Archive

Posts Tagged ‘dunkmaster darius’

 

Dunkmaster Darius Available Banner

Dunkmaster Darius has hit the store and is here to dunk your wallet:

 

 

An uneasy silence falls over the arena as Dunkmaster Darius steps onto the court. Since his debut, two teams have disbanded, seven referees have “mysteriously” disappeared, and three hundred fans have been treated for shock.

Darius strides to the top of the key. He vaults into the air, whipping the ball around his body and slamming it through the hoop. The backboard shatters, glass raining onto his shoulders as the crowd erupts.

Dunkmaster Darius doesn’t play the game, he is the game.

 

 

Commence the dunkstruction with Dunkmaster Darius, available now in the League of Legends store for 1820 RP.

[ Link to Post ]

 

 

And here’s a preview of Dunkmaster Darius:

 

dunkmaster_darius_splash_finalv2 (1)

Splash Art

 

Voice-over (video by SkinSpotlights):

 

 

Darius Model 1

Darius Recall

When recalling, Dunkmaster Darius performs… well, a dunk.

 

Darius Passive

Hemorrhage [ Passive ]

 

Darius Q

Decimate [ Q ]

 

Darius W

Crippling Strike [ W ]

 

Darius E

Apprehend [ E ] 

 

Darius R

Noxian Guillotine [ R ]

 

 

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

 

 

PBE Roundup Patch 4 18 Banner

Patch 4.18 will hit live this Tuesday, October 7th, if there are no delays. Here’s the list of changes:

 

PBE Round-up:

 

Recent News

eCommerce-QA-Banner

Lotus-Karma-Banner

Sion-QA-Banner

 

 

Sion Rework

Sion_Splash_0Sion Model 1Sion Model 2


Glory in Death New IconGlory in Death [ Passive ]

  • After being killed Sion will reanimate himself, but his Health rapidly decays while he is reanimated. He can move and attack during this time. He gains 100% Lifesteal, attacks extremely fast and will deal an additional 10% of his target’s maximum Health on hit. Max 75 bonus damage against monsters. All of his abilities are replaced with Death Surge, which grants him a burst of Movement Speed.

Sion PassiveSion Passive Text


Decimating Strike New IconDecimating Smash [ Q ]

  • Sion charges a powerful swing in an area in front of himself that will deal damage to enemies when released. If he charges for enough time, enemies hit by the swing will also be knocked up and stunned.

Sion Q 1Sion Q 2Sion Q Text


Soul Furnace New IconSoul Furnace [ W ]

  • Sion shields himself and can reactivate after 2 seconds to deal Magic Damage to enemies nearby.

Sion W 1Sion W 2Sion W Text


Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Sion fires a short range shockwave that damages and slows the first enemy hit. If the shockwave hits a minion or monster, it will be knocked back, damaging and slowing all enemies that it passes through.

Sion E 1Sion E 2Sion E Text


Unstoppable OnslaughtUnstoppable Onslaught [ R ]

  • Sion charges in a direction, ramping up speed over time. He can steer his charge slightly with the mouse cursor location. When he collides with an enemy he deals damage and knocks them up based on the distance he has charged.

Sion R 1Sion R 2Sion R Text


Barbarian Sion


Sion Skin 1


Lumberjack Sion


Sion Skin 2


Warmonger Sion


Warmonger Sion Updated


Login Screen

 


Lore



BLOOD.

SMELL IT.

WANT. ACHING. NEED!

CLOSE NOW. THEY COME.

NO CHAINS? FREE! KILL!

IN REACH. YES! DIE! DIE!

Gone. Too quick. No fight. More. I want… more.

A voice? Unfamiliar. I see him. The Grand General. My general.

He leads. I follow. Marching. To where? I should know. I can’t remember.

It all bleeds together. Does it matter? Noxus conquers. The rest? Trivial. So long… since I’ve tasted victory.

The war wagon rocks. Rattles. A cramped cage. Pointless ceremony. The waiting. Maddening. Faster, dogs!

There. Banners. Demacians and their walls. Cowards. Their gates will shatter. Thoughts of the massacre come easily.

Who gave the order to halt? The underlings don’t answer. No familiar faces. If I do not remember, neither will history.

The cage is opened. Finally! No more waiting. WE CHARGE!

Slings and arrows? The weapons of children! Their walls will not save them!

I can taste their fear. They shrink at every blow as their barricades splinter. SOON!

Noxian drums. Demacian screams. Glory isn’t accolades; glory is hot blood on your hands! This is life!

A thousand shattered corpses lie at my feet, and Demacian homes burn all around me. It’s over too quickly! Just one more…

The men stare. There’s fear in their eyes. If they’re afraid to look upon victory, I should pluck those craven eyes out. There is no fear in the Grand General’s eyes, only approval. He is pleased with this conquest.

Walking the field with the Grand General, surveying the carnage, I ache for another foe. He is hobbled, a leg wound from the battle? If it pains him, he does not show it. A true Noxian. I do not like his pet, though; it picks over the dead, having earned nothing. His war hounds were more fitting company.

Demacia will be within our grasp soon. I can feel it. I am ready to march. The Grand General insists that I rest. How can I rest when my enemies still live?

Why do we mill about? The waiting eats at me. I’m left to my own devices. The bird watches. It’s unsettling. Were it anyone else’s, I would crush it.

Fatigue sets in. I’ve never felt so… tired.

Boram? Is that you? What are you whispering?

Where am I?

Captured? Kenneled like some dog. How?

There was… the battle, the razing of the fortress, the quiet of the aftermath. Were we ambushed? I can’t remember.

I was wounded. I can feel the ragged gash… but no pain. They thought me dead. Now, I am their prize. Fate is laughing. I will not be caged! They will regret sparing me.

Demacian worms! They parrot kind words, but they are ruthless all the same. This place is a dank pit. They bring no food. There is no torture. They do not make a show of me. I am left to rot.

I remember my finest hour. I held a king by his throat and felt the final beat of his heart through my tightening grasp. I don’t remember letting go. Is this your vengeance, Jarvan?

I hear the triumphal march. Boots on stone. Faint, through the dungeon walls. The cadence of Noxian drums. I shall be free. Demacian blood will run in the streets!

No one came. I heard no struggle. No retreat. Did I imagine it?

There is no aching in this stump. I barely noticed the iron boot. It’s caked in rust.

When did I lose my leg?

I still smell the blood. Battle. It brings comfort.

The hunger gnaws. I have not slept. Time crawls. So tired.

How long?

So dark. This pit. I remember. Grand General. His whispering. What was it?

Not who I think.

Fading. Mustn’t forget.

Message. Cut. Remember.

”SION – Beware ravens.”

FREE ME!

BLOOD.” 

 

 

New Splash Arts


Cho’Gath


Chogath_Splash_0


Lee Sin


LeeSin_Splash_0 (1)


Kog’Maw


KogMaw_Splash_0



Dunkmaster Darius

 

Dunkmaster Darius will be available for 1820 RP.

 

dunkmaster_darius_splash_finalv2 (1)

 

Video Preview by SkinSpotlights:


 

Darius Model 1

Darius Recall

When recalling, Dunkmaster Darius performs… well, a dunk.

 

Darius Passive

Hemorrhage [ Passive ]

 

Darius Q

Decimate [ Q ]

 

Darius W

Crippling Strike [ W ]

 

Darius E

Apprehend [ E ] 

 

Darius R

Noxian Guillotine [ R ]

 

 

Ravenborn LeBlanc


Ravenborn LeBlanc will be available for 975 RP.



Leblanc_Splash_4

Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.


Ravenborn LeBlanc Basic Attack

Basic Attack


LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]


Distortion

Distortion [ W ]


Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]




Underworld Wukong


 

Underworld Wukong will be priced at 1350 RP.

 

 

MonkeyKing_Splash_4

Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.

 

Wukong Q

Crushing Blow [ Q ]

 

Wukong W 1 Wukong W 2

Decoy [ W ] 

 

Wukong E

Nimbus Strike [ E ]

 

Wukong R 1Wukong R 2

Cyclone [ R ]




Championship Shyvana


Championship Shyvana will be available for 975 RP.

 

 

Shyvana_Splash_5

Shyvana Model 1Shyvana R ModelShyvana Recall

For her recall, Championship Shyvana steps on a blue pedestal. Nothing new on her Dragon form recall.

 

Shyvana QShyvana Dragon Q

Twin Bite [ Q ]


Shyvana WShyvana Dragon W

Burnout [ W ]

 

Shyvana EShyvana Dragon E

Flame Breath [ E ]

 

Shyvana R

Dragon’s Descent [ R ]



Texture Rebalances

 

 [ Note ] Texture rebalances are color corrections and texture smoothing; NOT texture updates, aka higher resolution textures, etc. They’re done to match the new looks of Summoner’s Rift.

 

Classic Blitzcrank


Blitzcrank TU 1


Boom Boom Blitzcrank


Blitzcrank TU 2


Piltover Customs Blitzcrank


Blitzcrank TU 3


Definitely Not Blitzcrank


Blitzcrank TU 4

 

Classic Brand

 

Brand TU 1

 

Apocalyptic Brand

 

Brand TU 2

 

Vandal Brand

 

Brand TU 3

 

Cryocore Brand

 

Brand TU 4

 

Classic Evelynn

 

Eve TU 1

 

Shadow Evelynn

 

Shadow Eve TU

 

Hired Gun Graves

 

Hired Gun Graves TU

 

Classic Nocturne

 

Nocturne TU 1

 

Ravager Nocturne

 

Ravager Noc TU

 

Frozen Terror Nocturne

 

Frozen Terror Noc TU

 

Void Nocturne

 

Void Noc TU

 

Classic Olaf

 

Classic Olaf TU

 

Forsaken Olaf

 

Forsaken Olaf TU

 

Glacial Olaf

 

Glacial Olaf TU

 

Brolaf

 

Brolaf TU

 

 

New Halloween Summoner Icons


1 (1) 3 2 (2)

 

 

Anivia Q Update


Anivia has received a skillshot indicator and a circle around the ice block to indicate the spell’s AoE.


