Archive

Posts Tagged ‘braum’

 

PBE Update July 18 Banner

 

PBE 18/07 Contents:

  • Guqin Sona Model Update
  • Arcade Sona Model Update
  • Champion Changes

 

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 Updates for Patch 4.13 Cycle:

 

PBE-Update-July-15-Banner

PBE-Update-July-16-Banner

PBE-Update-July-17-Banner

 

 

Guqin Sona Model Update

 

Old

 

Guqin Sona Texture Update

 

New

 

Guqin Sona New Model

 

 

Arcade Sona Model Update

 

Old

 

Arcade Sona Texture Update

 

New 


Arcade Sona New Model


 

PBE Champion Changes

 

 

Braum New Portrait

 

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%

 

 

 

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

 

 

 

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

 

RampageRampage [ Q ]

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

 

 


Kogmaw New Portrait

  • Base HP decreased from 440 to 400
  • HP-per-level increased from 84 to 88

 

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

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 


Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  • No longer reduces slow effects

 

 


Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10



 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

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

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from 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

 

 


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

 

 

Context (Bugfix, Buffs to Compensate)

 

Riot Jag New PortraitHey guys, just wanted to let you know that we put out a bugfix on PBE for Vayne where her Tumble had a higher bonus AD ratio while she had Final Hour active. Since we wanted to fix the bug without actually reducing the power of the champion, we compensated by increasing the bonus AD she gets for Ulting, making this mostly a power-neutral change, not a buff or nerf.

As an aside, she’s getting some small AS per level buffs. Nothing huge, but a few more Silver Bolts procs never hurt anyone.

[ Link to Post ]

 

 


Velkoz New Portrait

 

64px-Lifeform_Disintegration_RayLife form Disintegration Ray [ R ]

  • Damage changed back from 350/475/600 ( +1.5 AP) to 500/700/900 ( +0.6 AP) [ revert on the changes in PBE Update July 16 ]
  • Slow changed back from 15% to 20% and no longer stacks [ revert on the changes in PBE Update July 17 ]

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 

PBE Update July 15 Banner

 

PBE 15/07 Contents:

 

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 Patcher & Landing Page Visual Update

Patcher 1

Patcher 2

Patcher 3

Patcher 4

Patcher 6

 

 

PBE New Client Icon

icon

 

 

PBE Sona Texture Update Banner

 

Classic Sona

 

PBE Sona Texture Update

 

Arcade Sona

 

Arcade Sona Texture Update

 

Pentakill Sona

 

Pentakill Sona Texture Update

 

Guqin Sona

 

Guqin Sona Texture Update

 

Muse Sona

 

Muse Sona Texture Update

 

Silent Night Sona

 

Silent Night Sona Texture Update

 

 

PBE Champion Changes

 

 

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 ]

  • Slow duration of ice field decreased from 1.5 seconds to 0.3

 

 



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

 

Tremors Tremors [ R ]

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

 

 

Sona New Portrait

  • Sona’s rework is back on the PBE for testing.

 

 

The New Summoner’s Rift returns for testing!

 

Here’s a tour of the updated map if you’re unfamiliar with the changes to SR on the PBE.

 

The-new-Summoner-Rift (1)

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 

News Update July 14 Banner

 

Summary

 Lead Game Designer Ghostcrawler shares the thought process behind possible nerfs for Lee Sin and why his dominance has largely been left unaddressed for so long. Lots of arguments for where Lee Sin stands, why him warping the meta game by his own is an issue and unlocking weaknesses in his kit without ruining what’s fun about him. Moving on, Lead Champion Designer Meddler hosted a Q&A session where he answered a lot of questions about the design of some of League’s Champions and even teased the New Champion’s role – top laner. You can find a full breakdown of the AMA below.

Lastly, Q&A analyst Baconhawk explains the design motivations behind Headhunter Caitlyn’s new looks and why her original space-suit concept was scrapped in favor of her current looks. And some clarifications on why Yasuo’s ultimate triggers off any displacement, not just knock-ups.

 

Recent News

Doom-Bots-Banner

Hazmat-Heimerdinger-Banner

Community-Beta-Changes-Banner

 

 

 

Nerfing Lee Sin Banner

 

 

What’s so hard about nerfing Lee Sin before Worlds

Ghostcrawler New PortraitI’ll address this at a philosophical level, because someone in the trenches of the live team would be better to mention specific tactics.

Champions are coolest, in our opinion, when they have distinct strengths and weaknesses. (This is why we describe champs that are just balls of stats as a bad thing and try to update them.) Moreover, when balancing champs, we achieve the best results when we buff things a champ is good at and nerf things a champ is weak at. This opens up opportunities for cool moments when a champ leverages their strengths, but still leaves clear opportunities for counterplay.

The problem with Lee Sin is that while he has some really cool things he does well, he doesn’t have obvious weaknesses that we can enhance in order to open up windows to try and shut him down. This means we have to invent a weakness, which is a dicey prospect, because it means having to redefine a champion’s role. “Oh, you only thought Lee was great at mobility and that’s why you played him, but we just decided that should be something he’s bad at instead. So sorry.” (Just an example obviously.) That doesn’t absolve us of the responsibility to balance him, but it means it takes more exploration than just nerfing his Q or whatever.

