Archive

Posts Tagged ‘Darius’

 

Dunkmaster Darius Banner 2

 

Dunkmaster Darius, teased a long while ago, has received an official… teaser.

 

With the first pick in the draft, Noxus selects… Dunkmaster Darius!

No surprise there. 6 feet 5 inches. 266 lbs. 34 ½ inch arms. His signature dunk, the Guillotine, cleaves through defenders – one guy actually died trying to guard him at the scouting combine. He’s the best player in the history of the game and he knows it.

When Dunkmaster Darius hits the court, the entire League is going to stand up and take notice.

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Here’s a preview of Dunkmaster Darius, who’ll be available for 1820 RP sometime in the future:

 

Dunkmaster Darius Splash Art

Dunkmaster Darius Model

Dunkmaster Darius Q

Dunkmaster Darius W

Dunkmaster Darius E

Dunkmaster Darius R

Lots more on the making of Dunkmaster Darius:

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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 30 Season 4 Banner

 

The following Champions will be free-to-play until August 19th:

 

  • Akali - 3150 IP or 790 RP
  • Annie - 450 IP or 260 RP
  • Darius - 6300 IP or 975 RP
  • Graves - 4800 IP or 880 RP
  • Leona - 4800 IP or 880 RP
  • Nautilus - 6300 IP or 975 RP
  • Nunu - 450 IP or 260 RP 
  • Quinn - 6300 IP or 975 RP
  • Taric - 1350 IP or 585 RP
  • Vladimir – 4800 IP or 880 RP

 


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


 

News Update August 11 Banner


Summary

Vesh returns to the forums to iterate on Soraka’s rework and her infuse healer style of play, i.e sacrificing health to heal allies. Lyte also steps on Reddit and forums to discuss Team Builder‘s long queue times, prioritizing between punishments and rewards and improving the Honor system. Lastly, tidbits on Taric being on the list for a rework, Darius‘s rework being de-prioritized and using the PBE realm to test “crazy ideas”.


Recent News

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Want to keep up with news on the Public Beta Environment?

Here’s a list of the latest updates:

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Team Builder and Honor Banner

 


Why doesn't TB use normal elo or average ranked and normal ELO

Lyte New PortraitIt does use Normal MMR; however, a lot of Ranked players (who don’t play Normals as often) were recently in Team Builder trying to get icons, so matchmaking was a bit wonky.

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Any chance you guys simply replace Blind Pick with Team Builder

Lyte New PortraitIt’s something we’re considering, but a lot of players love Blind Pick for various reasons and we have to respect that too.

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Can we expect improvements to Team Builder’s queue times

Lyte New PortraitWe’re going to be making a few changes to the system so that almost full groups get higher priority, so groups tend to fill up faster and launch into a game instead of multiple almost full groups constantly getting a cycle of players.

There’s lots of things we can try, such as replacing Blind Pick for a day, possibly giving small bonuses for playing high demand roles, etc.

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You should be queuing for a Role only, not Role and Champion

Lyte New PortraitActually, the champion pick doesn’t delay the queues at all. A Captain only selects the position/role they are looking for, and players aren’t declined often because of the Champion. We could try a version of Team Builder where you can’t kick players and see how queue times are affected though, because it would help solve the issue of solo players trying to jump around too many groups.

We already have systems in place to limit the number of groups solos can jump around to, so we can try some interesting tests. We could even do it so that Team Builder just makes a complementary set of roles (that isn’t necessarily strict meta), which would reduce queue times dramatically; but, it depends how much players value having more control, versus more speed–very easy for us to tweak one way or the other.

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Did you expect to have issues handing out the Role Icons

Lyte New PortraitIt was definitely expected, and we expected it to last ~4-6 days. However, long-term, the icons are a cool thing to earn and Team Builder is the only place it made sense (since you don’t choose a role in the other queues).

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How long do I have to wait, on average, in a TB queue

Lyte New Portrait10-15 minutes is for 95th percentile.

The average player sees queue times 2-3 minutes, and many players see < 1 minute.

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Queue times are way too long for smurf accounts

Lyte New PortraitThere’s actually quite a few things the matchmaker does to smurfs that result in long queue times–we generally don’t want to encourage smurfs unless it’s specifically to play with a new friend… and even then we want to find new ways for players to do that.

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Why are more resources being put toward punishing people than rewarding them

Lyte New PortraitThis a great question, but as we know, perception tends to be influenced by recent events.

When we first started work on Tribunal and Reform Cards, there was a lot of forum discussion on the behaviors in Reform Cards, and a lot of focus on punishment. At the time, there were lots of questions about positive reinforcement, and if there were any future plans on the ‘positive’ side of things.

Then, we started work on Honor, Teamwork OP, Team Builder, Santa Baron Icon, and personal rewards (where players who were positive secretly got a signed poster from player behavior Rioters). All of these systems were focused on experimenting with positive reinforcement and creating positive environments, to see what rewards would be effective, and what systems we’d need to build to sustain these positive behaviors long-term. During this time, a lot of players voiced concerns about new punishment features, and some more things we could do in that area. In fact, you’d see lots of posts about intentional feeders, what we were doing about new kinds of verbal abuse, etc.