Anivia Q 1

Anivia Q 2

Anivia Q 3

 

 

Champion Changes



Azir Final Portrait

  • Base Damage increased from 43 to 47




Akali Final Portrait


Twilight Shroud New IconTwilight Shroud [ W ]

  • Now grants Akali a 20/40/60/80/100% Movement Speed buff while in the shroud, which decays over 1 second after leaving the shroud
  • No longer grants Armor or Magic Resist



Ezreal Final Portrait

 

Rising Spell Force New IconRising Spell Force [ Passive ]

  • Attack Speed buff duration increased from 5 seconds to 6

 

Mystic Shot New IconMystic Shot [ Q ]

  •  AD ratio increased from 1.0 to 1.1

 



Gangplank Final Portrait


Cannon Barrage New IconCannon Barrage [ R ]

  • Now deals damage everywhere in the AoE, rather than at random locations in the AoE
  • Duration increased from 6 seconds to 7
  • Cooldown decreased from 120/115/110 seconds to 125/110/95
  • Now lists cannonball damage as damage-per-second.

 



Kha'Zix Final Portrait


Void Spike New IconVoid Spike [ W ]

  • Base Damage decreased from 75/115/155/195/235 to 80/110/140/170/200




Lucian Final Portrait

 

Relentless Pursuit New IconRelentless Pursuit [ E ]

  •  Added a 40/30/20/10/0 mana cost (no mana cost on live)

 



Tristana Final Portrait

  • Attack speed-per-level decreased from 4% to 2.5% (total loss is 27% Attack Speed at level 18)

 

Rapid Fire New IconRapid Fire [ Q ]

Duration decreased from 7 seconds to 5
Attack speed buff increased from 30/45/60/75/90% to  30/50/70/90/110%


Tristana’s new AS values, courtesy of fellow reader Jim Gunderson.


Tristana pre/post nerf AS values from passive and Q only
Lvl OLD PASS NEW PASS OLD + OLD Q (Duration of 7 seconds) NEW (Duration of 5 seconds)
0 0 30 45 60 75 90 30 50 70 90 110
1 4 2.5  34 32.5
2 8 5 38 53 35 55
3 12 7.5 42 57 37.5 57.5
4 16 10 46 61 76 40 60 80
5 20 12.5 50 65 80 42.5 62.5 82.5
6 24 15 54 69 84 45 65 85
7 28 17.5 58 73 88 103 47.5 67.5 87.5 107.5
8 32 20 62 77 92 107 122 50 70 90 110 130
9 36 22.5 66 81 96 111 126 52.5 72.5 92.5 112.5 132.5
10 40 25 70 85 100 115 130 55 75 95 115 135
11 44 27.5 74 89 104 119 134 57.5 77.5 97.5 117.5 137.5
12 48 30 78 93 108 123 138 60 80 100 120 140
13 52 32.5 82 97 112 127 142 62.5 82.5 102.5 122.5 142.5
14 56 35 101 116 131 146 85 105 125 145
15 60 37.5 105 120 135 150 87.5 107.5 127.5 147.5
16 64 40 124 139 154 110 130 150
17 68 42.5 143 158 132.5 152.5
18 72 45 162 155




Yasuo Final Portrait

  • Base Health decreased from 430 to 380
  • Base Movement Speed decreased from 350 to 340



Item Changes


Randuin's Omen New IconRanduin’s Omen

Passive Attack Speed decrease when hit increased from 10% to 15%

 


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


 

PBE 24 09 Banner

PBE is up! Working on updating the article.

 

PBE 24/09 Content:

  • Dunkmaster Darius
  • Ravenborn LeBlanc
  • Underworld Wukong
  • Championship Shyvana

 

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

 

New Sion Splash Art

Sion_Splash_0

 

Dunkmaster Darius Minibanner

 

dunkmaster_darius_splash_finalv2 (1)

 

Voice-over (video by SkinSpotlights):

 

 

Darius Model 1

Darius Recall

 

When recalling, Dunkmaster Darius performs… well, a dunk.

 

Darius Passive

Hemorrhage [ Passive ]

 

Darius Q

Decimate [ Q ]

 

Darius W

Crippling Strike [ W ]

 

Darius E

Apprehend [ E ] 

 

Darius R

Noxian Guillotine [ R ]

 

 

 

Ravenborn LeBlanc

 

Ravenborn LeBlanc will be available for 975 RP.

Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.

 

Ravenborn LeBlanc Basic Attack

Basic Attack

 

LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]

 

Distortion

Distortion [ W ]

 

Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]

 

 

Underworld Wukong

 

Underworld Wukong will be priced at 1350 RP.

 

Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.

 

Wukong Q

Crushing Blow [ Q ]

 

Wukong W 1 Wukong W 2

Decoy [ W ] 

 

Wukong E

Nimbus Strike [ E ]

 

Wukong R 1Wukong R 2

Cyclone [ R ]

 

 

 

Championship Shyvana

 

Championship Shyvana will be available for 975 RP.

 

Shyvana Model 1Shyvana R ModelShyvana Recall

For her recall, Championship Shyvana steps on a blue pedestal. Nothing new on her Dragon form recall.

 

Shyvana QShyvana Dragon Q

Twin Bite [ Q ]

 

Shyvana WShyvana Dragon W

Burnout [ W ]

 

Shyvana EShyvana Dragon E

Flame Breath [ E ]

 

 

Shyvana R

Dragon’s Descent [ R ]

 

 

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

 

 

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.

[ Link to Post ]

 

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:

DM (15)

DM (14)

DM (13)

DM (11)

DM (9)

DM (8)

DM (7)

DM (5)

DM (4)

DM (2)

DM (1)

DMSplash

DM (26)

DM (25)

DM (17)

DM (6)

 

 

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

 

 

News Update July 23 Banner

 

Summary

Lead Game Designer Ghostcrawler took some time on the forums to discuss the overall direction of Riot’s balancing, the feedback from both the community and the competitive scene and how Melee vs Melee interaction should be improved. On Twitter, Morello continued the topic and added some tidbits about Riot’s current balance priorities as well as acknowledging the need to work on unpopular Champions. Balance Designer Statikk hosted a Q&A on the new Community beta and addressed specific Champions like Akali, Kha’Zix, Yasuo, Lucian, Lee Sin and Ezreal, Taric, Alistar, Quinn, Zilean as well as much larger topics like Spell Vamp, new Champions easily reaching the enemy backline and balance favoritism, or lack thereof. Finally, GPL icons are in store and clarity from CertainlyT on why Zyra’s W grants her “free’ Cooldown Reduction.

 

Recent News

PBE-Update-July-21-Banner

A-New-Dawn-Cinematic-Banner

PBE Update July 22 Banner

 

 

GPL Icons in Store Banner


 

The Garena Premier League (GPL) hosts South East Asia’s greatest League teams including Season 2 World Champions the Taipei Assassins. This season, we’re adding permanent summoner icons featuring the GPL team logos for 250 RP. If you’re a hardcore GPL fan, you can pick up all 12 icons for 2400 RP (20% off the regular price).

As before, you’re not just showing off your team allegiance with these icons – 20% of each purchase goes straight to the team, while we use the other 80% to directly support esports through prizing, streaming, events and more!

Rep your favorite GPL teams as they compete for the top spot of the Summer Season!

[ Link to Post ]

 

a (1) a (2) a (3) a (4)

image 90 image 89 image 88 image 87

image 85 image 83 image 82 image 79

 

 

Who does Riot balance for Banner


 

 

You seem to be terribly biased in balancing League

Ghostcrawler New PortraitHmm. I felt like Age of Empires 3 was pretty balanced. I did err on making skirmishers and dragoons cool. That was the last game I balanced myself, and it was over 10 years ago.

Now, I have hired a lot of designers whose job it was to balance other games, so I’m fine if you hold me accountable for the work they do, but it’s really not fair to the hundreds of developers who work on titles like WoW and LoL to attribute all the game design decisions to one guy, even if he does like to post on forums a lot.

If you have concerns about the high level direction of League, I’m happy to address those. If you want to talk about changes to individual champions, you’re better off addressing the developers who make those changes. I’ll point you to the recent Q&A with Statikk for instance.

[ Link to Post ]

 

 

Is it true you want Champions with flashy plays to be LCS-viable

Ghostcrawler New PortraitWe believe there are champions that are more fun to watch than others. That is absolutely not our sole balancing criterion or design direction though. I would say that over time we want to make more of the champions more exciting to play. The guys with fewer exciting moments and just several varieties of “hit that other dude,” are the kind we want to update.

[ Link to Post ]

 

 

Do you not want Lee Sin changed before Worlds

Ghostcrawler New PortraitI’m not sure if this was from me or Xelnath, but that wasn’t the message we intended to send. Rather we try to be careful as we approach the end of the competitive season not to make radical changes to the game. Preseason has been our traditional time to upset the apple cart. That doesn’t mean we won’t continue to try to balance champions going into worlds, and that includes Lee Sin.

[ Link to Post ]

 

 

How are your plans to turn all Champions into OP frost mages going along

Ghostcrawler New PortraitIt’s no fun if they are all frost mages. You need someone for them to dominate.

[ Link to Post ]

 

 

 

 

What is the high level direction of League as far as Riot is concerned

Ghostcrawler New PortraitThat’s a big question, and probably beyond the scope of a single forum post. But since I kind of asked for it, I will say that we want to improve champion diversity (both which champions get played and making sure they feel as different from each other as possible), we want you to play with friends (because that’s often a better experience), we want to explore strategic diversity, and we want to look at those areas of the game that are starting to feel a little stale (not just dated like SR, but stale mechanics as well).

I know that’s vague and arm wavy, but like I said above, preseason is a better time for larger changes, and we’d rather socialize these ideas to a lot of you guys in different regions to make sure we have plenty of feedback. It’s something we’ll start to talk about more. Stay tuned.

