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Posts Tagged ‘champion mastery’

 

2016 Season Update Champion Mastery Banner

Mastering Champions will now allow you to “craft” access to new Champions and skins without any cost:

 

We knew from the beginning that while mastering a champion was a goal in and of itself, we also wanted to go beyond that to reward you for your feats. Our first attempt at this included in-game emotes, multikill banners and loading screen borders but… those were just the start. This year we want to keep recognizing you for the cool things you’re already doing, like playing with your friends or performing well across a wide variety of champions.

Cue the introduction of…

 

HEXTECH CRAFTING Banner

We’re introducing a new system called “Hextech Crafting” with two goals in mind: one, create a new way to pick up randomized loot at large discounts (we’re tuning the drop stats here but, if you want something specific, a direct purchase will still be the most efficient), and two (this one may be more important for some of you), allow players to earn their way toward champions or skins for their in-game accomplishments. Free.

We’re still fleshing out the details, but wanted to share some plans:

 

CHESTS WHERE Banner

Later in the new season, you’ll be able to earn Mastery Chests and Keys as you team up and compete with your friends. Upon acquiring (and combining) the two, you’ll be able to unlock the chest, earning loot items ranging from 7-day rentals to permanent skins and champions.

You’ll have the chance to randomly pick up Keys and Key Fragments after each win. Playing with your friends will result in getting a few more keys than going solo and, if you’ve got the right kind of friends, wins should be easier to achieve as well! Once you pick up enough Key Fragments, you can convert them into full Keys at the crafting table.

Mastery Chests will be tied to your post-game grades, which have always been a combination of your personal and team performance for that game. We’re still settling on the number of chests we’ll give out this way over the year (so it’s not a grind and we can get a clear view of the ecosystem we’re creating), but we’ll also be exploring ways to give out chests (and keys) for other modes and events.

For those who just want to pick up loot at a significant discount, we’ll also be offering unique types of chests in the store that are guaranteed to be good deals! Finally, if the rewards you earn aren’t something you see yourself ever using, you can swap them for other content via the crafting table.

 

DISENCHANTING UPGRADING AND
REROLLING AT THE CRAFTING TABLE Banner

When it comes to content you plunder, you’ll be able to redeem or modify it via the crafting table. Loot items you don’t want can be disenchanted into essences. These essences are used to upgrade other items from shard rentals to permanent content. Alternatively, you can use the crafting table to reroll 3 of any permanent or rental item into a different permanent item of the same type (skin or champion).

 

THE FUTURE OF CRAFTING Banner

We’re excited to share this system with all of you on PBE in the coming months. Our goal is to also build a scalable, robust system that future rewards can plug into. We’ll have a lot more details as the 2016 Season Update rolls out, so stay tuned!

 


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

 

Champion mastery Banner 2

 

After an extended stay on PBE, we’re almost ready to roll Champion Mastery over to live’s normal, teambuilder, and ranked queues! Here’s a quick rundown of the changes we’ve made to the system since we debuted it on PBE:

Player tooltips – Player tooltips now indicate the sum of your champion mastery levels across all champions

Participating queues – Queues now have an icon that indicates whether or not they grant champion mastery points

Ceremony – Added sound effects to end-of-game champion mastery animations

Role ranks – Champions now gain new titles based on their primary roles as you gain mastery levels (Once he hits Champion Mastery level 3, Ziggs gains the title of “Invoker” based on his primary role as Mage, for example). These titles are displayed on-hover in your Profile and Champions tabs, as well as the end-of-game Champion Mastery results display.

Check out the Champion Mastery microsite for the full story or head over to the Champion Mastery FAQ for more information! We’ll see you in a few days!

 

Titles

At each rank there is also a role-specific title which you’ll be able to see on your profile. Below are the titles you get at each rank for a given role.

 

Champion Mastery Titles

 

ROLLOUT

We’re kicking off the rollout of Champion Mastery across all servers in a few days, on Summoner’s Rift normal, teambuilder, and ranked queues. We’ll continue to read through your feedback and keep you updated with our progress, so keep an eye out for future posts after the service goes live!

Eligibility

All summoners who’ve hit level five or higher will be eligible for Mastery points on SR normal, teambulilder, and ranked queues.

The Future

This is just the beginning for Champion Mastery. As the system matures, we’ll unlock extra tiers and rewards as we build on the program!

 

FAQ

 

Q: Will I get xp credit for how much I’ve already played a champion?