Right now, we’re working on a new system that aggressively addresses severe cases of verbal abuse, Leavers and AFKs, and intentional feeders. However, we’re also working on a new Tribunal system that allows players to review both negative and positive behaviors–and even have the ability to reward players for their positive behaviors. There’s more in the works that we’re not ready to talk about yet, but they are a mix of punishment and reward systems.

It just so happens that recently, some of the punishment systems are going through testing and closer to “done” than the other stuff–so, it may seem like we’re only making punishment features or you may perceive that we think we only need punishment in League, but that’s false.

We’ve always known that we need systems that address both punishment and rewards; however, we jump back and forth between the two types of systems depending on what we think the next piece of highest value is to players.

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Are you saying that punishments are more important than rewards

Lyte New PortraitNo, I said what the teams work on jumps from punishments -> positive -> punishments -> positive. The teams switch back and forth.

Right now, there are a few punishment systems in development, and a few positive behavior things as well. I also mentioned that it just so happens, coincidentally, that the punishment systems are testing on live earlier than the other stuff.

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Why are you so silent about development

Lyte New PortraitSo do players prefer no information at all about what’s coming in the future? Because we could just release information when systems are done, but I don’t think players want that.

You can already “see” the effects of the new systems that are in-development–you can see the results on the forums, etc. But, if the preference is to not talk about things until they are released, that’s important to know.

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Clarity on number of players with Honor badges

Lyte New PortraitRight now, about 20% of players have badges, but they are mostly Co-op vs Bots and ARAM players.

We have plans to separate it into top 20% of each queue, as well as some more incentives for both giving and receiving Honor.

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Are you considering tangible rewards such as IP

Lyte New PortraitNothing is off the table, we’re considering systems that may provide intrinsic rewards (social status, reputation rewards), and perhaps some extrinsic rewards like Santa Baron icon.

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Soraka’s new gameplay Banner

 

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Infused healers have the downside of being incapable of healing themselves

Vesh New PortraitPart of the engine will be something Soraka can do to regenerate her own health. It won’t be her “heal” spell exactly though…

Remember when I said Q would allow her to heal more? 

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Shouldn’t I then build health on Soraka to mitigate the health costs

Vesh New PortraitYour heals will be crazy expensive for the (flat) amount they will heal.

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Follow Up

Does “flat mean that her heals don't scale with AP

Vesh New PortraitFlat as in it doesn’t scale with a % of your health or anything like that. % cost for flat gains generally means build AP.

This doesn’t mean health is a useless stat on her because you still need to be somewhat durable, but it will definitely be less efficient than resists and AP.

I’m actually putting GA as a core item for her with this rework because it feels realllly good.

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Is Darius still being worked on

 



Taric needs a rework


Repertoir New Portrait Taric is on my radar on the design side. Though the project is nowhere near ready to have its details talked about, I am pretty actively working on him.  [ Link to Post ]  





Using the PBE to test out crazy ideas




 

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


 

August Sales List

 

I took the full sales list for August from this thread on Reddit and linked the skins to video previews of them on SkinSpotlights. Lots of great sales this month, see if there’s anything you’d like having !

 

Recent News

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All Sales for August

 

8/1 -> 8/4
Item Original Price Sale Price
Galio 880 440
Vi 975 487
Teemo 585 292
Crimson Elite Talon 750 375
Statue of Karthus 520 260
Ghost Bride Morgana 975 487
8/5 -> 8/8
Item Original Price Sale Price
Lee Sin 880 440
Corki 790 395
Nami 975 487
Minuteman Gangplank 520 260
Special Weapon Zac 975 487
Soul Reaver Draven 1350 675
8/8 -> 8/11
Item Original Price Sale Price
Amumu 585 292
Hecarim 975 487
Shyvana 880 440
Hextech Anivia 750 375
Waterloo Miss Fortune 520 260
Major Ziggs 975 487
8/12 -> 8/15
Item Original Price Sale Price
Skarner 880 440
Jax 585 292
Rengar 975 487
Sorceress Lux 520 260
Justicar Aatrox 975 487
Foxfire Ahri 975 487
8/15 -> 8/18
Item Original Price Sale Price
Malzahar 880 440
Rammus 790 395
Fiora 975 487
Uncle Ryze 520 260
Woad King Darius 975 487
Runeborn Xerath 750 375
8/19 -> 8/22
Item Original Price Sale Price
Kennen 880 440
Aatrox 975 487
Zilean 585 292
Superb Villain Veigar 975 487
Forsaken Olaf 520 260
Arcade Hecarim 1350 675
8/22 -> 8/25
Item Original Price Sale Price
Kog’Maw 880 440
Cho’Gath 585 292
Quinn 975 487
Ravager Nocturne 520 260
Arctic Warfare Caitlyn 750 375
Rageborn Mundo 975 487
8/26 -> 8/29
Item Original Price Sale Price
Riven 880 440
Sona 790 395
Nautilus 975 487
Blast Zone Heimerdinger 520 260
Bloodstone Taric 975 487
Warmonger Sion 975 487
8/29 -> 9/1
Item Original Price Sale Price
Rumble 880 440
Xin Zhao 585 292
Darius 975 487
Iron Solari Leona 975 487
Commando Jarvan IV 520 260
Little Knight Amumu 750 375

 

 

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

 

 

News Update July 6 Banner

 

Summary

As promised yesterday, Lead Champion Designer Meddler has shared an outline of QoL changes to look forward to for Urgot as well as plans for his rework. Also, Phreak joins Xelnath‘s discussion about the limited champion pool in LCS from yesterday. As a bonus, an awesome collection of super-detailed pencil sketches by artist Nathelm!