[ Link to Post ]

 

 

TP’s short cooldown encouraged passive, melee-vs-melee top lanes

Ghostcrawler New PortraitYou touch on a couple of different issues that have a strong interaction. First, we agree that top melee vs. melee does get a little boring. Strategic movement (versus say just having short-term speed boosts) is a way to get those guys interacting a little more with the rest of the map, but we agree there are risks of passive play and having no consequences for bad play. Just increasing the cooldown might help with the second part but does nothing for the first part, and meanwhile means the summoner spell could just be dead. We don’t have any changes to announce but we recognize the problem.

[ Link to Post ]

 

 

If you’re taking the flak for decisions, you should be getting the credit for them, too

Ghostcrawler New PortraitTotally, and I have no problem with that aspect of the internet. It’s the other half that bothers me. Imagine you’ve worked on say Braum for months, whether you were the designer or the writer or the artist making particle effects. Then the champion that has consumed so much of your life goes live… and some high level designer gets all the attention for it. That’s really unfair at almost any company and it’s particularly unfair at Riot. We really try to avoid the rock star thing.

I’m fine with you blaming me for anything (and most Rioters would feel the same way) because I also don’t want anyone to think I’m trying to pass the buck, but be aware there are a lot of people that work really hard on this or most games. Don’t boil down the company to just a few people whose names you might know.

[ Link to Post ]

 

 

You shouldn’t balance the game around pro-players; they’ll adapt

Ghostcrawler New PortraitWe don’t balance the game just for the pros. We do pay a lot of attention to how they are playing because A) they tend to influence what a lot of other players are playing, and B) their skill is such that they are very sensitive to small balance nuances that many other players might not notice.

 



As far as champion popularity, the issue isn’t that we are afraid of player wrath if we nerf popular champions. Sometimes the champion is popular just because they’re overpowered. But sometimes they are popular because they are fun or because others in the same role aren’t as much fun. We try to be very responsive to players, and that includes having a game that is balanced but also a game that is fun to play. If you keep slapping players across the wrists for playing fun champions it’s really easy to send the unintentional message that we don’t want them to have fun.

[ Link to Post ]

 

 

Why does it seem like Riot is constantly understaffed

Ghostcrawler New PortraitRiot tends to have small teams, but it depends a lot on what that team is working on. The live team has more than 3-4 people, but that’s really not the whole story. A lot of Rioters contribute to balance, from playtesting, to live data analysis, to assimilating community feedback, to “Hey this experience happened to me last night, maybe we should look at it.”

 

There are also risks to having too many people working on a team — it’s hard to keep in tight communication and make sure two groups aren’t trying to solve the same problem in different ways. In any case, “design” is my team. I don’t tell the balance team what to do, except at a very high level. I talked a lot about WoW class balance, which led to this persistent myth that I did it all myself.

[ Link to Post ]

 

 

Slower Champion release means less potential balance issues

Ghostcrawler New PortraitThere are some solutions to having a huge champion roster. Yes, the game would probably be easier to balance at 100 champions or even 5, but that would be boring. One of the things that keeps League fresh (by which I mean it contributes but isn’t sufficient to solve the problem all by itself) is a constant stream of new champions (and some updated old ones as well).

[ Link to Post ]

 

 

 

What purpose do you want Supports to serve on a team

Ghostcrawler New PortraitUtility is fun. We don’t want supports to just be warders, nor we want them to just be the dudes who don’t get any kills in order to funnel all the gold to their carries. We also don’t feel that we nailed the season 4 gold income, so it’s something we’re going to have to keep working on.

[ Link to Post ]

 

 

 

Where’s the Bruiser rework promised for Season 4

Ghostcrawler New PortraitPromising anything is dangerous, because it implies we should ship changes that we aren’t happy with just because we said we would. The game still needs a fighter / bruiser rework. Some of that is itemization changes. Some of it is just giving melee champions some interesting ways to interact with other champions beyond just smashing someone with an axe or be kited endlessly.

[ Link to Post ]

 

 

 

Who does does Riot want to balance League of Legends for

Ghostcrawler New PortraitUltimately, we try to balance for the players who are playing the game, which means all of them. I know that’s a tall order, but we wouldn’t be happy with a model that was to only balance for the best players or to neglect them. We do want LCS to be fun to watch, but we also want League to be fun to play for the Bronze player who is still finding their way. Sometimes those directions are contradictory, say for a champion that is only good in organized team play but not solo queue, and in those cases, balance gets super tricky.

[ Link to Post ]

 

 

Why are most Champions forced into a single role and lane

Ghostcrawler New PortraitAll things being equal, champions that can fill multiple roles are cool. There are two big footnotes to this. First, we haven’t always been great at supporting novel use of champions. In the past, if an AD Marksman started to get played as an AP, we’d sometimes stomp it out quickly because it was unintended without really establishing if the play pattern was healthy (e.g. did it have sufficient team play and counterplay) and if players would be able to come up with strategies to counter that play.

We are trying to be less reactionary to those opportunities. Second however, game health still is a thing we have for which we have to be mindful. Jungle Alistar tends to be pretty frustrating for the other team, so it’s not something we’re likely to support without some fundamental changes to his abilities. Support Annie, Mid Lulu, AP Ez are champion roles we have no fundamental issue with, as long as they don’t eclipse the champion’s performance in all other roles.

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Is your design goal to make sweeping changes to keep League fresh

Ghostcrawler New PortraitIt isn’t our philosophy to constantly reinvent the game. We think the core games is pretty compelling. There is a risk that League can get stale though. New champions and alternate game modes can help offset that, but you do see players who just get bored if they think the meta is too rigid or each game just feels too similar to the last. So in that sense, we do think it’s healthy for the game to evolve.

I think I am reacting most to the subtext of the accusation (which I realize isn’t yours per se) that the changes are sweeping, arbitrary or thoughtless. There is a happy medium between the extremes of ossification and the wild, wild west.

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Is there truly no room for melee DPS

Ghostcrawler New PortraitThere is room for melee DPS, but we’re not there yet. It’s harder to give melee skill shots. It’s harder to give melee a reason to go in, do damage, then break off the attack, since they are designed to do damage in a small window (when they are in melee) and spend the rest of the time gap closing / being kited. It’s harder to keep the distinction between fighters and tanks, since fighters have to be fairly survivable to even get to melee.

We think we can address all of those issues, but they will take time, and sadly longer than we originally thought. Some of these changes are champion updates to give them more to do than just whack at an opponent. Some of these changes are more systemic, such as making sure fighters and tanks build items differently.

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How are we to speak with developers when they rarely respond

Ghostcrawler New PortraitWe are trying to get back to that. There was a time when more Rioters were all over the boards and Reddit. For a variety of reasons, that has eroded somewhat, but it doesn’t have to be that way. I personally always loved that about Riot, and it’s something I am passionate about trying to get back to.

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It seems Riot underrates small tweaks made to Champions

Ghostcrawler New PortraitI’ll be totally frank here. I think it’s playtesting. The logic the designers use to make every change is typically pretty sound and we have a culture of beating up ideas. By that I mean, nobody is changing anything without getting a lot of input. We also try to leave room to react to player feedback when you guys see the patch notes or even our initial thoughts on potential changes.

We also do have some very strong players who work here (i.e. Challenger tier) and we rely a lot on them and a whole bunch of other Rioters to put these changes through their paces. But even if we played 200 games with every balance tweak, that is far, far fewer than the bazillions of games that get played when a patch goes live. Yes, there are plenty of unintended consequences that we really should have caught, but there are others that we just never realistically could have predicted until some smart player tried out something wacky and a bunch of other players adopted it.

One idea is to try and leverage the PBE better. Most participants just mess around to get a feel for any patch changes, but aren’t really trying to exploit a change the way they will once it goes live. We have some other ideas as well.

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What exactly does the Design team do

Ghostcrawler New PortraitDesign is a discipline. The “big three” disciplines in game development are design, programming and art, though there are others as well (production, sound, QA, etc.) At Riot, teams are multidisciplinary, meaning that the champion team for instance has a lot of people on it that are not designers.

 

Not every team needs a designer on it. Some are focused on say engine refinements. Others have someone with enough design skill that they can fill in for not having a dedicated designer. Most teams that touch the game directly do have designers though. There are designers on the Live team who do balance the game. (It’s more accurate to say that they are accountable for short-term patch-to-patch changes that can’t wait for a larger update or rework, but that’s a Riot technicality, not something you need to understand to have an opinion on LoL.)

Fortunately, while your question sounds like you’re just curious, it isn’t necessary to understand how Riot (or any game developer) is structured in order to give feedback on the game. In fact, I often say that if your post is focusing a lot on the people making the game and not the game itself, that’s a good hint that your post probably isn’t super helpful in terms of providing us feedback. “I don’t think Jax is competitive in this situation,” is what we call actionable feedback. That’s the kind of feedback we can discuss. “Ghostcrawler nerfed Jax,” doesn’t provide us much actual information. Maybe it helps you feel better by venting, but as I pointed out, since you don’t really know how we structure our teams internally, your statement is likely to not even be correct.

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Why do Rioters respond to trolls but not to reasonable threads

Ghostcrawler New PortraitThat’s a reasonable concern. My personal experience from a decade and a half of trying to communicate to players is that if you step into a good discussion, you risk derailing it. Devs can still read and appreciate the discussion, and we do, but if we try to “reward” the thread with our appearance, it ends up attracting a lot of folks who want to make “Rito where” posts or troll or whatever. Troll threads are in essence already ruined, so a dev jumping in can’t make it much worse. 

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Have you ever thought that some top laners liked Melee vs

Ghostcrawler New PortraitOf course. That’s why I asked the question. A lot of the answers are “Because then a ranged champ doesn’t shut him down,” which is a reasonable concern, but doesn’t really get at the issue of how to make melee banging away on another melee interesting. In team fights, we think there is more for melee to do, whether they’re trying to block the front lines or dive past them to hit the softer nukers in the back. But slow, top lane duels feel like they need some help.