We’re not currently planning to do this. Because this is a new system, we want players to feel progress (and earn rewards!) based on how well they do and the champions they choose to play.


Q: What goes into the grading system? How do you calculate it?

It’s based on the champion and role that you just played in a game. So, for example, we look at Annie mid differently to Annie support. We take a series of performance metrics and compare how you do to all other players in your region in your champion / position combination. It is percentile driven – so earning a high score means you performed in the top x% of players on that champ in that position. The grade itself governs the point gains.


Q: How many games will it take to level up?

We expect players to take 15-30 games to level through the first set of levels (1 through 5). We’ll be unlocking additional levels later.


Q: Is this going to feel grind-y?

This system is performance based – the quicker you master a new champion, the quicker you’ll make progress.

At the same time, we want it to be accessible enough that all players can feel good about improving.

We’re tuning this system so that you will be leveling up the set of champions that you really enjoy playing and getting meaningful feedback on your performance each game. The ceilings are intentionally set low for each individual champion to avoid making it feel like a grind.


Q: Can you be demoted?

No demotions or decay is currently planned.


Q: What other kinds of rewards are planned for the future?

We are going to see how people enjoy using the system and what they like about it before we finalize our future plans. We’d love feedback on this.


Q: Will skins ever be a reward?

It’s not something we’re considering right now, but we are exploring other ideas for unique rewards we think you guys might like.


Q: Will this work on Dominion and ARAM? Will it ever in the future?

We’re currently limiting this to SR.


Q: Can the enemy team see the crests in-game or in the loading screen?

Not initially, but we may revisit this in the future.


Q: Can other players see my grade at the end of the game?

No. These grades are for you and not something for others to be able to see. They will not available to 3rd party sites either.


Q: Will the score account for AFKers?

Can confirm, AFKing will result in a bad score.
 


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

 

 

Red Posts Banner 22 04

 

Here are a few recent topics on the forums with a generous sprucing of fanart.

 

 

Are AD Carry mains ever happy with the meta

Ghostcrawler New PortraitThis is a healthy discussion, and I can try to help it along a little by providing some context about how we think about the meta.

(As a meta comment, “meta” is one of those words that gets used to describe so many different things that it has started to lose some of its meaning.)

First, we’re okay with having a 1+1+2+J configuration. Things like duo jungle or three champs in one lane may happen from time to time, but we’re not going to go out of our way to support them. For the most part, the way players allocate number of champs per lane works, and we don’t feel the need to monkey with it.

Second, we are trying to keep the concept of position (top, middle, bottom, jungle) separate from role (fighter, mage, assassin, tank, etc.). We care a lot less which roles are played in which positions as long as the game is healthy overall (more on this below). The characteristics of some roles is going to make them better at some positions (e.g. most junglers are melee) and we’re okay with that. Likewise, there are some individual champs that we don’t want to see frequently in particular positions, because the results tends to be less fun for everyone. The word “Support” is particularly confusing here, because it refers both to a role (“utility mages” like Janna and Sona) as well as the (traditionally bottom) position of jumping into a lane with another champ without actively farming minions. A support role like Sona can play the support position, but so can a mage or a tank.

Third, every role (and ultimately every champion, though we’re not there yet) has to exist in the game somewhere. This is the big corollary to my second point. If there are mages in the top lane and mages in the mid lane, that’s fine. If that means fighters have nowhere to exist, that’s not fine. Ideally (and I mean in the sense of a compass direction, not the state of the game today) you’d sometimes see mages and sometimes see fighters top. To use the current topic, jungle tanks didn’t feel viable, so we made some changes, and now they are plenty viable and I realize some of you feel they are too viable. In crazy world, maybe there is somewhere for marksmen to live besides bottom and maybe you don’t even need a marskman every game. But let’s not get too crazy yet. We used to design new champs as “Gnar is going to be a top lane fighter.” Now we would say “Gnar is a fighter” and leave it up to experimentation and evolution to determine where he fits best, so long as (1) he has some position in which he can be played and (2) isn’t oppressive when he does.

Fourth, we are trying as a team to be a little more hands off and provide players more room to experiment, and this applies to the state of the meta as well. Now, I’ll admit it’s difficult sometimes for us to make the determination of when it is time to step in. This year, we wanted to give y’all a chance to adapt to the preseason changes, but our opinion now is that we waited a little too long to react. We are pretty happy overall with the state of the game post patch 5.5 and 5.6, but maybe things would have felt even better if we had made those changes in 5.4, while 5.2 likely still would have been too soon. Make sense? Likewise, we know there is some concern that tanks are too dominant right now, but we want to wait a few patches to see if that’s a persistent problem or not. The meta will shift on its own, and has, even without Riot involvement. Sometimes it needs a nudge and sometimes the shift is towards something that is likely unhealthy in the long run, and when that happens it’s our responsibility to take action.