 

Recent News

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State of Urgot Banner

 

 

Plans for Urgot’s Rework, Quality-of-Life Changes List

Meddler New PortraitHey all.

Long delayed update here and a change of plans. My original hope had been that we’d be able to rework Urgot’s gameplay without needing substantial art support. That’s proven to be too optimistic however, with the sort of changes we’d like to make including some new skills and other functionality changes that need animation, spell effects, sound and potentially model changes.

Urgot is on our list for such a full rework, that’s a ways off though (Sion’s up next for major reworks, and we’ve been tentatively discussing Poppy as an option for after that, though that’s not yet certain). As a result the new plan’s to do some much shorter term work on Urgot that, while it won’t fix everything, should help out on some of his issues and get him into a better spot until we’re free to do larger scale work on him.

That shorter term work’s potentially going to be split into a couple of patches. The first (and I’m guessing that would be around patch 4.15, though not certain on that yet) focusing on some general cleanup and quality of life, with a possible follow up set of changes to add in a bit more power if appropriate.

Tentative list of changes we’re looking at for that first patch (note, not yet in testing, so may well change):

 

General

  • Basic attack missile speed increased to 1600 (from 1300)
    – Given Urgot’s short attack range a more responsive auto attack’s appropriate for the risk he’s often putting himself in
  • Recommended item update
  • Some minor visual effects clean up



Q

  • Acid Hunters now check for Noxian Corrosive Charge on both start and end of Acid Hunter cast
    – Currently only checks at start of cast, penalizing swift follow up shots after firing the E at long range and attempts to sneak in a final homing shot as Noxian Corrosive Charge is close to expiring)
  • Mana cost increased to 50 (from 40), half mana cost refunded on kill
    – Primary goal here is to punish Urgot less for last hitting with Acid Hunters when he needs to. Slight increase in cost to maintain a bit more harass cost, though still aiming to have this be a net buff to Urgot’s mana usage.



R

  • CD reduced to 120/110/100 (from 120)
    – Adding a bit of late game power, without increasing his potential lane bully case
  • Mana cost reduced to 100 (from 120)
    – Standardization with standard ult mana cost

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Will the mana cost refund even on minion kills

Meddler New PortraitYes, minion killing’s the intended use.

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Urgot needs straight-up buffs, not QoL changes

Meddler New PortraitAs above this is an initial set of changes targeted at feel and clean up more than power. Assuming these don’t spike his power substantially (think it’s unlikely they will, but been wrong before) we’ll then look into whether there are some other safe buffs we can throw his way too. To be clear however Urgot’s still got some substantial game health issues in his kit so we’re not going to just keep throwing raw power at him until he’s back to his previous problematic state.

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Can you recommend a build for Urgot currently

Meddler New PortraitJust some minor changes aimed at convenience for existing Urgot players/better starting point for new Urgot players (Last Whisper in, Doran’s Blade start, Mercurial out, Brutalizer/Tear/Glacial Shroud in explicitly not just as components etc).

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Will Urgot be compensated for the Muramana changes

Note: Your Summoner Name might be cool, but it will never be Potato Jesus cool.

Meddler New PortraitYeah, would definitely want to add some compensatory power somewhere if we go ahead with those changes and they cut significant power off Urgot. Not sure what form that would take yet though, few things such as a the possible mana scaling above, I’d want to look into to help make that decision.

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How about making Urgot’s shield scale with AD

Meddler New PortraitOne change I’d like to test, but have only limited confidence in at present, is having his shield scale with mana instead of AP. Doing so would offer some additional build distinction for Urgot (tanky mana build versus raw AD/pen build) and supports using Tear which I feel’s fun and synergizes well with the Q refund change if that sticks. Potential downsides are a risk of forcing Urgot down a single build path, damage and tankiness from one stat via Manamune/Muraman (snowball issues) or alternatively, if the Muramana changes go through, a lack of appropriate mana items to support such a passive.

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Is Sion’s rework next up

Meddler New PortraitNext major rework (so full visual update, really big kit changes, lore update etc). Might well see some smaller reworks and/or visual updates first though, not certain on the timing of those off the top of the head.

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Follow-up Limited Champion Pool in LCS

Context: This is a follow-up on Xelnath‘s yesterday response about why few Champions see competitive play.

Phreak New PortraitI’d like to chime in too, if you don’t mind:

Also realize that the LCS is only eight teams per region. Not everyone plays every champion. Thinking back to last season, it took people a long time to pick up Zed, despite being a ridiculously strong champion. Players often justdon’t find the champion, despite being an awesome pick overall.

I remember replying to a thread on this very forum where a player was like “Dude wtf look how bad Zed looked in this Korean game. Come on Riot, buff Zed. He missed his Q and did no damage. Clearly a trash champion.” That thread existed. It was upvoted. On early Season Three Zed: A champion we nerfed multiple times and was STILL #1 pick/ban at the World Championship last year. Just sayin’.