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Riot doesn’t hate melee top laners, they just can’t balance them

Ghostcrawler New PortraitExactly. We are trying to formalize (for want of a better word) what strengths melee should have to help them offset the huge advantages that ranged champions have. The traditional solutions have been that melee are hard to kill, or they really mess you up if you fail to kite them. Both of those cause a lot of balance problems though. The first means melee slap fights are boring. The second means that melee vs. ranged encounters can be binary — either the melee zeroes the mage, or the latter escapes.

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Is it true you don’t know where the “Renekton” balance bar lies

Ghostcrawler New PortraitThe Renekton “bar” came about, IIRC, because we were just nerfing whoever the dominant melee was at the time and the next melee would come take his or her place. We realized this was because many melee were just ball of stats without interesting interactions (I exaggerate, which I often do, but you get the point). We decided that Renekton actually had some interesting gameplay going on, so rather than nerf him, we’d make him the bar for how melee should act. That doesn’t mean just giving his abilities to all the other melee and it doesn’t mean buffing the stats for Mundo or whoever else to help them pass Renekton.

It means trying to find unique ability and item hooks for those melee below the bar. (Also to be clear, the bar doesn’t mean we nerf all other melee to have worse win rates than Renekton. It’s just a target for power and kit.) Unfortunately, that does take some time and exploration which is why we haven’t delivered on it yet. I hate that we haven’t delivered on it yet, but that’s the story for how it happened.

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QA on Balance Design Banner


 

 

State of Kha’Zix and Hecarim and popular Champions not being nerfed

Statikk New PortraitYou have made a ton of comments, and I’ll try my best to address them all.

1) Kha’Zix

Firstly, I actually think Kha’zix isn’t far off from being balanced. In fact, we have seen him get spot-picked in Korean pro games even in his arguably currently “underpowered” state (I believe they are actually evolving E first).

The changes to Q and its evolution path were actually largely motivated by Game Health concerns with the Isolation mechanic. Essentially, Isolation is a mechanic that works super well later on in the game when you are more heavily grouping up since you have allies to play around, but early on in the game (especially pre-6) avoiding Isolation is not really an option for some roles (ex: the opposing jungler). We think it’s appropriate that Kha’Zix has to invest in his Q to apply this kind of pressure to the enemy team that Isolation brings, and it’s clear that at least some evolutions such as E are still competing with it.

I think Volty (Kha’Zix’s original designer) kind of nailed it on the head when we released Kha’Zix. He claimed that Kha’Zix is a champion we have to normally re-visit in order to re-balance his evolutions to be competitive with one another, and I honestly agree with that. The game and our understanding of the game changes so much even on a daily basis. I suspect we’ll have to revisit his evolutions in the future, but for now we want to monitor how the Q buffs in 4.12 have affected him.

2) Hecarim

Agreed 100% that we went overboard with the Q Mana cost tuning the last time we changed him. This is something we’re looking to change with the next upcoming patch. His Q Mana cost will now be in the middle ground between where it was before and where it is now.

3) Balance “Favoritism”

I think it’s a bit unfair to jump to conclusions about why we are hesitant to nerf X champion versus Y champion. Firstly, there’s always going to be variance in the power of champions after we change them. Getting them right 100% out of the game is honestly unrealistic, as it takes time for everyone to understand how to optimize champions after we change them.

Lucian was a case where we were more concerned with ensuring that he was still functional post Attack Range changes. Yes, we went overboard on our first shot, but this is something that can be and will be corrected in the upcoming patches (everybody deserves a second shot amirite?).

Lee Sin is a different beast altogether. Firstly, we didn’t go through with our first initial larger changelist months ago due to a legitimate concern that players brought to us which was that we were fundamentally altering his gameplay identity with our changes. This made us go rethink our approach to Lee Sin and instead of normalizing him into a champion we know fits the game, we are trying to fit his unique identity (early game gambit, late game falloff) into the game. This is something we will be pursuing fairly aggressively with Lee Sin.

In addition, we always have to assess what each champion brings to the game and how that can affect our analysis of the situation. Let’s be honest, Lee Sin is one of the most fun and exciting champions in our game, it shouldn’t be surprising to anyone why he is so popular. We’ll continue to adjust his power as we always have (and if you don’t think we’ve changed him a ton…go look at his patch history), but Lee Sin is a champion that as a design team we feel brings a lot of positives to the game.

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Melee Carries, Assassins, Access to Team Backline, Stealth & More

Statikk New PortraitHey Sayath, always a pleasure to read your posts. I’ll answer the questions in your Summary as best as I can:

1) State of Akali

Akali currently looks to be in a decent spot, and as I hear she is starting to gain more popularity recently especially in solo queue. I also think she will be benefiting from the changes we are making to the overall game to make it less anti-Assassin. As far as Game Health goes, I still believe she is a champion with a lot of flaws. When she gets ahead, there is usually very little individuals can do to overcome the situation due to her simplistic mechanics (tons of just “I click you and hope you die” abilities) and when she’s behind she has very little power to come back since she doesn’t have any strong “fallback” patterns and the her primary defensive ability (W) is still tied to our primitive and hard counter-y stealth system.

2) Squishy Melee

We are still exploring what it means to be a squishy melee in the game. Yasuo was obviously an experiment in this field. I see 2 possible positions for them:

1. Enemy backline (Assassin): I think everyone is familiar with this pattern. In my mind there are 2 inherent steps in this pattern – 1. The Infiltration to get to the right target and 2. The Execution when they arrive at the target to take them out. Assassins should be champions who rely on flanking and other creative ways of infiltrating towards the enemy’s high-priority targets. I think a large part missing in a lot of our Assassins is an interesting Execution phase, where they still need to make a play once they reach the target to finish them (maybe Zed after the more recent changes meets the bar now).

2. Ally backline (Melee Carry): This is a term we’ve thrown around a ton but have never truly delivered upon. A lot of the supposed Melee Carries we’ve put into the game are honestly very Assassin-like in their pattern since we often give them the tool to access the enemy backline. The idea behind this character would be similar to that of a Ranged Carry mindset – start with whatever targets present themselves, usually the enemy frontline and eventually make their way through the team to clean up the enemy’s backline.

Yasuo was a champion I believe had a lot of potential of fulfilling this role due to mechanics such as Wind Wall which keeps him safe from the enemy backline while he deals with the enemy frontline, but once again we ended up giving him a way to easily access the backling via his ult which I think really undermines this role’s purpose and essentially turned him into an Assassin. To me it feels like a somewhat lost opportunity.

3) Spell Vamp

Spell Vamp is honestly another old system that we probably need to revisit and re-set the goals around its purpose in the game. I would say in its current state, Spell Vamp being any more prominent would probably just lead to abuse cases. One of the largest problems with Spell Vamp is how much it favors resourceless champions vs. Mana champions. This is something we’d have have to take a hard look at if we wanted to adjust it, but I don’t think there are any immediate plans.

4) Stealth

I don’t just think it would be beneificial, I think it is integral to the health of all stealth champions that we figure out a better system for them to work under. The current binary / hard-counter system is one that provides little gameplay and disallows these champions to scale with player skill effectively. It’s something I’m very personally interested in investigating but have never found the time to.

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Who do you think are the top 5 Champions in need of Rework

  1. Statikk New PortraitUrgot
  2. Poppy
  3. Mordekaiser
  4. Yorick
  5. ??? – can’t decide =/

Once again, my personal opinion. I think the above 4 have incomplete/confused identities/roles within the game and have flawed play patterns that offer very little counterplay.

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Immobile Mid-lane Mages, Athene’s, Deathcap and Void Staff

Statikk New PortraitThis is definitely an issue that we have struggled with a lot internally. We call this class of characters the “Immobile Mid-Lane Mages” and I 100% agree with your identification and breakdown of the problem.

I’m definitely on the same page with you when you say Mobility Creep is one of the largest contributors to this. As we’ve added more and more mobility to the champions in our game (for good reasons – mobile champions are really fun to play, create a lot of “outplay” moments, etc.), the Immobile Mid Mages have fallen off especially in the competitive scene.

The bottom line is that we have done a poor job of valuing Mobility as it relates to the amount of power it gives to a champion’s kit. Champions with high mobility need to be paying a larger cost for having that strength, and this is obvious with examples like Kassadin, LeBlanc, or Lee Sin. Mobility is actually a tool that scales extremely well with player skill, pros are able to exploit both the strategic map mobility and tactical in-combat mobility to its fullest extent.

As far as itemization goes, I know the Systems team is looking into different the lesser used items such as Rylai’s. The lack of Mana Regen in the Rylai’s + Liandry’s combo is interesting (I believe most stack a few Doran’s Rings to try to get around this), but overall I think it might be pointing out a larger issue in our game which is our ever-growing pool of Resourceless champions and how we have maybe warped the game to allow Mana users to compete with the resourceless guys over time. A big example of this is how strong Athene’s is at the moment. When you look at the item objectively, Athene’s is pretty insane in terms of gold-efficiency, but this leads to a scenario where the only mages that are viable are the ones who can leverage Athene’s effectively. This is something I’ll definitely bring up to the other guys on the team to see if this is another avenue we can help attack the problem.

Overall, I don’t think there’s an easy fix to this problem. I think we’ll have to do a lot of systematic changes to the game in order to get Immobile Mid Lane Mages back into the game in a healthy way, but it’s something definitely on our radar (just not right at this moment since we are prepping for Worlds).

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 Lucian feels like a better Ezreal right now

Statikk New PortraitFirstly, I’ll start with new Lucian. Flat out, he’s just currently overtuned and that will be corrected soon. This means that Lucian’s current state is not really a useful grounds of comparison when it comes to power level.

To address Ezreal, we honestly feel Ezreal is still fitting the vision we set for him. He’s a long-range, mobile, poke ADC and he fits that pretty well. In fact, Ezreal is still being valued in the Korean competitive scene.