[ Link to Post ]

 


When is Patch 5 8 coming

Meddler Final PortraitNot this week, 5.7 -> 5.8’s going to be longer than the usual 2 week cycle.

[ Link to Post ]

 

 



When will the Champion Mastery system be released

Meddler Final PortraitIt’s still being worked out – it’s not ready for a proper release just yet.

[ Link to Post ]

 

 

 


Why is Jinx being nerfed on the PBE

Here is the change being discussed:

 

Super Mega Death Rocket Final IconSuper Mega Death Rocket [ R ]

  • Minimum damage (from point-blank range) decreased from 125/175/225 [ + 0.5 bonus AD ]  to 25/35/45 [ + 0.1 bonus AD ]

 

Gypsylord New PortraitOkay got response typed up again.

So as Jinx’s designer I asked to head up the nerfs coming out for her this patch. Let’s talk about them and Jinxy in general.

First full info on the nerfs:

The min damage on the R is being cut. The max damage is staying the same. Additionally, the execute damage is not being touched. SMD rocket will ALWAYS deal 25/30/35% of the target’s missing health regardless of range.

Below are the rough damage estimates based on ranges Jinxs should be familiar with:

NUMBERS AND CHANGES ARE SUBJECT TO CHANGE (or not). ALL THIS IS STILL IN TESTING

  • R damage @ Point blank: 125/175/225(+.5) >>> 25/35/45 (+.1)
  • R damage @ Minigun range: 175/245/315 (+.7) >>> 110/155/200(+.45)
  • R damage @ Level 9 Rocket range: 185/260/335 (+.75) >>> 135/190/245(+.55)
  • R damage @ Shock Pistol range (max): unchanged – 250/350/450(+1.0)

TLDR summary of the below wall of text:

We like Jinx being strong for a variety of reasons but she may be TOO strong at the moment. Jinx’s snowballing and hyper-carry potential is intended to be strong and we like it where it is so this change is targeted at amping up her main weakness (gets wrekt if jumped on). IF THIS CHANGE GOES TOO FAR WE’LL FOLLOW UP ON IT. THE GOAL HERE IS A SLIGHT TONING DOWN OF JINX’S POWER.

Generally we like Jinx being a strong champ in League of Legends. Even when winning she has a lot of inbuilt counterplay which makes losing to her feel a lot less demoralizing. Thanks to her general immobility combined with the delayed and conditional nature of her spells players tend to come out of games against Jinx with gameplans on how they’re going to beat her next time.

Going off of this, it is likely that Jinx “at balance” sits at above a 50% winrate. This partially stems from the nature of her power profile. Jinx is highly snowbally, especially in AoE focused teamfights, and is one of the best characters in the game at taking objectives after killing off the enemy team. This is going to contribute to a higher number of wins in solo queue where the “group and push” strategy is so prevalent (Jinx loves grouping and pushing!). People group, teamfights happen, Jinx AoE’s things, and 1 kill tends to lead to 1-4 more + towers and dragons.

Additionally, it’s worth mentioning Jinx’s dedicated player base. If you run into a Jinx player on live that person is going to have 31 games on her on average, That’s up there with other “I main dis guy forever” champs like Yasuo, Lee Sin, and Riven. For comparison, Graves has a similar play rate to Jinx (they’re neck and neck for most picked ADC), and yet the average Graves player only has 16 games on him. This isn’t meant to be a knock on Graves but more a highlight on the fact that many of the Jinx’s you run into out there have played her A LOT and as such you’d expect a higher win rate out of her due to player experience.

So I’ve gone over why we’re okay with Jinx being strong so in that case why are we nerfing her? Well the thing is there’s strong and then there’s I AM THE GOD OF SOLO QUEUE strong. Jinx is trending towards the latter and has only been getting better each patch. She’s got one of the highest winrates in the game at 55% across all elos and that combined with her insane playrate is cause for alarm. We felt some light tuning would be appropriate to level the playing field vs. other ADC’s so we looked across her kit and asked ourselves “is there anything Jinx is doing right now that maybe she shouldn’t be?”

