould you explain why these two are different? 

If you’re banned, why isn’t it “damn I lost my account that I invested in, I’ll make a new one and not be an ass or I’ll lose that account too.”

If you’re in low reputation queue, why isn’t it “damn I am stuck in low priority/low reputation again, that’s ok! Time to make a new account and replace my old one in a week or two, no biggie.”

[ Link to Post ]

 

 

The issue with your system is it takes too long to ban players

Lyte New PortraitActually, with the current system it’ll take approximately 3 days maximum for them to lose their new account.

How is a system proactive if it requires player input, which is reactive because it’s after a game experience?

[ Link to Post ]

 

 

Bonus – apology from Arkon Tri and a focus on theorycrafting a proper punishment system

 

I added this in because it’s a great message: that you should always be arguing over suggestions, not over personas, if you want to reach a constructive conclusion.

 

Lyte New PortraitNo worries, we have heated discussions about designs much like this one internally all the time. One thing I think we both agree on is that we should always attack the ideas, and not the person. Emotions really just cloud decision-making when we’re trying to deep-dive into the intricacies of a design.

[ Link to Post ]

 

 

 

Sona's Rework Second Banner


 

 

Why are you nerfing Sona on the PBE

Fearless New PortraitI wanted to post here to clear up the reasons we’ve been lowering Sona’s values, even while the community here is asking for buffs. Most of the balance changes are reflections of internal playtesting, as we can balance those scenarios pretty well (accounting for people playing their main roles and champs, having less of a learning curve due to their closeness to the changes, etc.) so they give us a reasonably strong environment for understanding a champ’s balance.

PBE doesn’t have all of this going for it. Matchmaking is much less precise on the PBE, and some players are just hopping into custom games.

Based off watching the internal playtests, Sona was strong, and not just a little strong. Sona really hadn’t lost a lane before these changes.

As a side note, for the people claiming that negative posts don’t get read, that’s not true. I’ve read every Sona post I can find on here, on community sites, reddit, everything. While also trying to get Sona as streamlined and bug free as I can, time to reply is pretty lown When I see 3 or 4 people spamming out really angry posts, I do take the feedback and try to understand the source of frustration.

I haven’t responded in this case because previous attempts to have discussions haven’t proven productive. I don’t expect to change the minds of people who’ve had poor experiences here based on talking about what happened in testing they can’t see and don’t believe in. Being called a monkey doesn’t really make me believe that folks are interested in a meaningful discussion. If I have to choose between making an attempt to appease people who haven’t displayed a tendency to actually interact with debate, or fixing up Sona for her release, I’m going to fix up Sona so that she’s a better addition to the entire game, for as many players as I possibly can.

[ Link to Post ]

 

 

Why haven’t you addressed the community’s concerns

Fearless New PortraitI think it’s a very fair criticism that I didn’t speak to you all as much as you’d hoped for. Saying that only 3 comments on one thread doesn’t suffice? That get’s a bit tricky. What is the correct ratio of posts? Do I only count posts that have actually tried to open or inform a conversation, or should I count troll posts and people raging without having even played the rework? At what point is my time posting and searching for ambient Sona threads better spent talking with our QA, live balance team, and experimenting with changes, tweaks and bug fixing? It’s very possible that I didn’t get that formula even close to right. It’s something for me to improve on.

That being said, when I look at posts that have lots of incorrect information, I started the time on PBE correcting them to make sure truthful information would be visible. Seeing those posts then get downvoted tells me that this community would rather punish someone they don’t agree with rather than provide its members with the most accurate info. That’s really depressing for me, both as a community member and a designer. It also doesn’t help when words get put into my mouth. For E, example, I don’t think the AP ratio “balances the ability.” I think a completely new ability that gives Sona, as well as her allies a very large block of MS makes sense on a kit that focuses on positioning. Sona can now position for huge ults without Flash due to E, as well as use her other basic abilities with quicker repositioning to save her team and power them up.