I’ll even expand on the philosophical discussion and say that improving champion diversity is something we need to deliver. By champion diversity I mean three things: more champions actually played, more distinction among champions, and sometimes actually getting to play the champion you like instead of him or her getting pick/banned all the time. These are long term goals and not something we’re going to quickly accomplish in a patch or two, but they are long term goals, and I have no problem if you hold me accountable for making sure we drive in that direction.

[ Link to Post ]

 

 

Follow Up

Xelnath New PortraitHey buds, 

Look, I get it. You’re upset, you’re frustrated. You feel like the diversity of champions that should exist is being crushed by Lee Sin. You are sick of seeing the same thing over and over again. It sucks. 

I hate when I want to jungle it up and see yet-another-lee-sin-invade steal my buffs and being unable to punish the **** out of him for it. (Cuz he just ward hops away, woo hoo!)

At the same time – look at what happened last year when we got close to worlds and made some tweaks to Tri-Force. The result was that it distorted the entire competitive scene for worlds, potentially invalidating months of build-up and expertise. 

Now, I am not saying there aren’t tweaks to Lee Sin that would push him out of Worlds. The perfect solution might even be in this thread. What I am saying is that to find, evaluate and iterate on that solution takes time and causes ripple effects on the rest of the game. 

Lee Sin has become a jungle-defining staple because he has no weaknesses. This is why the long-term solution Ghostcrawler described is the right one – and will probably cause some pain along the way. Once Lee’s out of the way, who are the next three champs to surge to the front? They could make the game just as bad, if not worse. 

When we hit a champ like Lee, we want to do our jobs and do our jobs right. Thank you for holding us to that standard. We’d also be doing you a disservice if we didn’t tell you that the right solution isn’t easy.

[ Link to Post ]

 

 

So you admit that Lee Sin has been inhibiting other jungle picks

Xelnath New PortraitYou know, it’s a fair criticism that he’s been strong a long time. 

But do you remember when we had some pretty severe changes to him on PBE? Lots of you guys got pretty upset, saying we over-shot so we scaled back the changes. (E.g. His ult doing damage based on the number of enemies hit)

Maybe we should have pushed forward harder to hit competitive. However, we already saw Lee Sin’s success rate plunge while players continue to play him a ton.

[ Link to Post ]

 

 

You’ve yet to address Lee Sin because he makes flashy plays at pro level

Ghostcrawler New PortraitYep, that’s a totally fair criticism, but you can also see the challenge in trying to navigate those two extremes: removing what is cool vs. tinkering around with changes that don’t really solve the problem.

A few of you have mentioned that I didn’t respond with a specific list of changes for Lee. That’s true and I tried to address that up front. What I was attempting to provide is some insight into how we think about these things. If you are only interested in specific patch notes, the patch forecasts or notes themselves are better for that sort of thing. I appreciate not everyone is interested in our conceptual framework for how we solve problems, but my experience has been that some players are.

[ Link to Post ]

 

 

Lee Sin has no weaknesses, that’s why he’s problematic

Ghostcrawler New PortraitTo be clear, he does need counterplay. We have to engineer some versus just nerfing something he is already bad at, because he’s not really bad at anything. Our intention is to do that, and when we have a direction, we’ll let you know.

[ Link to Post ]

 

 

 

If you want to hit Lee Sin, why not nerf his energy costs

Ghostcrawler New PortraitThat would nerf him, and something we can consider, but does it really open up coubterplay? Maybe if you survive his attack, you have a chance to counter….

[ Link to Post ]

 

 

 

 

You overnerf some Champions to remove them from the scene and leave others imbalanced

Ghostcrawler New PortraitTotally agree. We understand how frustrating the inconsistency can be. If we were consistent, at least you could predict what you were likely to see in a patch or two. We also understand that actions speak louder than words here and you won’t take our word on improving consistency. We have to earn that trust.

[ Link to Post ]

 

 

Why not rework Poppy, Urgot and Olaf first before moving onto Lee Sin

Ghostcrawler New PortraitSo the difference here is these champions need reworks to some degree. We have several champions, many of which were designed before we really solidified what made a good champion, who don’t have a lot of counterplay or don’t do much interesting to the game overall. We do keep them weak so that they may get some play but aren’t really competitive at higher levels. This isn’t ideal by any stretch but it’s better than having the game dominated by these guys. Our apologies if you play League for Poppy and we will get her straightened out at some point.

Lee Sin isn’t in that category. He does interesting things to the game. He requires skill to play and you can make mistakes. He doesn’t need an update or rework by the team that does that for champions. However, he is very dominant. We don’t think he just needs a simple number tweak. He does need a weakness that skilled players can exploit. Does that distinction make sense?

[ Link to Post ]

 

 

Meddler QA Banner

 

Meddler’s Q&A Breakdown

 

 

 

General New Champions

 

Is it true that Champion designers can’t look at the player creations forum

Meddler New Portrait Not to the best of my knowledge, I’m not aware of anyone on the champion design team that frequents them though. Good starting ideas aren’t usually the issue we run into, it’s how you refine, implement, iterate, balance etc that’s the bigger challenge.