So as her designer I’ve always felt that Jinx is defined by the following strength and weakness

A) Jinx is a snowball: If you let Jinx get ahead and can’t figure out how to get to her SHE WILL TAKE EVERYTHING YOU LOVE AND BURN IT TO THE GROUND.
B) Jinx has a hard time with people who invade her personal space. If you manage to jump on her when she’s unprepared you should be rewarded accordingly.

The strength is supported by things like Get Excited (the speed passive), the always-on AS/range+AoE steroids on Switcheroo (the Q), and Jinx’s reach in general which progresses from 525 range – to 700 – to 1500 – to global. This power combination ensures that if Jinx has enough gold and manages to get a foothold of safety/advantage in a fight she WILL GET TO YOU, BLOW YOU UP, AND THEN TAKE YOUR TOWERS. This is good, it’s character defining and it’s what we’d like her to excel at.

The weakness is supported by the ramp up on minigun, the cast/arm times on all her spells/ and the damage w/distance mechanic on the R. If you manage to close with an unprepared Jinx she’s going to have a hard time dealing with you. Her spells leave her vulnerable, her AS needs to ramp for full DPS, chompers take a while to arm, and ideally she can’t just Graves ult you for a burst of power unless you’re incredibly low on health.

^^^^^that last thing is where we found a possible problem. Jinx was winning a number of engagements off the sheer burst power of her ultimate, even at pointblank range. This to me is out of line with her strength/weakness profile.

In summary:

Jinx is a hyper carry who can kill every single member of your team from extreme ranges if left alone but if you jump on her she should be at a severe disadvantage. Nerfing the pointblank ultimate makes the weakness more true and allows us to preserve her strengths in light of extreme power in solo queue.

[ Link to Post ]

 

Follow Up

Do you think this change will affect her playstyle

Gypsylord New PortraitSo yeah I’ve tested the changes and I’m pretty confident that this will not massively affect Jinx’s playstyle. You’re mainly going to feel it against people in melee range of you (and that’s the point) but in the average lane duel at 525 + range it should still be a potent execute. In the early game you’re likely going to need one more basic attack than before to secure those closer range kills.

I’m also willing to admit that we’re not omniscient and this change may affect her in ways we didn’t anticipate. We’ll follow up on it if that’s the case.

[ Link to Post ]

 

 

Will we ever have new Champions with Taunt

Meddler Final PortraitI expect we’ll make more Taunt using champions at some point. It’s a type of effect with some pretty specific gameplay, so as with other specialized CCs we’ll probably only ever use it occasionally, in part to ensure those champions with it remain distinctive.

[ Link to Post ]



Lastly, here’s some fan art to wrap up the post.

 

Epidemic Singed

Artist: scodo

epidemic_singed_by_scodo-d4s6qaz

 

These next ones don’t have linked sources. If you guys know who the artists are, let me know and I’ll add them to the post.

 

Arcade Zyra

tumblr_ng2o44PinR1r0yrcjo1_1280

 

Ghost Bride Zyra

16jr5sh

 

Mecha Rengar

mecha_rengari

 

 

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

 

Champion Mastery Guide

March 16th, 2015

 

– CURRENTLY ONLY AVAILABLE ON PBE –


We’re kicking off the rollout of Champion Mastery with a PBE stint from 3/11. If all goes well, a couple of weeks later we’ll then launch a beta in a single region, focusing on Summoner’s Rift normal queues to make sure the feature’s stable for expanded use. We’ll read through your feedback and keep you updated with our progress, too, so keep an eye out for future posts after the service goes live!

 

CHAMPION MASTERY

REWARDS


 

CHAMPION MASTERY

 

WHAT IS CHAMPION MASTERY?

The mastery system is designed to recognize a player’s respective investment in a champion and uses skill-based progression to measure advancement. When a player wins a game, they’ll earn CP (champion points) toward mastery levels for that champion, and get rewards along the way. The amount of CP earned is heavily weighted by team performance.

 

UNLOCKING CHAMPION MASTERY

Your summoner level must be at least 5 in order to unlock Champion Mastery.

All champions start at Mastery Level 1, 0 CP (Champion Points). As you play and accrue CP, you’ll achieve new ranks and unlock rewards associated with that rank. On your profile, you will see your:

  • Top 3 Champions
  • Mastery Score (the sum of all levels for your unlocked champions)
  • Champions Closest to Mastery

At launch, Champion Masteries will only be supported in normal games on Summoner’s Rift.