It’s also much easier to imitate than to innovate. A lot of players look to the Korean teams and say, “They’re the best, we’ll just follow in their footsteps.” Unless LCS teams are willing to step out and find their own powerful picks, you’re just only going to see the small set of champions that highly-regarded teams like Samsung Blue or SKT T1 K play. Last week we barely saw any Kog’Maw played in the LCS. This week, we have him played almost every single game. Because people realized, “Oh right, Kog’Maw’s really strong.” The game didn’t change in the LCS over the past seven days: LCS players’ perceptions did.

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Follow Up

Enabling new competitive metas to appear

Xelnath New PortraitThanks, David, that was a really great contribution. 

Kog’maw is a great example of where a team must choose to play protect-the-kog’maw – but that might be impossible vs a team composed of the right set of divers/assassins/vi, etc. 

These strategies exist – the people that are capable of practicing them? Less available until popular. 

We want to enable these kinds of things – Yasuo Knockup comps are a new example of a specific synergy type. AoE Wombo Combo, etc. We don’t go out hunting for any specific comp usually, but instead try to ensure that the potential for them to exist does. 

… and by the way, for every strategy that survives to LCS play – there’s 10 times as many that still work just as well at lower levels of play.

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Feedback on a Learn-the-League Youtube Channel

Context: Summoner Locoangel is doing a series of Learn-the-League Youtube videos where a Diamond player assesses common low ELO scenarios. You can check out their announcement here.

Boourns New PortraitAwesome content! Love the concept of a diamond and bronze player talking. He’s like your Counselor Troy!

Best thing that will help people learn is to summarize and reinforce at the end. Run through a list of tips on screen as you’re doing your closing gameplay reel, put a list of lessons in the video description, etc. One thing we definitely learned in our testing is that just telling someone something once doesn’t make it stick. Using speech, action, and text can help people retain things. Ultimately though, doing it yourself works the best. You can also bring back lessons in the future to help people recall things they’ve learned in the past and reinforce again.

Nitpicky feedback, the color balance/contrast/etc. of the play capture changes. You should try to get that to be consistent. Not sure if it’s from different capture sources or a side effect of the overlays you add.

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Ping went up in Auckland

ToxicHawk New PortraitSorry to tell you the servers haven’t moved. Have you tried reaching out to your ISP’s, its possible the route path that they take has slightly changed when getting to our game servers.

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Nathelm Fan Art Showcase

 

Here are some amazing pencil sketches of Riven, Darius, Garen, Vi, Miss Fortune, Thresh and Nidalee by Nathelm!

 

DeviantArt Page

 

Do you love League art? Check out some previous showcases!

 

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Fan Art School Designers

 

Miss Fortune and Thresh

Miss Fortune and Thresh

Darius and Garen

Darius and Garen

Riven

Riven

Nidalee

Nidalee

Vi

Vi

 

 

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

 


News Update June 21 Second Banner

 

Red Post Collection

Single Posts – Darius Rework, Sona, Sion, Headhunter Caitlyn & Much More

 

Recent News


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Direction for Caitlyn’s Visual Update Banner


Caitlyn’s slated for a visual update and how her design would shift is still being discussed.



[ Question ] Will Caitlyn still be a sexy sniper woman after her VU?


Riot Paddo Button Rioter Riot Paddo: I have nothing to do with a VU but besides her officer skin when I think of Cait I don’t see her as a super sexualized champion comparatively to the rest of the female cast. Most of her skins she is pretty covered up not showing a lot of cleavage and at most she just wears a lot of short shorts and skirts.



Does this image work for capturing Caitlyn’s personality?


Caitlyn Redesign


IronStylus Riotlink Button IronStylus: I may or may not have this image in my reference file for an eventual or non-eventual VU.

 

 


[ Follow-up ] Caitlyn’s design


IronStylus Riotlink Button IronStylus: Let’s get slightly less cryptic. I’ll try for at least an 8/10.

There’s a fine line where any champion update is concerned. Yep, that hat is goofy. It’s straight outta Willy Wonka. Egads, that dress, what is she, a ballerina? WHY ALL THE BELTS, FOR THE LOVE OF GOD, THE BELTS. However, despite all that inconsistency, there’s charm. I’m coining a term, right here, right now. “Incongruity charm”. The positive emotional responses derived from particular visual aspect of a character that despite making no logical or stylistic sense allows a character to be a) recognized distinctly and b) creates uniqueness. 

That’s what we don’t want to kill, the distinct recognizably and uniqueness of a champion. We want to find a way to make some of that contrast actually consistent without dismantling the character. For me, that means keeping particular reads of a character. It might mean ditching the tutu, but it might mean giving her a long/half coat that creates a similar silhouette. It might mean keeping a hat that’s to a certain extent over-sized, but give it a reason for it to be a little unusual, whether that be by adding functionality, adding fashion or creating story.

For Caitlyn all of the above apply in terms of a solution, I feel. We can turn that hat into something that has functionality that Piltover gadgetry is known for, we can make it something that feels integrated into her fashion persona and we can allow it to be a marker of her story as a member of law enforcement. 

