Posts Tagged ‘crystal scar’


News Update August 26 Banner



 Lead designer L4T3NCY has shared details on a New Game Mode – Ascension, Ghostcrawler weighs in on splitpushing in the current meta and how buffing/nerfing affects Champion diversity, Meddler continued his Q&A from yesterday with thoughts on Poppy, Diana, Veigar and lots more and answered some questions on the forums regarding the newly previewed Champion – Azir.


Recent News






Ascension Banner



Ascension - New Game Mode - coming soon to PBE

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!


  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

[ Link to Post ]



Will Xerath be disabled for

L4T3NCY New PortraitYou can totally play as Xerath. 🙂

[ Link to Post ]





Splitpushing Banner



What are your thoughts on split pushing currently

Ghostcrawler New PortraitWe like split pushing as a potential alternative to team fighting, but don’t like the way it currently exists in the game, so we’d want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy — like you aren’t being outplayed by a team with a better strategy or execution, but just that you can’t be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today.

The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We’d get a little more diversity and it would probably let some other kinds of champions shine.

[ Link to Post ]



Buff towers when there are less than 2 Champions defending it

Ghostcrawler New PortraitSeveral of you guys have mentioned some kind of tower change to let split pushing be possible, but take more commitment or otherwise be less effective. While I don’t think we’d use these specific examples, the general strategy of messing with towers somehow is something we discuss. I’m sorry we don’t have more concrete plans that we can discuss yet. I was gambling that some of you would still find the discussion interesting.

[ Link to Post ]



QA on Game Design Part 2 Banner


Part 1 of the Q&A:





What do you think of the

Meddler New PortraitMelee champions generally need higher stats from one source or another. Sometimes that’s raw stats on their kit somewhere, sometimes it’s in the form of a multiplier, sometimes it’s just base stats. Having such an effect doesn’t automatically make a champion a ball of stats, it’s when that’s all they really bring, and you just smash them into the enemy directly without any interesting play and hope your numbers are better, that they hit problematic ball of stats territory.

[ Link to Post ]



Would you ever revisit old, scrapped champion concepts

Meddler New PortraitWe do revisit old concepts, sometimes with success, sometimes only to put them aside again. Usually when we go back to an idea it’s with a different spin though (Elise for example was another take on ‘spider lady’, but as a transforming predatory spider rather than the half spider/half woman refined lady with a parasol that Priscila was). Occasionally we’ll go back to something multiple times. We tried out a sand mage concept a few years back, but weren’t happy with the result.

Tried a very different approach a year or two ago but that didn’t hit the mark either. Fingers crossed we’ll get a successful champion from that space at some point, it’s one we still think has a lot of potential, odds are if so it’ll be something pretty different to the prior ideas though.

[ Link to Post ]



What’s your opinion on Veigar’s infinite scaling

Meddler New PortraitI like Veigar’s infinite power growth potential, particularly since it taps into his theme (tiny, underestimated, but truly dangerous master of evil!) so well. Also a fan of his E conceptually (like the ‘trap someone in a stun ring’, don’t like the ‘edge for insta stun).

On the negative side his counterplay (E and R especially) is lower than it should be and his Q and R both offer too similar an experience. His passive’s also pretty low on the engagement front. Overall makes him a character with an appealing core who’d benefit from a moderate sized rework someday, but doesn’t urgently need one right now as much as a number of other champions.

[ Link to Post ]



How do you balance dual-form Champions

Meddler New PortraitYeah, champs with multiple sets of spells have been tough to balance, both because of how hard the spike early (6 spells at level 3!) and because we’ve generally given them really broad skillsets and the ability to swap to whichever form they want almost at will. Amongst other things Gnar’s been an exploration of what forms with really meaningful strengths and weaknesses look like, with the multiple spell issue avoided due to shared CDs.

Elise we need to define better strengths and weaknesses for, she’s a bit much of a generalist. Jayce by contrast is a bit too much defined by one skill/combo with that skill for his viability.