[ Link to Post ]

 

 

What makes a Champion Kit or Lore

Meddler New Portrait Gameplay, lore and art are the pillars of how we approach making a champion. The initial idea can be any of the above – someone’s got an image they’d like to draw, a story they’d like to tell or an ability they’d like to play with. Working from that starting point we then explore what the rest of the champion might look like and what opportunities there are to offer something new. Braum for example started off as a female Piltover engineer, with a giant mechanical shield.

We tested a kit for that initial idea in game and hit on some abilities we really liked (similar to Braum’s current passive and E), the art and personality weren’t coming together however. We consequently took another look at who such a kit could fit on and, after a fair bit of exploration of different possible personalities and origin factions hit on Braum.

[ Link to Post ]

 

 

How many Champion concepts never make it to development

Meddler New PortraitMost suggested champions never get made. A lot of ideas stop in their early stages when they’re no more than a sketch or some discussion about abilities that might be interesting. Some do end up getting put aside later in the process though, either because the character’s not working out or because we’ve got something we feel’s better. A number of those ideas do later get revisited and often work out the second or third time though (Lucian and Vi are good examples of that). Finally champions do occasionally get cancelled late in the process, that’s pretty rare though.

[ Link to Post ]

 

 

Which lane is Riot looking to design the next Champion for

Meddler New PortraitNext champ’s a top laner. Balancing a lane or the meta’s not something we try to do with a single release though, the roster’s too big and the game too complex for that to be a viable approach.

[ Link to Post ]

 

 

 

When are we going to see Ao Shin , the Storm Dragon

Meddler New PortraitNot for a long time. We do still plan to make Ao Shin, but we ran into a number of issues with how we were approaching him. As a result we basically took his concept back to the really early stages – would rather go for slow, but good, than quick but disappointing.

[ Link to Post ]

 

 

How do you like these new forums

Meddler New PortraitLiking the flexibility of these RE ‘pick your own layout’. Bit dark for me though, going to pass on some thoughts to the folks working on them, find out if color scheme modification’s something on their mind.

[ Link to Post ]

 

 

 

Is the Role of a new Champion pre-determined or is it a result of development

Meddler New PortraitWe do have a rough layout of what roles we want to release over the course of the year. As a result if we’re trying to come up with an idea for a particular release slot then yes, we do tend to target a particular role. Having said that if, during the exploration of a champion, we find out that a different role’s a better fit for the character we’re creating we’ll embrace that new role and then usually change which slot we’re planning to release said champion in.

The other thing though is that not all champion ideas are targeted at a particular release slot. Some are instead explorations of what might be cool, with no fixed timeframe in mind. Those by contrast are pretty open, with the goals (gameplay, art and story) eventually deciding what role’s a good fit.

[ Link to Post ]

 

 

 

Champion Skin Design Banner


 

What were the team’s ideas about Syndra’s kit

Meddler New PortraitTried a lot of different versions of sphere manipulation, some of which consumed the spheres on use. Also tried some other stuff that didn’t work out at all, like a giant nova effect, slow moving extremely powerful skillshot (think a line of Veigar meteors) and an ultimate that let you throw enemy champions (suspect we’ll go back to a variant on that for someone someday, Syndra wasn’t the right fit for it though).

[ Link to Post ]

 

 

Why did you make Vel’koz’s first skin of the Battlecast series

Meddler New PortraitWe did look at Deep Sea and Jurassic as options, the visual mockup for the Battlecast skin however was a clear winner for the team though, in terms of personality fit and visual opportunities.

We went for a ram with Braum since it was a great fit with the sort of character we wanted to convey – tough, at home on a mountain, headstrong, forceful but kinda fluffy etc.

[ Link to Post ]

 

 

Were any other shapes or blast patterns tried for Vel'koz's Q

Meddler New PortraitSubninja, who did the gameplay design on Vel’koz, did try out a 45 degree split instead of a 90 degree one. Was generally both less useful and harder to land, so didn’t show much promise.

The ult was driven by a desire to make a real disintegration ray, something that gave the player the feeling of melting a target under a blowtorch if they could keep the flame on it.

[ Link to Post ]

 

 

What’s your favorite mechanical idea that didn’t make it to live

Meddler New PortraitXypherous played around with a champion that could attach themselves to an ally, soaking damage for them and casting spells as the ally moved around. Would love to try that again sometime on a tank or support.

[ Link to Post ]

 

 

Follow Up

It wouldn’t make sense for that Champion to be humanoid, right

Meddler New PortraitYeah, creature or shapeshifter seems likely. I believe (before my time at Riot) the original concept was for a swarm of insects for example. It’s an idea we’ve tested a couple of times since but haven’t found the right fit for.

[ Link to Post ]

 

 

 

Was Jinx different during her concept stage

Meddler New PortraitWe did have another concept that was competing for the same space as Jinx at one point, a heavy hextech chaingunner. There were some cool bits and pieces to the idea, it never really got off the ground though and if we were to revisit it we’d want to do something pretty different – Jinx does the chaingun space well.