I actually see Caitlyn being able to get a way with high-fashion garb. I wouldn’t yank it right from Victorian London, but I would want to bring it in line with what Piltover is manifesting as in newer characters. That style is more evident and unified in Vi and Jayce. I think it’s only appropriate that Caitlyn follows a similar progression. Making sure that charm is intact but dialing back on some of the incongruity.



[ Opinion ] The above concept just doesn’t fit Caitlyn. It’s too much steampunk, not enough wackiness


IronStylus Riotlink Button IronStylus: It’s not so much about execution nor literal translation of this art. When embarking on any character, a new champion or a VU, I gather reference. I gather a LOT of reference. Sometimes it’s photo reference, sometimes other artist’s reference. It’s reference for design, style, technical execution, etc. This piece happens to be among my reference as is has something to contribute to the conversation. Not necessarily at face value, or from a polish standpoint, but because it’s a player’s interpretation and they’ve let me see the champion through their eyes. I find that extremely valuable.




PBE Changes to Maokai Explained Banner


Maokai got a major overhaul in today’s PBE patch. How will these changes affect his gameplay?


Related Update


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Clarity on PBE changes


SmashGizmo Button Rioter SmashGizmo: Couple of notes here on the Maokai changes that aren’t immediately apparent from looking at the tooltips on PBE.

W no longer has a cast time, essentially this makes it easier for him to reactively use this ability for either the fast snare or to duck a spell with the untargetability.

Sapling movespeed starts lower at 450, but now scales with Maokai’s movespeed, this is why we had to hit the damage on the skill, the damage is more reliable throughout the game and thus the 460 total base damage was a bit whacky.



What’s with the changes to Twisted Advance [ W ] ?


SmashGizmo Button Rioter SmashGizmo: Totally get this confusion and I’ll do my best to clarify how we got to where we currently are on the W changes.

Essentially the start of the changes to the character were centered around the ult and making it more usable and the initial proposal for ult change was a slightly less polished version of the change you see on PBE today. We liked most of what we saw with this version of the ult, but it left a fundamental flaw in the character where he had an ultimate that made him want to stick by and protect his teammates that was constantly at odds with the 650 range snare dash that screamed “initiate on the opposing backline.” The two mechanics didn’t make sense together, so we set out to re-focus the W around shorter range, but faster teamfight positioning that was most effective vs. the opposing front line to keep Maokai closer to his allies. This is also the reason why the damage paradigm shifted from flat damage to % damage; we wanted Maokai’s W to be more target agnostic so that you can feel good about W’ing to that opposing Vi rather than always feeling compelled to dive the opposing squishies.

The results of these changes have been pretty promising in playtests. Maokai still has decent ability to start fights by opening with Sapling slow to make up the extra range lost on the W, but it doesn’t feel quite as inevitible and frustrating when playing against, and meanwhile Maokai gets to feel much better about using the W to get in useful positions for protecting other members of his team. I want to continue to monitor this and test my assumptions about how this is playing out on PBE, but as I said, thus far I’ve been pleased with the result that this change has on it’s kit alongside the other changes that support it (the E for giving him some reach in ganks/initiation scenarios and the R for preferable teamfight positioning).

Hope this helps you understand where we’re coming from on this!



[ Question ] Will you also make the items for tanky junglers better?


SmashGizmo Button Rioter SmashGizmo: Yes, as we’ve said in the forecast, itemization is also being looked at and improved for Tank Junglers this patch, which involves some changes that I won’t go into on the Golem line since we’re still hashing out some of the details before sharing them with yall. Still not sure when they’ll be ready for PBE, but I can tell you that the benefits that tanks are seeing from these changes in internal playtests have been very promising.



[ Question ] How will these changes affect AP Maokai?


SmashGizmo Button Rioter SmashGizmo: Hard for me to tell what exactly it does for AP Mao. Q is essentially unchanged for AP Mao. W is better as a 1 pointer due to the base damage scaling naturally with game time, but the AP ratio doesn’t catch up to live until the target hits 2K HP, sooooo kinda tough to tell?

E retains it’s high ratio, but takes a base damage hit, BUT also gets extra movespeed off your movespeed and slows the opponents, so his poke game becomes more reliable, but less punishing in terms of damage.

Ult is probably strictly buffed for AP Mao since now he can follow his target to nuke them with it.

I think it’s a small net positive for the AP build, but enough parts are moving around for him and we’ve gotten pretty limited testing on it since it is an off-build, so I can’t really say with confidence where it all puts him. It’s a neat little off-build though, and I’d love for it to still be as effect as it is now, so I’ll be keeping an eye on how AP Maokais perform with these changes and adjust ratios around for him if he’s struggling compared to the current power (or if by some chance I’m missing something and he goes crazy with it :p).



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Curse Voice is still forbidden! Why?! (I can’t think of a better summary, I don’t know why it’s still banned).