When we change a champion, some of the balance will be comparative, but plenty of it can’t be. Sona is Sona, and her balance as a whole is very different than any other champion. Sona has to be balanced of the collection as her base stats, abilities, growth, item paths, etc. I know it can be frustrating to see a value go down, and it can be easy to dwell on that change in isolation. When we’re adjusting Sona, we’re looking at the whole, and when she was showing up really strong, we tried to keep her power in the places that gave Sona her own set of strengths and weaknesses. That means she has to be worse at some things than other champions, but she gets to have strengths that are actually her own.

[ Link to Post ]

 

 

It seems like you’re ignoring player feedback and suggestions

Fearless New PortraitIt’s not that I don’t care. Some of the suggestions don’t fit the vision for the champion, some are just straight up OP, and some were tested and didn’t work as well as the current option. It’s been something I need to do better with to make sure that you and the rest of the community at least hears more in these situations. I’ll admit to getting overwhelmed with the actual implementation and analysis for Sona, and not spending enough time addressing the feedback.

[ Link to Post ]

 

 

Suggestion Make Sona’s auras chain off of allies to increase the aura range

Fearless New PortraitThe reason that we haven’t increased the effective range of the auras, either through a straight range increase or through something like this, is that it is intended that Sona continuously has to make a choice between playing safe and playing to maximize the effect of every cast. This is also why Sona has gotten even better AP ratios.

 

Sona players can build tanky/support tank and increase their safety, or they can opt into higher risk reward with AP builds. Larger effective aura sizes not only increase Sona’s effective support output, but decrease interaction with allies and leave opponents no real chance to respond if she’s strong, and no real room to buff her if she’s weak.

[ Link to Post ]

 

 

Single Posts banner


 

 

Skin Recolor still in theorycrafting stages, not in development

 

[ Context ] A Redditor shared a thread with screenshots of a survey Riot is currently conducting on the option of selling recolors of skins in the store for 390 RP.

 

BuboBubo New PortraitReally happy to see the excitement here and wanted to provide a little bit more background.

This survey is part of our efforts to understand what the most important underlying elements of “Recolors” are and how important they are relative to each other. Everything is super exploratory at this point (ie: far too early to commit to recolors at all, a specific feature set, price or release date). But this feedback will directly shape what gets built because ultimately we want to delight you and what better way to maximize the chances of achieving that than getting your input?

On another note, surveys are a regular and central part of our quest to understand player wants, needs and behaviors. Importantly, they allow us to get representative responses from the various types of players. While forums and Reddit give us a lot of feedback and we are constantly perusing it, relying on them exclusively would lead to us missing the perspectives of players in other regions and those that don’t participate in these venues. This is also a key reason for why surveys are sent to individual players rather than posted for public comment.

[ Link to Post ]

 

 

What are your thoughts on these surveys being made public on Reddit

BuboBubo New PortraitPlayers who didn’t get the survey enjoy the sneak peek, but it will inevitably set expectations for at least some players in ways that aren’t ideal. Meeting, falling short of, or exceeding player expectations keeps us up at night and public posts definitely make things a bit more volatile. From the player insights perspective (my discipline at Riot), it doesn’t help the validity of the surveys to have them posted up.

But at the end of the day, its part of the risk and done without malicious intent so we’ll roll with it.

[ Link to Post ]

 

 

UNCONFIRMED FEATURE STILL IN TESTING!

Please no complainerino.

skin-splash Riot Survey Lucian Recolor End of Survey

 

 

Why isn't Vi top a thing

Gypsylord New PortraitSo as anyone who has watched the Vi champ spotlight may know, Vi was originally intended to be a top laner. 

She’s got a lot of cool gameplay in top lane with the Q charge up and E cleave but, honestly, she’s just too fair up there for too long compared to our current crop of top laners.

In the early game she has meaningful mana costs, telegraphed attacks, and massive cooldown windows for her passive and all of her spells (P – 18, Q – 18, E – 14 per charge, R- 150). I actually think top lane Vi could be a pretty awesome experience for both sides of the lane if we did stuff like lower her CD’s or buff E’s range and mana cost but then jungle Vi would go to crazy town. Could nerf jungle Vi to compensate but then are we screwing over the many Vi mains who prefer her out-of-lane experience? It’s a tough call.