[ Link to Post ]



Why doesn’t Varus’ Q deal more damage

Meddler New PortraitVarus was originally intended to be more focused around his Q than he is now, and it’s a direction I’d like to see if we can push him further in. At the time that amount it bullied others in lane was one of the big things that had us hold it back, would be inclined to look at late game damage scaling and either mana cost or a way of regaining mana late game as a result. Would want to avoid turning him into a character that never engaged/took any risks though, so wouldn’t want to reduce his power elsewhere dramatically to compensate.

[ Link to Post ]



What changes do you think Diana needs

Meddler New PortraitI feel she needs appropriate strengths and weaknesses more clearly identified and exaggerated. She suffers at the moment from having a number of assassin and fighter aspects mixed together which, while it can be fun to play and a good mix with her theme (which I personally think’s pretty cool), does mean we’ve had to pull back her power pretty hard.

[ Link to Post ]



Why did you make Vel’Koz an immobile caster

Meddler New PortraitOur intent with Vel’koz was to create a somewhat target agnostic (hence the true damage passive) sustained damage mage that could steadily melt through the enemy team in full on fights and contribute meaningful poke before hand but would need to be protected (Kog style) from enemy divers. Overall I feel Vel’koz occupies that space relatively well, but he’s not quite distinct enough to have a really clear gameplay identity – we’ve made a few too many non mobile mages that bring relatively similar things and haven’t always ensured mobile damage dealers pay a sufficient price for their mobility.

[ Link to Post ]



What are you thoughts on Poppy

Meddler New PortraitWe’d like to make substantial gameplay changes to Poppy at some point. She does some cool stuff (her E especially’s fantastic), but she can get shut down a bit too hard early and lacks sufficient counterplay (late game especially).

[ Link to Post ]



Q&A on Azir's Kit


Here’s a preview of Azir, The Emperor of the Sands:


New-Champion-Revealed-Banner (1)



How is Azir’s turret passive triggered

Meddler New PortraitRight click on the ruins – same style of control as using a Thresh lantern.

[ Link to Post ]





What’s the current uptime on the passive

Meddler New PortraitCurrently 25% from memory, assuming you’re using it the instant it comes off CD. Usually you’ll want to be more strategic about it than that thought. And, as you say, that value’s not final yet of course.

[ Link to Post ]




If he uses it on the inhibitor tower, will it attack the inhibitor

Meddler New PortraitEnemy inhibitor and nexus tower ruins can’t be targeted. 

This is effectively an additional ability, we felt it was a good choice though since we’d like to offer more situational abilities like this that have a high strategic impact if used well, without having to make such tools always applicable or leaving a champion without a sufficient set of tools during regular play.

[ Link to Post ]



What does Azir’s ultimate counter

Gypsylord New PortraitThe general rule on Azir’s R is: “I stop units that try to physically move through me.” This means it will cancel most dashes. There are a few exceptions:

  • Dashes that are classified as “unstoppable” will go through (Vi, Hec, Noct, J4, and Malph R’s).
  • Champions that can go untargetable while moving can get through (Vlad pool and Fizz pole).
  • Teleports can get through because they blink over the wall(Ez E and Kass R).

[ Link to Post ]



Do Asir's sand soldiers count as allies

Meddler New PortraitThey do not – same as Orianna’s ball/other untargetable minions.

[ Link to Post ]





Does Azir's passive only work once per tower

Meddler New PortraitNope, you can use it multiple times on the same tower ruins. It’s got a long CD though.

[ Link to Post ]





Single Posts banner



Why doesn’t MMR take into account my score after each match

Socrates New PortraitAttaching MMR gains to a high KDA on loss or any stat other than winning would shift decision making to favor personal gains instead of team gains. For example let’s say your team is about to get a kill and you have to make a decision about whether to let your ADC (who is pretty far behind) take the kill, or take it yourself. In a world where we’re taking KDA into account, you would always favor the decision to get as big as possible even at the expense of your teams overall power. This creates competition within teams rather than between them that would ultimately make the game less fun.