My thoughts on Curse Voice


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Riot Sargonas Button Rioter Riot Sargonas: Hey guys, I just wanted to pop in here. It is NOT ok to use Curse Voice yet. Yes they removed timers, but there are still other concerns we had outlined in our original statement regarding voice chat and overlays. (timers were only 1 of three issues we had with the application at that time.) We’re working closely with Curse to help them make changes that will fit within the guidelines of our ecosystem, so hopefully in the future it will be in the clear once more, as we DO want this to work out well for everyone. However, at this time nothing has changed since our last posting about the issue a few weeks ago.



Why Curse Voice is against Riot policies


Riot Sargonas Button Rioter Riot Sargonas: Since this is a hot topic again, let me outline some clarity on why programs like Curse Voice, Razer Comms, and others are considered against our policies. 

We do not have an issue with people using voice chat, per-say. Skype, Ventrilo, Teamspeak, we know these things are used regularly and that’s fine. Our concerns are when programs interact with the game (during the champion select lobby experience for example) and prompt you with overlays that say “Hey, people on your team are running XYZ software. Click here to chat with them.” That’s where our concerns come in as this is doing several things, including breaking the “should not interfere with the player experience from Play to End of Match Screen”.

I also want to point out you’re perfectly fine to have curse voice installed and use it with other games, we wont ding you for simply having it. We’re even working with them to hopefully find a solution where everyone, especially the players, win.



[ Off-topic ] Why are you working on voice chatting instead of fixing drophacks?


Phreak Button Rioter Phreak: I can promise you that the network engineers are not the ones handling Riot-Developer relations, or detailing Third-Party-Programs rulings.





[ Question ] Why not add your own voice chat option to the game?


Riot Sargonas Button Rioter Riot Sargonas: Adding our own is something we are researching. Not saying we definitely will, or wont, but we are sincerely taking the community sentiment into consideration and investigating possibilities. What may come of that, who knows.. but it’s not something we’ve closed the book on.




Update on Soraka's Rework Banner


How is Soraka’s rework coming along? Game designer Vesh has some thoughts to share with the community on Soraka’s healer theme. 


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My ideas for Soraka


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[ Question ] Is it true Morello doesn’t want Soraka to be a healer?


Vesh Button Rioter Vesh: Actually, Morello has been the one who has really been driving the vision of her remaining as a healer above all other things, at any cost.

pls nobody tell him i told u dis. it would ruin his reputation of hating healerz


 

[ Follow-up ] So Soraka will remain a dedicated healer?


Vesh Button Rioter Vesh: That’s the goal . We sat down and said “what would we be willing to sacrifice to make Soraka the best healer we can” and we decided the answer was everything (if we had to).

 

 

[ Question ] How do you balance a healer to not stay back and just heal everyone from safety?


Vesh Button Rioter Vesh: This is absolutely the biggest risk with a healing champion. Heals undermine action and make it feel pointless to engage with the enemy. One way we are looking at solving this is the idea of the “infuse healer” who martyrs herself by giving up her health to an ally. Ideally, she has some interactive way to regenerate her health if she is successful (for instance, some form of offensive spell with adequate counterplay). If you make the healer more at risk as they heal (by making them at lower and lower health) then the “kill the healer” gameplay becomes much more realizable.



[ Question ] Will she have both health and mana costs?


Vesh Button Rioter Vesh: It would probably also need a mana cost to make Soraka not feel bad about buying all the mana items that we push supports towards. I’ll be able to talk more about what is working and what types of things we’re trying as we build more confidence in the direction. Right now we are really just exploring whether this healing pattern can work and feel fair and impactful for both teams.



[ Question ] Will you keep Starcall unchanged?


Vesh Button Rioter Vesh: Starcall is literally just a stat-check. It also tells Soraka to build tanky and stand in the middle of the fight. These things directly conflict with the goals of making an interactive character who can also be a best-in-class healer as her unique support niche.




[ Question ] Why not add risk to healing by making Soraka’s heal melee-ranged?


Vesh Button Rioter Vesh: Haha, don’t want to talk about specifics too much while we are still uncofident, but that’s literally the change I made for this week’s testing. It solves that problem to some degree but feels realllly bad as Soraka when people are over walls or running from you and you can’t help them. (trying a new passive that might help with this though)



[ Opinion ] Soraka’s pushing strengths are a big part of her niche in lane


Vesh Button Rioter Vesh: Didn’t say she wouldn’t still have that aspect. The auto-target starcall that just hits stuff for damage can’t stay though. Can still find ways to preserve the pushing aspect without sacrificing interactive gameplay.



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New theme for Baron’s pit




[ Update ] More ideas for Diana


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gypsylord Button Rioter Gypsylord: Hey guys,

Thanks a ton for all the feedback. Am reading through the whole thread.

Again, it’s unlikely these changes will happen. I’m just spitballing with you guys to better understand Diana’s identity and what could be done with her.

Some general trends I’m picking up:
Assassin pattern would be missed.
What’s a “fighter” anyways and how does that help define a champ’s identity?
R damage spike at 6 would be important to laning and sorely missed.
Maybe switch R and E?
If she doesn’t just kill a guy how does she survive in a fight?

Will try to respond to some of this stuff later this evening when I get more time. Gotta get back to work on next champ D:



[ Question ] How are Sona and Sion’s reworks coming alone?