I don’t think it can be easily assumed that Ezreal is “weak” at the moment. He has things that Lucian doesn’t have (long range) and Lucian has things that Ezreal doesn’t have (hyper mobility). That’s a great place to be in when they can be valued for different reasons. I think something to clarify is that Ezreal should probably not be the most mobile ADC in the game given that he has such high range. He can be mobile sure (and he is because of his E), but being the most mobile is probably not ideal given his other strengths. I think it’s easy to forget, once a champion has not been dominant for a while, the times they actually were dominant and how small of a change it takes for us to revert back to those times.

Purely using Win Rates averaged over all skill levels is a dangerous way to approach game balance. In fact, I think this kind of mentality has heavily contributed to the Mobility Creep that continues to grow in our game. Some things simply scale extremely well with player skill level – it turns out that Mobility is one of these things. The fact that a lot of our more mobile champions do have “lower” win rates is not an accident or mistake. It takes a ton of mastery and skill to leverage Mobility to its maximum potential.

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What’s your opinion on underplayed Supports like Zilean, Alistar and Taric

Statikk New Portrait1) Taric

Similar to Garen, I think Taric is at a place where we have to weigh simplicity vs. mastery. If we were to change Taric, I doubt we would put more emphasis on Auras as they are biggest examples of “Power without Gameplay.” Stat-based Auras typically have to be fairly game-warping before they are noticeable and satisfying, which is why we usually avoid them.

Overall, I think we need to find a more interesting core gameplay pattern than “stand near an enemy and press all your buttons” for Taric. I don’t want to get your guys’ hopes up, but we actually do have some experimental Taric changes that are pretty different from his current kit. No guarantees on if it will ever release or when, but he is someone who the Reworks team is looking at potentially changing.

2) Zilean

Zilean’s kit unfortunately has very little counterplay, and it’s the large reason why it’s hard for us to find a place for him in the game. Currently when he’s powerful, he creates an extremely frustrating experience for the enemy laner. He is also one of the champions that is higher up on the Reworks priority list, but because we would have to change his kit so drastically to make him healthy for the game, it will definitely be a while until we can release changes.

3) Alistar

The W+Q combo is something that we never intended to exist, but it’s something that Alistar players have gotten used to and is honestly integral to his current balance and gameplay. If we were to revisit him in a Reworks style approach, I think there’s a high likelihood that we would remove the combo and instead give him more ways to create situations where he can W enemies into walls to setup a follow-up Q. This is probably a healthier version of his combo, but it’s not something we’d do unless we supplemented the kit with ways to function and succeed without the combo.

I agree the heal is also something that doesn’t necessarily mesh well with his kit – both from a game health perspective and a thematic perspective. Functionally it is honestly just a bunch of sustain in lane (arguably not a “bunch” anymore now that we’ve tuned it down over time) and then falls off in usefulness once it gets to late game. It creates a fairly un-interactive lane pattern that is diametrically opposed to his all-in initiation combo style. It’s something I think we’d have no qualms of removing if we found something better to replace it with.

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Are there any plans to rework Garen

Statikk New PortraitThe difficulty of a champion like Garen is that we see him as a great beginner champion. He’s easy to pick up and easy to understand, so he does bring a lot of positive to the game even when he isn’t necessarily a strong champion at the competitive level.

If we wanted to make him more healthy for competitive play we would have to start weighing the costs of adding complexity to his kit via new mechanics and probably adding more points of mastery in his gameplay which probably means making him overall more demanding to play.

One of the biggest things I’ve learned working on this game is that it is rare for any decision to be completely free of costs or tradeoffs. Almost every change we make that has a benefit also has a cost and we always have to weigh them against each other.

In Garen’s case we would have to understand the costs we would have to pay in his simplicity in order to make him a healthier competitive champion. I can say right now, that there are no immediate plans for work on Garen, but you’re definitely on the mark when you say that if we do go and change Garen we would need to try our best to preserve his low skill floor while still increasing skill ceiling (which is extremely difficult to do).

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What's your view on Quinn

Statikk New PortraitIn terms of balance, we think Quinn is actually pretty strong.

In terms of design, I think we all feel Quinn is somewhat of a missed opportunity. Here’s a list of things I think we are not exactly content with:

  1. She’s a sub-par bot lane ADC
  2. She’s overly reliant on snowballing / doesn’t have a great fallback pattern
  3. Her ult specifically is great when she’s ahead (potentially makes her feel overbearing when ahead due to the amount of burst it adds) and feels almost useless when behind or even

Overall, I think Quinn is a fun champion with a lot of potential, but we’re simply not there yet.

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Do you think Spell Vamp is in a good place right now

Statikk New PortraitUnfortunately, I actually don’t have a ton of insight into Spell Vamp and how it should function in our game (probably more appropriate for one of our Systems guys like Xypherous), but I will say that although a “Spell Vamp ratio” on each spell would make Spell Vamp healthier and more functional in our game, it would be an extremely inelegant solution. For example, how would players know whether they had good Spell Vamp ratios or not?

We would probably have to display it in the tooltips somewhere and that has its own complexity and costs as well. I think you are getting at the heart of the problem though, which is that Spell Vamp is a lot weaker on champions who have to expend resources (Mana) to get returns out of it. Personally not sure what the answer would be here still.

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The Direction of LoL Balance

Morello was up on Twitter yesterday, tackling balance questions one at a time. The first 5 are sequential, after which come a small set of replies.

 

 

 

 

 

 

How will you address unpopular Champions like, say Viktor

 

Will you address Diana’s currently poor state

 

Don’t you feel that you’ve overnerfed Kha’Zix

 

How long does it take to rework or update a Champion

 

Which takes more time - new Champions or new updates

 

Will we see a solution to the ball of stats fighters

 

 

Single Posts banner

 

 

Why does Zyra’s Passive on W give CDR and not, say, Magic Pen

CertainlyT New PortraitHi there. Zyra’s W gives CDR for two reasons:   First, Seeds have relatively little inherent value. We wanted to ensure that Zyra could cast more spells as she began to replenish her seeds faster, because as you put more points into W, you are expressing a desire to have more plants.   Second, because we wanted Zyra to be able to buy non-CDR items. We wanted players to be able to buy the items that made sense for them in their particular game from the entire line of mage oriented items, such as Zhonya’s or Abyssal Scepter, not be restricted to the (at the time) small pool of CDR items.

A bit of context: We struggled during her development to balance 0% CDR Zyra builds against 40% CDR Zyra builds. The latter could put so many seeds out that certain enemy team compositions felt completely stifled. When W’s cooldown was at a healthy level assuming 40% CDR builds, all other item paths felt terrible. Giving Zyra “free” CDR (20% on release) was accompanied by raising the cooldown of her W to compensate, meaning that Zyra’s effective CDR cap for Rampant Growth was 20%.   Today, it’s unlikely we would make the same decision, as CDR is a much more accessible stat. This is the reason that I lowered Zyra’s passive CDR on W from 20% at max rank to 10%. In a game now filled with CDR choices, the “free” 20% was actually stifling her ability to purchase items. Hopefully getting to 40% these days involves a good amount of choice and compromise without leaving the player feeling like they are struggling to get to cap if they so desire or going way over if they do opt for CDR items.

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Can we have an update on Dunkmaster Darius

Baconhawk New PortraitThe answers to these and all your other questions will be answered in time, friend.

(He looks kind of amazing. Graceful, even).   [ Link to Post ]

 

 

 

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

 

 

 

 

 

 

News Update June 28 Banner

 

Red Post Collection

Dunkmaster Darius Confirmed!

Single Posts

TL;DR and a Big Announcement!

 

Recent News

 

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Ingame Voice Chat Banner

A continuation of yesterday’s discussion on putting voice chat in League as a feature.

 

 

Related Collection

 

Voice-Chat-in-League-Banner

 

 

[ Question ] Why do you consider the statistics from polls on General Discussion invalid?

 

Lyte Riotlink Button Lyte: The forum population isn’t an invalid population. It all depends what type of question you are asking, or what discussions you are trying to have. If you’re trying to ask the overall playerbase how they feel about voice chat, then it’s better to do it in-game to get the most representative sample of players.

However, the forum population is really engaged and passionate about certain topics, and tend to be players who participate in Ranked Modes. So, it’s perfectly fitting to engage the forum playerbase on issues like champion balance or issues related to competitive League.

 

Thresh_Splash_Lantern Riotlink Button davin: It definitely doesn’t invalidate statistics taken here, but those statistics are gathered under very different conditions (non-random sample, self-selection, different sample characteristics in that it’s folks who visit and post on forums, etc.). 

For things that affect the whole community, we can’t just rely solely on what a non-representative subset says. It wouldn’t be responsible or scientific. But that doesn’t mean it’s useless or that we should ignore it! We sure as hell will consider it alongside all the other information we gather, though. We’re not just slaves to data, we use a data-informed approach (i.e., gather information that helps illuminate a situation).

So when it comes to things like voice chat, research into the situation includes surveys, in-client random sample polling, analytics of what happens in those games, and examination of community sentiment. They all factor in. Multi-modal investigation is the name of the game 

 

 

[ Question ] When was the poll on voice chatting in LoL made?

 

LyteRiotlink Button Lyte: It’s a small pop-up at the end of game that was sent out to a random sampling of players. There’s usually no need to send a pop-up to every single player in League; in the social sciences, they’ve done a lot of work showing that surveying a % of the population can usually get meaningful results that represent the entire population as long as the sampling comes from a representative sample (which is why sampling on the forums would be inaccurate). Many social science studies may survey a few hundred people, but in League we usually survey thousands to tens of thousands and usually do surveys for each server separately.

 

 

[ Question ] Why haven’t you provided an explanation of the methods used in this research?

 

LyteRiotlink Button Lyte: Most of the designers and researchers involved with Player Behavior have published papers in the past, so we definitely feel your pain. However, I hope you understand why it doesn’t make sense for us to fully publish detailed methodology in the main post.