[ Link to Post ]

 

 

Any updates on your earlier comments regarding Lissandra's passive

Meddler New PortraitStill planning to test out a defensive effect after CCing enemies, probably with a greater effect against ranged attacks than melee, given Lissandra struggles in some ranged match ups . Hoping to put some time into that after getting some Urgot tweaks out.

[ Link to Post ]

 

 

Follow Up

What are you tweaking on Urgot

Meddler New PortraitBunch of discussion in this thread:

http://forums.na.leagueoflegends.com/board/showthread.php?p=42998910

The tweaks I mention are described in a couple of my most recent posts, short version is making bigger changes is going to require art support for a proper rework, so we’re looking to give him some help (quality of life changes, smallish buffs) in the meantime).

[ Link to Post ]

 

 

 

Was Braum’s concept inspired by Alex Armsrong from Fullmetal Alchemist

Meddler New PortraitArmstrong’s a good example of the archetype we wanted to tap into with Braum, and was one of around half a dozen reference points we had for the sort of character we wanted to make. He wasn’t the initial inspiration though.

[ Link to Post ]

 

 

 

What were some of the biggest challenges while designing Ziggs

Meddler New PortraitI just started on a Ziggs dev blog the other day actually, which should give a bunch of details about how his development went. That’s probably quite a way off though, we’ve got other dev blogs we’d like to get out first, so the short answer is that nailing down his initial personality and appearance was one of the hardest things for the team (Ziggs actually started off as a human in a bomb disposal suit for example, not a manic Yordle).

[ Link to Post ]

 

 

What’s currently the biggest unexplored piece of design space

Meddler New PortraitWe went through a period where we avoided doing creatures much at all and that’s something we’re looking to remedy now, so less human/humanoid would be my answer on the visual side. Gameplay wise I think there’s a lot of interesting stuff to be done with clickable objects (like Thresh’s lantern) and we’re playtesting a few things at the moment I’m hoping see release sometime this year (no promises, but fingers crossed).

[ Link to Post ]

 

 

Player Suggestions Banner

 

Will we see a different female Piltover engineer

Meddler New PortraitIt’s a possibility, though we’d want to do something other than a shield now of course. No firm plans, but it’s a concept we have talked about occasionally since.

[ Link to Post ]

 

 

 

 

Could you make a projectile that blocks other projectiles

Meddler New Portrait Spells that interact with other missiles in flight is something we’ll likely visit again at some point, certainly. No plans to do so in the near to moderate future at least though, that’s gameplay space we’ve tapped into enough for now. Would definitely see a variant on that sort of spell someday though that’s all about a single, brief cast, rather than an extended effect in the world, would have noticeably different use cases.

[ Link to Post ]

 

 

Will you ever create a true pet Champion

Meddler New PortraitYeah, we’d like to explore a champion with a more permanent and significant pet at some point. Would definitely want engineering support to do that properly, the current system works well enough for straightforward pets like Tibbers but wouldn’t support a pet that was around constantly, with a bigger skillset, well. Can’t make any promises on timeframe though, besides not for a while at the very least.

[ Link to Post ]

 

 

Will we see more Champions with a vacuum mechanic, like Diana’s  E

Meddler New PortraitWe’ve talked about vacuums a lot. They’re extremely powerful however, in terms of how they amplify other abilities’ effectiveness, to the degree that a champion with an accessible ranged vacuum is going to have to be balanced around their best case scenario to a degree that will leave them feeling pretty mediocre otherwise. As a result we’ve opted to limit vacuum like effects in other ways instead, whether that’s with a melee requirement and short range (Diana’s E) or movement compensation (Orianna’s ult, which is as much a flip as a vacuum much of the time).

[ Link to Post ]

 

 

Single Posts banner

 

 

Why is Headhunter Caitlyn’s different from the skin’s original concept

Baconhawk New PortraitThis has been answered before but I am happy to answer it again. That was exactly what you said it was: concept art. If you look closely, it doesn’t bear much resemblance to Caitlyn. In order to fit within our guides for readability and clarity within the game, it had to be adjusted. Otherwise it would definitely not have worked. (You are comparing that artist’s hand-done paintover to an ingame model on the PBE, which we are still working on!).

It’s easy to say “amagad that look so much bettar rito y u do dis” but in all honesty, a lot of our concepts look totally different (for better or worse!) than the final product, but it’s all about readability and gameplay clarity as well as looking totally badass/sexy/amazing/baller/Teemo.

I hope this answers your question.

[ Link to Post ]

 

 

Why does Yasuo’s ultimate trigger from every form of displacement

Meddler New PortraitYeah, knocked up’s a misleading shorthand here, I should be saying displaced. We opted to have Yasuo’s ult trigger off any displacement because it both clarifies which allied skills are relevant (if it moves an enemy then you can) and because it opened up the pool of champions Yasuo works with more. Our intent was to make Yasuo stronger with some allies than others, but we did want to keep that set of champs he synergizes with moderately broad.