MeddlerButton Rioter Meddler: Actively in progress is about all I can say at the moment. For Sona timing’s going to depend on availability of art support once possible design changes are locked down. Sion on the other hand’s a really large job (same amount of work as a new champion in many regards, but with more skins) so he’s coming along well but a mammoth project.



[ Follow-up ] Sona rework


MeddlerButton Rioter Meddler: We’re investigating ways to address some issues with her auras at the moment (how can we can that power more appreciable, get some additional skill differentiation). Some more details/discussion here.




[ Update ] Darius Rework


morello Button Rioter Morello: These are very specific and not ready to talk in detail about those (I always think the details are pretty mutable anyhow!). But I can answer a few queastions:

  • What about bleed damage? I think Bleed Damage should be rewarded more in the skill damage ramp than the bleeds. Maybe at higher levels is could go up over the current amount, but I’d imagine the bleed damage itself wouldn’t be seeing huge increases.

  • Will he get tankiness? In this Darius model, he actually needs to be very tanky – agreed. We’re requiring him to spend more time in combat to score kills, so more tankiness is required to get him to be able to do that. Some of this would be itemization, some maybe in skills, or base stats.

  • His kiting issue will NOT be addressed – on purpose. This version of Darius would eventually win any long fight. The key play to deal with Darius is to peel him and keep him off you. I think being kitable is a fine weakness, and there’s quite a few champs with moveblocks who can be played for those players who hate being kited 🙂

Does this help?



Thoughts on Headhunter Caitlyn’s looks


My criticism of Headhunter Caitlyn


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Riot Whist Button Rioter Riot Whist: Headhunter Cait is just the headhunter line (which is heavily predator inspired) and is not made to be a future-tech skin.

This doesn’t close the door to a future/mecha/battlecast/pulsefire/whatever kind of skin at all. I’d love to work on a future tech Caitlyn skin, though I’d prefer to wait until after her VU.


Also in defense of cleavage/miniskirt…
That’s Cait. Take a peek at the base model, big boobs and a miniskirt. You’re noticing her boobs more probably because the texture work is better and they look like boobs, not a shelf. Part of the task of Skins team is to make sure skins still look like the base champion. We are looking into addressing some of the concerns though.


A lot of the complaints about the skin seem more like a discussion about Cait as a character and would fit more into a VU discussion. We here at Riot all agree (at least those I’ve spoken with) that a Sheriff probably shouldn’t have a miniskirt.

 


[ Question ] Will we have a better explosion animation for the Nexus when the game is over?


RiotForScienceButton Rioter RiotForScience: Yup I can though I am certain that the end-of-game-ceremony is stilll work-in-progress





[ Update ] Indicators for Blue/Red buffs on Summoner’s Rift


Button Rioter Les Nomerables: We’ll be creating new ones later in the process 🙂



Riot Games paying employees to quit


Link to announcement (scroll a bit down).


Riot WhistButton Rioter Riot Whist: I expect utilizing this program to be a fairly rare thing thing as stated we are very careful with hires.

This is something other companies like google and amazon have done for years now. It’s a win for both sides, we don’t have new employees who aren’t enjoying their job not giving it their all, and they don’t have to hang around at a job they don’t like.


Riot’s an amazing place to work for a lot of people, but that doesn’t mean it’s for everybody.


We aren’t paying people to leave, Riot doesn’t initiate this. The new hire is the one who decides to leave and get money for it.



[ Follow-up ]


Riot WhistButton Rioter Riot Whist: It’s only for new hires in their first 60 days. If they’re doing a terrible job, we will let them go with no pay if need be (though I doubt we’d ever consider firing in the first 60 days and they’d have adequate warning they need to up their game first). It’s up to THEM to decide if they want to leave.

I don’t know where this elaborate sketchy scheme came about, but Riot would not do this. No sane company would do this.
If you aren’t working out with the company we let you go. There’s no “hey you’re going to get fired in a few months”. That would be a really dumb move.



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


 

News Update June 3

 

Official AnnoucementsPentakill’s Album is Out!

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Recent News

 

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Pentakill Album is Out Banner


 

Smite and Ignite is out and it’s free-to-download!

 

The time has come. The era of metal has begun. Download the full Smite and Ignite album.

After devastating Runeterra with their ear-splitting riffs and ground-pounding rhythms, the metal monolith that is Pentakill has finally reached our shores.

But Pentakill’s not just in your ears, destroying your minds. This patch, we’re updating each of the Pentakill skin splashes, sprucing up Pentakill Mordekaiser, Pentakill Sona and Pentakill Karthus’ in-game models and introducing a new Pentakill summoner icon in celebration of metal’s return. You’ll be able to earn the icon by playing a game with any of the Pentakill skins (One For All’s not included!), or pick up the icon for 250 RP or 1500 IP from June 3 to June 9 (normally only purchasable with RP).

Either way, crank the volume up to 11 and get your metal hands ready, because it’s time to rock out!

 

Pentakill – Last Whisper

 

 

Pentakill – Orb of Winter

 

 

Pentakill – The Hex Core

 

 

Pentakill – The Prophecy

 

 

Pentakill – Thornmail

 

 

 

[ Update ] Pentakill website

 

Button Rioter fizznchips: We’ll have credits and more come out with the Pentakill website tomorrow! Hold tight, duders. 🙂

 

 

[ Request ] Will higher-quality versions of the songs be uploaded (eg. 320 kbps/s)

 

Praeco Button Rioter Praeco: If enough people would like this, then yeah we can do that. Most streaming services are in this quality range, which is why I went for 192kbps, but can go higher if desired.