To answer some of your initial concerns:
1) It’s super easy for us to identify the use of voice chat through a few different approaches. One, for some apps we can detect whether they interacted with the LOL client in some way. Two, we can confirm this with a end-of-game survey asking players if they used voice chat in the current match (and studies have shown that players are pretty honest with these types of surveys, especially if it’s a neutral activity and not something viewed as socially undesirable). Three, we can analyze chat logs to determine the exchanging of voice chat information. Using combinations of these heuristics and others, we can figure out who in the set of 10 players is using voice chat. 

2) After figuring out #1, yes, we do split the analysis into games that are full premades vs full strangers and everything in-between. We do these splits for most analyses, even when looking at things like Reports and Honor. We have seen time and time again there’s huge differences in the data given the varying premade sizes in each game.

3) We actually also separate the analysis into Wins and Losses, as we sometimes see toxicity levels are higher only during losses for some factors; however, in this case, the numbers trended similarly for both wins and losses.

 

 

[ Question ] Were there any notable differences between regions?

 

LyteRiotlink Button Lyte:  We didn’t see any huge outliers in this research across regions, but there were some nuances in regions like Korea, where many players play in PC Cafes and not at home.

 

 

 

Average MMR in League and why women are mistreated in voice chat

 

I actually do have a claim, Since the spread of players in DotA is significantly different to that of League. There’s more higher ranked players(and a higher % average) than League has. Right now, pretty much everything under plat in League is 98% of the playerbase. DotA does not follow this, in either Ranked or Unranked. One of the reasons the lower MMR doesn’t have a huge % attached to it is because players that can’t play DotA well, often don’t play at all, or very often since it’s not as fun. So the Average MMR is around the middle, which in League terms would probably be about mid gold. Higher Average skill level of all players equates to having higher skilled females in the game. Especially since I constantly see them playing, are in teams with them, and know a few myself. 

5% 1100 10% 1500 25% 2000 50% 2250 75% 2731 90% 3200 95% 3900 99% 4100
100% 4300+
It’s VERY close to this(this is unranked MMR)
I also was not saying that it was a justification as to why women are treated differently in this game. I was merely stating it as one of the possibilities as to why. Which in all likelihood is probably correct, knowing male behavior.

 

LyteRiotlink Button Lyte:  Actually, looking at Elo distributions isn’t the right way to analyze something like this. In every game, the “average” Elo or MMR is arbitrary, and chosen by the designers. 

For example, if I decided that the matchmaking system sets every League player’s Elo/MMR to 2000 when they first join League, you would see over time that the League Elo distribution would have an average of 2000. The fact that DOTA, Smite, League and all these other MOBAs have different distributions of Elo/MMR is just because the designers chose different starting Elo values (and therefore, have different Elo distributions).

Having more female players be “1800 MMR” in League than “1800 MMR” in DOTA isn’t a fair comparison… because those numbers mean completely different things in each ecosystem. Read up Elo Systems on Wikipedia if you’re curious to know the math behind this.

 

 

[ Question ] Where are you getting your statistics from about toxic voice chat users?

 

LyteRiotlink Button Lyte:  Which aspect are you curious about?

For part of the analysis you are referring to, we use a sentiment analysis model to review chat logs from a random sample of non-voice chat using players to a random sample of voice-chat using players. Then we break down the analysis in terms of premade sizes, wins versus losses, so on and so forth.

 

 

[ Question ] Were all 5 members of each team in the voice-chat program for your testing friends? 

 

LyteRiotlink Button Lyte:  The key is whether all 5 people are friends or not. If all 5 players are friends and in voice chat, the experience is better. If all 5 players are strangers, the experience is worse. If some players are in voice, and some are in text, the experience is worse.

 

 

 

[ Opinion ] If there are more highly-rated players and larger average MMR, there will be more high-skill female players

 

LyteRiotlink Button Lyte:  You may want to read up on Elo Systems on Wikipedia.

Do a thought exercise: if I just added a ‘0’ to everybody’s MMR in League of Legends, they’d now have more average MMR than other games. There’s no point comparing Elos across games unless they use the same variables.

You even mentioned that if we raised starting Elo to 2000, the new Bronze 5 might be 1700 MMR. You just explained why we simply can’t compare average MMR across games, unless the scales and baselines are the same.

 

 

[ Question ] Have you talked to similar studios about implementing voice chat?

 

LyteRiotlink Button Lyte: It’s an interesting point. A few other studios who are making MOBAs have also decided to not implement voice chat, and have done similar research. 

The study I mentioned did their research on Halo, but I imagine many of these findings apply across games/studios.

 

 

[ Question ] Isn’t toxicity a result of people being anonymous on the Internet?

 

LyteRiotlink Button Lyte: I’ve heard it said often that people believe toxicity is linked to how much anonymity there is in a given context; however, several studies and experiments have shown that that’s not true. In fact, the key to whether toxicity is present is not whether there is anonymity, but whether there are consequences for actions.

For example, a lot of news websites and social media sites started adding open comment systems that allowed people to comment on public articles or posts, but only if they logged in to Facebook or other apps that revealed your real name and your profile photo. Very quickly, these sites all realized that reducing the anonymity in these contexts did absolutely nothing in reducing the toxicity of the comments and you still had extremely sexist, racist, prejudice or homophobic comments even when people were forced to reveal their “real” name and profile photo.

I emphasized “real” name because I suppose it’s possible for people to create social media accounts that have fake names for the sole purpose of commenting on public articles and posts, but it wasn’t the norm by any means.

One of the greatest misunderstandings is that voice chat will reduce anonymity, which will reduce toxicity.

 

 

[ Suggestion ] Why not have different ways of punishment / reinforcement, so you affect a wider spectrum of players?

 

LyteRiotlink Button Lyte: You’re touching on the key point, which is that different players respond to different punishments. We find that on average, about 67% of players improve their communication patterns after just 1 chat restriction experience. If players get chat restrictions and a reform card from the Tribunal that outlines exactly what behaviors led to their punishment, the reform rate goes up to ~75% (varies a bit depending on the server).

To give a comparison, about 60% of players improve their behaviors after a game ban, and about 70% of players improve their behaviors after a game ban and receiving a reform card. So, on average, chat restrictions tend to do a bit better than game bans when it comes to reform rates; however, game bans tend to force players to create smurf accounts and shift toxicity to lower level players, so there’s an additional consequence to using game bans compared to chat restrictions.

We’re also able to do things like restrict players from specific queues, or remove Ranked Rewards, or a combination of any of these penalties. We’ve also considered things like suspending the ability to use skins or specific champions… but these are untested outside of our research labs so far. 

Regarding positive reinforcement, we’ve always had more plans to add a few more features to Honor. Unfortunately, we pivoted the team to work on Team Builder and want to get back and finish Honor after because we believe it has some of the greatest potential to encourage positive behavior. For example, in the new Tribunal, players that are highly honorable will have a chance to be reviewed in the Tribunal, and if their peers vote them as positive, they will get a reward in-game.

 

 

[ Question ] What’s a reason not to implement voice chat, aside from it making toxic players harder to track?

 

LyteRiotlink Button Lyte: I mentioned this somewhere else, but if a player is using voice chat with strangers and a part of the team is not using voice chat… then on average, the player using voice chat is more toxic in their text-based communication.

So actually, voice chat in many cases makes it even easier to track these players because they end up being toxic in text to the other players on their team who aren’t in voice chat.

 

 

Lee Sin's Dominance Banner

 

 

Lee Sin’s win rate isn’t indicative of his power level

 

Cedriel Riotlink Button Cedriel: There is one thing that you touch on in your post that I liked, bait or not: win rates are not a good indicator of how over/underpowered a champion is. This is because most champions—regardless of strength—are at a disadvantage against certain kinds of kits and playstyles, and so strong champions end up popularizing their own counters.

The way this plays out is fairly complex. A champion’s viability in the metagame depends on how wide of a champion pool can exploit its weaknesses, the general utility and viability of those champions, how it’s affected by itemization changes, and its best-case and worst-case performance against other viable champions. Picture a fighting game-style matchup chart (e.g., http://i203.photobucket.com/albums/a…chup101a-1.png) but with over 100 characters, complicated by having distinct roles and team dynamics and variable item builds.

The metagame stabilizes as people try all these different combinations in play and figure out strategies that work. In the current metagame what has happened is that Lee Sin’s effectiveness as a duelist and extreme mobility make him very effective at counter-jungling and counter-ganking: he can go into your jungle, pick a 1v1 fight in which he has an advantage, and escape by ward-hopping over walls if things get ugly. He also brings both good ganking capability and fair team fight utility. In other words, he’s strong in all areas but exceptionally strong in demolishing the enemy jungler.

The S4 jungle roster has been defined by Lee Sin and the few champions that can take him on evenly in duels while also offering good ganking/team-fight value: Elise, Kha’zix (pre-changes) and Eve (who is viable by playing a different game than the previous three). What win-rates in high-level play reflect is that Lee Sin is well-balanced against these three champions. What they don’t reflect is that he’s crowding out a large number of characters who would simply get pushed out of their own jungle if they got picked.

I think you (OP) realize that both sides in the Lee Sin debate have a point: yes, he does have a high skill-cap; yes, he is rarely banned in high-level play; yes, he has an average win-rate and does not significantly outperform other champions in LCS. Yes, he is extremely strong in the early-game; yes, his kit allows him to demolish many other junglers; yes, he doesn’t require that much skill to do all of this; yes, he doesn’t have significant weaknesses. All of these things are true.

In my eyes, Lee Sin is problematic in that he’s a determining factor for the reduced pool of champions we see in the jungle. I hope that our live balance team can come up with a way to keep his core identity (and the fun factor of comboing his abilities) intact while diminishing his ability to crush a large share of jungling champions.

 

 

[ Opinion ] Tank jungles aren’t viable solely because of Lee Sin

 

CedrielRiotlink Button Cedriel: I wouldn’t say that. Again, a lot of factors influence what is viable in the metagame and what isn’t. Lee Sin is a factor, yes, but if he were to get nerfed I doubt that you would instantly start seeing tank junglers popping up in LCS. Lee Sin existed in S3 too, you know.