As to why the ult went out that strong? That was our best estimate on appropriate balance for Yasuo. For the first few weeks players really struggled with him, and we thought for a while we might have undertuned him and buffed him a bit as a result. Those buffs, combined with his learning curve and some quality of life changes (consistent targeting indicators, better visual feedback etc) however brought us to the conclusion he was too strong once mastered so we took some power off him. He’s currently played with some success in both competitive play and normal play. Some discussion internally on whether he may be too strong late game, last I heard we hadn’t come to a definite conclusion on that yet though.

[ Link to Post ]

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

Comments off


Champion Rotation Week 26 Season 4

 

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


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



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]


 

Patch 4 point 11 Banner

 

Patch 4.11 Notes

 

Recent News

 

Dev-Blog-Banner

Balance-Talk-and-Reworks-Banner

Akali-Visual-Update-Banner

 

 

Pwyff New PortraitHey Summoners,

Welcome to Patch 4.11! Our big story for this patch is to bring some equality back to the jungle. In the 2014 season, popular junglers have been heavily skewed in favor of high-pressure damage dealing champions like Lee Sin, Pantheon, Kha’Zix, Evelynn, Elise, etc, and it was these dominant picks that knocked most supportive tanky junglers right out of the park.

On deeper analysis, we quickly realized the problem was less about buffing tanky junglers to keep up and more that we lacked a strong item path for utility junglers to pick up. As a result, patch 4.11 will be introducing one new and one might-as-well-be-new item in the form of Quill Coat and Spirit of the Ancient Golem, both of which should cater heavily to the tanky utility-focused junglers in the game. We also went through and brought a few champions we felt needed additional love up to speed, as well as one mini-renovation for Maokai so that he could feel better about being back in the spotlight.

With the League of Legends World Championships on the horizon, we’ve also begun looking at high-level competitive changes we can make, like turret modifications and some reductions in dominant champion power. One champion you might be expecting to see in this category but isn’t (Lucian) is still in the garage as we’re thinking about the best approach to take. I’m telling you now because we want you to know that we know he’s particularly strong as a well-rounded marksman (especially in competitive play), but we want to make sure we can highlight a meaningful weakness (and strength) in Lucian before moving forward.

And that’s it for today’s foreword! Check out the patch notes below, and remember that you can now navigate through the notes via a handy floating table of contents on the right side (desktop / laptop viewers only!). Time to dust off my Sejuani!

[ Link to Post ]

 

 

General


 

Turrets

Bounty Rewards

Turrets

Experience

 

 

Champions


 

Braum

Heimerdinger

Jax

Karthus

Kayle

Lucian

Maokai

Nautilus

Nidalee

Rengar

Skarner

Vladimir

Yasuo

Zac

Ziggs

Embiggened Champions

Updated Splashes

 

 

Items


 

Items

Jungle Items

Attack Damage Items

 

 

Ranked Duo Queue


 

Ranked Duo Queue Text

 

 

Bots


 

Bots Text

 

 

Public Chat Rooms


 

Public Chat Rooms Text

 

 

Bugfixes


 

Bugfixes Text

 

 

Upcoming Skins


 

Upcoming Skins

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 

News Update June 30 Banner

 

Red Post Collection

TL;DR

 

Recent News

 

Ingame-Voice-Chat-Banner1

Dunkmaster-Darius-Banner

PBE-June-27-Banner1

 

 

Balance Talk and Reworks Banner


 

Meddler is on the forums to update the community on reworks currently in discussion and some problematic Champions in the meta currently.

 

 

[ Question ] Why does Braum’s passive also do magic damage?

 

Meddler Riotlink Button Meddler: The primary reason we added bonus magic damage to Braum’s passive was because we wanted an additional damage source on his kit, one that scaled over the course of the game in particular. Champions that receive almost all of their kit’s damage via a single spell (e.g. Zilean) generally end up with unhealthy and unsatisfying power curves. They tend to bully early and then falling off rapidly post level 9, even if they’re supports and damage isn’t their primary contribution. As a melee tank support we also wanted to ensure Braum’s presence, post passive proc, had a bit of extra threat beyond just his auto attacks, hence the bonus magic damage from him per attack after the stun.

As far as Braum’s balance goes we agree he’s too strong at the moment. We’re looking at a couple of changes to his passve for the next patch, reducing the duration of the mark to make it a little easier to drop the stacks off as an opponent and reducing the starting damage as well to address his early power in lane (40+10 per level from memory, instead of 60+10 per level, though not certain on those figures off the top of the head).

 

 

[ Follow-up ] Does the mark duration play into the balancing of Braum’s pasive?

 

MeddlerRiotlink Button Meddler: Mark duration has a significant impact on Braum’s odds of triggering a stun on a target. Certainly, if Braum and his ally/allies are all attacking a target consistently it doesn’t mater much, in situations with allies needing to move in to get into attack range to follow up on a Braum Q, enemies with abilities that allow them to partially disengage, Braum/his allies getting CCd etc however the duration’s an important part of the spell’s power.

 

 

Future changes to Braum

 

MeddlerRiotlink Button Meddler: It’s definitely possible Braum may need some further power cuts after these changes. We’ve still got a bit of time before we need to get everything locked down for the patch Worlds will be played on though, so we’re opting for a steady approach, with follow up if needed.