 

 

 

[ Question ] Who are the singers in the album?

 

Praeco Button Rioter Praeco: The only singers on this album are Jorn and ZP.

 

 

 


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[ Question ] If the “Smite and Ignite” album is free, then why does it cost $5.99 on iTunes?

 

Morgageddon Button Rioter Morgageddon: Morgageddon pops in.

It’s free across many mediums, from this website as well. However, for those who prefer to use different media players (iTunes comes to mind), you can still download through their store however, there’s a fee for using it (as far as I know).

 

 

[ Suggestion ] Riot should adopt a DOTA-like drafting style

 

Button Rioter Blues: To simply add more bans.
Straight up banning 8 champions is probably a lot.. but if you do it like this for example:

EDIT: Not sure how it would work in solo queue since DOTA’s Captain’s mode works differently. Probably just add the two extra bans.

A: Ban
B: Ban
A: Ban
B: Ban
A: Pick
B: Pick, Pick
A: Ban
B: Ban
A: Pick, Pick
B: Pick, Pick
A: Ban
B: Ban
A: Pick, Pick
B: Pick

Its not perfect, just an example but it would allow “Froggen to get Anivia” (Riot used the example of Froggen not ever getting Anivia if bans were increased.) Which is a valid argument if you were to just continually tack bans on before anyone has the chance to pick.

 

You can find more similar ideas here. 

 

Riot Baconhawk Button Rioter Baconhawk: Oops. Moved it back. Forgot to post this earlier due to meetings and various distractions.

flies away munching on a strip of sizzling bacon

EDIT: ahhhhhh I didn’t mean to make everyone think I’m skirting the issue. I totally just wanted to let you know I reinstated the thread~ but I do think the debate regarding picks & bans is a valid and long-standing one. I don’t honestly play a lot of DoTA (I actually have played a some HoN) so I don’t really have *much* of an opinion, but I am enjoying reading your discussions!

 

 

[ Bug Report ] People dealing damage with Summoner spell “Revive”

 

Dannamoth Button Rioter Dannamoth: This is an issue with death recap, not someone hacking revive. We’re aware of death recaps…. temperamental behavior.

 

 

 

 

[ Bug Report ] Vel’Koz is unable to ult again if he’s killed while channeling it

 

Dannamoth Button Rioter Dannamoth: Thanks for taking the time to post this! Are you able to reproduce the issue? Also, did the ult ever “fix itself” during the game?

 

 

 

 

[ Downtime ] Server Maintenance: Patch 4.9

 

Riot Zaps Button Rioter Riot Zaps: On 06/04/2014, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 4.9. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

 

 

[ Update ] Darius’ Rework

 

RiotScruffy Button Rioter Scruffy: Darius is still being worked on by the Champion Update team, and we’re still iterating on his gameplay. So no solid release date yet, but he is actively in progress.

Directionally, we are still working with the same goals Morello had mentioned in earlier posts: longer ramp up with a higher payoff. The goal is that the interesting gameplay moments come when the Darius player is fighting for “just a little longer” and the enemy is in more of a hit and run pattern to not let him build up too high.

 

 

[ Twitter ] For Belgian Fans: Sjokz Fan-meet

 

 

 

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

 


Champion Rotation Week 20 Season 4
The following Champions will be free-to-play until June 2nd:


  • Ahri – 6300 IP / 975 RP
  • Blitzcrank – 3150 IP / 790 RP
  • Braum – 6300 IP / 975 RP
  • Caitlyn – 4800 IP / 880 RP
  • Darius – 6300 IP / 975 RP
  • Lee Sin – 4800 IP / 880 RP
  • Miss Fortune – 3150 IP / 790 RP
  • Nautilus – 6300 IP / 975 RP
  • Singed – 1350 IP / 585 RP
  • Volibear – 6300 IP / 975 RP



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


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Skin Sale May 19
The following Champions & Skins will be on Sale until May 19th:

 

Champions

 

  • Darius – 487 RP
  • Heimerdinger – 395 RP
  • Rumble – 440 RP

 

Deadly Kennen – 260 RP

 

Kennen_DeadlySkin

Deadly Kennen Splash Art

 

Mafia Miss Fortune – 487 RP

 

Mafia Miss Fortune

Mafia Miss Fortune Splash Art

 

Rugged Garen – 375 RP

 

Rugged Garen

Rugged Garen Splash Art

 

 

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

 

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Week 13 Season 4 RotationThe following Champions will be free-to-play until April 22nd:


Aatrox – 6300 IP / 975 RP
Ezreal – 4800 IP / 880 RP

Blitzcrank – 3150 IP / 790 RP
Fiora – 6300 IP / 975 RP

Corki – 3150 IP / 790 RP
Karthus – 3150 IP / 790 RP

Darius – 6300 IP / 975 RP
Katarina – 3150 IP / 790 RP

Elise – 6300 IP / 975 RP
Thresh – 6300 IP / 975 RP