 

 

[ Question ] Why did Riot reverted the changes suggested for Lee Sin ?

 

CedrielRiotlink Button Cedriel: Pwyff, who has much more insight into all of this than I do, talked about the Lee Sin changes here.


TL;DR: It’s complicated.

 

 

[ Opinion ] I’d rather have Lee Sin’s power adjusted through changes/buffs to other Champions

 

CedrielRiotlink Button Cedriel: I don’t have visibility into what our balance team is planning for Lee Sin, but they’re doing good work in boosting the viability of support / tanky junglers via itemization.

 

 

 

Dunkmaster Darius Banner

Dunkmaster Darius will be coming soon, as a legendary skin! Here‘s the Reddit thread where I got the images from.

 

Dunkmaster Darius Splash Art

Dunkmaster Darius Splash Art

Dunkmaster Darius Model

Dunkmaster Darius Model

Dunkmaster Darius Q

Dunkmaster Darius Q

Dunkmaster Darius W

Dunkmaster Darius W

Dunkmaster Darius E

Dunkmaster Darius E

Dunkmaster Darius R

Dunkmaster Darius R


 

Lots more on the making of Dunkmaster Darius:


DM (15)

DM (14)

DM (13)

DM (11)

DM (9)

DM (8)

DM (7)

DM (5)

DM (4)

DM (2)

DM (1)

DMSplash

DM (26)

DM (25)

DM (17)

DM (6)

 

 

Single Posts banner

 

 

[ Question ] Why did you state that boobs and miniskirt are what define Caitlyn’s design?

 

Riot Whist Riotlink Button Riot Whist: My intent when I made the post you’re referring to was not that it is what defines Caitlyn, rather it was pointing out that base Caitlyn also has a boob window and a skirt on. I later posted in that thread to confirm that yes her main reads are hat and gun and I was just responding to mention of the other things. That post was intended to provide context and reasons for those elements appearing in the skin.

Everybody working on the skin is pretty happy to see Caitlyn a bit more armored up – she feels more badass and powerful. I think the version we have now will make a lot of players who took issue with it happy.

For a little extra context on it:
She lost armor in production as we worked on ways to make sure she was still readable as Caitlyn (her legs and arms became more bare for the color contrast to help the gun pop). We’re changing her because we do agree with the complaints she is getting, exposing skin to make the gun pop was, in the end, not the only way to make her read correctly.

And this is why we have PBE, it’s not just for balance changes. We want this feed back so we can fix red flags before the skins go on sale. We are extremely open to community opinion and I hope the skin update helps prove that.

I’m also working to try to better word posts in the future so players can more easily understand my points and not accidentally take it out of context.

 

 

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

Patch 3 point 10a banner Final

Check out Patch 3.10a, featuring lots of tweaks to LeBlanc and Master Yi, the ability for Riven to hop over walls and a complete overhaul on Phage and its upgrades! On the PBE client we have several Dominion-only changes and revamped Turret UI, from Gamescom we get a tease of Dunkmaster Darius, on the store front we have Lucian and his skin, Hired Gun Lucian, as well as Arcade Hecarim and Riot Blitzcrank finally available, as well as a welcome return of Riot Graves for a limited time and, lurking around the forums, we have RiotScruffy bringing us the latest updates to Skarner‘s rework progress. Finally, the latest Champion/Skin Sale!

 

Patch 3.10a

PBE Update

Dunkmaster Darius at Gamescom

Riot Blitzcrank and Arcade Hecarim in Store!

Lucian is now available!

Update on Skarner

Champion/Skin Sale – Expires August 26th

 

 

Patch 3.10a

 

Patch 3.10a

A comparatively smaller update than usual, Patch 3.10a will fill the gap between 3.10 and the World Finals.

 

Hey Summoners!

With our focus on stability for patches leading up to the World Finals, we’ve decided to split our next update into a few parts in order to mitigate risk. As such, this patch is titled 3.10a due to the nature of its deploy (as it contains only balance and design changes).

 

 

Champions

 


LeBlancSquare

   LeBlanc

Summary: LeBlanc’s base health regeneration and attack damage per level have been slightly increased.

Context: With unorthodox skills, unmatched mobility and a supremely squishy face, LeBlanc’s always been a difficult champion to master. While this is intended, the changes we made to her in Patch 3.9 made her even more vulnerable, especially during her laning phase. These minor buffs should improve her play experience and even her out a little.

 

   General

  • Base health regen increased from 5.05 to 7.05
  • Attack damage per level increased from 3.1 to 3.5

 

 

MasterYiSquare

  Master Yi

Summary: Highlander now reduces ability cooldowns per kills and assists by a percentage amount rather than a flat second reduction. This means Master Yi will never get a “full reset” to chain Alpha Strikes together even if he kills with his first Alpha Strike. Additionally, Master Yi’s attack speed per level has been reduced, while Meditate’s damage reduction at later levels has been increased. Wuju Style’s passive attack damage bonus is now higher at earlier levels and lower at later levels.

Context: New Yi quickly emerged as a powerhouse champion, and while we soon identified the need to reduce his power, we wanted to do it in an intelligent way that created windows of opportunity for both Yi and his opponents, rather than by simply reducing his overall damage. We like Highlander’s reset mechanic, but the flat second reduction on it meant that solid Yi players could effectively chain Alpha Strikes together with no window of vulnerability after scoring a kill. These changes mean Master Yi needs to land a few basic attacks after earning resets in order to Alpha Strike, which should give his opponents opportunities to fight back. Yi’s Meditate buffs give him ways of bridging those cooldown gaps defensively if needed, and offer more viable options when upgrading abilities.

 

   General

  • Attack speed per level decreased from 2.75% to 2%

 

DoubleStrike_newDouble Strike ( Passive )

  • Fixed a bug where the second strike would damage targets even when Master Yi was blinded

 

Meditate_newMeditate ( W )

  • Damage reduction increased from 40/45/50/55/60% to 50/55/60/65/70%

 

WujuStyle_newWuju Style ( E )

  • Passive attack damage bonus changed from 7/9/11/13/15% to 10% at all ranks

 

Highlander_newHighlander ( R )

  • Now passively reduces the remaining cooldown for Master Yi’s basic abilities by 70% on a kill or assist (instead of 18 seconds on kill or 9 seconds on assist)

 

 

RivenSquare

      Riven

Summary: Riven can now leap over walls with the third hit of Broken Wings.

Context: Riven’s Broken Wings started crossing walls on live following a few engine fixes. We looked at this and decided we want to fully support the emergent gameplay while cleaning up the ability’s environmental interactions. This change promotes Riven’s high mobility playstyle and skirmish play pattern, so we’ll balance around it rather than simply remove the change if it affects her power significantly.

 

   General

  • Fixed an issue where several of Riven’s particle effects were missing

 

Broken_WingsBroken Wings ( Q )

  • Third hit now knocks up affected targets rather than knocking them back
  • Only the third cast can now leap over walls
  • Hitbox has been retuned to more closely match the particles

 

 

ShenSquare

      Shen

Summary: Shen’s Feint shield has been weakened, while Stand United can now be interrupted by root effects.

Context: As a dominant force in the competitive scene, Shen gets just a little too tanky in the late game – to the point where even primary damage dealers have a tough time eating through his shields. This small nerf should reduce some of Shen’s strong dueling potential. Additionally, our Stand United change has been brought in to increase the consistency with which we handle delayed movement abilities. Specifically, Shen’s Stand United channel will be interruptible by root effects, similar to Twisted Fate’s Gate. We’ll continue looking at other cases in the future.

 

FeintFeint ( W )

  • Shield amount reduced from 70/115/160/205/250 to 60/100/140/180/220

 

Stand_UnitedStand United ( R )

  • Can now be interrupted by root effects

 

 

TwitchSquare

    Twitch

Summary: Twitch’s Expunge now deals less damage at early to mid levels.

Context: Currently Twitch’s laning phase trades are too strong, even when he’s forced to pop Expunge before reaching full stacks of Deadly Venom. These changes should balance out the Plague Rat’s early game power without affecting his team fight potential.

 

ExpungeExpunge ( E )

  • Base damage reduced from 40/50/60/70/80 to 20/35/50/65/80

 

 

ZacSquare

      Zac

Summary: Zac’s passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.

Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.

 

CellDivisionCell Division ( Passive )

  • Blob absorption and squish radius reduced from 100 to 25

 

Let'sBounce!Let’s Bounce ( R )

  • No longer grants Tenacity
  • Fixed the tooltip to state that Zac removes all slows affecting him upon activation

 

 

Will this change make blobs really hard to run over?

 

Meddler Riotlink Button Meddler: Can understand your concern, because of the way distance between Zac and his blobs is calculated though this isn’t as big a hit as it appears on paper. Previously Zac would pick up a blob if the distance between his edge and the blob’s edge was 100 units or less, now he’ll pick up a blob if that distance is 25 units or less. The amount of space the blob itself occupies is unchanged however. As a result you need to get noticeably closer to the blobs but you certainly don’t have to run over their exact center or anything extreme like that.

 

 

 

Items

 

NOTE: If an item value or statistic is not mentioned, it is still present on the item.

 

Bilgewater_Cutlass Bilgewater Cutlass

  • Range reduced from 550 to 450
  • Active now takes into account the bounding boxes for each champion

 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Range reduced from 550 to 450
  • Active cooldown increased from 60 seconds to 90

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Fixed a bug where it was granting more health regen than intended

 

Spirit_VisageSpirit Visage

  • Combine cost increased from 375 to 500 gold (total cost increased from 2625 to 2750 gold)

 

 

 

Phage & Trinity Force’s Icy Passive

 

Summary: Phage and Trinity Force no longer have the “Icy” slow passive. Instead of a percentage chance to slow an enemy champion on hit, these items now grant movement speed for a short duration of time, along with even more movement speed on minion, monster, and champion kills. Frozen Mallet’s function remains unchanged, but its recipe has changed.