[ Link to Post ]



Affects of buffing nerfing on Champion diversity

Ghostcrawler New PortraitBuffing and nerfing is unlikely to lead to vastly improved champion diversity. We are likely to have better luckk by updating the roster of old champions so that each one is more unique. When we buff or nerf, we often just push players to swap from one mage, melee or ADC to the next most powerful one. Sometimes that is still worth doing in the short term to keep the state of the game healthy, but it’s not a long term solution.

Long term, making sure champions are more distinct from each other will improve diversity in two ways: one, it will give players a reason to play different dudes because they will just do different things orbring different benefits for the team, and two, it will make the game easier to balance because we will have more axes in which to tune without it frequently coming down to damage done.

[ Link to Post ]



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



PBE Update July 8 Banner


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.


Previous PBE Updates for Patch 4.12 Cycle:


PBE-July-1-Banner (1) PBE-Update-July-4-Banner (1)

Sonas-Rework PBE-July-7-Update-Banner (1)



PBE New Summoner Icons


Cupcake Icon Candy Icon



PBE Store Updates


A store image for the Mecha Ward skin on the PBE.




Mecha Ward Preview – Credits to SkinSpotlights




PBE Champion Changes



Kassadin New Portrait


Null_SphereNull Sphere [ Q ]

Damage increased from 60/90/120/150/180 to 80/105/130/155/180 ] [ revert on the PBE changes here ]


Nether_BladeNether Blade [ W ]

  • Cooldown increased from 6 seconds to 9


Force_PulseForce Pulse [ E ]

  • Now slows for 50/60/70/80/90%, increased from 40/45/50/55/60%


Note: Kassadin’s E was recently made to slow for 1 seconds, down from 3, in this PBE update. 



Lucian New Portrait


Relentless_PursuitRelentless Pursuit [ E ]

  •  Mana cost removed [ 60/45/30/15/0 on live ]



Sona New Portrait

  • Base armor increased from 15.3 to 18.3



Thresh New Portrait


DarkPassageDark Passage [ W ]

  • Lantern once again grants a shield to every ally that comes near it [ a revert on the PBE changes here ]
  • Base Shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200 [ reverted back to live values ]



PBE Crystal Scar


Manamune Manamune

  • Damage increased from 20 to 25
  • Total Cost increased from 2060 Gold to 2200
  • Recipe cost decreased from 1000 Gold to 625 (New Recipe)


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



Patch 4 point 8 Banner


Patch 4.8 Notes


Relevant News


River Spirit Nami Youtube Banner Blade Queen Lissandra Youtube Banner Pantheon Stealth Fix Banner



Udyr & Spiritguard Udyr Stun Indicator


Classic Udyr E Indicator

Classic Udyr E Indicator

Spiritguard Udyr E Indicator

Spiritguard Udyr E Indicator





Blitzcrank ChoGathKhazix



Minor Changes and Bug Fixes



Twisted Treeline and Crystal Scar

Twin Shadows

Twisted Treeline


Jungle Monsters

Team Builder

Team Builder

Upcoming Skins

Upcoming Skins

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


Patch 4 Point 6 Banner

Patch 4.6



Riot Pwyff Button Rioter RiotPwyff: Hi Summoners,

Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.

Reworks: We’ve released a number of reworks over the past few patches and we’re committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we’re going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.

Top lane: We’re particularly aware of low champion diversity – especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we’re going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.

Onward to the patch notes!

LoL Patcher (1)

LoL Patcher










Wriggle's Lantern

Summoner Spells


Twisted Treeline, Crystal Scar & Howling Abyss

Hextech Sweeper

 Twisted Treeline

Twisted Treeline

Bots (1)


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