All this said, SmashGizmo got diamond last season almost exclusively with top lane Vi. He’d typically play conservative until 6 focusing only on CS and rush an Iceborn Gauntlet for the extended dueling power and mana to offset her high costs. Turns out if a Vi manages to stay even until 6 there is not a single character up there (not even Irelia or Jax) who can beat her in a straight up 1v1. Her burst and sustained damage output is insane when she gets the chance to use it and her late game with top lane items is monstrous for the enemy teams’ squishies (or at least it was in season 3, a lot has changed since then).

[ Link to Post ]

 

 

Why haven’t we been compensated after the EUW servers were moved

Draggles New PortraitThe compensation that Pwyff mentions in his post was given in June 2013. Here‘s a post from Demorphic (sorry the formatting is a little broken!) where more is explained.

[ Link to Post ]

 

 

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

 

 

Top Tier Korean Solo Queue Banner

 Note: This article was not written by me, but by a friend of mine who’d like to write for the site.

 

 Hey everyone. In this article I’ll go over last month’s top 5 Champions for each role in Korean Diamond Solo queue. I will list each pick’s win rate, games played and Kills-Deaths-Assists (KDA) ratio so you have a clear idea of each Champion’s potential. There are a lot of unorthodox picks that Koreans use to dominate; personally, I didn’t expect to see some of them make the top 5. Keep reading and find out who the hidden overpowered picks are and why you should consider them for climbing the ladder.

Jungling is my main role, so I’ll start with Korea’s top junglers.

 

 

Top 5 Jungle Picks

 

Fiddlesticks New Portrait

  • 54.39% Win Rate
  • 45,390 Games Played
  • 2.66:1 KDA

 

Pantheon New Portrait

  • 53.48% Win Rate
  • 30,389 Games Played
  • 2.61:1 KDA

 

Shaco New Portrait

  • 53.45% Win Rate
  • 14,747 Games Played
  • 2.53:1 KDA

 

Wukong New Portrait

  • 53.38% Win Rate
  • 8,606 Games Played
  • 2.56:1 KDA

 

Jarvan IV New Portrait

  • 52.54% Win Rate
  • 71,950 Games Played
  • 3.40:1 KDA

 

Before we begin: I know Fiddlesticks can be played support and Wukong, Jarvan and Pantheon can be played top or mid, but the key word here is can. In the majority of games you will see these picks in the jungle. I was honestly surprised when I saw Fiddle and Shaco in the top 5, because they are some of the hardest junglers to play properly. Fiddlesticks and Shaco have always been strong and can still carry an entire team, but only if you are really experienced with them.  They have a plethora of weaknesses your enemies can exploit. so unless you really know what you are doing, I wouldn’t advise playing them in Ranked.

The rest – Pantheon, Wukong and Jarvan IV – as aggressive junglers with a solid early game, are pretty straightforward. They’re not hard to pick up and, as such, get a solid recommendation from me, even if you’re just now exploring jungle picks and don’t have experience playing them.

 

 

Top 5 Mid Picks

 

Note: Kayle data is irrelevant.

 

Talon New Portrait

  • 56.15% Win Rate
  • 18,546 Games Played
  • 2.55:1 KDA

 

Akali New Portrait

  • 54.99% Win Rate
  • 15,934 Games Played
  • 2.31:1 KDA

 

Kayle New Portrait

  • 54.96% Win Rate
  • 35,947 Games Played
  • 2.46:1 KDA

 

Brand New Portrait

  • 53.64% Win Rate
  • 6,469 Games Played
  • 2.38:1 KDA

 

Katarina New Portrait

  • 53.43% Win Rate
  • 35,311 Games Played
  • 2.84:1 KDA

 

Xerath New Portrait

  • 52.16% Win Rate
  • 16,362 Games Played
  • 3.13:1 KDA

 

 Seeing Kayle in the top 5 comes as a shock to no one, but if you’re thinking about playing her, let me stop you right there. In the last week Kayle has dropped down to a 47.99% win rate due to the recent nerfs and I would advise against playing her, at least until she receives some buffs or a new overpowered build is found on her. For these reasons, I’ve included Xerath to fill the missing spot.