 

 

[ Follow-up ] Are you implying that Zilean is up for a rework?

 

MeddlerRiotlink Button Meddler: Yeah, we’d like to rework Zilean’s kit at some point and that would definitely include making better use of the time mage archetype, it’s a really rich space. Won’t be this year at the least though, there are other reworks (visual only like Karthus, gameplay only like Nidalee and full relaunches like Sion) we’ve already got in progress or planned.

 

 

[ Question ] Are Poppy and Zilean scheduled for a rework this year?

 

MeddlerRiotlink Button Meddler: We were considering Zilean for this year at one point, eventually opted to focus on other champs first. Poppy we are looking at right now, really early stages stuff though to see what potential’s there, so neither guaranteed to go ahead with this approach nor on a fixed timetable yet.

 

 

[ Question ] How hard do you think it will be to rework Poppy?

 

MeddlerRiotlink Button Meddler: Defining what Poppy’s gameplay niche should be is likely to be a solid amount of work. We don’t want to make her into a standard fighter (or for that matter, aim to make any character into a ‘standard’ fighter). Taking away, or heavily modifying her passive and ult to fix their issues though means we’ll need to find other interesting stuff to go there instead, so while she’s not a task of Sion’s magnitude she’ll still probably be bigger than most reworks. 

Thematically she’s got some interesting stuff going on with the Yordle Knight/Diplomat angle. Bringing that out a bit more and/or tapping into some of her other themes (daughter of a master blacksmith for example) is also going to be worth putting some time into.

 

 

[ Suggestion ] Instead of reworking Poppy’s ultimate, make her vulnerable to CC during her ult and have % damage reduction while in it

 

MeddlerRiotlink Button Meddler: That would be an example of heavily modifying the ult yes. Big questions then are does that solve the problems while leaving the skill satisfying and, if so, is there an alternative that offers better gameplay and a stronger, more distinct niche for Poppy? All else being equal we’d want to stick with a variant on the existing skill of course, given full relaunches are the time where we’ve got the best opportunity to make substantial changes to a champion’s kit however it’s important to properly explore options (which is why some reworks take a while, depending on the problem space).

 

 

[ Question ] Are you planning on reworking Viktor this year?

 

MeddlerRiotlink Button Meddler: Yeah, Viktor’s a potential candidate for some gameplay tweaks (passive included), rather than a full on rework right now. See how much we can address some of his issues just via number adjustments/some non art impacting passive changes.

 

 

 

[ Follow-up ] What do you want to change about Viktor?

 

MeddlerRiotlink Button Meddler: We don’t have any specific changes nailed down yet. Number adjustments in this context could, if appropriate, include things like higher stats on the hexcore to make it more attractive as an end game item, faster return speed on the shield from his Q, increased spell range etc. Not to say we’ll necessarily make those changes, but addressing some of those issues is within the scope of this sort of work.

 

 

 

[ Question ] Aside from nerfing Lucian, what marksmen will the balance team be looking at once they’ve gathered enough data on how the new itemization has impacted the weakest picks?

 

MeddlerRiotlink Button Meddler: We’re keeping a really close on eye on Caitlyn at the moment just in case, with the itemization changes and likely nerfs to Lucian, she ends up too dominant. Might not happen, definitely want to have a plan in place should it do so though. Beyond that bit early to single out individual ADCs to give power to until the dust settles a bit on recent changes. Would love to give Ezreal a more satisfying W at some point though, completely agree, just wouldn’t want to do so in a way that required removal of power that’s currently healthy and satisfying from elsewhere on the kit.

 

 

[ Question ] Can you comment on the state of Yasuo and Kassadin?

 

MeddlerRiotlink Button Meddler: I’m not actually sure about the power levels of Yasuo or Kassadin at the moment, apologies. Let me follow up with the balance team and get back to you on that one.

 

 

 

 

Old vs New Sejuani Design Banner

 

Why did Sejuani lose her bikini outfit in favor of heavier armor? IronStylus elaborates on the design process that lead to Sejuani’s current design.

 

 

[ Question ] Do you have a sketch of Sejuani’s original model, with her bikini outfit?

 

IronStylus Riotlink Button IronStylus: Did that years ago. 

 

 

 

 

Sej

Sejuani’s Original Concept

 

 

 

Sejuani’s old concept looks badass with that weapon!

 

IronStylus Riotlink Button IronStylus: It’s still a flail, it’s just done in ortho view to show how it’d be modeled.

And yeah, I never said she wasn’t badass, but I still think the costume would make more sense if she was in a desert setting or something that’s not.. ya know.. the frozen wastes.

 

 

 

[ Question ] Wouldn’t Sejuani’s design have fit in with the rest of Freljord’s leaders (Trynd, Ashe, Olaf, Braum) who all seem to be dressed lightly?

 

IronStylus Riotlink Button IronStylus: I’m actually fine with a more bulky, fierce lady sans a lot of armor. With Sejuani the team agreed that it didn’t fit.

 

 

 

 

[ Question ] Was the decision to rework Sejuani’s design a reaction to a vocal minority?