Context: Following the nerfs to Blade of the Ruined King, we wanted to create more tools to help bruisers stick to their targets. Ultimately we focused on in-skirmish mobility as a valuable and healthy stat for all champions.

 

PhagePhage

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Combine cost reduced from 590 to 375 gold ( total cost reduced from 1465 to 1250 gold )

 

Trinity_ForceTrinity Force

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • UNIQUE Passive – Spellblade
  • Unique passive on-hit damage increased from 150% to 200% base AD
  • Due to Phage’s price reduction, total cost is decreased from 3843 to 3628 gold

 

Frozen_MalletFrozen Mallet

  • New Recipe: Giant’s Belt + Pickaxe + Ruby Crystal + 950 gold = 3300 total gold
  • UNIQUE Passive – Icy retained

 

 

 

Maps

 


Summoner’s Rift

 

 

120px-WraithSquareLesser Wraith

  • Fixed a bug where lesser wraiths were granting less experience than intended (4 instead of 15)

 

 

Twisted Treeline and Crystal Scar

 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Now available on the Crystal Scar

 

Entropy_itemEntropy

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Due to Phage’s price reduction, total cost is reduced from 3615 to 3400 gold

 

Kitae's_Bloodrazor_itemKitae’s Bloodrazor

  • Removed from the Crystal Scar

 

 

Howling Abyss

 

poroPoros

  • No change. Still awesome

 

 

PBE Update

 

 

Champions

 


 

GalioSquare

      Galio

Idol_of_DurandIdol of Durand ( R )

  • Cooldown reduced from 170/150/130 to 150/135/120
  • Mana cost reduced from 100/150/200 to 100 at all ranks

 

 

 

Dominion-only changes

 


 

NidaleeSquare

    Nidalee 

 

Bushwhack Bushwhack ( W )

  • Armor and Magic Resistance shred reduced from 12 seconds to 6
  • Trap duration reduced from 4 minutes to 2

 

 

KassadinSquare

  Kassadin

 

Null_Sphere

Null Sphere ( Q )

  • Silence duration reduced from 1/1.4/1.8/2.2/2.6  seconds to 1/1.25/1.5/1.75/2

 

 

KhaZixSquare

   Kha’Zix

 

Taste_Their_Fear Taste Their Fear ( Q )

  • Isolation bonus damage reduced from 45% to 35%

 

Evolution_Enlarged_ClawsEnlarged Claws ( Evolved Q ) 

  • Now deals 6% of missing health as additional damage, reduced from 8

 

 

TeemoSquare

      Teemo

 

Noxious_Trap Noxious Trap ( R )

  • Mushrooms now last 3 minutes, reduced from 10

 

 

 

Turret UI

 


Turrets now have a separate item bar which shows their buffs. Currently this bar is only active on Summoner’s Rift.

NOTE: Nothing has been changed to turrets in terms of numbers or additional passives.

 

Turret UI

 

Penetrating Bullets Penetrating Bullets

  • +30% Armor Penetration
  • UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
  • UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
  • UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)

 

vision ward Warden’s Eye

  • +1000 Vision Radius
  • UNIQUE Passive – Magical Sight: Can see invisible units.

 

Reinforced Armor Reinforced Armor

  • +60 Armor
  • +100 Magic Resist
  • UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.

 

 

 

Dunkmaster Darius at Gamescom

 

 A few pictures taken during this year’s Gamescom appeared on RiotMeDroid‘s Twitter page, giving us a glimpse of what could be the next skin for Darius.

 

Sketch

Shaded Sketch

Texture

Profile

Color

Full View

Final mesh


Riot Blitzcrank and Arcade Hecarim in Store!

 

 

Also, Riot Graves makes a return!

 

We’re kicking off the new convention circuit at gamescom in Cologne, Germany. That means another year of Riot Games antics at venues across the globe, and a brand new run of convention skins.

This year, gamescom attendees will be the first to get their hands on the latest additions to the Riot and Arcade skin lines: Riot Blitzcrank and Arcade Hecarim. Free codes are available at the booth, so be sure to stop by and pay us a visit if you’re in the neighborhood. If you can’t make it to Germany you can also snag both skins in the League of Legends store.

 

 Arcade Hecarim, the latest and 8-bittiest of the digitally reduxed champions, will be a permanent addition to the League of Legends store. Featuring new sounds, an arcade-inspired recall animation, some electric VO processing, and new spell effects including a color-draining Spirit of Dread, Hecarim’s decked out in our most ambitious arcade attire to date. He’ll debut at 1350 RP, but you can pick him upon sale for 975 RP if you buy before we leave gamescom on August 25th.

 

Arcade Hecarim Comic

 

Riot Blitzcrank, a riotous reimagining of your favorite steam golem, is only available while we’re on location at one of our convention stops. If you don’t pick him up for 975 RP before we hit the road on August 25th, you’ll have to wait ‘til we set up shop at PAX.

 

Riot Blitzcrank Comic

 

Riot Graves from last year’s convention lineup will also make one final appearance for 975 RP while we’re at gamescom. Once we pack up and hit the road on August 25th, he’s retiring to the Legacy Skins Vault, so be sure to snag the outlaw in full riot gear while you’ve got the chance.

 

Riot Graves Comic

 

 

 

Lucian is now available!

 


 

Lucian now available

Wield ancient weapons and send evil back to the grave as Lucian, the Purifier, now fighting on the Fields of Justice.

 

Hired Gun Lucian Splash

 

Hired Gun Lucian

“It’s a dangerous world out there – always nice to have a pair of guns at your side. I’ll do your dirty work, but it’ll cost you…”

Trading in the traditional trappings of his order for a cyberpunk-inspired look, Hired Gun Lucian is ready to blast any foe into oblivion. A new recall accompanies new sounds, visuals and effects that transform Lucian into a concussive and badass tour de force.

 

 

Stop the shadows in their tracks with Lucian and his Hired Gun skin for 1462 RP (normally 1950 RP) until the end of the weekend.

 

Also, you can check out Lucian’s music theme in the loading screen:

 

 

 

Update on Skarner

 


Skarner decoration

RiotScruffy iterates on his decision to move the Attack Speed buff from Skarner’s W to his Q. For the full discussion on Skarner’s Rework, please visit the links below.

 

Initial discussion – why is Skarner being changed?

Follow-up: Tweaks to Fracture ( E )

Overview of Reworked Kit

 

 

Changes in Question

 

Crystal_SlashCrystal Slash ( Q )

  • When target is hit, Skarner gains a 4/5/6/7/8% Attack Speed buff for 6 seconds. Stacks up to 3 times.

 

Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

  • Attack speed component removed (moved to Q)

 

 

RiotScruffyRiotlink Button RiotScruffy: I see some comments about how moving the attack speed from W to Q is a nerf. From what we have seen (and what we intended) this is a buff to his consistency and a slight buff in overall stats.

The old W gave 30/35/40/45/50% while his shield was up (0-6s).

The new Q gives 4/5/6/7/8% per stack up to 12/15/18/21/24% max.

There are a few reasons why the attack speed on Q has been more consistent and powerful for Skarner.

-Skarner players level Q before W typically, gaining the attack speed earlier in the game. This is also great for his jungle clear times, and early lane dominance (if he’s laning).

-The attack speed buff is no longer reliant on his shield. In late game fights or duels, Skarner’s shield was only up for ~3s. 24% attack speed all the time is stronger than 50% attack speed for 3s out of every 18s.

I’m glad you all are holding these changes to a high standard. I too want to see Skarner back into common play.

 

 

Follow-up: Why was this change made?

 

RiotScruffyRiotlink Button RiotScruffy: The attack speed numbers on Q were actually much higher in the earlier iterations of the new kit. He was totally OP in our playtests, and dominating in every phase of the game.

Skarner’s damage doesn’t come from his auto attacks primarily. The reason, as many of you experienced Skarner players know, that Skarner scales very well with attack speed is because of the -1s (0.5 on minions) that it applies to his spell cooldowns.

The exact numbers aren’t final, but the 1% nerf on his base attack speed is a direction that we tried out and liked. We thought it was much cooler for Skarner to have slightly lower base attack speed and potentially scale up to higher numbers once he has been fighting for a few seconds.

In his pre rework design, he has tremendous attack speed IF he can keep his shield up. This can create some optimization confusion for a few reasons:

-Should I use my shield to block damage? This is ideal use of the shield mitigation, but it will break.
-Should I use my shield when I am not taking damage for the attack speed? This is great for the attack speed buff, but the shield has provided me sub optimal mitigation.

Moving the attack speed to Q has remedied this confusing element of his kit.

Additionally, a lot of the feedback on Skarner was that he has a very feast or famine gameplay. In one case, Skarner is ahead and he has a huge attack speed buff that is further increasing his lead. In the other, Skarner is losing and he can’t even use his attack speed buff because the shield is broken very quickly.

With this problem in mind, the change does intentionally lower Skarner’s attack speed in the best case scenario (shield is up for full duration). But the changes also bring an increase to the average attack speed and lower the standard deviation.

I’d like to continue to discuss the merits and problems with the proposed changes, and I have been seriously considering every argument made. Also, I don’t have any exact dates for when he will be on the PBE yet, but I will let you know as soon as I find out.

Edit: The E still has it’s old cast time, but it has extended range and a slow so if you hit, you can easily reach the target.

 

 

 

Champion/Skin Sale – Expires August 26th

 


Sale August 26

Enjoy the following champions and skins at a discount until August 26th!

 

Champions:

 

  • Urgot – 395 RP
  • Vladimir – 440 RP
  • Ziggs – 487 RP

 

 

Dragon Slayer Jarvan – 375 RP

 

Dragon Slayer Jarvan

 

Imperial Xin Zhao – 260 RP

 

Imperial Xin Zhao

 

Pentakill Olaf – 487 RP

 

Pentakill Olaf

 

 

Missed any recent updates? Check here!

 

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2’s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

 

 

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