 Talon has been a great pick for the assassin role ever since Zed got nerfed. I was most surprised to see Akali and Brand in the top 5. Whenever I’m forced to play mid I tend to pick Akali and I have a pretty good win rate with her (57.1%). That I don’t play laners at all and still manage to do well with Akali should be an indicator that she’s worth considering in Solo Queue. It bears reminding that Akali and Talon can be played in other lanes, but tend to do way better on mid.

 Also, Katarina and Xerath. Xerath has been gaining popularity and even our lord Faker himself has started to play him. All in all some pretty interesting and unexpected mid laners have become popular in the Korean scene and if you’re wondering what to play you should give them a shot.

 

 

Top 5 Top Picks

 

Rumble New Portrait

  • 55.99% Win Rate
  • 14,382 Games Played
  • 2.69:1 KDA

 

Fiora New Portrait

  • 53.35% Win Rate
  • 4,887 Games Played
  • 1.88:1 KDA

 

Lulu New Portrait

  • 53.35% Win Rate
  • 52,419 Games Played
  • 3.14:1 KDA

 

Riven New Portrait

  • 52.50% Win Rate
  • 64,130 Games Played
  • 2.18:1 KDA

 

Tryndamere New Portrait

  • 51.64% Win Rate
  • 8,390 Games Played
  • 1.87:1 KDA

 

 The reason I put Lulu as a top and not a mid laner in my ranking is because I rarely ever see her mid and from watching the pros they also mostly put her top nowadays. As for the fifth place, I was debating between Tryndamere and Ryze, but Ryze is becoming more common on mid than on top.  The clear oddities here are Rumble and Fiora, who, if you’re looking for someone new to play top, are worth your attention.

 

 

Top 5 ADC Picks

 

Kogmaw New Portrait

  • 53.44% Win Rate
  • 39,425 Games Played
  • 2.73:1 KDA

 

Jinx New Portrait

  • 53.23% Win Rate
  • 34,312 Games Played
  • 2.75:1 KDA

 

Draven New Portrait

  • 52.89% Win Rate
  • 20,732 Games Played
  • 2.56:1 KDA

 

Miss Fortune New Portrait

  • 52.38% Win Rate
  • 4,089 Games Played
  • 2.61:1 KDA

 

Sivir New Portrait

  • 52.31% Win Rate
  • 7,073 Games Played
  • 2.91:1 KDA

 

 Seeing Kog and Jinx here is no surprise after the recent Bloodthirster nerfs and the rise of hypercarries. Draven is like the Lee Sin of ADCs – useless if bad and amazing if good. On that note, it makes sense that he’s dominating in high Korean ELO, but you shouldn’t pick him up expecting to win without having a fair bit of practice. Miss Fortune and Sivir are fairly unpopular picks, but they can snowball and become carry machines if played well.

Last, but definitely not least, the supports.

 

 

Top 5 Support Picks

 

Braum New Portrait

  • 54.26% Win Rate
  • 18,095 Games Played
  • 3.20:1 KDA

 

Morgana New Portrait

  • 53.51% Win Rate
  • 58,436 Games Played
  • 3.05:1 KDA

 

Sona New Portrait

  • 52.38% Win Rate
  • 9,340 Games Played
  • 2.92:1 KDA

 

Leona New Portrait

  • 51.54% Win Rate
  • 38,172 Games Played
  • 2.69:1 KDA

 

Blitzcrank

  • 51.49% Win Rate
  • 44,421 Games Played
  • 2.75:1 KDA

 

 Braum being first is to be expected. This guy is insanely overpowered and fun to play; you can try and pick him up, but good luck getting past his 72.5% ban rate. Morgana is the ideal counter to Braum and so logically takes second place. The odd picks here are found later down the ranks;  I never imagined that Thresh and Nami would be overshadowed by Leona and Blitzcrank, but there you have it .

 

 

Why it’s worth to follow the Korean ladder

 

Although a lot of the Champions I listed here are used in NA as well, some of the picks are wildly unexpected and underrated, and thus deserve your attention if you’re looking for a fresh and, possibly, sleeper OP Champion to climb the ladder with. In League, you learn from those better than you and Koreans are leaps and bounds ahead, so learning how they compete is always worthwhile.