 

IronStylus Riotlink Button IronStylus: Can confirm that it was an internal team decision. There were other factors, not just the outfit. We weren’t satisfied with her animations and her kit was changing regardless. We wanted overall a harder look. Posture change, proportion changes, etc. 

Also, if we were to go back and redo Ashe, I think we’d do a similar treatment. Not saying that’ll ever happen though.

 

 

 

I miss her shield

 

IronStylus Riotlink Button IronStylus: When the only thing that kept her attached to Kevin Tuggles was the strength of her thighs.

 

 

 

 

[ Question ] What was the thought process behind redesigning Sejuani’s mount, Bristle?

 

IronStylus Riotlink Button IronStylus: One of the problems with the old Kevin Tuggles was that we couldn’t reskin him to be anything but a sort of awkwardly moving low-rider pig. He sort of.. waddled. We had some cool ideas for skins but could never change the animal. However, when we redesigned him to be a little more on the bear/feral creature side, we could now turn him into a bear, wolf, slice of bacon, whatever.

 

 

 

[ Question ] Do you ever get tired of people thinking you’re the single voice of all art decisions?

 

IronStylus Riotlink Button IronStylus: Well, I’d love it if some more people came out to comment on their specialties. The Champion and Skins teams are getting big enough that it’s difficult to comment on things that are happening on another team with confidence or authority. If I do try to comment, I might not have all the necessary context. That’s why I’ve stopped answering questions specifically about skins, and less about champions also. 

Champion Update however is my explicit purview so I have confidence I can speak about it in a broad to specific sense as I’m there for the entire process, and our team is still relatively small. 

I don’t think l’ll really be a Morello, as he’s a lead from a higher standpoint over a more vast line of product aspects. I don’t have as much broad context on things, he on the other hand has a lot. 

That said I’ll do my best to speak for Art where and when I can. I know a lot of artists are a little intimidated by the forums. I don’t ever want to force them out of their comfort zone, so I’m happy to represent if I’m able. I do however encourage people from the team to come out and talk.

 

 

[ Off-topic ] Are you ignoring feedback on skins from the community?

 

IronStylus Riotlink Button IronStylus: Here’s the thing. Commenting on threads, as a Rioter, explodes the thread. Sometimes that’s good, sometimes that’s bad. I use the resulting attention to seek feedback, gather ideas and input when it’s something that’s part of my job or I have intimate knowledge of. However, going into a thread, posting as a red, when it’s not my area of expertise can be counter productive. Me going in and posting “This isn’t my expertise.” doesn’t do anyone any favors aside from giving the thread some traction that it otherwise wouldn’t have gotten. And for what? So me, some uninformed, non-associated dude can get your hopes up? No, I’d rather steer clear and let it come to the attention of someone who has something of value to actually say. 

That said, I’m sure people on the Skins team are aware of the thread, I’m friends with a lot of them, they’re privy to what’s going on in the community and the conversation around the skin. If they haven’t spoken in the thread then there’s a reason for it, and I’m not going to be the one who goes up to them telling them what they should or shouldn’t do in relation to answering questions. 

I have to be able to trust in other teams’ execution and expertise. I’m not going to get on a high horse to brow beat them about how or what they communicate. I’m going to let them do what they do because I trust them. They’re competent, smart and really good at what they do considering how much content they have to put out given the time they have at the quality they have to meet. 

In the future, see if you can ping Baconhawk or RiotPenguin. Baconhawk is Skins QA and is active in the community. RiotPenguin is an artist on the team. They’ll have a much better idea of what’s going on that I will. 

As far as I know, no one is ignoring anything. Just because a thread doesn’t have a red comment in it doesn’t mean it’s not being paid attention to, or that the team didn’t already perceive an issue before a critical thread came up.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 

PBE 21 June Banner

 

 

PBE Updates for Patch 4.11 Cycle:

 

PBE-20-June-Banner1 (1)

PBE-17-June-Banner (1)

PBE-18-June-Banner

 

 

Champion Changes

 

 

Braum New Portrait

 

64px-Stand_Behind_MeStand Behind Me [ W ]

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

 

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

 

 

Jax New Portrait

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

 

 


Kayle New Portrait

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

 

Kayle_ERighteous Fury [ E ]

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

 

 

Maokai New Portrait

 

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

 

 

Twisted_AdvanceTwisted Advance [ W ]

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

 

Sapling_TossSapling Toss [ E ]

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

 

Vengeful_MaelstromVengeful Maelstrom [ R ]

  • Now forms around Maokai and follows his movement

 

 

Nautilus New Portrait

 

Staggering_BlowStaggering Blow [ Passive ]

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

 

Nautilus Passive Indicator

 

 

Zac New Portrait

 

Unstable Matter [ W ]

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

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

PBE 20 June Banner

 

Note: I’m making / posting today’s articles from an Internet café (yes), so I won’t be able to answer questions until tomorrow.