 

CHAMPION POINTS (CP)

Champion Points are earned for winning a game with a particular champion. Earning CP will allow you to gain Mastery Levels in that champion and earn rewards as you progress. Points are based on your team’s performance as well as your own contribution. You can see how much CP you earn at the end of each game.

NOTE: Your previous games will NOT count towards your CP.

Keep in mind that you’ll earn slightly more CP if you team up with other players in a premade before your game. The larger your premade team is, the higher the additional bonus will be. 🙂

Premade Size Premade Bonus
Party of one No bonus
Party of two 10% of CP earned
Party of three 20% of CP earned
Party of four 30% of CP earned
Party of five 50% of CP earned

 

For example, if you team up with two other players (for a total of 3 players in your premade) and earn 25 CP at the end of your game, you will receive an additional 20% of your 25 CP — 5 CP. This will give you a total of 30 CP earned.’

 

GRADES

At the end of your game, you can hover over your Champion Mastery points bar to see the grade our new system gives you. These grades are awarded based on your performance in the role with the champion you’re playing and where you’re playing them.

The possible grades you can achieve are:

S+, S, S-, A+, A, A-, B+, B, B-, C+, C, C-, D+, D, D-

 

ELIGIBLE GAME MODES

At launch, only Summoner’s Rift normal queues will be eligible. Once we’re sure the feature is stable, we’ll look at expanding to other maps and modes. Please share your feedback so we can work together to improve this feature.

 


REWARDS

 

REWARDS LEVELS

Depending on the rank, the player will receive different rewards for their mastered champion:

Level Reward
1
2
3
4 Mastery Badge Emote, Loading Screen Border, Announcement Banner
5 Mastery Badge Emote, Loading Screen Border, Announcement Banner

This is just the beginning! As the system matures, we’ll unlock extra tiers and rewards as we build on the program.


MASTERY BADGE EMOTE

Required Mastery Level: 4 or higher

This is a way to display your achievement with a champion in game. Just like existing emotes (laugh, dance, etc), it is bound to a key. The binding will be listed next to emotes in the key binding menu:

You can also use a slash-command to use the emote. Hit enter to bring up the command prompt then type “/masterybadge.”


LOADING SCREEN BORDER

Required Mastery Level: 4 or higher

If you have unlocked this reward, you will see a banner next to your champion’s splash during the loading screen. This will display of your mastery rank will only be visible to players on your team.



ANNOUNCEMENT BANNER

Required Mastery Level: 4 or higher

A banner will appear under the multikill announcement in game if:

  • You or a player on your team killed an opponent
  • Whoever performed the kill is playing a champion above rank 4

Original Post by Nancymon


Champion Mastery

March 11th, 2015

 

Champion Mastery Banner

With Champion Mastery, you now get points, ranks, and rewards for the champs you play. Now, if you want to show other players that you’re a dedicated Swain main, or a big cheese with Twitch, you can!

 

 

HOW THE SYSTEM WORKS

Finish a game of League and you’ll earn points for your champion based on your team’s performance as well as your own contribution. Earn enough points and you’ll level up that champ’s mastery level, giving you rewards as you progress.

 

Grades

Hover over your Champion Mastery points bar in the post-game screen and you’ll see the grade that our new system gives you. Grades are awarded based on your overall performance in the role along with the champion you’re playing and, crucially, where you’re playing them.

 

Leveling Up

Check out your in-client profile, and you’ll see a new stat telling you your mastery score, a sum of all your mastery ranks combined.

 

REWARDS

We’re kicking off Champion Mastery with the first five ranks for each champion unlocked. Here are the crests your champion will earn as they rank up:

TIER 1

TIER 2

TIER 3

TIER 4

Loading Screen Badge
Custom Emote
Announcement Banner

TIER 5

Loading Screen Badge
Custom Emote
Announcement Banner

 

 

Champs_Sliced_Eng

 

 

ROLLOUT

We’re kicking off the rollout with a PBE stint from 3/11. If all goes well, a couple of weeks later we’ll then launch a beta in a single region, focusing on Summoner’s Rift normal queues to make sure the feature’s stable for expanded use. We’ll read through your feedback and keep you updated with our progress, too, so keep an eye out for future posts after the service goes live!

 

Eligibility

All summoners who’ve hit level five or higher will be eligible for Mastery points. However, at launch, it’ll only support normal games on Summoner’s Rift.

 

The Future

This is just the beginning for Champion Mastery. As the system matures, we’ll unlock extra tiers and rewards as we build on the program!

 

 

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