 

PBE Updates for Patch 4.11 Cycle:

 

PBE-17-June-Banner (1)

PBE-18-June-Banner

 

 

 

Headhunter Caitlyn Model Update

 

Old

 

Old Headhunter Caitlyn Turnaround

 

New


New Headhunter Caitlyn Turnaround



New Summoner’s Rift Jungle Monster Icons

 

 

Gromp & Razorbeak

 

Razorbeak_Square Gromp_Square

Screen 1

Screen 4

 

Krug & Ancient Krug

 

Krug_Square AncientKrug_Square

Screen 5

Screen 6

 

Sentry & Blue Sentinel

 

BlueSentinel_Square Sentry_Square

Screen 7

Screen 8

 

Cinderling & Red Brambleback

 

Brambleback_Square Cinderling_Square

Screen 3

Screen 2

 

Dragon & Baron

 

Dragon_Square Baron_Square

Screen 9

Screen 10

Screen 11

Screen 12

 

 

Balance Changes

 

Braum New Portrait

  • Base Armor increased from 18 to 20 [ back to live values ]

 

Context: Braum was nerfed in this PBE update. This is a revert on that change.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

 


Patch 4 point 9 Notes

 

Patch 4.9 Notes


Recent News


Pentakill-Album-is-Out-Banner

Update-on-Sions-Rework-Banner

Suspension-of-Nukeduck-and-Mithy-Banner

 


Visual Updates
Karthus


Champions
Braum

Kassadin

Khazix

Pantheon

Rengar

Rumble

Soraka

 

Minor Changes and Bug Fixes

Recall Animations

Elise

Volibear


Summoner's Rift

Jungle


Twisted Treeline and Crystal Scar

Khazix TT


Friend List

Friend List Text


Team Rewards

Team Rewards Text


Wards

Wards text


Skin Updates
Skin Updates Text  


Upcoming Skins
Upcoming Skins Text

 


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


 

PBE 27 May Banner

 

 

Previous PBE Updates for Patch 4.9 Cycle:

 

PBE-May-22-Banner

PBE-23-May-Banner (1)

 

 

 Braum New Portrait  

 

  • Base damage reduced from 56.2 to 53.2 (down from 56.2)

 

 64px-Winter's_BiteWinter’s Bite [ Q ]

  • Damage decreased from 60/110/160/210/260 to 60/105/150/195/240

 

64px-Stand_Behind_MeStand Behind Me [ W ]

  • Bonus Armor and Magic Resist decreased from 10/15/20/25/30 ( +12/14/16/18/20 % of Braum’s Armor/Magic Resist) to 15/17.5/20/22.5/25 ( +10/11.5/13/14.5/16 % or Braum’s Armor/Magic Resist)

 

 

Kassadin New Portrait

 

  • Movement speed decreased from 350 to 340

 

 

New Portrait Kayle

 

Kayle_ERighteous Fury [ E ] 

  • Bonus range reverted from 350 to 400 [ same as live ]

 

 

Khazix New Portrait

 

Taste_Their_FearTaste Their Fear [ Q ]

  • Damage decreased from 70/100/130/160/190 ( +1.5 Bonus AD ) to 55/80/105/130/155 ( +1.2 Bonus AD )
  • Isolation bonus decreased from 45% to 20%.

 

I did the math for Kha’Zix’s new isolation values and… well, it’s not pretty:

[ Live ] 101.5 / 145 / 188.5 / 232 / 275.5 (+ 2.175 bonus AD)
[ PBE ] 66 / 96 / 126 / 156 / 186 (+ 1.44 Bonus AD)

 

Evolution_Enlarged_ClawsEnlarged Claws [ Evolved Q ] 

  • No longer deals 6% of target’s missing health
  • Damage against isolated targets changed from 101.5 / 145 / 188.5 / 232 / 275.5 (+ 2.175 bonus AD) to 66/96/126/156/186 ( + 2.44 bonus AD ) +  [ 10* Kha’zix’s Level ]

 

Void_SpikeVoid Spike [ W ]

  • Deals 20% increased damage to monsters

 

Evolution_Spike_RacksSpike Racks [ Evolved W ]

  • Slow increased from 30% to 50%
  • Grants sight of Champions hit by the spikes for 2 seconds.

 

Evolution_Active_CamouflageActive Camouflage [ Evolved R ]

  • 50% Damage reduction when in stealth removed

 

 

LeBlanc New Portrait

 

DistortionDistortion [ W ] 

  • Mana cost reverted from 80/85/90/95/100 to 80/90/100/110/120 Mana [same as live]

 

  
Mimic_Sigil_of_SilenceMimic: Sigil of Silence [ Q R ]

Damage reverted from 60/110/160 ( + 0.5 AP ) to 100/200/300 ( +0.65 AP ) [same as live]

 

Mimic_DistortionMimic: Distortion [ W R ]

  • Damage reverted from 90/165/240 ( +0.75 AP ) to 150/300/450 ( +0.975 AP ) [same as live]

 

Mimic_Ethereal_Chains Mimic: Ethereal Chains [ E R ]

  • Damage reverted from 60/110/160 ( + 0.5 AP ) to 100/200/300 ( +0.65 AP ) [same as live]

 

 

Karthus Visual Update Splash Art

 

Karthus_Splash_0

Karthus New Splash Art

 

 

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